Every Club and Sledgehammer in Valheim: Knockback From 30 to 210

A Valheim mace.

 

    Clubs are Valheim's Blunt class, and blunt is the damage type nothing in the game resists. What actually distinguishes them is the second column: knockback runs from 30 on a Torch to 210 on the Demolisher, and that is enough to physically shove enemies out of their own attack range. The class also contains the game's three sledgehammers, which deal area-of-effect damage and double stagger.

 

    On sourcing. Iron Gate do not publish system documentation. The figures below come from the community wikis and can change with any patch.

 

Every One-Handed Club

 

Card listing Valheim's one-handed clubs with damage and knockback.

 

ClubDamageKnockbackStamina
TorchBlunt 4, Fire 15304 / —
ClubBlunt 12 / 30306 / —
Bronze maceBlunt 35 / 53808 / 16
Iron maceBlunt 55 / 739010 / 20
FrostnerFrost 40/58, Blunt 35/35, Spirit 20/2010012 / 24
PorcupineBlunt 50/50, Pierce 45/6310014 / 28
Flametal maceBlunt 135 / 15310016 / 28

 

    The Torch is a club, which is the entry most players never notice. At 4 Blunt and 15 Fire it is a terrible weapon and a genuinely useful one — fire is a published weakness on Greylings, Greydwarves, Necks, Skeletons, Rancid Remains, Abominations, Drakes, Fenrings, Bats and Wraiths, and a torch delivers it for 4 stamina.

 

    Knockback jumps eightfold between the Club and the Bronze mace — 30 to 80 — and then climbs slowly to a ceiling of 100. That step is where the class stops being a starter weapon and starts doing its actual job.

 

    Frostner and Porcupine both split their damage. Frostner is 35 Blunt, 40 Frost, 20 Spirit for 95 total, and Porcupine is 50 Blunt plus 45/63 Pierce. Both trade a single large number for coverage across resistance tables — which is worth more in Valheim than it sounds, since almost every creature resists something.

 

    The Flametal mace at 135/153 is the raw ceiling and the only one-handed club that is simply a big number.

 

The Three Sledgehammers

 

Card listing Valheim's three sledgehammers and their area damage.

 

SledgehammerDamageKnockbackStaminaNotes
StagbreakerBlunt 20/38, Pierce 5/515012AoE damage
Iron sledgeBlunt 55 / 73200202× stagger, AoE damage
DemolisherBlunt 145 / 163210282× stagger, AoE damage

 

    All three are area-of-effect weapons, and the top two carry double stagger on top. Since Valheim's stagger thresholds are a percentage of an enemy's health, doubling your stagger contribution roughly halves the damage needed to open something up.

 

    None of the three has a secondary attack — the stamina column shows a single figure. What you get instead is that the primary already hits everything nearby.

 

    The Stagbreaker is the outlier worth keeping. At 20/38 Blunt it is weak, but it costs 12 stamina, does AoE, and is available in the Black Forest. It is also the standard tool for finding buried treasure, since its area damage reaches through the ground.

 

What Knockback Actually Buys

 

    The class description states the purpose directly:

 

The knockback from clubs allows the player to keep enemies at arms' length and is sufficient to displace some enemies out of their effective attack range.

 

    That is a defensive property masquerading as an offensive one. An enemy pushed out of range is an enemy not hitting you, which means a mace's effective damage reduction is part of its damage number.

 

    It is also why clubs and swords are opposites within the same damage bracket. Swords have low knockback and no cleave penalty — they hold a crowd in place and hit all of it. Clubs have high knockback — they push a crowd away one at a time. Neither is better; they answer different problems.

 

Blunt Is the Point

 

Card noting that no Valheim creature resists Blunt damage.

 

    The strategic case for the class is the damage type. Across Valheim's bestiary, Blunt is a published weakness far more often than it is a resistance — Blobs, Oozers, Growths, Skeletons, Rancid Remains, Stone Golems, Ulve, Garou Thanes and Kings and the Seeker Soldier's abdomen all take extra from it.

 

    The exceptions are worth memorising because they are few: Trolls resist Blunt, the Abomination resists Blunt, the Lox resists Blunt, and the Seeker family resists all three physical types including it.

 

    Frostner is the class's most flexible weapon for exactly that reason — its 35 Blunt, 40 Frost, 20 Spirit split means something in the mix usually lands, even against a creature that resists the main type.

 

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    Knockback is a positioning tool, and positioning matters most in group fights where somebody else is holding the line. A gamever Valheim server keeps that world persistent for up to 10 players, with one-click backups.

 

Conclusion

 

    Valheim's club class runs seven one-handed weapons and three sledgehammers, and its identity is the knockback column30 on a Torch and Club, jumping eightfold to 80 on the Bronze mace, and topping out at 210 on the Demolisher — which physically displaces enemies out of their own attack range. The Torch is a club, dealing 4 Blunt and 15 Fire for 4 stamina, which makes it a legitimate answer to the long list of creatures weak to fire. Frostner (35 Blunt, 40 Frost, 20 Spirit) and Porcupine (50 Blunt, 45/63 Pierce) trade a single big number for coverage across resistance tables, while the Flametal mace at 135/153 is the raw ceiling. The three sledgehammers all deal area damage, the Iron sledge and Demolisher add 2× stagger, and none of them has a secondary attack. The class's strategic case is the damage type itself: Blunt is a published weakness far more often than a resistance, with Trolls, the Abomination, the Lox and the whole Seeker family the exceptions to remember.

 

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