Doctor official art

Base game character · Brotato 1.1.15.4

Doctor

Unlock: Heal 200 HP in one wave

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 2. A save’s visible pool can be smaller because unlock state and active DLC alter it.

Starting weapon pool

Relative to defaults

Base stat deltas

HP Regeneration
+5
Harvesting
+5
% Attack Speed
−100

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

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 2 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 Doctor’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 Medical Gun Medical GunTier I · Ranged · Medical weapons: +200 local attack-speed points 26.87DPS
  2. 2 Scissors ScissorsTier I · Melee · Medical weapons: +200 local attack-speed points 11.29DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +100% gain to HP Regeneration (×2)
  • −50% gain to Armor (×0.5)

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

Weapon rules

  • Medical weapons: +200 local attack-speed points

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged HP Regeneration when that filtered pool is non-empty.

Same item computation, read by character

Measured item outliers for Doctor

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.

Resolved direct-stat change: +50% or more

  • Lure — +100% normalized signed change (HP Regeneration +2 resolves ×2)
  • Penguin — +100% normalized signed change (HP Regeneration +1 resolves ×2)
  • Regeneration Potion — +100% normalized signed change (HP Regeneration +3 resolves ×2)
  • Sad Tomato — +100% normalized signed change (HP Regeneration +8 resolves ×2)
  • Plant — +75% normalized signed change (HP Regeneration +3 resolves ×2)
  • Mushroom — +60% normalized signed change (HP Regeneration +3 resolves ×2)

Showing the 6 largest changes of 9 items in this group.

Resolved direct-stat change: −50% or less

  • Cauldron — −100% normalized signed change (HP Regeneration −2 resolves ×2)
  • Fruit Basket — −100% normalized signed change (HP Regeneration −3 resolves ×2)
  • Goblet — −100% normalized signed change (HP Regeneration −3 resolves ×2)
  • Sifd’s Relic — −50% normalized signed change (Armor +3 resolves ×0.5)

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. 58 weapons change position versus the generic order.

Reading the Doctor-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 Doctor’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 #1 323.27DPS
  2. 2 Scythe ScytheTier IV generic #2 184.77DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IV generic #3 116.12DPS
  4. 4 Power Fist Power FistTier IV generic #4 116.12DPS
  5. 5 Mace MaceTier IV ↑ 3generic #8 109.05DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 92.90DPS
  7. 7 Circular Saw Circular SawTier IV · Medical weapons: +200 local attack-speed points ↑ 17generic #24 89.39DPS
  8. 8 Captain’s Sword Captain’s SwordTier IV ↑ 1generic #9 61.91DPS
  9. 9 War Hammer War HammerTier IV ↓ 3generic #6 60.94DPS
  10. 10 Knife KnifeTier IV ↑ 2generic #12 59.02DPS
  11. 11 Scissors ScissorsTier IV · Medical weapons: +200 local attack-speed points ↑ 25generic #36 58.58DPS
  12. 12 DEX-troyer DEX-troyerTier IV ↑ 1generic #13 54.83DPS
  13. 13 Brick BrickTier IV ↓ 6generic #7 53.48DPS
  14. 14 Plasma Sledge Plasma SledgeTier IV ↓ 4generic #10 50.34DPS
  15. 15 Hammer HammerTier IV ↓ 4generic #11 49.66DPS
  16. 16 Thunder Sword Thunder SwordTier IV ↓ 1generic #15 49.38DPS
  17. 17 Sword SwordTier IV ↓ 1generic #16 47.90DPS
  18. 18 Thief Dagger Thief DaggerTier IV ↑ 2generic #20 42.61DPS
  19. 19 Vorpal Sword Vorpal SwordTier IV generic #19 42.56DPS
  20. 20 Spear SpearTier IV ↑ 3generic #23 38.97DPS
  21. 21 Trident TridentTier IV ↓ 3generic #18 38.66DPS
  22. 22 Anchor AnchorTier IV ↓ 5generic #17 36.92DPS
  23. 23 Chopper ChopperTier IV ↑ 3generic #26 33.19DPS
  24. 24 Rock RockTier IV ↓ 2generic #22 32.67DPS
  25. 25 Drill DrillTier IV ↑ 3generic #28 31.89DPS
  26. 26 Hatchet HatchetTier IV ↓ 12generic #14 31.70DPS
  27. 27 Chainsaw ChainsawTier IV ↑ 2generic #29 28.84DPS
  28. 28 Cacti Club Cacti ClubTier IV ↓ 3generic #25 28.55DPS
  29. 29 Jousting Lance Jousting LanceTier IV ↓ 2generic #27 25.11DPS
  30. 30 Spoon SpoonTier IV ↑ 2generic #32 23.88DPS
  31. 31 Quarterstaff QuarterstaffTier IV ↓ 1generic #30 23.35DPS
  32. 32 Screwdriver ScrewdriverTier IV ↓ 1generic #31 22.99DPS
  33. 33 Pruner PrunerTier IV ↑ 1generic #34 21.92DPS
  34. 34 Plank PlankTier IV ↓ 1generic #33 21.40DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 20.45DPS
  36. 36 Sickle SickleTier IV ↑ 3generic #39 17.19DPS
  37. 37 Hiking Pole Hiking PoleTier IV ↑ 1generic #38 16.88DPS
  38. 38 Ghost Axe Ghost AxeTier IV ↓ 1generic #37 16.72DPS
  39. 39 Lightning Shiv Lightning ShivTier IV ↑ 1generic #40 15.20DPS
  40. 40 Sharp Tooth Sharp ToothTier IV ↑ 2generic #42 13.56DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 13.17DPS
  42. 42 Wrench WrenchTier IV ↑ 1generic #43 10.14DPS
  43. 43 Lute LuteTier IV ↑ 1generic #44 9.60DPS
  44. 44 Brass Knuckles Brass KnucklesTier II ↑ 2generic #46 7.91DPS
  45. 45 Stick StickTier IV generic #45 7.44DPS
  46. 46 Claw ClawTier IV ↓ 25generic #21 2.06DPS
  47. 47 Hand HandTier IV generic #47 1.06DPS
  48. 48 Torch TorchTier IV generic #48 0.90DPS

Ranged weapons

  1. 1 Medical Gun Medical GunTier IV · Medical weapons: +200 local attack-speed points ↑ 9generic #10 121.18DPS
  2. 2 Gatling Laser Gatling LaserTier IV ↓ 1generic #1 98.63DPS
  3. 3 Obliterator ObliteratorTier IV ↓ 1generic #2 67.91DPS
  4. 4 Icicle IcicleTier IV generic #4 46.67DPS
  5. 5 Rocket Launcher Rocket LauncherTier IV ↓ 2generic #3 46.19DPS
  6. 6 Particle Accelerator Particle AcceleratorTier IV ↓ 1generic #5 41.89DPS
  7. 7 Pistol PistolTier IV ↓ 1generic #6 40.76DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 39.92DPS
  9. 9 Chain Gun Chain GunTier IV ↑ 3generic #12 37.86DPS
  10. 10 SMG SMGTier IV ↑ 5generic #15 36.82DPS
  11. 11 Laser Gun Laser GunTier IV ↓ 3generic #8 35.52DPS
  12. 12 Taser TaserTier IV ↓ 3generic #9 33.93DPS
  13. 13 Minigun MinigunTier IV ↑ 1generic #14 32.53DPS
  14. 14 Nuclear Launcher Nuclear LauncherTier IV ↓ 3generic #11 31.29DPS
  15. 15 Potato Thrower Potato ThrowerTier IV ↑ 3generic #18 31.10DPS
  16. 16 Sniper Gun Sniper GunTier IV ↓ 3generic #13 29.09DPS
  17. 17 Grenade Launcher Grenade LauncherTier IV ↓ 1generic #16 25.99DPS
  18. 18 Double Barrel Shotgun Double Barrel ShotgunTier IV ↓ 1generic #17 25.28DPS
  19. 19 Harpoon Gun Harpoon GunTier IV ↑ 2generic #21 22.35DPS
  20. 20 Rail Gun Rail GunTier IV ↓ 1generic #19 21.36DPS
  21. 21 Ghost Scepter Ghost ScepterTier IV ↓ 1generic #20 21.07DPS
  22. 22 Shuriken ShurikenTier IV generic #22 15.50DPS
  23. 23 Crossbow CrossbowTier IV generic #23 14.42DPS
  24. 24 Shredder ShredderTier IV generic #24 14.31DPS
  25. 25 Fireball FireballTier IV generic #25 13.24DPS
  26. 26 Javelin JavelinTier IV generic #26 11.76DPS
  27. 27 Flute FluteTier IV generic #27 11.15DPS
  28. 28 Slingshot SlingshotTier IV generic #28 10.84DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 7.17DPS
  30. 30 Flamethrower FlamethrowerTier IV generic #30 6.32DPS
  31. 31 Wand WandTier IV generic #31 1.15DPS

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.