攻略情報Strategy

Zomboid Weapon Durability: Those Numbers Are Level 0

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Short answer: every "average hits to break" figure you have seen for a melee weapon assumes Maintenance 0 and weapon skill 0. The degradation roll is 1 in (x + (Maintenance × 2 + weapon level))Maintenance enters at double weight. A baseball bat that breaks after 300 hits at zero skill lasts about 525 at Maintenance 5 and Long Blunt 5. And there is a second trap: some weapons share a name but are different items. A looted Wood Axe averages 600 hits; a forged one averages 375, with identical damage.

Checked against pzwiki's Weapon page on 21 September 2026. That page carries a verified-version tag of 42.20.4, matching the current stable build (42.20.4 shipped 26 August 2026, alongside 42.19.2 UNSTABLE and 41.78.21 LEGACY hotfixes). Build 41 and Build 42 differ, so everything below is Build 42.20.4.

Four things to settle first

QuestionAnswer
What does "average" mean?Average hits to break at Maintenance 0 and weapon skill 0, per the wiki's own legend. Once you have any Maintenance or weapon skill at all, your character does better
What extends it?Maintenance, at double weight. The roll is 1 in (x + (Maintenance × 2 + weapon level)) — Maintenance 5 with weapon 5 adds 15 to the denominator
The name trapLooted Wood Axe 600 hits, forged Wood Axe 375. Same 1.3–3.0 damage, different degradation rate
RepairabilityA lot of weapons cannot be repaired at all — machete, katana, crowbar, bolt cutters, barbell among them

Reading the condition columns

pzwiki's legend defines them precisely:

  • Maximum condition — the weapon's condition when fully repaired
  • Condition lower chance (1 in x) — base chance of losing condition, as 1 in (x + (Maintenance × 2 + weapon level))
  • Average conditionaverage number of hits for the weapon to break at level 0 Maintenance and weapon skill
  • Repairable / Sharpenable — whether each is possible
  • Minimum rangebelow this, the attack is converted into a shove
  • Maximum range — the range at which the weapon deals 100% damage

So the headline number is simply max condition × the 1-in-x value. A baseball bat is 15 × 20 = 300; a wood axe is 15 × 40 = 600.

Treat those as expected values, not guarantees. The roll happens per hit, so the same weapon can break early or run long. "Average 300" does not mean "300 hits, reliably."

What skill actually buys you

Because Maintenance × 2 + weapon level is added to the denominator, skill directly extends weapon life — and Maintenance is worth twice as much as the weapon skill itself.

WeaponMax conditionSkill 0Maint 5 / weapon 5Maint 10 / weapon 10
Baseball bat151/20 → 300 hits1/35 → 5251/50 → 750
Wood axe (looted)151/40 → 6001/55 → 8251/70 → 1,050
Crowbar151/70 → 1,0501/85 → 1,2751/100 → 1,500
Kitchen knife101/2 → 201/17 → 1701/32 → 320

The skilled columns are my arithmetic from the formula; the wiki publishes only the level-0 column. Keep that distinction.

The effect is largest on the flimsiest weapons. A kitchen knife at 1-in-2 goes from 20 hits to 170 — more than eight times. A crowbar at 1-in-70 gains proportionally far less. Early-game weapons feel like they shatter instantly not because they are bad, but because you have no skill yet.

Durability of the weapons people actually use

All figures are at zero skill. Compare within a category, not across (see the attack-speed section below). Item IDs are included because several of these weapons share a display name.

WeaponItem IDCategoryHandsEnc.DamageAvg hitsRepairSharpen
CrowbarBase.CrowbarLong blunt2H*2.00.6–1.151,050NoNo
Bolt cuttersBase.BoltCuttersLong blunt2H*4.00.6–1.151,050NoNo
Baseball bat, sheet-metalBase.BaseballBat_ScrapSheetLong blunt2H*2.51.0–1.3625YesNo
Wood axe (looted)Base.WoodAxeAxe2H3.01.3–3.0600YesYes
Firefighter axeBase.AxeAxe2H*3.00.8–2.0455YesYes
AxeBase.Axe_OldAxe2H*3.00.8–2.0455YesYes
Baseball bat, can-reinforcedBase.BaseballBat_CanLong blunt2H*2.00.9–1.2440YesNo
Wood axe (forged)Base.WoodAxeForgedAxe2H3.01.3–3.0375YesYes
BarbellBase.BarBellLong blunt2H6.01.8–2.8375NoNo
MacheteBase.MacheteLong blade1H2.02.0–3.0325NoYes
Baseball bat (plain)Base.BaseballBatLong blunt2H*2.00.8–1.1300YesNo
PickaxeBase.PickAxeAxe2H*3.01.0–2.2260YesNo
Block maulBase.BlockMaulLong blunt2H4.02.0–3.0200NoNo
Hand axeBase.HandAxe_OldAxe1H2.00.7–1.5150YesYes
Hatchet (forged)Base.HandAxeForgedAxe1H1.50.7–1.5150YesYes
KatanaBase.KatanaLong blade2H*2.08.0150NoNo
Hunting knifeBase.HuntingKnifeShort blade1H*1.00.6–1.2150NoYes
Spear with long metal headBase.SpearLongSpear2H*2.71.2–1.7100YesYes
Spear with metal headBase.SpearShortSpear2H*2.41.0–1.6100YesYes
Spear with hunting knifeBase.SpearHuntingKnifeSpear2H*3.01.2–1.772YesYes
Kitchen knifeBase.KitchenKnifeShort blade1H*0.70.3–0.720NoYes

"2H*" means a two-handed weapon that can be held one-handed in a pinch — at 50% damage and a large endurance penalty. "2H" means two hands only.

The two metal-headed spears are easy to mix up. Base.SpearShort (Spear with Metal Head) does 1.0–1.6; Base.SpearLong (Spear with Long Metal Head) does 1.2–1.7. Both average 100 hits, but encumbrance differs: 2.4 versus 2.7.

Same name, different item

This is the trap worth carrying away. A looted weapon and its forged counterpart can share a display name while being separate items.

NameItem IDDamageCondition lower chanceAvg hits
Wood AxeBase.WoodAxe (looted)1.3–3.01/40600
Base.WoodAxeForged (crafted)1.3–3.01/25375

Identical damage, identical max condition — only the degradation rate differs, and that is a 225-hit gap. So even once blacksmithing lets you produce wood axes on demand, the one you looted lasts longer.

Not every forged weapon is worse, though. Pickaxes, machetes, crowbars, barbells, frying pans and meat cleavers all showed identical durability numbers for their ...Forged variants. The wood axe was the only weapon where I found a durability difference.

Two more naming hazards on the same page:

  • "Axe" and "Firefighter Axe" have completely identical stats, and their IDs are Base.Axe_Old and Base.Axe respectively — which looks backwards. Worth double-checking if you are editing mods or config.
  • "Hand Axe" (Base.HandAxe_Old) and the forged "Hatchet" (Base.HandAxeForged) have identical damage and durability but different encumbrance: 2.0 versus 1.5. That makes the hatchet one of the few cases where the forged version is the better item.

If you play in a language other than English, use the IDs rather than the displayed names. Localization in The Indie Stone's translation repository has not kept pace with Build 42 for every language — the Japanese ItemName_JP.txt, for example, has had no commit since 21 November 2022, so 38 of the 45 rows in the Axes table and 67 of the 96 in Long blunts have no entry there at all. That is a statement about the public repository file, not about what a given client ships.

Reinforcing a bat: worth it, but sheet metal costs weight

StateEnc.DamageMax conditionCondition lower chanceAvg hits
Plain2.00.8–1.1151/20300
Can-reinforced2.00.9–1.2201/22440
Sheet-metal reinforced2.51.0–1.3251/25625

Can reinforcement is free: encumbrance stays at 2.0 while both damage and durability rise. There is no reason to skip it.

Sheet metal is not free. Life goes from 300 to 625 hits, but encumbrance rises from 2.0 to 2.5. The wiki legend defines that column as "encumbrance of the weapon when stored in inventory, heavier weapons have higher endurance costs" — so the extra 0.5 costs you both carrying capacity and stamina over a long fight. (The separate Endurance modifier column stays at "-" for every baseball bat variant.) On a long run with a full bag, stopping at the can version is a defensible call. Sheet metal comes from metalworking.

Spiking it does the opposite. A nailed bat (Base.BaseballBat_Nails) stays at 2.0 encumbrance but drops to 1/10 and 150 hits; the spiked version (Base.BaseballBat_Spiked) is 2.5 encumbrance, 1/5 and 50 hits. Damage rises to 1.2–1.9, so treat those as short-burst tools rather than daily drivers.

Plenty of weapons cannot be repaired

  • Neither repairable nor sharpenable — crowbar, bolt cutters, katana, block maul, barbell, frying pan, wrench, screwdriver
  • Sharpenable but not repairable — machete, hunting knife, kitchen knife, meat cleaver
  • Both — wood axe, axe, firefighter axe, hand axe, metal-headed spears

This changes what "good weapon" means. A machete is one-handed with 2.0–3.0 damage, which is superb — but it cannot be repaired, so once the condition is gone, it is gone. Its 325-hit figure is an average at zero skill, not a count you are owed. A wood axe can be restored to full condition repeatedly. "Strong" and "sustainable" are separate axes of comparison.

What to carry early, mid and late

Turning the numbers above into a priority order. The only inputs are durability, repairability, encumbrance and category — spawn rates are excluded because sandbox settings change them drastically.

Early — Maintenance 0–2, no repair kit, no forge

The published numbers are exactly your numbers only at Maintenance 0 and weapon skill 0. Maintenance 1 already adds 2 to the denominator and Maintenance 2 adds 4, so the table is not literally true across the whole 0–2 range — but the gain is small. A crowbar at Maintenance 2 with no weapon skill is 1/74, or about 1,110 average hits against the listed 1,050. At this stage, picking a weapon with a high base 1-in-x matters far more than the skill you have.

  • The crowbar (Base.Crowbar) comes first. Damage of 0.6–1.15 is poor, but 1,050 average hits at 2.0 encumbrance is unmatched here. Being unrepairable barely matters when you would not have repaired it anyway
  • A plain baseball bat is the backup — 300 hits, repairable, 2.0 encumbrance, and its 0.5 knockback is on the high side for this table
  • Do not main a kitchen knife. A 20-hit average is unlikely to survive a single run — the per-hit roll means it varies, but not by enough to rely on. If you are levelling Short Blade, plan on carrying several
  • Skip the barbell (6.0 enc.) and block maul (4.0 enc.). High damage, but two-handed, unrepairable, and heavy enough to distort your whole loadout

Mid — Maintenance 3–6, repair and sharpening available

Maintenance enters the denominator at double weight, so this is where the pressure lifts. Repairable weapons take over.

  • A looted wood axe (Base.WoodAxe) is the centrepiece — 600 hits, 1.3–3.0 damage, repairable and sharpenable. At 3.0 encumbrance it is a dedicated run weapon, not a walk-around tool
  • The firefighter axe / Axe (455 hits, repairable, sharpenable) is 2H*, so it covers situations where you need a hand free — at 50% damage while one-handed
  • A sheet-metal bat (625 hits) is the durability leader here, at modest 1.0–1.3 damage, repairable, 2.5 encumbrance
  • Metal-headed spears (100 hits) are not a durability pick. They are repairable and sharpenable, so run them as consumables

Late — Maintenance 7+, forging available

This is where "the flimsier the weapon, the more skill helps" pays off. A kitchen knife goes from 20 hits to 320 at Maintenance 10 and Short Blade 10 — a weapon that was unusable early becomes viable.

  • The machete (Base.Machete) becomes a real option — one-handed, 2.0–3.0 damage, 2.0 encumbrance, unrepairable but sharpenable. The forged version has identical durability numbers
  • Even with a forge, hoard the looted wood axes. 600 hits versus 375. Being able to mass-produce something is not the same as it lasting
  • For hand axes, the forged Hatchet is better — same stats, 1.5 encumbrance instead of 2.0
  • Treat the katana (8.0 damage, unrepairable, unsharpenable) as a trump card. Its damage is an outlier on this table, but its level-0 average is only 150 hits and there is no way to restore it

Do not compare attack speed across categories

pzwiki states the caveat directly: different weapon types use different calculations for attack speed, so the same "base speed 1" does not mean the same real-world speed.

Its example: a base-speed-1 spear swings significantly faster than a base-speed-1 hammer because spear animations are very fast, while heavy weapons at base speed 1 are significantly slower than normal weapons at the same value. The page concludes that the stat should be taken "with a grain of salt" and compared only within the same attack type.

That is why this article has no attack-speed column. Ranking an axe against a spear by that number would not mean anything.

Confidence and what is left out

ItemConfidence
Damage, encumbrance, max condition, condition lower chance, average hits at skill 0pzwiki Weapon page. Its verified-version tag is 42.20.4, matching the current stable build
The degradation formula and the "level 0" definitionpzwiki's legend template
The Maint 5 / Maint 10 columnsMy arithmetic from that formula. The wiki publishes only the level-0 column
The WoodAxe / WoodAxeForged differenceListed as separate rows on the same page
The early / mid / late orderingMy judgement from the durability, repair and encumbrance columns above. It does not factor in how easy each weapon is to find
The localization-lag note and its countsDirect comparison of JP/ItemName_JP.txt against the Weapon page rows (last commit 21 Nov 2022). Client-shipped localization files were not checked
Attack speedNot covered. The source itself warns against cross-category comparison
"Which weapon is best"Not claimed. It depends on build, sandbox settings and what you can actually find
Spawn ratesNot covered. Settings-dependent, and I found no sourced figures

Summary

  • Published "breaks after N hits" figures are Maintenance 0, weapon skill 0 averages. Any skill extends them, and the per-hit roll means real runs vary either way
  • The roll is 1 in (x + (Maintenance × 2 + weapon level))Maintenance counts double
  • The flimsier the weapon, the more skill helps. Kitchen knife: 20 hits → 170 at Maint 5 / skill 5
  • Looted wood axe 600, forged wood axe 375, with identical damage
  • Baseball bats go 300 → 625 with sheet metal, but encumbrance goes 2.0 → 2.5, which costs carry capacity and stamina. Can reinforcement costs no weight at all
  • Machete, katana and crowbar cannot be repaired. When the condition is gone, they are done
  • Never rank attack speed across categories — the source says so explicitly

Figures come from the category tables on pzwiki's Weapon page (verified version 42.20.4), with the condition definitions taken from the same wiki's legend template. The current stable build was confirmed as 42.20.4 (26 August 2026) via the game's official Steam news. Keeping zombies at the right distance is covered in our horde control guide.

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