Other declared mechanics
- DeclaredNumber of enemies +50 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
- DeclaredEach wave end: Harvesting -3 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
Base game character · Brotato 1.1.15.4
Unlock: Kill 5000 enemies
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 24. 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 24 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 Loud’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.
SMGTier I · Ranged
24.12DPS
Jousting LanceTier I · Melee
16.90DPS
RockTier I · Melee
16.28DPS
PistolTier I · Ranged
14.67DPS
HatchetTier I · Melee
13.55DPS
SpearTier I · Melee
13.51DPS
CrossbowTier I · Ranged
13.32DPS
IcicleTier I · Ranged
13.21DPS
ShurikenTier I · Ranged
12.40DPS
Cacti ClubTier I · Melee
12.38DPS
Double Barrel ShotgunTier I · Ranged
12.06DPS
PrunerTier I · Melee
11.44DPS
SlingshotTier I · Ranged
11.01DPS
PlankTier I · Melee
10.91DPS
ScrewdriverTier I · Melee
10.36DPS
ClawTier I · Melee
9.91DPS
WrenchTier I · Melee
9.67DPS
Ghost AxeTier I · Melee
9.52DPS
Thief DaggerTier I · Melee
9.50DPS
QuarterstaffTier I · Melee
9.30DPS
Ghost FlintTier I · Melee
6.60DPS
ShredderTier I · Ranged
5.55DPS
Lightning ShivTier I · Melee
4.12DPS
TorchTier I · Melee
0.91DPS
Character-specific facts
On a 5% conditional item roll, the pool is filtered to entries tagged More Enemies when that filtered pool is non-empty.
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. 17 weapons change position versus the generic order.
Reading the Loud-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 Loud’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
485.38DPS
ScytheTier IV
—generic #2
274.69DPS
Flaming Brass KnucklesTier IV
—generic #3
172.56DPS
Power FistTier IV
—generic #4
172.56DPS
FistTier IV
—generic #5
137.72DPS
War HammerTier IV
—generic #6
135.50DPS
BrickTier IV
—generic #7
113.58DPS
MaceTier IV
—generic #8
112.27DPS
Captain’s SwordTier IV
—generic #9
108.28DPS
Plasma SledgeTier IV
—generic #10
107.23DPS
HammerTier IV
—generic #11
106.05DPS
KnifeTier IV
—generic #12
104.56DPS
DEX-troyerTier IV
—generic #13
100.16DPS
HatchetTier IV
—generic #14
93.17DPS
Thunder SwordTier IV
—generic #15
91.96DPS
SwordTier IV
—generic #16
85.34DPS
AnchorTier IV
—generic #17
80.30DPS
TridentTier IV
—generic #18
75.71DPS
Vorpal SwordTier IV
—generic #19
74.96DPS
ClawTier IV
↑ 1generic #21
72.91DPS
Thief DaggerTier IV
↓ 1generic #20
72.57DPS
RockTier IV
—generic #22
70.17DPS
SpearTier IV
—generic #23
63.06DPS
Circular SawTier IV
—generic #24
62.61DPS
Cacti ClubTier IV
—generic #25
58.89DPS
ChopperTier IV
—generic #26
57.72DPS
Jousting LanceTier IV
—generic #27
50.17DPS
DrillTier IV
—generic #28
49.77DPS
ChainsawTier IV
—generic #29
44.49DPS
QuarterstaffTier IV
—generic #30
41.14DPS
ScrewdriverTier IV
—generic #31
40.99DPS
SpoonTier IV
—generic #32
40.11DPS
PrunerTier IV
↑ 1generic #34
39.50DPS
PlankTier IV
↓ 1generic #33
39.10DPS
Spiky ShieldTier IV
—generic #35
38.48DPS
ScissorsTier IV
—generic #36
37.60DPS
Ghost AxeTier IV
—generic #37
35.37DPS
Hiking PoleTier IV
—generic #38
33.82DPS
SickleTier IV
—generic #39
28.39DPS
Lightning ShivTier IV
—generic #40
27.25DPS
Ghost FlintTier IV
—generic #41
24.40DPS
Sharp ToothTier IV
—generic #42
24.38DPS
WrenchTier IV
—generic #43
21.47DPS
LuteTier IV
—generic #44
18.56DPS
StickTier IV
—generic #45
14.82DPS
Brass KnucklesTier II
—generic #46
14.03DPS
HandTier IV
—generic #47
1.38DPS
TorchTier IV
—generic #48
1.20DPS
Gatling LaserTier IV
—generic #1
183.53DPS
ObliteratorTier IV
—generic #2
165.65DPS
Rocket LauncherTier IV
—generic #3
103.60DPS
IcicleTier IV
—generic #4
102.78DPS
Particle AcceleratorTier IV
—generic #5
99.35DPS
PistolTier IV
—generic #6
93.75DPS
Chain GunTier IV
↑ 5generic #12
87.80DPS
RevolverTier IV
↓ 1generic #7
86.46DPS
Laser GunTier IV
↓ 1generic #8
81.15DPS
TaserTier IV
↓ 1generic #9
78.06DPS
Medical GunTier IV
↓ 1generic #10
77.25DPS
Nuclear LauncherTier IV
↓ 1generic #11
75.89DPS
MinigunTier IV
↑ 1generic #14
69.77DPS
Sniper GunTier IV
↓ 1generic #13
69.33DPS
Double Barrel ShotgunTier IV
↑ 2generic #17
61.80DPS
SMGTier IV
↓ 1generic #15
61.53DPS
Grenade LauncherTier IV
↓ 1generic #16
60.49DPS
Potato ThrowerTier IV
—generic #18
54.13DPS
Rail GunTier IV
—generic #19
50.25DPS
Ghost ScepterTier IV
—generic #20
48.20DPS
Harpoon GunTier IV
—generic #21
38.62DPS
ShurikenTier IV
—generic #22
34.59DPS
ShredderTier IV
↑ 1generic #24
32.37DPS
CrossbowTier IV
↓ 1generic #23
31.81DPS
FireballTier IV
—generic #25
30.45DPS
JavelinTier IV
—generic #26
27.37DPS
FluteTier IV
—generic #27
25.91DPS
SlingshotTier IV
—generic #28
24.35DPS
BlunderbussTier IV
—generic #29
18.29DPS
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.