Weapon rules
- Forced weapon-slot level upgrades until 24 slots
- Starts with 1 weapon slot
- At least 1 weapon roll requested per shop
Base game character · Brotato 1.1.15.4
Unlock: Reach level 10 before wave 6
Two separate computed views
“Your opening pick” compares Tier I records in the starting pool with one weapon equipped. “Across the whole run” compares every usable family at its highest usable tier.
Loadout identity
Choose one unlocked entry from a normalized maximum pool of 18. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
Only direct character deltas are shown here; selected starting entries and weapon-set bonuses are not presented as base stats.
Your opening pick · pool-limited view
This answers the first weapon-choice comparison. The across-run ranking below answers a separate question across every usable weapon family.
The normalized maximum starting-weapon pool contains 18 families. A save can display fewer because only unlocked entries appear, and active DLC can alter the pool.
Reading this list: all eligible pool entries are compared together because the opening selection is choose-one. Each value is expected direct primary-target DPS at Tier I with one weapon equipped.
Tier I, this character’s starting-weapon pool, and 1 equipped weapon. Default 10 Max HP and zero other default combat stats; no bonus stats beyond Baby’s fixed direct base deltas. Stat-gain factors, matching character weapon-set or weapon-type bonuses, and equipment-linked effects are applied through the shared damage calculation. The equipment context is 1 equipped weapon, 1 unique weapon family, 1 Tier I weapon, 0 Tier IV weapons, and 0 duplicate items; item, material, structure, and pet counters are 0.
The target is not cursed, burning, or a boss. Every attack or projectile aimed at the primary target connects, and DPS is before enemy armor. Explosions, burning, spawned attacks, and later pierce or bounce targets are outside this metric.
RockTier I · Melee
12.52DPS
KnifeTier I · Melee
12.07DPS
PistolTier I · Ranged
11.00DPS
FistTier I · Melee
10.34DPS
IcicleTier I · Ranged
10.16DPS
ShurikenTier I · Ranged
9.69DPS
Rail GunTier I · Ranged
9.52DPS
PrunerTier I · Melee
8.82DPS
SlingshotTier I · Ranged
8.47DPS
PlankTier I · Melee
8.39DPS
ScrewdriverTier I · Melee
8.29DPS
TaserTier I · Ranged
7.59DPS
WrenchTier I · Melee
7.25DPS
QuarterstaffTier I · Melee
7.14DPS
StickTier I · Melee
6.31DPS
ScissorsTier I · Melee
5.44DPS
Sharp ToothTier I · Melee
4.50DPS
WandTier I · Ranged
1.15DPS
Character-specific facts
On a 5% conditional item roll, the pool is filtered to entries tagged XP Gain when that filtered pool is non-empty.
Offer filters, with exceptions
Items and item groups below are filtered out of normal pre-final shop and crate rolls; listed upgrades are rerolled in normal pre-final level-up choices. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool. Upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions, and item/group filters do not ban weapons.
Same item computation, read by character
Offer filtering is listed first, followed by higher and lower resolved direct-stat changes. The item-page calculation applies this character’s stat-gain factors to each item’s declared direct stat effects. A value group appears when the signed change is at least 50% of that item’s total absolute direct-stat magnitude.
These items are filtered from normal pre-final shop and crate rolls. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool, and upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions.
Across the whole run · all usable families
Unlike the opening-pool view, this uses every usable weapon family at its highest usable tier and the full stated weapon-count context. 0 weapons change position versus the generic order.
Reading the Baby-specific column: ↑ 5 = 5 places higher in this character’s ranking than in the generic, zero-bonus ranking; ↓ 5 = 5 places lower; — = same place. “generic #N” is the weapon’s rank with no character bonuses applied.
Default 10 Max HP and zero other default combat stats; no bonus stats beyond Baby’s direct base deltas; 6 equipped weapons from distinct families; the listed weapon is at its highest tier this character can use. Other equipped weapons are assumed Tier II or III. Item, material, structure, pet, and duplicate-item counters are 0 unless a note below says otherwise.
The target is not cursed, burning, or a boss. Every attack or projectile aimed at the primary target connects. DPS is before enemy armor. Character-local weapon bonuses and the stated equipment counters are applied through the calculator’s staged truncation, rounding, and timing rules.
ExcaliburTier IV
—generic #1
373.37DPS
ScytheTier IV
—generic #2
211.30DPS
Flaming Brass KnucklesTier IV
—generic #3
132.74DPS
Power FistTier IV
—generic #4
132.74DPS
FistTier IV
—generic #5
106.19DPS
War HammerTier IV
—generic #6
104.23DPS
BrickTier IV
—generic #7
87.37DPS
MaceTier IV
—generic #8
86.36DPS
Captain’s SwordTier IV
—generic #9
83.29DPS
Plasma SledgeTier IV
—generic #10
82.49DPS
HammerTier IV
—generic #11
81.57DPS
KnifeTier IV
—generic #12
79.21DPS
DEX-troyerTier IV
—generic #13
77.04DPS
HatchetTier IV
—generic #14
71.06DPS
Thunder SwordTier IV
—generic #15
70.38DPS
SwordTier IV
—generic #16
65.26DPS
AnchorTier IV
—generic #17
61.76DPS
TridentTier IV
—generic #18
58.24DPS
Vorpal SwordTier IV
—generic #19
57.26DPS
Thief DaggerTier IV
—generic #20
55.82DPS
ClawTier IV
—generic #21
55.28DPS
RockTier IV
—generic #22
53.91DPS
SpearTier IV
—generic #23
48.51DPS
Circular SawTier IV
—generic #24
47.43DPS
Cacti ClubTier IV
—generic #25
45.30DPS
ChopperTier IV
—generic #26
44.30DPS
Jousting LanceTier IV
—generic #27
38.59DPS
DrillTier IV
—generic #28
37.87DPS
ChainsawTier IV
—generic #29
34.22DPS
QuarterstaffTier IV
—generic #30
31.64DPS
ScrewdriverTier IV
—generic #31
31.53DPS
SpoonTier IV
—generic #32
31.19DPS
PlankTier IV
—generic #33
30.08DPS
PrunerTier IV
—generic #34
29.92DPS
Spiky ShieldTier IV
—generic #35
29.60DPS
ScissorsTier IV
—generic #36
28.92DPS
Ghost AxeTier IV
—generic #37
27.21DPS
Hiking PoleTier IV
—generic #38
26.01DPS
SickleTier IV
—generic #39
25.55DPS
Lightning ShivTier IV
—generic #40
20.44DPS
Ghost FlintTier IV
—generic #41
18.77DPS
Sharp ToothTier IV
—generic #42
18.35DPS
WrenchTier IV
—generic #43
16.62DPS
LuteTier IV
—generic #44
14.13DPS
StickTier IV
—generic #45
11.11DPS
Brass KnucklesTier II
—generic #46
10.79DPS
HandTier IV
—generic #47
1.38DPS
TorchTier IV
—generic #48
1.20DPS
Gatling LaserTier IV
—generic #1
141.18DPS
ObliteratorTier IV
—generic #2
127.42DPS
Rocket LauncherTier IV
—generic #3
79.69DPS
IcicleTier IV
—generic #4
79.06DPS
Particle AcceleratorTier IV
—generic #5
76.42DPS
PistolTier IV
—generic #6
72.12DPS
RevolverTier IV
—generic #7
66.51DPS
Laser GunTier IV
—generic #8
62.42DPS
TaserTier IV
—generic #9
60.72DPS
Medical GunTier IV
—generic #10
59.42DPS
Nuclear LauncherTier IV
—generic #11
58.38DPS
Chain GunTier IV
—generic #12
58.25DPS
Sniper GunTier IV
—generic #13
53.33DPS
MinigunTier IV
—generic #14
49.84DPS
SMGTier IV
—generic #15
49.22DPS
Grenade LauncherTier IV
—generic #16
46.45DPS
Double Barrel ShotgunTier IV
—generic #17
46.35DPS
Potato ThrowerTier IV
—generic #18
40.60DPS
Rail GunTier IV
—generic #19
38.23DPS
Ghost ScepterTier IV
—generic #20
37.08DPS
Harpoon GunTier IV
—generic #21
29.71DPS
ShurikenTier IV
—generic #22
26.26DPS
CrossbowTier IV
—generic #23
25.01DPS
ShredderTier IV
—generic #24
24.52DPS
FireballTier IV
—generic #25
23.42DPS
JavelinTier IV
—generic #26
21.05DPS
FluteTier IV
—generic #27
19.46DPS
SlingshotTier IV
—generic #28
18.73DPS
BlunderbussTier IV
—generic #29
14.07DPS
FlamethrowerTier IV
—generic #30
9.68DPS
WandTier IV
—generic #31
1.74DPS
Metric boundary
The lists compare expected direct damage to one primary target per second. They do not combine melee with ranged, and they do not model enemy armor, target density, positioning, closing distance, survivability, misses or spread, overkill, explosions, burning, spawned attacks, later pierce or bounce targets, or conditional target bonuses. Those omitted factors can change results observed during a run.