weapon · Two-handed blunt

Rebar

A two-handed blunt weapon balanced around reach and control.

Confirmed

Field notes

  • Base quick attack damage: 15.S1
  • Strong headshot damage: 35.S1

Armory / current record

Melee field profile

Published 1.0 melee values, role and version evidence in one record. A dash is an unreported value, not a zero.

MELEE
Category
Two-handed blunt
Grip
Two-handed
Tier
Not published
Field role
Reach and control

Verified combat data

Attack profile: Q / S / C

Quick / Strong / Charged. Dashes mean the current official material does not publish that value; they are not estimated.

MeasureQuickStrongCharged
Base damage15
Headshot damage35
Stability damage
Only the changed quick base and strong headshot values are public.S1

Operational protocol

Use the weapon for the job in front of you

  1. 01

    Choose the job before the swing

    Use the blunt role when the squad needs stability pressure and room to recover. Do not judge its value from base damage alone.

  2. 02

    Match commitment to the lane

    A two-handed swing asks for more space. Check the retreat lane before committing where teammates or walls can trap the recovery.

  3. 03

    Keep stamina for the grapple

    Melee and sprinting share the stamina reserve used to resist a grapple. Stop the sequence before the weapon’s next swing costs the team an infection response.

  4. 04

    Recheck the current line before optimizing

    Armageddon changed melee balance. Use the published line and version source on this page, and leave any dash as unknown instead of importing an older ranking.

Decision support

Situation → action

SituationActionWhy
The squad needs a defined close-range jobUse Rebar for its control and stability role.Blunt weapons are documented around stability pressure and crowd control.
A value in the table is a dashKeep it as unknown and compare the confirmed line.The current source does not publish that part of the attack line.
Stamina is low and contact is likelyBack out instead of committing another long swing.The remaining stamina may be needed to resist a grapple and avoid infection.
For side-by-side melee values, grip and role filters, open the complete 1.0 comparison.

FAQ / weapon use

Questions to answer before the next run

What do Q / S / C mean for Rebar?+

They mean Quick, Strong and Charged attacks. Every melee value on this page follows that order.

Why does Rebar show a dash in part of its damage line?+

A dash means the current official material does not publish that value. It is intentionally left blank rather than estimated from an older patch or another site.

Does difficulty change Rebar damage?+

No. Official Armageddon 1.0 melee notes say weapon damage no longer changes across difficulty settings; enemy pressure and survival risk still do.

What job is Rebar documented for?+

Its current field role is Reach and control. Use that role alongside its grip, available values and the space your squad has, rather than treating one number as a universal ranking.

When should I replace Rebar?+

Replace it when another confirmed weapon solves the team’s immediate problem better—control, reach, damage line or available space—not simply because it is later in the run.

Updates linked to this page

These updates may change the route, value or rule described on this page. Open a patch to see the affected area.