Ragdoll Hit

September 26, 2026

Ragdoll Hit Weapons Guide: Costs and Best Picks

Every Ragdoll Hit weapon with its coin price, what each one actually changes, and the buy order that carries you through the campaign fastest.

Weapons in Ragdoll Hit cost coins, coins come from the enemies you flatten, and every weapon in the shop genuinely changes how your stickman swings. This guide covers the whole arsenal — what each weapon costs, what it actually does to your fighting style, and the buy order that gets you through the 80-level campaign fastest.

You can follow along (and test every weapon yourself) in Ragdoll Hit — it runs free in the browser, no download.

All weapons in Ragdoll Hit with prices and stats

The Full Weapon Shop

Weapon Cost One-line verdict
Baseball Bat Free Better than "free" suggests. Reach, control, no bad habits.
Butterfly 300 coins Speed pick. Fast swings, light damage.
Butcher 350 coins Early power. Hits noticeably harder than the Butterfly.
Machete 400 coins Balanced, unspectacular. The skip.
Katana 450 coins Reach. Hit people before they're in grabbing range.
Mace 500 coins The first real power spike. Slow, cruel, boss-ready.
Chain Mace 600 coins Highest skill ceiling in the shop. Deceptive range.
Sword 650 coins The safe buy. Good at everything, great at nothing.
Sword-Sword 700 coins Dual blades, endgame cleanup speed.
Mjolnir Level unlock Not for sale. Earned by grinding levels. Thunder.

Weapon by Weapon

Baseball Bat (free)

The starter, and honestly fine for the first 20+ levels. Solid reach, decent damage, forgiving swing arc. The mistake new players make is assuming "free" means "bad" — the bat carries you deep into the campaign while your coin balance grows. Don't rush to replace it.

Butterfly (300)

The speed option. Swings come out fast, damage per hit is low, and the playstyle is constant pressure — you stay glued to the opponent and never let them set up. Fun, aggressive, and slightly coin-inefficient. If you love the tempo, buy it. If you're patient, skip it.

Butcher (350)

The thinking player's early upgrade: 50 more coins than the Butterfly for clearly harder hits. If the campaign is starting to feel like a slog around the teens, the Butcher is the cheapest way to make fights shorter.

Machete (400)

Balanced speed and damage, no standout trait. It's not bad — it's just squeezed. For 100 more coins the Katana gives you reach, and for 100 more than that the Mace gives you a boss-killer. This is the one weapon in the shop I'd skip.

Katana (450)

Reach is a defense stat in Ragdoll Hit. The Katana's extended swing arc means you connect while the other guy is still closing distance — which matters most in arenas full of spikes and ledges, where being the one who swings first is often the whole round.

Mace (500)

The first weapon that changes the game. Slow, heavy, and every clean hit takes a serious chunk out of a health bar. The Mace is the recommended first purchase for campaign players: the jump from Baseball Bat to Mace is the single biggest power spike in the early and mid game. Aim it at bosses and watch their health bar question your life choices.

Chain Mace (600)

A spiked ball on a chain whose reach extends mid-swing — so your effective range is much longer than it looks. The catch: it's genuinely hard to control, and early on you'll wall yourself swinging at nothing. Pay the practice tax and it out-damages nearly everything. Give up on it and you've spent 600 coins on a yo-yo.

Sword (650)

The safe all-rounder. Good damage, decent speed, forgiving arc. If you're unsure what your style is, this never feels like a mistake — it just also never feels like an event.

Sword-Sword (700)

Two blades, more hit chances per swing, damage that stacks embarrassingly fast. The most expensive weapon in the shop and, by the late campaign, worth every coin — rounds that used to be fights become cleanups.

Mjolnir (not for sale)

The thunder hammer isn't in the shop. You unlock it by pushing through levels, and it's the reward the campaign is secretly structured around: massive damage on a clean hit, with weight that swings your whole ragdoll in wide arcs. If you're near the unlock, spend coins on nothing and levels on everything.

The Buy Order That Works

  1. Ride the Baseball Bat past level 20. It's good enough, and every coin you don't spend is interest on the Mace.
  2. Buy the Mace at 500. This is the spike. Bosses get faster to kill, regular levels get shorter, and the game opens up.
  3. Save for the Chain Mace (600) or Sword-Sword (700). Chain Mace if you'll put in practice reps; Sword-Sword if you want power without homework.
  4. Ignore everything in between unless a specific weapon matches how you already play. The Butterfly is for tempo players and the Katana for hazard-heavy arenas — nice-to-haves, not steps on the ladder.

Three Rules That Beat Any Weapon

  • Gravity is a damage multiplier. Any attack landed while falling hits harder than the same attack from the ground. Whatever you're holding, get above people.
  • The grab doesn't care about your weapon. Spacebar grabs work barehanded — grab, kick, throw. A free Mace wielder who ignores grabs loses to a patient barehanded player who uses them.
  • Hazards kill faster than weapons. Spikes, gears, TNT, ledges. The correct amount of sword is "enough to keep them near the ledge."

Boss Fights: Bring the Heavy Stuff

Ragdoll Hit boss fight in a hazardous arena

The eight bosses — yes, including GigaChad — have big health pools and punish long fights. That's exactly what the Mace and Mjolnir are for: fewer, heavier hits, less time spent in range of their patterns. Disarm first (grab their weapon), then take clean swings. If you own the Mace, boss fights stop being walls.

Try the Barehanded Run

Once the grab-clicks, do yourself a favor: start a run using nothing but grabs, kicks, and throws. No weapon at all. It's the best way to actually learn the physics — momentum, leverage, when a throw beats a swing — and it makes every weapon purchase afterwards feel like cheating.

FAQ

What's the best first weapon to buy?

The Mace at 500 coins. Skipping the Butterfly and Butcher hurts for a few levels, then never again.

Do weapons matter in 2-player mode?

No — PvP is bare-knuckle by design. Weapons are a campaign thing. (Full PvP breakdown in our 2-player guide.)

How do I unlock Mjolnir?

Progress. It's tied to level completion, not coins — keep clearing the campaign.

What's the best weapon overall?

For damage-per-swing once mastered: Chain Mace. For zero-effort late-game power: Sword-Sword. For bosses: Mace or Mjolnir. There's no single answer, which is honestly the sign of a decent weapon system.

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