Stat-gain factors
- +25% gain to Luck (×1.25)
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
Base game character · Brotato 1.1.15.4
Unlock: Collect 300 materials
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 12. 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 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.
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 Lucky’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.
Jousting LanceTier I · Melee
9.52DPS
RockTier I · Melee
8.85DPS
FistTier I · Melee
8.70DPS
IcicleTier I · Ranged
6.85DPS
PrunerTier I · Melee
6.62DPS
ScrewdriverTier I · Melee
6.32DPS
PlankTier I · Melee
6.21DPS
ChopperTier I · Melee
5.96DPS
SlingshotTier I · Ranged
5.83DPS
StickTier I · Melee
4.68DPS
Character-specific facts
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
On a 5% conditional item roll, the pool is filtered to entries tagged Luck, Pickup, Exploration 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. 57 weapons change position versus the generic order.
Reading the Lucky-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 Lucky’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
348.51DPS
ScytheTier IV
—generic #2
198.20DPS
Flaming Brass KnucklesTier IV
—generic #3
122.93DPS
Power FistTier IV
—generic #4
122.93DPS
MaceTier IV
↑ 3generic #8
102.33DPS
FistTier IV
↓ 1generic #5
98.34DPS
War HammerTier IV
↓ 1generic #6
73.08DPS
Captain’s SwordTier IV
↑ 1generic #9
69.97DPS
KnifeTier IV
↑ 3generic #12
65.97DPS
BrickTier IV
↓ 3generic #7
63.30DPS
DEX-troyerTier IV
↑ 2generic #13
62.10DPS
Plasma SledgeTier IV
↓ 2generic #10
59.83DPS
HammerTier IV
↓ 2generic #11
58.87DPS
Thunder SwordTier IV
↑ 1generic #15
56.76DPS
SwordTier IV
↑ 1generic #16
54.54DPS
Vorpal SwordTier IV
↑ 3generic #19
48.11DPS
Thief DaggerTier IV
↑ 3generic #20
47.07DPS
HatchetTier IV
↓ 4generic #14
46.10DPS
TridentTier IV
↓ 1generic #18
44.66DPS
Circular SawTier IV
↑ 4generic #24
44.06DPS
AnchorTier IV
↓ 4generic #17
44.00DPS
SpearTier IV
↑ 1generic #23
42.40DPS
RockTier IV
↓ 1generic #22
38.91DPS
ChopperTier IV
↑ 2generic #26
37.01DPS
DrillTier IV
↑ 3generic #28
34.28DPS
Cacti ClubTier IV
↓ 1generic #25
33.51DPS
LuteTier IV
↑ 17generic #44
32.44DPS
ChainsawTier IV
↑ 1generic #29
31.06DPS
Jousting LanceTier IV
↓ 2generic #27
29.19DPS
QuarterstaffTier IV
—generic #30
26.46DPS
ScrewdriverTier IV
—generic #31
26.17DPS
SpoonTier IV
—generic #32
25.63DPS
PrunerTier IV
↑ 1generic #34
24.91DPS
PlankTier IV
↓ 1generic #33
24.57DPS
ScissorsTier IV
↑ 1generic #36
24.02DPS
Spiky ShieldTier IV
↓ 1generic #35
23.64DPS
Ghost AxeTier IV
—generic #37
19.83DPS
Hiking PoleTier IV
—generic #38
19.63DPS
SickleTier IV
—generic #39
17.85DPS
Lightning ShivTier IV
—generic #40
17.09DPS
Sharp ToothTier IV
↑ 1generic #42
15.36DPS
Ghost FlintTier IV
↓ 1generic #41
15.14DPS
ClawTier IV
↓ 22generic #21
14.50DPS
WrenchTier IV
↓ 1generic #43
12.05DPS
Brass KnucklesTier II
↑ 1generic #46
8.99DPS
StickTier IV
↓ 1generic #45
8.59DPS
HandTier IV
—generic #47
1.18DPS
TorchTier IV
—generic #48
1.01DPS
Gatling LaserTier IV
—generic #1
116.13DPS
ObliteratorTier IV
—generic #2
83.51DPS
IcicleTier IV
↑ 1generic #4
56.00DPS
Rocket LauncherTier IV
↓ 1generic #3
55.53DPS
Particle AcceleratorTier IV
—generic #5
51.13DPS
PistolTier IV
—generic #6
49.34DPS
RevolverTier IV
—generic #7
48.79DPS
Chain GunTier IV
↑ 4generic #12
45.89DPS
Medical GunTier IV
↑ 1generic #10
45.22DPS
SMGTier IV
↑ 5generic #15
44.26DPS
Laser GunTier IV
↓ 3generic #8
42.92DPS
MinigunTier IV
↑ 2generic #14
42.33DPS
TaserTier IV
↓ 4generic #9
41.20DPS
FluteTier IV
↑ 13generic #27
41.20DPS
Nuclear LauncherTier IV
↓ 4generic #11
38.42DPS
Sniper GunTier IV
↓ 3generic #13
35.56DPS
Potato ThrowerTier IV
↑ 1generic #18
34.31DPS
Grenade LauncherTier IV
↓ 2generic #16
31.55DPS
Double Barrel ShotgunTier IV
↓ 2generic #17
30.90DPS
Rail GunTier IV
↓ 1generic #19
25.94DPS
Ghost ScepterTier IV
↓ 1generic #20
25.75DPS
Harpoon GunTier IV
↓ 1generic #21
23.93DPS
ShurikenTier IV
↓ 1generic #22
18.60DPS
CrossbowTier IV
↓ 1generic #23
17.36DPS
ShredderTier IV
↓ 1generic #24
17.17DPS
FireballTier IV
↓ 1generic #25
16.03DPS
JavelinTier IV
↓ 1generic #26
14.29DPS
SlingshotTier IV
—generic #28
13.15DPS
BlunderbussTier IV
—generic #29
8.92DPS
FlamethrowerTier IV
—generic #30
8.22DPS
WandTier IV
—generic #31
1.36DPS
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.