Two-handed weapons in Mount & Blade II: Bannerlord are built for people who look at a shield and think, “That seems sensible, but have you considered an axe the size of a teenager?”
Giving up a shield is a real sacrifice. Arrows become much more personal, spears become deeply annoying and a missed swing can leave you standing in front of six infantrymen with no convincing explanation. In return, the best two-handed weapons deliver enormous cutting damage, excellent reach and the ability to hit more than one enemy with a clean swing.
This ranking covers the strongest ready-made weapons in the base game, plus the crafted option that eventually outperforms nearly all of them. The order considers damage, speed, reach, handling, availability and performance in real battles. Raw damage matters, but a weapon that clips every doorway in a siege is not automatically the clever choice.
Weapon statistics can vary with item modifiers, game updates and crafted components. Treat the rankings as a practical guide rather than holy scripture carved into a Battanian tree.
Best Bannerlord Two-Handed Weapons at a Glance
| Rank | Weapon | Type | Best use | Main drawback |
|---|---|---|---|---|
| 1 | Custom-crafted two-handed axe | Two-handed axe | Mass infantry battles | Requires serious Smithing investment |
| 2 | Long Glaive | Swinging polearm | Mounted combat | Awkward in cramped spaces |
| 3 | Rhomphalia | Swinging polearm | Foot combat and anti-cavalry | Slow recovery after a miss |
| 4 | Heavy Executioner Axe | Two-handed axe | Breaking dense infantry formations | Expensive and relatively slow |
| 5 | Black Heart | Two-handed axe | Early and mid-game shock combat | Shorter reach than elite polearms |
| 6 | Falx | Two-handed sword | Fast infantry fighting | Less destructive against shields than an axe |
| 7 | Early Retirement | Two-handed sword | Balanced all-round combat | Lacks the extreme power of specialist weapons |
| 8 | Avalanche | Two-handed axe | Early-game tournaments and battles | Outclassed later by stronger axes |
If you want one simple answer, use a custom two-handed axe on foot and the Long Glaive on horseback. Everything after that depends on how much you value speed, safety and the continued existence of enemy shields.
1. Custom-Crafted Two-Handed Axe
The strongest two-handed weapon is usually the one you make yourself. Bannerlord’s Smithing system allows you to combine a large axe head, a long shaft and suitable pommel or reinforcement parts, then adjust the weapon’s dimensions to favour damage, reach or handling.
A well-made two-handed axe offers something swords cannot fully reproduce: devastating cleaving attacks and bonus effectiveness against shields. With enough Two Handed skill, the right perks and a high-quality build, it can delete ordinary infantry and continue through into the unfortunate person standing beside them.
The trick is not to chase the biggest possible damage number. An axe with absurd reach and a glacial swing speed looks magnificent in the smithy, then feels like fighting underwater. For field battles, aim for enough length to reach over the front rank without turning the weapon into a telegraph pole. For sieges, a slightly shorter and quicker build is far easier to use on walls and staircases.
Best for: experienced infantry characters, large battles and players already investing in Smithing.
How to get it: unlock two-handed axe components through Smithing, then experiment with blade and handle sizes. Higher skill and better materials improve the final result.
Why it ranks first: no standard weapon offers the same control over damage, reach and speed. The grind is considerable, but so is the payoff.
2. Long Glaive
The Long Glaive is arguably the most lethal mounted melee weapon in the game. Its combination of reach and high swing damage lets a rider strike enemies while staying beyond the comfortable range of most swords and axes. Build up speed, time a side swing properly and the kill feed begins to look mildly embarrassed.
It is especially effective against infantry in open battles. Unlike a couched lance, the glaive does not depend on a narrow thrusting line. You can deliver repeated sweeping cuts while circling a formation, although careless riding into braced spears remains an excellent way to discover humility.
The length that makes it brilliant outdoors becomes a problem in sieges, alleys and packed melee. The blade can collide with walls, friendly troops or anything else Calradia places in your way. On foot, it is powerful but less forgiving than the Rhomphalia.
Best for: mounted characters, open-field battles and cutting down exposed infantry.
How to get it: look in high-prosperity Khuzait town markets. Stock is affected by local production, prosperity and character level, so it may take several visits.
Why it ranks second: it is the best ready-made choice for mounted carnage, but too specialised to take the overall top spot.
3. Rhomphalia
The Rhomphalia is one of Bannerlord’s great foot-combat weapons. It has the range to catch cavalry, enough cutting power to flatten well-armoured troops and a broad swing that thrives on the edge of a formation.
Compared with the Long Glaive, it feels more natural in the hands of a dedicated infantry character. Stand behind friendly troops, work the flanks and strike into enemies who are already occupied. Used this way, the Rhomphalia produces spectacular results without requiring you to charge alone into a shield wall like someone auditioning for a very short saga.
Its weakness is recovery. A clean hit is brutal, but a miss or blocked attack gives faster opponents time to close the distance. It also struggles in narrow siege interiors, where its reach becomes an argument with the architecture.
Best for: shock infantry, anti-cavalry work and fighting from the second rank.
How to get it: search prosperous Battanian towns and check tournament prizes. Availability can vary between campaigns.
Why it ranks third: magnificent on foot and highly versatile outdoors, though cramped fighting exposes its slower handling.
4. Heavy Executioner Axe
The Heavy Executioner Axe is the ready-made answer for players who want huge cutting damage without spending half a campaign making charcoal. It hits extremely hard, punishes shields and can cleave through multiple enemies when the angle and spacing cooperate.
This is a particularly satisfying weapon in siege assaults once you reach the top of the wall. Defenders often bunch together, creating exactly the sort of target-rich environment a two-handed axe appreciates. Its shorter reach also makes it less awkward than a glaive in tighter spaces.
The trade-off is speed. You must start attacks before an enemy is already inside hugging distance, and you need enough Athletics to control the spacing. It also leaves you exposed to archers, because the axe has yet to learn how to block an arrow through sheer intimidation.
Best for: sieges, close infantry fights and destroying shield users.
How to get it: check wealthy Aserai settlements, where high-tier executioner axes are most commonly associated with the regional weapon pool.
Why it ranks fourth: enormous practical damage and shield pressure, balanced by slow handling and limited defence.
5. Black Heart
Black Heart is one of the best weapons a developing character can win. This Battanian two-handed axe is awarded through tournaments, which means a lucky player can acquire serious killing power long before top-tier shop weapons become affordable.
Its strengths are beautifully uncomplicated. It swings hard, damages shields and performs well in field battles or sieges. It lacks the reach of the long swinging polearms, but that can actually make it easier to control when combat becomes crowded.
Black Heart also avoids the immediate need for Smithing. That matters more than it sounds. Levelling Smithing can be profitable and powerful, but sometimes you want to fight a war rather than spend three in-game months operating a medieval recycling centre.
Best for: early and mid-game infantry builds, tournament hunters and shield breaking.
How to get it: win it as a tournament prize. Prize quality is influenced by the nobles taking part, so tournaments with more lords present are worth checking.
Why it ranks fifth: excellent power for the point at which it can become available, although elite late-game weapons eventually pass it.
6. Falx
The Falx is the most appealing choice for players who like the speed and responsiveness of a sword but still want two-handed cutting power. Its curved blade hits hard, handles cleanly and works especially well against lightly or moderately armoured infantry.
It does not dominate shields like a dedicated axe, nor does it offer the reach of a Rhomphalia. What it provides is rhythm. Faster handling makes it easier to interrupt enemies, change attack direction and recover after a swing. That reliability counts for a lot when three opponents are trying to introduce you to the floor.
The Falx is also a sensible siege weapon. It remains dangerous on battlements and around ladders without constantly catching on nearby scenery. For players who find the largest axes too sluggish, this may be the most enjoyable weapon on the list.
Best for: agile infantry, sieges and aggressive players who value speed.
How to get it: search Battanian markets and tournament prize pools.
Why it ranks sixth: fast, flexible and genuinely pleasant to use, but less overwhelming against armour and shields than the top choices.
7. Early Retirement
Early Retirement is a named two-handed sword that offers a strong balance of reach, speed and damage. The name is excellent, if slightly threatening when handed out as a tournament prize.
It lacks the specialist strengths of the weapons above it. It will not dismantle shields like the Heavy Executioner Axe, dominate cavalry space like the Rhomphalia or match a refined crafted weapon. Instead, it performs consistently in almost every ordinary melee situation.
That balance makes it a useful choice for players still learning two-handed combat. The weapon is forgiving enough to use in sieges, responsive enough for duels and long enough for open battles. It also encourages proper directional fighting rather than relying entirely on one gigantic damage number.
Best for: all-round builds, newer two-handed users and characters who prefer swords to axes.
How to get it: watch tournament prize lists, particularly once more nobles begin competing.
Why it ranks seventh: dependable everywhere, exceptional nowhere. That sounds faintly insulting, but consistency wins battles.
8. Avalanche
Avalanche is another named tournament weapon worth pursuing early. It gives an emerging two-handed build a meaningful jump in damage without the price of elite market equipment or the effort required to unlock advanced Smithing parts.
It is not the best endgame axe. Black Heart is generally the more attractive tournament prize for a dedicated combat character, while high-tier executioner axes and crafted builds scale better into late campaigns. Avalanche still earns a place because availability matters. The theoretical best weapon in Calradia is of limited comfort when you cannot find or afford it.
Best for: early campaigns, tournament-focused characters and temporary use before an elite upgrade.
How to get it: inspect tournament rewards as you travel between settlements.
Why it ranks eighth: a very useful stepping stone, though not a weapon most optimised builds will keep forever.
Best Two-Handed Weapon for Each Playstyle
| Playstyle | Best choice | Why |
|---|---|---|
| Mounted warrior | Long Glaive | Outstanding reach and swing damage at speed |
| Foot shock troop | Rhomphalia | Powerful reach and crowd control from formation edges |
| Siege attacker | Heavy Executioner Axe | Strong shield damage without excessive polearm length |
| Fast two-handed fighter | Falx | Responsive handling and quicker recovery |
| Early-game character | Black Heart | Tournament access and excellent damage for its stage |
| Endgame optimiser | Crafted two-handed axe | Components can be tuned to the exact build |
Two-Handed Axe, Sword or Polearm?
Two-handed axes are the best crowd killers. Their ability to cleave through enemies and batter shields makes them devastating in massed infantry battles. They are usually slower than swords, so poor timing is punished.
Two-handed swords offer the smoothest general-purpose combat. They are normally faster, easier to control and more comfortable in confined spaces. Their lower shield damage becomes noticeable against disciplined heavy infantry.
Swinging polearms rule open ground. Their reach is exceptional on horseback and useful for foot troops fighting behind a friendly line. Inside a keep, however, the same reach can feel like trying to rearrange furniture during a riot.
The Best Perks for a Two-Handed Build
Invest in the Two Handed skill for axes and swords, or Polearm for the Long Glaive and Rhomphalia. Athletics is nearly as important for a foot build because movement speed controls distance, lets you escape bad engagements and helps compensate for the lack of a shield.
Perk names and exact effects can change between major updates, so focus on the underlying benefits when choosing:
- Increased swing speed and handling
- Extra damage against shields
- Bonuses while fighting on foot
- Improved movement speed after kills
- Greater damage to mounts or mounted enemies
- Party and formation bonuses that suit shock infantry
Vigor should be a priority if two-handed combat is central to the character. A mounted glaive build also benefits heavily from Riding, while a crafted axe build needs Endurance and Smithing investment.
How to Fight Effectively Without a Shield
The largest mistake is charging straight into the centre of an enemy formation. Two-handed weapons reward movement and target selection, not blind enthusiasm.
Stay near friendly infantry and attack enemies already focused on somebody else. Work around the flank instead of forcing your way through the front. Use overhead strikes in packed spaces, where wide side swings may hit allies or scenery. Against archers, break line of sight, use terrain and let shielded troops advance first.
Mounted players should resist the urge to bury the horse in a dense formation. Keep moving, approach from the side and use the weapon’s reach. A glaive is terrifying at speed. A stationary rider surrounded by spearmen is mainly a delivery service for expensive equipment.
Are Crafted Weapons Better Than Named Weapons?
At high Smithing levels, yes. Crafted weapons can exceed standard equipment because the player controls the components, size and balance. A good recipe can combine the reach needed for field battles with enough swing speed to remain practical.
Named weapons still matter because they require no crafting grind and can arrive much earlier. Black Heart or Early Retirement may transform a young campaign, while a top crafted axe is an endgame project. The best progression is usually to win or buy a strong ready-made weapon, then replace it only when Smithing can produce something clearly superior.
For profitable crafting routes and component advice, see our Bannerlord Smithing guide.
Seven Swords Verdict
The best overall two-handed weapon in Bannerlord is a carefully built custom axe. It can be tuned for huge cutting damage, shield destruction and a reach that suits the player’s preferred battlefield. The Long Glaive is the strongest ready-made option for mounted combat, while the Rhomphalia is the standout swinging polearm for a foot soldier.
For a campaign that has not yet become a full-time blacksmithing simulator, Black Heart is the prize to watch. It arrives early enough to matter, hits hard enough to remain useful and makes every crowded fight considerably more theatrical.
There is no completely safe two-handed choice. That is part of the appeal. You trade defence for reach, momentum and the possibility of ending a fight before the other person has finished raising their shield.
