Metal Hellsinger: best weapons

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Six weapons, six ways to cleave through an army of demons on your quest to regain your voice. Metal: Hellsinger has spared no expense in making your murder options both fun and interesting. Each weapon has a use, but some weapons perform better than others, so if you’re looking for a breakdown of all the weapons in Metal: Hellsinger, look no further — we got you.

Hellcrows

The Hellcrows are the last weapon you’ll unlock during your playthrough, and also arguably the toughest to use properly. While they don’t need to be reloaded, and put out a significant amount of damage, the Hellcrows also have a weird timing hiccup while they are midflight, which makes it easier to fall off-beat and lose your streak. 

Hellcrows make up for this by having arguably the strongest ultimate in the game — Crowstorm. This attack lasts for several seconds, causing a whirling dervish that deals maximum damage to everything around you. This is extremely handy for getting out of pinches, but it still requires you to use the Hellcrows naturally to charge it up, which can be a detriment.

Soulbreaker

The arbalest Soulbreaker is fantastic for laying waste to hordes of Marionettes and racking up massive kill bonuses, but the weapon fails to make any real dent in bigger enemies, like Behemoths and Stalkers.

Soulbreaker’s ultimate lays down a circular AoE that traps enemies in the radius, including the larger enemies. It doesn’t work on bosses, but it can help prime a combo with a well-placed Persephone ultimate.

Terminus

Your starting sword deals average damage, has a pretty easy beat counter, and ultimately only has one real downside — the range. You need to be up in a demon’s face to score any real damage with this weapon, making it a rough option for Behemoths or other melee-oriented enemies.

Terminus’ ultimate changes the tempo to a very quick, very damaging string of beats — landing hits will fire off a sword slash in the direction you’re looking, offering a powerful ranged option to your arsenal.

Paz

Yer ol’ Troy Baker buddy Paz doesn’t put out a lot of damage and has an underwhelming ultimate — a bolt of light strikes down dealing minimum damage and potentially spreading to other targets. When I say low damage, I mean real low, like, in the double digits. This is by design, because Paz is primarily used to prime an enemy for a Slaughter, granting you health and finishing off the foe.

Paz has another use, however, one that is much more important — firing Paz, even at nothing, will maintain your Fury combo. You can’t climb ranks with it, of course, but if you’re at 16x and want to stay that way while you traverse the level, Paz is your pal.

Persephone

There isn’t much I can say about a shotgun in an FPS that hasn’t been said already. Persephone feels good, has solid damage, and a fantastic ultimate. The shortcomings of this weapon are few — you have to wait a beat in-between shots while your character primes the weapon, and missing a Golden Reload feels real bad, as your character will take several beats to finish the animation.

Persephone’s Ultimate fires a hail of bullets in a straight line, dealing damage to anything caught in the path. This is great for finishing off enemies in front of you, or giving you a long-range option while wielding a short-ranged weapon, but the spread is small and you can miss enemies pretty easily.

The Hounds

This is, bar none, the best weapon in the game in my opinion. The Hounds provide pinpoint accuracy, solid damage at any range, and a uniquely useful ultimate that clears waves of enemies, even while you’re dodging. The only downside is that this weapon requires masterful aiming to secure kills with, and a missed Golden Reload can take several seconds to complete.

The ultimate summons a clone of yourself that fires The Hounds at the nearest enemy on the map. There is literally no downside to using this Ultimate unless you summon it behind a pillar — it can’t shoot through walls. Mastering The Hounds will help you master the game, and bring your score to extremely high levels.

Written by Junior Miyai on behalf of GLHF.

 

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