Tears of Metal · builds

Tears of Metal Wallace Build and Weapons Guide

Choose the right Wallace weapon and build a safe finisher or Ally Command loop with verified combos, unlock routes, Emblem priorities, and Harold tactics.

Game version
Early Access (Steam 0.11.57874.1)
Applies to
Steam · Xbox on PC
Updated
August 12, 2026
Tears of Metal Wallace Build and Weapons Guide guide cover using official Tears of Metal game imagery

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Wallace is the game’s balanced front-line hero. His safest build uses short attacks to test an opening, Block Thrusts to answer armour and shields, and a Heavy finisher only after the enemy commits. A developed battalion supports a second route where Ally Commands deliver most of the burst.

Weapon choice changes the input routes, so check what is equipped before copying a combo. The starting sword, Arena weapon, third weapon, and secret fourth weapon all support different string lengths and risk.

Wallace build at a glance

Part Finisher route Ally Command route
Core action Short Strike check into a confirmed Heavy finisher Group, expose, or hold the target for a command
Safe setup Parry, Dodge displacement, or Block Thrust Vortex, Linked-style coverage, debuff, or commander effect
Reward priority Heavy, finisher, exposed target, Block recovery Ally damage, command effects, Special generation
Best fit New progression and direct hero control Developed solo roster and planned army traits
Main failure Extending the string after the enemy recovers Copying a commander setup the current roster cannot support

Wallace weapons compared

The current data source numbers Wallace’s later weapons rather than assigning every slot a public name. Paper Cult officially names the Celtic Longsword and Flamberge, but the available sources do not definitively map every name to every numbered slot. The table therefore keeps the extracted slot labels where the mapping is uncertain.

Weapon Unlock route shown by current data Best listed full route Total base damage What changes
Starting weapon Available from the start Light → Light → Heavy 140 Short, readable finisher and easiest route to learn
Weapon 2 Arena unlock pool Light → Light → Heavy 150 Adds longer Strike and Block strings while preserving the familiar finisher
Weapon 3 Permanent-currency purchase in extracted data Light ×4 → Heavy 205 Highest base range of the first three; longer maximum string
Fourth weapon Secret event chain Light → Light → Heavy → Heavy 215 Strongest listed full route, plus a high-value Block route

The totals are extracted base values, not expected damage on every enemy. Difficulty, target defenses, Emblems, Charms, critical hits, and whether every hit connects all change the result.

Weapon footageWallace's weapons side by side
Use this showcase to compare reach, movement, and animation commitment before choosing a weapon route from the tables below. Watch on YouTube.

Starting weapon: safest learning route

Wallace begins with the Celtic longsword according to the current hero profile. Its four listed routes are:

Input Hits Total base damage
Dodge → Heavy 1 30
Light → Light → Light 3 80
Block → Light → Light 2 45
Light → Light → Heavy 3 140

Use Light → Light → Heavy only after a clear opening. The Heavy is most of the listed route’s value, so an interrupted string loses the payoff. Against a captain still showing a tell, stop at one or two Lights and return to defense.

Weapon 2: familiar finisher, more routing

Weapon 2 enters the Arena unlock pool and preserves the three-input Light → Light → Heavy route at 150 total base damage. It also adds a four-Light route and a longer Block string.

That makes it the easiest upgrade for players who already trust the starting finisher. Use the extra inputs for exhausted or staggered targets; do not treat a longer available combo as a requirement to finish it.

Weapon 3: higher ceiling, longer commitment

The third slot has the highest listed base range among the first three Wallace weapons and a five-hit Light ×4 → Heavy route at 205 total base damage. It also keeps Light → Light → Heavy, listed at 160, for normal openings.

Community solo-clear discussion favors the third sword with learned Parry timing and archers contributing boss damage. The practical lesson is not to force five hits: use the 160 route during ordinary combat and reserve the 205 route for a stagger, long boss recovery, or a target already locked by an army effect.

Paper Cult changed the Flamberge cost to three Dragonstones and the Celtic Longsword price to 500 triskelle in version 0.8.57278. Because the extracted source uses an older currency label and numbered slots, read the current village tooltip before spending rather than relying on an old nine-currency figure.

Fourth weapon: best full route, hardest unlock

The secret event weapon has four listed routes:

Input Hits Total base damage
Dodge → Heavy → Heavy 2 60
Light → Light → Heavy → Heavy 4 215
Block → Light → Heavy → Heavy 3 170
Light ×5 5 180

Its 215 route is Wallace’s highest listed full-string total, but the second Heavy makes it a real commitment. The 170 Block route is often the more useful distinction: it turns a successful defensive read into a large punish without first spending several neutral Strikes.

The weapon is optional. Paper Cult’s patch notes confirm its pieces and reward chest; players report that three pieces must be collected in one run. Follow the secret weapon walkthrough for the unlock chain.

Which Wallace weapon should you use?

Choose by the opening you can actually confirm:

  • Starting weapon: best while learning enemy tells and Wallace’s core timing.
  • Weapon 2: best when you want the familiar finisher with more Strike and Block routes.
  • Weapon 3: best for a higher damage ceiling without depending on the secret event chain.
  • Fourth weapon: best when a practiced player can convert Block or a long opening into the second Heavy.

Do not replace a comfortable sword immediately before Harold just because a later slot has a larger table value. A shorter route that lands is stronger than a 215 string interrupted before its payoff.

Core finisher loop

  1. Use one Light or movement action to read the priority target.
  2. Parry, Dodge, or use Block Thrusts when the defended enemy commits.
  3. Confirm the opening before beginning the selected weapon’s Heavy route.
  4. Stop early if the target turns, another elite enters, or the floor becomes unsafe.
  5. Reposition and repeat instead of trading through the next tell.

Wallace’s Parry and Dodge push nearby enemies away, while Block Thrusts answer armour and shields. Rising Cleave is the high-damage punish; it is not a safe neutral opener.

Emblems and Charms

Prioritize function over a fixed family list:

  • put a reliable setup on Strike, Dodge, Block, or another action Wallace already uses safely;
  • add Heavy or finisher value after the opening is repeatable;
  • use Block recovery or maximum health when holding the lane fails before damage matters;
  • add crowd coverage when several enemies interrupt the finisher;
  • skip economy effects immediately before the Act boss.

Paper Cult added Cutthroat’s Blade, a Common Charm granting +10% critical-hit chance on Finishers. It directly supports a finisher route, but it does not justify attempting a Heavy where the opening is unsafe.

Community crit discussions also mention finisher-critical gear and critical-damage scaling. Treat those as run-dependent bonuses rather than a guaranteed best build, because equipment availability and balance can change.

Community-tested Ally Command setup

One documented solo setup uses six spearmen and six archers to activate the displayed Bowmen command bonus, then combines Omenbearer, Crusader, and Gambler commander effects. The player reports Linked for shared damage, Vortex for grouping, and Raise for burst.

That is an endgame example, not a required recipe. The same report notes inconsistent Linked triggering and incomplete Moniker testing. Build toward it only when War Preparations shows the expected army trait and every command reaches the target.

See the Battalion guide before copying the troop ratio.

Solo and co-op

The Ally Command route is best documented in solo play. Co-op reallocates army resources across players, so confirm how many commanders and troop groups Wallace actually receives before committing to command-only damage.

In a group, keep a functional weapon loop even if another player supplies grouping. Harold, Iseult, or a mobile captain can leave the command area, and the boss may target a different hero.

Boss adjustments

  • Gilles: use short checks and spend the Heavy only after a committed swing.
  • Iseult: preserve movement; a command can contribute while Wallace waits for a safe re-entry.
  • Harold: save Dodge for the sweeping laser, use Block on ordinary pressure, and keep Light → Light → Heavy for a completed string or landing recovery. The final boss guide covers the full route and Phase 2 cycle.

Common mistakes

  • Using a combo from a different equipped weapon.
  • Reading the highest total as guaranteed real-fight damage.
  • Forcing Weapon 3’s five-hit route when its shorter finisher would land safely.
  • Adding the fourth weapon’s second Heavy after Harold has already recovered.
  • Copying a 6/6 army ratio without the same Barracks capacity or displayed trait.
  • Spending every meter segment and losing access to the hero Special.
  • Assuming duplicate Monikers or Linked always behave as expected.
  • Using a solo commander setup unchanged in a four-player lobby.

Frequently asked questions

What is Wallace’s best weapon?

Weapon 3 is the most accessible high-ceiling choice in the current data, while the fourth weapon has the highest listed complete route. The best practical weapon is the one whose short punish you can land consistently.

What is Wallace’s safest combo?

Light → Light → Heavy is supported by the starting weapon and the next two listed weapons. Confirm the opening before committing to the Heavy.

How do I unlock Wallace’s fourth weapon?

Collect the reported three-piece set in one campaign and complete its reward event or chest. The Secrets guide separates the official confirmation from the community-reported steps.

Is Wallace better with hero damage or Ally Commands?

Both routes have current-build support. Finisher Wallace works from early progression; command Wallace becomes stronger when the roster, army traits, and commanders are already developed.

Return to the Builds guide or compare the Emblem families.

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Sources

  1. Wallace weapons showcase — Jear Accessed 8/12/2026
  2. Current-build Wallace profile, four weapon routes, combos, and base values Accessed 8/11/2026
  3. Paper Cult weapon prices, Wallace fixes, secret weapon, and Cutthroat's Blade patch notes Accessed 8/11/2026
  4. Player-tested Wallace Ally Command setup and recorded elite kill Accessed 8/11/2026
  5. Player discussion of Wallace solo clears, third sword, parry, and archer damage Accessed 8/11/2026
  6. Current Wallace crit, finisher, and fourth-weapon player discussion Accessed 8/11/2026

Last updated August 12, 2026