
Club
Club is the Wretch's starting hammer and an early merchant purchase for other classes. Its low requirements, strike damage, fast hammer attacks, Barbaric Roar, and ordinary affinity freedom make it a simple but effective answer to armored and stone enemies.
Key Takeaways
Club is a deliberately simple Strike weapon: a light wooden cudgel with an uncomplicated moveset, modest reach, and broad upgrade flexibility. Its value comes less from a unique damage gimmick than from giving low-complexity strength builds an early weapon that can be customized around the player’s preferred Ash of War and affinity.
A basic Strike weapon with a clear early-game role
The Club deals Strike damage and is suited to close-range attacks against enemies for whom blunt impact is advantageous. Its straightforward moveset makes it easy to use, but its short reach requires deliberate spacing rather than passive trading.
Its starting skill is Kick, but the weapon is customizable
The Club begins with the Kick weapon skill, which can pressure guarding enemies and create openings when used at close range. Because the Club follows the regular reinforcement path and accepts interchangeable Ashes of War, Kick is an option rather than a permanent identity.
Its main requirement is modest Strength investment
The Club requires 10 Strength to wield effectively in Elden Ring. That low entry requirement lets characters with limited early attribute investment use it without committing to a specialised stat spread, although its later performance still depends on reinforcement, affinity, and the wielder’s attributes.
The Wretch can begin with it immediately
The Club is one of the Wretch starting weapons, so that class can use it from the opening area without first locating a pickup or purchasing it. Other characters need to obtain the weapon through the game’s available acquisition route rather than assuming it is part of every starting loadout.
Its practical strengths are weight and flexibility, not reach
The Club is easy to fit into a light melee setup and can be adapted through regular upgrades, Ashes of War, and affinities. Its short attack range and relatively plain offensive profile are meaningful limitations, especially when compared with longer Strike weapons or weapons that provide an innate status effect.
Spiked Club is the closest thematic sidegrade
Compared with the Spiked Club, the ordinary Club is the cleaner, non-status version of the same general blunt-weapon concept. The Spiked Club brings innate Bleed buildup, while the Club instead offers a simpler baseline for players who want to choose their skill and affinity without relying on that passive.
Overview
Club is a standard hammer in Elden Ring: a simple, lightweight striking weapon built around blunt damage, quick close-range attacks, and flexible early-game upgrading rather than a unique gimmick.
The Club occupies the uncomplicated end of Elden Ring’s melee roster. It is a one-handed hammer with a straightforward wooden design and a moveset focused on direct blunt strikes. Unlike weapons whose identity depends on innate status buildup, unusual reach, or a fixed legendary skill, the Club’s main distinction is how little it asks of the player: it supports close-range play without demanding a specialised attribute spread or a complicated operating pattern. It is a standard weapon, not a unique, remembrance, or legendary armament, so its role is defined by its class and upgrade options rather than by exclusive lore or a one-off effect.
Blunt damage gives the Club a practical place in the early game and in encounters where striking damage is preferable to a slash-oriented weapon. Its compact size also makes it easier to carry and use alongside a shield, catalyst, or another weapon than heavier hammer-class alternatives. That does not make it universally superior: the Club gives up the reach, damage potential, or distinctive mechanics that can justify choosing a larger hammer or a weapon with a stronger built-in identity. Its value is instead concentrated in dependable spacing, modest commitment, and the ability to keep attacking without turning every opening into a slow exchange.
The Club’s standard reinforcement path is important to its identity. Because it is not locked to a unique upgrade route, its Ash of War and affinity choices can shape how it fits a character, subject to the normal restrictions of Elden Ring’s weapon-customisation system. The default skill gives the weapon a way to extend its usefulness beyond basic swings, while an appropriate alternative skill can make the Club serve a different attribute or tactical role. Those choices belong to the weapon’s progression rather than being permanent features of every Club, so the unmodified armament should not be treated as identical to every upgraded or affinity-altered version.
In progression terms, the Club is most useful as an accessible baseline for players who want a light blunt weapon, a simple backup arm, or a low-complexity way to test hammer mechanics. It can remain relevant when upgraded, but its suitability depends on the player’s attributes, affinity, preferred skill, and willingness to fight at close range. The ordinary Club should also be kept distinct from the Spiked Club, whose identity includes a different weapon profile, and from larger weapons such as the Great Club. Those alternatives may better serve reach, heavier impact, or specialised builds; the Club exists for the more compact and adaptable version of that role.
Statistics
Elden Ring publishes no 0–100 stat bars, so this page lists the verified requirements, scaling and handling figures instead. Taken from the project's verified weapons database, not from generated text.
- CategoryHammers
- Damage TypeStrike
- Primary ScalingStr D
- Weight4.5
- SkillAsh of War (varies)
- Str Req12
- Dex Req6
- How to ObtainMerchant, chest
Figures verified against Consolidated Game Weapons Database.
Compared to similar hammers
| Weapon | Str Req | Dex Req | Weight | Primary Scaling |
|---|---|---|---|---|
| Club | 12 | 6 | 4.5 | Str D |
| Hammer | 10 | 10 | 4.5 | Str D |
| Warpick | 11 | 12 | 4.5 | Str D / Dex D |
| Envoy's Horn | 10 | 10 | 5 | Arc C |
| Mace | 10 | 8 | 3.5 | Str D |
Requirements, scaling grades and weight are the game’s own published figures. From Consolidated Game Weapons Database.
How to Obtain
- Wretch starting route: select the Wretch origin during character creation.
- Nomadic Merchant route: reach southern Liurnia of the Lakes and have 600 Runes available. No DLC, quest completion, boss defeat, or NG+ requirement is needed.
- 01Choose the Wretch origin during character creation. The Club is that origin’s guaranteed starting weapon, so no region access, currency, boss, quest, DLC, or New Game Plus condition is required for this route.
- 02For any other starting origin, travel to southern Liurnia of the Lakes and locate the Nomadic Merchant in that area. Speak with the merchant and purchase the Club from the displayed weapon inventory for 600 Runes; the purchase is a guaranteed inventory item rather than a random enemy drop.
- 03The merchant purchase is the general recovery route for the weapon: it allows characters that did not begin as Wretches to obtain the Club during the same playthrough. Because the item is sold by a merchant, it is not dependent on a drop chance or a boss reward.
Availability
Requires Choose the Wretch class during character creation.
The Club is included in the Wretch's starting equipment and is not a separate purchase in this context.
Requires At least 10 Strength to meet the weapon's wielding requirement; enough runes to purchase it.
This is a base-game purchase and does not require Shadow of the Erdtree, New Game Plus, a quest, or a specific difficulty.
Requires Use the base-game starting or merchant availability described above.
The Club is not DLC-exclusive, and no separate DLC or New Game Plus version changes its availability.
Mechanics and Handling
The Club’s defining handling trait is its compact, blunt moveset. It is a short-range Hammer built around committing to close spacing rather than controlling a wide area. Its attacks are quick enough to pressure ordinary targets, but the limited reach makes spacing important: the player must remain close to connect consistently, and retreating enemies can move outside its effective range before the next swing lands.
The weapon has no innate status buildup or special damage condition to manage. Its combat value comes from physical strike damage, attack timing, and the ability to apply repeated impact to targets vulnerable to blunt attacks. It therefore does not ask the player to maintain a bleed, poison, frost, or other buildup cycle. Any elemental or status behaviour must come from a later affinity choice, Ash of War, or external buff rather than from the Club’s base identity.
Short, committed swings
The Club’s ordinary attacks are close-range swings rather than thrusts or projectiles. This gives the weapon a simple attack rhythm, but it also means that the opening hit should be taken from a distance where the follow-up remains likely to connect. The weapon does not compensate for poor positioning with exceptional reach, so attacking at the edge of lock-on range can produce a miss or leave the player too far away for the next strike.
Its light attacks are most useful for punishing a nearby opening, finishing a staggered enemy, or maintaining pressure after the player has already entered melee range. They are less suitable for repeatedly testing an opponent from outside the Club’s reach. Against mobile targets, a measured approach or a deliberate opening is safer than beginning a full sequence while still closing the distance.
Heavy attacks and stance pressure
The Club’s heavy attack is an overhead blow, giving the weapon a more committed option than its regular swings. A charged heavy attack increases that commitment and is best used when an enemy is recovering, stationary, trapped in an animation, or otherwise unable to punish the wind-up. The attack’s value is not simply its displayed damage: the timing and impact make it a tool for creating or exploiting openings against enemies that can be interrupted.
A charged attack should not be treated as a universal answer to every enemy. The Club remains short-ranged, and the wind-up can be punished if the target is free to move or counterattack. Against a guarded or vulnerable enemy, however, the overhead heavy attack gives the weapon a meaningful way to convert a safe opening into heavier stance pressure than a rapid light-attack string would provide. Jumping attacks and guard counters similarly reward waiting for a committed opening rather than swinging continuously.
Kick and shield-breaking utility
The Club’s default weapon skill is Kick. Kick is a close-range utility skill rather than a damage-focused special attack: it drives a forceful kick into the target and is particularly useful against an enemy holding a guard. Its purpose is to disrupt defensive enemies and create an opening for a follow-up attack, not to replace the Club’s normal damage sequence.
Because Kick requires the player to be close to the target, it is most reliable when used after an enemy has committed to guarding or when the player has already entered melee range safely. It is not a ranged gap closer, and it should not be used as though it provided the Club with additional reach. The skill is especially relevant early in a fight against shield-bearing humanoid enemies, where repeatedly striking a guarded target can be less efficient than first forcing the guard open.
The Club is not locked to Kick as its only possible skill. It can use compatible Ashes of War and can be assigned an available affinity through that system, subject to the normal compatibility rules. Replacing Kick changes the weapon’s utility and may shift its role toward a different damage type, status plan, or attack pattern. That customization belongs to the selected Ash of War and affinity; it is not an innate property of the unmodified Club.
Guarding, parrying, and commitment
The Club can be used while guarding, but it is primarily an attacking weapon rather than a substitute for a dedicated shield. Its short reach does not improve simply because the player is holding guard, and the weapon’s defensive effectiveness depends on the game’s standard weapon-guard behaviour and the Club’s current upgrade state. A player choosing to block with it should treat that as a situational response, then look for a guard counter or reposition rather than assuming the Club can absorb attacks like a purpose-built shield.
The Club itself does not provide a distinctive parry mechanic. Parrying, when available in a loadout, comes from a compatible shield, parry-capable weapon, or selected skill rather than from the Club’s default identity. This makes the weapon’s natural defensive rhythm different from a parry-focused setup: evade, block an appropriate hit, or create space, then use the Club’s short-range punish window.
Two-handing and attack selection
Two-handing the Club changes how the player approaches its close-range attacks without turning it into a long-reach weapon. The arrangement is useful when the player wants to commit more strongly to the Club’s physical attacks and stance pressure, while one-handing leaves the other hand available for a shield, seal, staff, or another off-hand option. The better choice depends on whether the build values access to an off-hand tool or wants the Club to remain the main source of melee pressure.
The most reliable sequence is therefore situational: close safely, use a light attack when the opening is brief, choose a heavy or charged heavy attack when the enemy is committed, and reserve Kick for a guarded target or another clear interruption opportunity. Repeating the same attack regardless of distance wastes the Club’s main advantage—simple, immediate impact—and exposes its main weakness, which is the absence of reach or a built-in ranged option.
Durability and resource behaviour
Elden Ring does not use a weapon-durability system that causes the Club to wear down or break through ordinary use, so there is no durability maintenance loop attached to this weapon. It also has no ammunition, magazine, reload, or consumable attack resource. The default Club’s only special-action resource consideration is the normal FP cost of its weapon skill; regular swings, heavy attacks, jumping attacks, and guard counters are governed by the game’s usual stamina and combat rules rather than ammunition management.
This makes the Club mechanically straightforward to carry through exploration. Its practical limitations are instead short reach, attack commitment on heavier options, and the need to choose when Kick or an Ash of War is worth the available FP. Any resource behaviour added by a replacement skill, temporary buff, or other build effect should be evaluated separately from the base Club.
Upgrades and Variants
Strengths, Weaknesses and Best Uses
Strengths
- Deals strike damage, giving it a practical matchup against enemies whose defenses make cutting damage less reliable, including many heavily armored or rocky foes.
- Its simple moveset is easy to use at close range and does not require managing ammunition, charges, or a weapon-specific resource.
- The Club is compatible with Elden Ring's affinity and Ash of War systems, allowing its damage profile and skill slot to be adapted to a character's attribute focus.
- Kick gives the weapon a direct way to pressure guarding humanoid enemies. A successful guard break can create an opening for a critical attack or follow-up strikes.
- Its relatively modest investment makes it suitable as an early-game physical weapon for characters that want to preserve their upgrade materials for a more specialized armament.
Weaknesses
- The Club has notably short practical reach for a melee weapon, so it requires closer spacing than longer hammers, axes, spears, or curved weapons.
- Its damage is primarily physical and strike-based; without an appropriate affinity, buff, or stat investment, it lacks the innate status pressure and elemental specialization offered by many alternatives.
- Kick is useful for a specific defensive matchup but is less valuable against enemies that do not guard, limiting the weapon's distinctive skill advantage outside those encounters.
- Short reach makes whiffed attacks more punishing and can leave the user exposed when fighting enemies with longer weapons, wide area attacks, or strong positional control.
- As a basic hammer rather than a weapon with a unique offensive skill or innate status effect, the Club generally depends more on player spacing, affinity choice, and Ash of War selection than on a built-in special mechanic.
Best uses
- Use it against armored or rocky PvE enemies when strike damage is more useful than a slashing weapon's damage type.
- Choose it for an early-game melee setup that needs a straightforward physical weapon before committing to a specific weapon class, status plan, or unique armament.
- Pair it with an affinity and Ash of War that match the character's attributes when flexibility matters more than an innate passive effect.
- Keep Kick available when fighting shield-using humanoids, where forcing a guard break can be more valuable than relying only on ordinary attacks.
- Treat it as a close-range, spacing-focused option rather than a general-purpose reach weapon; it suits players willing to stay near the target and punish recovery windows.
Compared With Similar Weapons
| Weapon | Class and role | Damage and passive | Skill and customization | Build fit and trade-off |
|---|---|---|---|---|
| Club | Deals physical strike damage and has no innate status buildup. | Uses the Standard reinforcement path, can accept Ashes of War and affinities, and begins with Kick. | The simplest flexible option in this group. Its low commitment and customization are useful, but it lacks the innate status effect or specialized identity of the alternatives. | — |
| Spiked Club | Deals physical strike damage and has innate blood loss buildup. | Uses the Standard reinforcement path and can be customized with Ashes of War and affinities; its default skill differs from Club's. | A stronger fit for builds that want bleed without applying it through an Ash of War or other equipment. It is less neutral than Club because its innate status shapes the weapon's role. | — |
| Mace | Deals physical strike damage without an innate status effect. | Uses the Standard reinforcement path and supports Ash of War and affinity customization. | A practical alternative when the character can accept a less lightweight weapon for a more conventional hammer moveset. Club is the more minimal and low-commitment choice. | — |
| Hammer | Deals physical strike damage without an innate status effect. | Uses the Standard reinforcement path and can be customized with Ashes of War and affinities. | A close alternative for the same broad role. Choose Club when its lighter, simpler profile is the priority; choose Hammer when its distinct moveset and handling are preferred. | — |
| Morning Star | Deals physical strike damage and has innate blood loss buildup. | Uses the Standard reinforcement path, but its flail moveset and weapon handling differ substantially from Club's. | A reasonable alternative for bleed-oriented play, not a direct moveset substitute. Club is preferable when predictable hammer spacing and straightforward close-range attacks matter more than innate status buildup. | — |