🪓

Axe Weapon Complete Guide

Megabonk Axe weapon artwork
Strong Late-Game Weapon

Slow starter that snowballs hard with projectile count, attack speed (cooldown), duration, and size.

Unlock Requirement
2,000 Sword Kills
Unlock Cost
1 Silver (Unlocks menu)
Weapon Type
Area (Spinning Projectiles)
Best For
Late Game Waves

🎯 Weapon Overview

Axe launches spinning blades that orbit/arc around you, repeatedly clipping enemies and clearing space. The weapon feels underpowered on early levels, but once you stack Quantity (projectile count) and Cooldown/Attack Speed, keep blades on screen with Duration, and enlarge them with Size, the coverage becomes oppressive and scales exceptionally into late game.

🗡️ Axe Unlock Progress Tracker

Track your cumulative Sword kills toward unlocking the Axe:

0 / 2,000

🔓 How to Unlock the Axe

1

Use a Sword Run

Play a character with Sword (e.g., Sir Oofie) and focus on accumulating 2,000 total kills with the Sword across runs.

2

Farm Efficiently

Early Forest tiers offer dense spawns. Take XP/Quantity/Cooldown tomes to increase hits and clear speed while you farm.

3

Purchase with Silver

After reaching 2,000 Sword kills, open Unlocks → Weapons and purchase the Axe (commonly 1 Silver).

4

Power It Up

Once unlocked, prioritize Quantity, Cooldown, Duration, and Size to turn the Axe into a screen clearer.

💡 Pro Tips for the Unlock

⚔️ Mechanics & Scaling

Core Mechanics

Upgrades & Priority Stats

Weapon Upgrades
Damage / Duration / Size / Projectile Count

These appear on the Axe’s level-up pool.

Priority Tomes
Quantity / Cooldown / Duration / Size

Quantity = +projectiles; Cooldown ≈ attack speed.

Early Game Focus
Survival → Quantity → Cooldown

Get online fast, then scale coverage.

Crit Interaction
Global Only

Axe has no native crit upgrades; benefits from global crit sources.

🎮 Power Curve

Early: Weak—few blades, slower swings. Play safe, stack Quantity/Cooldown.

Mid: Stabilizes at ~6–8 projectiles; Duration/Size start to blanket the screen.

Late: With high Quantity + high Cooldown + Duration, the arena fills with blades and mobs melt.

🏗️ Recommended Builds

🌀 Spinning Death Machine

Core idea: Maximize simultaneous axes on screen.

Tomes

  • Quantity Tome → rush levels
  • Cooldown Tome → faster throws
  • Duration Tome → keep blades active
  • Size Tome → easier contact

Items (examples)

  • Anvil – extra stats on weapon upgrades
  • Gym Sauce – flat damage
  • Credit Card (Red) – damage bonus on chest events
  • Moldy Cheese – chance to apply poison on hit (great with high hit count)

Upgrade Order

  1. Projectile Count (Quantity sources)
  2. Cooldown / Attack Speed
  3. Duration
  4. Size
  5. Damage%
🏹 Axe + Bow Coverage

Why it works: Both scale with Quantity/Cooldown; Bow handles lanes while Axe blankets close range.

Tips

  • Rush Quantity → Cooldown
  • Mix in Duration to keep both projectiles up
  • Consider global Crit for Bow; Axe benefits indirectly
🛡️ Tank Axe (Sir Oofie → Ogre)

Goal: Survive weak early game, then transition into Axe scaling.

Approach

  • Early Armor/HP/Lifesteal tomes for stability
  • Swap focus to Quantity/Cooldown once safe
  • Ogre’s +1% Damage/level passive amplifies late game

✅ Strengths & Weaknesses

Strengths

  • Excellent late-game scaling with Quantity + Cooldown
  • High screen coverage and multi-hit potential
  • Synergizes with projectile weapons and on-hit effects
  • Unlock requirement is straightforward (cumulative kills)

Weaknesses

  • Slow start; investment-heavy
  • Less reliable single-target damage early
  • Relies on tomes/items to shine

👥 Character Synergy

Axe performance varies by character passives and playstyle:

👹

Ogre

★★★★★

+1% Damage per level makes Axe scale brutally into late game.

🛡️

Sir Oofie

★★★★☆

+1% Armor per level; ideal for safe Sword-kill farming and learning runs.

💎

Calcium

★★★★☆

Speed/positioning strengths pair well with Axe’s area control.

🤖

CL4NK

★★★☆☆

Crit passive helps other weapons; Axe benefits from global crit sources.

🆚 Comparisons

Axe vs. Sword

Sword: strong and consistent early; simple path to unlocks. Axe: weaker start but higher AoE ceiling after scaling.

Axe vs. Bananarang

Bananarang: boomerang lanes and reliability throughout. Axe: broader close-to-mid control with heavier build reliance.

❓ FAQ

Is Axe bad early game?

Yes—by design. It needs Quantity/Cooldown to feel good. Play defensively and scale.

What tomes should I prioritize?

Quantity and Cooldown first; then Duration and Size.

Does Axe crit?

The weapon doesn’t offer native crit upgrades, but it benefits from global crit sources (tomes/items/characters).

What’s the community tier?

Varies by list—commonly mid-to-high with strong late-game performance when built correctly.

Master more weapons

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