Diver official art

Abyssal Terrors character · Brotato 1.1.15.4

Diver

Unlock: Kill 1000 enemies that are more than 700 range away from you

Two separate computed views

Opening pool and across-run DPS

“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

Starting choices and grants

Choose one unlocked entry from a normalized maximum pool of 6. A save’s visible pool can be smaller because unlock state and active DLC alter it.

Starting weapon pool

Added automatically after the choice

Relative to defaults

Base stat deltas

Ranged Damage
−100
No full wave-one stat vector is published.

It changes with the loadout: Automatic weapon plus selected weapon can activate set bonuses. The ranking below uses only the fixed base deltas and its stated comparison context.

Your opening pick · pool-limited view

Tier I starting-pool DPS

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 6 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.

How the opening-pool ranking is computed

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 Diver’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.

  1. 1 Knife KnifeTier I · Melee · Precise weapons: +200% crit damage 15.76DPS
  2. 2 Shuriken ShurikenTier I · Ranged · Precise weapons: +200% crit damage 15.35DPS
  3. 3 Thief Dagger Thief DaggerTier I · Melee · Precise weapons: +200% crit damage 9.50DPS
  4. 4 Claw ClawTier I · Melee · Precise weapons: +200% crit damage 8.36DPS
  5. 5 Scissors ScissorsTier I · Melee · Precise weapons: +200% crit damage 6.43DPS
  6. 6 Sharp Tooth Sharp ToothTier I · Melee · Precise weapons: +200% crit damage 4.76DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +25% gain to Crit Chance (×1.25)

Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.

Weapon rules

  • Weapon harpoon gun price modifier -100 points (minimum final price 1)
  • Precise weapons: +200% crit damage

Other declared mechanics

  • ConfirmedLinked HP Regeneration = truncate toward zero (1 × Melee Damage / 2); uses all resolved sources
  • ConfirmedRanged Damage-scaling hits make targets take +300% damage for 3s, max 1 stack
  • DeclaredEnemy health +250 Bespoke trigger, stacking, or unit behavior is not used in the ranking.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Crit Chance, Melee Damage when that filtered pool is non-empty.

Offer filters, with exceptions

Filtered entries

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.

Item groups

Same item computation, read by character

Measured item outliers for Diver

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.

Filtered from normal pre-final rolls

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.

  • Lens — included through Ranged Damage

Across the whole run · all usable families

Ranked by computed DPS for this character

Unlike the opening-pool view, this uses every usable weapon family at its highest usable tier and the full stated weapon-count context. 67 weapons change position versus the generic order.

Reading the Diver-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.

How this ranking is computed

Default 10 Max HP and zero other default combat stats; no bonus stats beyond Diver’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.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 373.37DPS
  2. 2 Scythe ScytheTier IV generic #2 211.30DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IV generic #3 132.74DPS
  4. 4 Power Fist Power FistTier IV generic #4 132.74DPS
  5. 5 Knife KnifeTier IV · Precise weapons: +200% crit damage ↑ 7generic #12 110.89DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 106.19DPS
  7. 7 War Hammer War HammerTier IV ↓ 1generic #6 104.23DPS
  8. 8 Thief Dagger Thief DaggerTier IV · Precise weapons: +200% crit damage ↑ 12generic #20 87.72DPS
  9. 9 Brick BrickTier IV ↓ 2generic #7 87.37DPS
  10. 10 Mace MaceTier IV ↓ 2generic #8 86.36DPS
  11. 11 Captain’s Sword Captain’s SwordTier IV ↓ 2generic #9 83.29DPS
  12. 12 Plasma Sledge Plasma SledgeTier IV ↓ 2generic #10 82.49DPS
  13. 13 Hammer HammerTier IV ↓ 2generic #11 81.57DPS
  14. 14 DEX-troyer DEX-troyerTier IV ↓ 1generic #13 77.04DPS
  15. 15 Claw ClawTier IV · Precise weapons: +200% crit damage ↑ 6generic #21 75.31DPS
  16. 16 Hatchet HatchetTier IV ↓ 2generic #14 71.06DPS
  17. 17 Thunder Sword Thunder SwordTier IV ↓ 2generic #15 70.38DPS
  18. 18 Sword SwordTier IV ↓ 2generic #16 65.26DPS
  19. 19 Anchor AnchorTier IV ↓ 2generic #17 61.76DPS
  20. 20 Drill DrillTier IV · Precise weapons: +200% crit damage ↑ 8generic #28 59.51DPS
  21. 21 Trident TridentTier IV ↓ 3generic #18 58.24DPS
  22. 22 Vorpal Sword Vorpal SwordTier IV ↓ 3generic #19 57.26DPS
  23. 23 Rock RockTier IV ↓ 1generic #22 53.91DPS
  24. 24 Spear SpearTier IV ↓ 1generic #23 48.51DPS
  25. 25 Circular Saw Circular SawTier IV ↓ 1generic #24 47.43DPS
  26. 26 Cacti Club Cacti ClubTier IV ↓ 1generic #25 45.30DPS
  27. 27 Chopper ChopperTier IV ↓ 1generic #26 44.30DPS
  28. 28 Jousting Lance Jousting LanceTier IV ↓ 1generic #27 38.59DPS
  29. 29 Scissors ScissorsTier IV · Precise weapons: +200% crit damage ↑ 7generic #36 37.82DPS
  30. 30 Chainsaw ChainsawTier IV ↓ 1generic #29 34.22DPS
  31. 31 Quarterstaff QuarterstaffTier IV ↓ 1generic #30 31.64DPS
  32. 32 Screwdriver ScrewdriverTier IV ↓ 1generic #31 31.53DPS
  33. 33 Spoon SpoonTier IV ↓ 1generic #32 31.19DPS
  34. 34 Plank PlankTier IV ↓ 1generic #33 30.08DPS
  35. 35 Pruner PrunerTier IV ↓ 1generic #34 29.92DPS
  36. 36 Spiky Shield Spiky ShieldTier IV ↓ 1generic #35 29.60DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 27.21DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 26.01DPS
  39. 39 Lightning Shiv Lightning ShivTier IV · Precise weapons: +200% crit damage ↑ 1generic #40 24.15DPS
  40. 40 Sharp Tooth Sharp ToothTier IV · Precise weapons: +200% crit damage ↑ 2generic #42 22.07DPS
  41. 41 Sickle SickleTier IV ↓ 2generic #39 21.29DPS
  42. 42 Ghost Flint Ghost FlintTier IV ↓ 1generic #41 18.77DPS
  43. 43 Wrench WrenchTier IV generic #43 16.62DPS
  44. 44 Lute LuteTier IV generic #44 14.13DPS
  45. 45 Stick StickTier IV generic #45 11.11DPS
  46. 46 Brass Knuckles Brass KnucklesTier II generic #46 10.79DPS
  47. 47 Hand HandTier IV generic #47 1.38DPS
  48. 48 Torch TorchTier IV generic #48 1.20DPS

Ranged weapons

  1. 1 Icicle IcicleTier IV · Precise weapons: +200% crit damage ↑ 3generic #4 101.65DPS
  2. 2 Particle Accelerator Particle AcceleratorTier IV ↑ 3generic #5 76.42DPS
  3. 3 Taser TaserTier IV ↑ 6generic #9 60.72DPS
  4. 4 Shuriken ShurikenTier IV · Precise weapons: +200% crit damage ↑ 18generic #22 45.32DPS
  5. 5 Chain Gun Chain GunTier IV ↑ 7generic #12 29.56DPS
  6. 6 Fireball FireballTier IV ↑ 19generic #25 23.42DPS
  7. 7 Javelin JavelinTier IV ↑ 19generic #26 21.05DPS
  8. 8 Gatling Laser Gatling LaserTier IV ↓ 7generic #1 14.12DPS
  9. 9 Minigun MinigunTier IV ↑ 5generic #14 9.97DPS
  10. 10 Nuclear Launcher Nuclear LauncherTier IV ↑ 1generic #11 9.73DPS
  11. 11 Flamethrower FlamethrowerTier IV ↑ 19generic #30 9.68DPS
  12. 12 SMG SMGTier IV ↑ 3generic #15 6.18DPS
  13. 13 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 4generic #17 5.15DPS
  14. 14 Potato Thrower Potato ThrowerTier IV ↑ 4generic #18 3.43DPS
  15. 15 Crossbow CrossbowTier IV · Precise weapons: +200% crit damage ↑ 8generic #23 2.07DPS
  16. 16 Medical Gun Medical GunTier IV ↓ 6generic #10 1.98DPS
  17. 17 Wand WandTier IV ↑ 14generic #31 1.74DPS
  18. 18 Revolver RevolverTier IV ↓ 11generic #7 1.66DPS
  19. 19 Grenade Launcher Grenade LauncherTier IV ↓ 3generic #16 1.65DPS
  20. 20 Harpoon Gun Harpoon GunTier IV ↑ 1generic #21 1.51DPS
  21. 21 Pistol PistolTier IV ↓ 15generic #6 1.44DPS
  22. 22 Flute FluteTier IV ↑ 5generic #27 1.31DPS
  23. 23 Ghost Scepter Ghost ScepterTier IV ↓ 3generic #20 1.24DPS
  24. 24 Rail Gun Rail GunTier IV ↓ 5generic #19 1.08DPS
  25. 25 Rocket Launcher Rocket LauncherTier IV ↓ 22generic #3 1.00DPS
  26. 26 Shredder ShredderTier IV ↓ 2generic #24 0.98DPS
  27. 27 Slingshot SlingshotTier IV ↑ 1generic #28 0.94DPS
  28. 28 Sniper Gun Sniper GunTier IV · Precise weapons: +200% crit damage ↓ 15generic #13 0.83DPS
  29. 29 Laser Gun Laser GunTier IV ↓ 21generic #8 0.62DPS
  30. 30 Obliterator ObliteratorTier IV ↓ 28generic #2 0.32DPS
  31. 31 Blunderbuss BlunderbussTier IV ↓ 2generic #29 0.20DPS

Metric boundary

What the across-run ranking does not claim

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.