Pick Strong Arm for throws, Untouchable for executions, and potions that preserve your movement. Strong Arm adds +50% throw damage; Untouchable grants 6 seconds of invincibility after an execution. You collect Chained Beasts weapons in the arena, then buy equipment and choose Trainer skills between fights, so make each upgrade support the way you actually fight.
Which Chained Beasts weapons can you pick up and throw?
Weapons include swords, spears, maces, flails, axes and bows; you can throw weapons, but find a reachable replacement before letting go. A spare across a pillar or behind your partner may be out of reach when your chain pulls tight.
- Locate a replacement weapon on the arena floor within your reachable area.
- Aim your held weapon at a distant enemy.
- Throw it while you have room to collect the replacement.
- Pick up the spare before returning to melee.
Urns, severed limbs and heads also work as projectiles. You can throw enemies into objects or drive them toward spike walls and snake pits. Keep your retreat on open ground: chasing a dropped weapon toward a hazard can drag your chained partners into danger too. Practice the tutorial's throw-and-block exercise before taking that gamble in an arena.
The bow gives you a ranged option, but its damage has drawn different reactions. The June 12, 2026 announcement described it as devastating; one player in an undated playthrough found its attack power a bit low. Treat it as a way to attack from range rather than an automatic damage upgrade.
Which Chained Beasts items are worth picking up?
Pick up a shield for defensive openings, and take the Priceless Vase only when you can hold it through a whole fight without taking damage. The game has 40+ purchasable items, so judge a purchase by its actual effect and your current plan.
| Pickup | What it does | Your trade-off |
|---|---|---|
| Shield | Blocks without a stamina cost, briefly stuns an attacker, and lets you cancel an attack by blocking | Each blocked hit costs durability; the shield eventually breaks |
| Priceless Vase | Pays 100 coins if you hold it and survive the whole fight without taking damage | Taking damage breaks the payout condition |
Replace a broken shield with one from a killed enemy who carried it. Blocking gives you an opening to strike, but treating the shield as permanent protection leaves you exposed when its durability runs out.
The vase is a conditional payday. If you are already struggling to avoid hits, prioritize surviving the fight over planning around those coins. For more ways to manage positioning before you commit to a pickup, read Chained Beasts tips.
Which Chained Beasts potions should you choose?
Choose a healing potion by the affliction you can manage in the next fight, rather than the biggest heal alone. A penalty to movement or vision can make it much harder to use the weapon you just built around.

Arm Fatigue: better suited to frequent throws
Arm Fatigue slows you down after holding weapons for more than 8 seconds. That penalty makes it a poor fit for a plan built around keeping the same weapon in hand. A player who regularly picked up and threw weapons found it easier to accept, so favor it only if that already matches your routine.

Vision penalties: protect your ability to read the fight
A potion can make the arena appear to sway in vivid colors. Be cautious if you already struggle to track enemies or find replacement weapons: keeping your movement intact still leaves you needing to see where you are going.
Your best choice depends on the afflictions you already carry. Check Chained Beasts afflictions before stacking another penalty. Between acts, the Surgeon can help manage afflictions or offer body augmentations that grant skills. Every procedure has a cost; prioritize restoring movement or visibility when losing it has disrupted your build.
Which Chained Beasts skills should you choose at the Trainer?
Choose skills whose triggers you can repeat: throws for Strong Arm, stuns for Concussive Strength, executions for Untouchable, or kills during crowd frenzy for On a Roll. There are more than 70 skills, and Trainer offers vary, so do not rely on seeing a particular card on your first night.

Strong Arm: recommended for a throwing plan
Strong Arm adds +50% throw damage. Choose it when you can consistently reach another weapon after throwing. The damage bonus does little for you if your chain position prevents you from collecting a spare; an affliction that reduces throwing distance also changes which enemies you can reach.
Concussive Strength: recommended for repeated stuns
Concussive Strength adds +50% stun duration. Pick it when you already stun enemies regularly and use the opening to attack. A longer window is useful only if you capitalize on it.
Untouchable: recommended for execution safety
Untouchable grants 6 seconds of invincibility after an execution. Choose it when executions are a regular part of your fights; the protection starts after the finish, so you still need to reach and execute the downed enemy.

On a Roll: recommended when you can sustain crowd frenzy
On a Roll grants 4 seconds of invincibility after a kill while the crowd is going wild. Both conditions matter. A kill outside that crowd state will not meet the trigger, so learn how Chained Beasts crowd favor works before making this your defensive plan.
With a reachable spare, a manageable healing penalty and a skill you can trigger reliably, your pickups support a coherent fighting plan. Next, turn those choices into a Chained Beasts best build that fits your weapon habits and current afflictions.