Hunter official art

Base game character · Brotato 1.1.15.4

Hunter

Unlock: Reach 300 Range

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 12. 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

Range
+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 12 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 Hunter’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 Crossbow CrossbowTier I · Ranged 20.29DPS
  2. 2 Knife KnifeTier I · Melee 12.07DPS
  3. 3 Icicle IcicleTier I · Ranged 10.16DPS
  4. 4 Spear SpearTier I · Melee 10.13DPS
  5. 5 Shuriken ShurikenTier I · Ranged 9.69DPS
  6. 6 Rail Gun Rail GunTier I · Ranged 9.52DPS
  7. 7 Cacti Club Cacti ClubTier I · Melee 9.28DPS
  8. 8 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 9.04DPS
  9. 9 Screwdriver ScrewdriverTier I · Melee 8.29DPS
  10. 10 Thief Dagger Thief DaggerTier I · Melee 7.12DPS
Show 2 more Tier I entries (12 ranked from 12 pool families)
  1. 11 Claw ClawTier I · Melee 7.08DPS
  2. 12 Scissors ScissorsTier I · Melee 5.44DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +25% gain to Crit Chance (×1.25)
  • −100% gain to Harvesting (×0)
  • −33% gain to Max HP (×0.67)

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

Other declared mechanics

  • ConfirmedLinked Damage = truncate toward zero (1 × Range / 10); uses all resolved sources

Zero gain factors

Harvesting resolve to zero from permanent, temporary, and linked global sources.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Range, Crit Chance 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

Upgrade families

Same item computation, read by character

Measured item outliers for Hunter

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.

Resolved direct-stat change: +50% or more

  • Bat — +50% normalized signed change (Harvesting −2 resolves ×0)
  • Mouse — +50% normalized signed change (Harvesting −5 resolves ×0)

Resolved direct-stat change: −50% or less

  • Blood Donation — −100% normalized signed change (Harvesting +40 resolves ×0)
  • Starfish — −100% normalized signed change (Harvesting +10 resolves ×0)
  • White Flag — −100% normalized signed change (Harvesting +5 resolves ×0)
  • Wheelbarrow — −94.1% normalized signed change (Harvesting +16 resolves ×0)
  • Fertilizer — −88.9% normalized signed change (Harvesting +8 resolves ×0)
  • Tractor — −83.3% normalized signed change (Harvesting +40 resolves ×0)

Showing the 6 largest-magnitude changes of 8 items in this group.

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. 26 weapons change position versus the generic order.

Reading the Hunter-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 Hunter’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 #1 361.56DPS
  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 Fist FistTier IV generic #5 106.19DPS
  6. 6 War Hammer War HammerTier IV generic #6 104.23DPS
  7. 7 Brick BrickTier IV generic #7 87.37DPS
  8. 8 Mace MaceTier IV generic #8 86.36DPS
  9. 9 Captain’s Sword Captain’s SwordTier IV generic #9 83.29DPS
  10. 10 Plasma Sledge Plasma SledgeTier IV generic #10 82.49DPS
  11. 11 Hammer HammerTier IV generic #11 81.57DPS
  12. 12 Knife KnifeTier IV generic #12 79.21DPS
  13. 13 DEX-troyer DEX-troyerTier IV generic #13 77.04DPS
  14. 14 Hatchet HatchetTier IV generic #14 71.06DPS
  15. 15 Thunder Sword Thunder SwordTier IV generic #15 70.38DPS
  16. 16 Sword SwordTier IV generic #16 65.26DPS
  17. 17 Anchor AnchorTier IV generic #17 61.76DPS
  18. 18 Trident TridentTier IV generic #18 58.24DPS
  19. 19 Vorpal Sword Vorpal SwordTier IV generic #19 57.26DPS
  20. 20 Thief Dagger Thief DaggerTier IV generic #20 55.82DPS
  21. 21 Claw ClawTier IV generic #21 55.28DPS
  22. 22 Rock RockTier IV generic #22 53.91DPS
  23. 23 Spear SpearTier IV generic #23 48.51DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 47.43DPS
  25. 25 Cacti Club Cacti ClubTier IV generic #25 45.30DPS
  26. 26 Hiking Pole Hiking PoleTier IV ↑ 12generic #38 43.35DPS
  27. 27 Chopper ChopperTier IV ↓ 1generic #26 42.96DPS
  28. 28 Jousting Lance Jousting LanceTier IV ↓ 1generic #27 38.59DPS
  29. 29 Drill DrillTier IV ↓ 1generic #28 37.87DPS
  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 30.08DPS
  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 Scissors ScissorsTier IV ↓ 1generic #36 28.92DPS
  38. 38 Ghost Axe Ghost AxeTier IV ↓ 1generic #37 27.21DPS
  39. 39 Sickle SickleTier IV generic #39 21.29DPS
  40. 40 Lightning Shiv Lightning ShivTier IV generic #40 20.44DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 18.77DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 18.35DPS
  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 Gatling Laser Gatling LaserTier IV generic #1 141.18DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 127.42DPS
  3. 3 Rocket Launcher Rocket LauncherTier IV generic #3 79.69DPS
  4. 4 Icicle IcicleTier IV generic #4 79.06DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IV generic #5 76.42DPS
  6. 6 Sniper Gun Sniper GunTier IV ↑ 7generic #13 73.33DPS
  7. 7 Pistol PistolTier IV ↓ 1generic #6 72.12DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 66.51DPS
  9. 9 Laser Gun Laser GunTier IV ↓ 1generic #8 62.42DPS
  10. 10 Taser TaserTier IV ↓ 1generic #9 60.72DPS
  11. 11 Medical Gun Medical GunTier IV ↓ 1generic #10 59.42DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IV ↓ 1generic #11 58.38DPS
  13. 13 Chain Gun Chain GunTier IV ↓ 1generic #12 58.25DPS
  14. 14 Minigun MinigunTier IV generic #14 49.84DPS
  15. 15 SMG SMGTier IV generic #15 49.22DPS
  16. 16 Grenade Launcher Grenade LauncherTier IV generic #16 46.45DPS
  17. 17 Double Barrel Shotgun Double Barrel ShotgunTier IV generic #17 46.35DPS
  18. 18 Crossbow CrossbowTier IV ↑ 5generic #23 38.60DPS
  19. 19 Rail Gun Rail GunTier IV generic #19 38.23DPS
  20. 20 Potato Thrower Potato ThrowerTier IV ↓ 2generic #18 37.27DPS
  21. 21 Ghost Scepter Ghost ScepterTier IV ↓ 1generic #20 37.08DPS
  22. 22 Harpoon Gun Harpoon GunTier IV ↓ 1generic #21 29.71DPS
  23. 23 Shuriken ShurikenTier IV ↓ 1generic #22 26.26DPS
  24. 24 Shredder ShredderTier IV generic #24 24.52DPS
  25. 25 Fireball FireballTier IV generic #25 23.42DPS
  26. 26 Javelin JavelinTier IV generic #26 21.05DPS
  27. 27 Flute FluteTier IV generic #27 19.46DPS
  28. 28 Slingshot SlingshotTier IV generic #28 18.73DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 14.07DPS
  30. 30 Flamethrower FlamethrowerTier IV generic #30 9.68DPS
  31. 31 Wand WandTier IV generic #31 1.74DPS

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.