REFERENCE / MINECRAFT DUNGEONS II
Melee weapon stats.
Browse base attack stats and inspect each weapon’s combo.
All weapons
| Weapon / family | Base DPS | Damage | Combo time | Hit sequence |
|---|---|---|---|---|
| ≈ 63.7 | 58 | ≈ 0.91 s | 14 + 8×3 + 20 | |
| ≈ 58.6 | 58 | ≈ 0.99 s | 14 + 8×3 + 20 | |
| 51.9 | 25 | 0.48 s | 25 | |
| 51.7 | 25 | 0.48 s | 25 | |
| 51.1 | 58 | 1.13 s | 14 + 14 + 15×2 | |
| 49.7 | 58 | 1.17 s | 14 + 14 + 15×2 | |
| 44.0 | 80 | 1.82 s | 12×2 + 12×2 + 16×2 | |
| 43.5 | 80 | 1.84 s | 12×2 + 12×2 + 16×2 | |
| 43.0 | 62 | 1.44 s | 9×2 + 9×2 + 13×2 | |
| 42.6 | 62 | 1.46 s | 9×2 + 9×2 + 13×2 | |
| 41.6 | 40 | 0.96 s | 40 | |
| 41.6 | 40 | 0.96 s | 40 | |
| 39.5 | 60 | 1.52 s | 9×2 + 9×2 + 12×2 | |
| 37.5 | 53 | 1.41 s | 15 + 15 + 23 | |
| 37.1 | 52 | 1.40 s | 14 + 16 + 22 | |
| 36.1 | 49 | 1.36 s | 14 + 14 + 21 | |
| 35.3 | 48 | 1.36 s | 12 + 14 + 22 | |
| 35.3 | 70 | 1.99 s | 10×2 + 11×2 + 14×2 | |
| 35.3 | 82 | 2.32 s | 26 + 26 + 30 | |
| 35.1 | 52 | 1.48 s | 14 + 16 + 22 | |
| 34.9 | 90 | 2.58 s | 15 + 15 + 60 | |
| 34.9 | 90 | 2.58 s | 15 + 15 + 60 | |
| 34.7 | 70 | 2.02 s | 6×3 + 8×3 + 28 | |
| 34.7 | 70 | 2.02 s | 6×3 + 8×3 + 28 | |
| 34.2 | 70 | 2.05 s | 20 + 20 + 30 | |
| 33.9 | 62 | 1.83 s | 18 + 18 + 26 | |
| 33.6 | 78 | 2.32 s | 24 + 24 + 30 | |
| 33.5 | 44 | 1.31 s | 13 + 13 + 18 | |
| 33.4 | 44 | 1.32 s | 13 + 13 + 18 | |
| 33.2 | 48 | 1.45 s | 12 + 14 + 22 | |
| 33.1 | 58 | 1.75 s | 28 + 30 | |
| 33.1 | 58 | 1.75 s | 28 + 30 | |
| 33.0 | 62 | 1.88 s | 18 + 18 + 26 | |
| 32.9 | 66 | 2.00 s | 18 + 20 + 28 | |
| 32.9 | 66 | 2.00 s | 18 + 20 + 28 | |
| 32.8 | 70 | 2.13 s | 20 + 20 + 30 | |
| 32.5 | 78 | 2.40 s | 22 + 26 + 30 | |
| 32.5 | 78 | 2.40 s | 22 + 26 + 30 | |
| 32.4 | 48 | 1.48 s | 14 + 14 + 20 | |
| 31.8 | 43 | 1.35 s | 12 + 12 + 19 | |
| 31.6 | 56 | 1.77 s | 16 + 16 + 24 | |
| 31.5 | 54 | 1.71 s | 15 + 17 + 22 | |
| 31.4 | 56 | 1.79 s | 16 + 16 + 24 | |
| 31.4 | 60 | 1.91 s | 15 + 25 + 20 | |
| 31.3 | 60 | 1.92 s | 15 + 25 + 20 | |
| 31.0 | 55 | 1.78 s | 15 + 15 + 25 | |
| 31.0 | 55 | 1.77 s | 15 + 15 + 25 | |
| 29.8 | 54 | 1.81 s | 14 + 16 + 24 | |
| 29.4 | 42 | 1.43 s | 6×2 + 6×2 + 9×2 | |
| 29.0 | 42 | 1.45 s | 6×2 + 6×2 + 9×2 | |
| 28.9 | 54 | 1.87 s | 14 + 16 + 24 | |
| 28.7 | 54 | 1.88 s | 18 + 18 + 18 | |
| 28.7 | 54 | 1.88 s | 18 + 18 + 18 | |
| 28.7 | 104 | 3.62 s | 16×5 + 24 | |
| 27.9 | 35 | 1.25 s | 35 | |
| 27.0 | 54 | 2.00 s | 15 + 17 + 22 | |
| 25.5 | 114 | 4.48 s | 18×5 + 24 | |
| 25.0 | 35 | 1.40 s | 35 |
READING THE REFERENCE
Understanding melee attacks
Damage tells you how hard a combo hits. Timing tells you how often you can repeat it.
Damage, time and DPS
Combo damage adds every normal hit. For example, 6×2 + 6×2 + 9×2 is six hits for 42 damage. Combo time is the time needed to chain the full attack sequence, including speed adjustments and cooldowns. Base attack DPS describes damage per second when repeating that combo.
These are base values for normal attacks. Jump attacks, effects and enchantments are excluded. Times are rounded; DPS retains the chart’s reported values.
What the measurements reveal
Twilight Dagger has the highest non-approximate chart DPS at 51.9, with 25 damage in a 0.48-second combo. Mob Mallet deals 114 damage per combo, but its 4.48-second chain delivers 25.5 DPS. More damage per combo does not necessarily mean more damage per second.
Use combo time to understand commitment and DPS to compare sustained attacks. Reach, effects and the rest of your build still matter when choosing a weapon.
Captured animations and estimated chains
Raw animation length differs from effective combo time: attack speed and chaining change how long the sequence takes in practice. The contributor captured montages loaded in RAM and cross-checked the technique against Minecraft Dungeons I source-code values.
All 29 base-family raw timelines were captured; nine unique timelines use their base weapon’s timing. Both spears deal 58 combo damage. Their raw 2.520-second animations were measured, but effective chain time and DPS remain estimates, marked with ≈.
What is still unknown about jump attacks?
Modelling jumps requires the exact perfect-jump duration, where a jump should replace a normal combo attack, and when it executes in the combo. Jump timing components are shared across melee weapons.
The chart’s provisional jump repeat-cycle assumption is not used here. Snapshot: October 4, 2026. Chart values take precedence where sources disagree.
Credit
Credit to Hybrid / ruben_elia on Discord for capturing and compiling the melee weapon measurements.
