Weapon rules
- Weapon-slot total replaced with 12
Base game character · Brotato 1.1.15.4
Unlock: Collect 5000 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 31. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
It changes with the loadout: Additional weapon effects depends on equipment. The ranking below uses only the fixed base deltas and its stated comparison context.
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 31 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 Multitasker’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.
RevolverTier I · Ranged
24.82DPS
Laser GunTier I · Ranged
23.89DPS
SMGTier I · Ranged
18.12DPS
Jousting LanceTier I · Melee
14.95DPS
RockTier I · Melee
14.43DPS
KnifeTier I · Melee
13.30DPS
IcicleTier I · Ranged
12.19DPS
CrossbowTier I · Ranged
12.18DPS
HatchetTier I · Melee
12.05DPS
FistTier I · Melee
11.64DPS
SpearTier I · Melee
11.48DPS
Rail GunTier I · Ranged
11.42DPS
ShurikenTier I · Ranged
10.85DPS
Spiky ShieldTier I · Melee
10.65DPS
PrunerTier I · Melee
10.57DPS
Cacti ClubTier I · Melee
10.52DPS
SlingshotTier I · Ranged
10.16DPS
PlankTier I · Melee
10.07DPS
ScrewdriverTier I · Melee
9.33DPS
Double Barrel ShotgunTier I · Ranged
9.04DPS
ChopperTier I · Melee
8.85DPS
TaserTier I · Ranged
8.67DPS
QuarterstaffTier I · Melee
8.57DPS
ClawTier I · Melee
8.49DPS
WrenchTier I · Melee
8.46DPS
Ghost AxeTier I · Melee
8.33DPS
StickTier I · Melee
7.11DPS
Ghost FlintTier I · Melee
5.77DPS
Sharp ToothTier I · Melee
5.40DPS
Lightning ShivTier I · Melee
3.09DPS
WandTier I · Ranged
1.15DPS
Character-specific facts
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. 10 weapons change position versus the generic order.
Reading the Multitasker-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 Multitasker’s direct base deltas; 12 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.
At 12 equipped weapons, +20 base % Damage and −5 per weapon resolve to −40 % Damage.
ExcaliburTier IV
—generic #1
224.02DPS
ScytheTier IV
—generic #2
126.78DPS
Flaming Brass KnucklesTier IV
—generic #3
79.64DPS
Power FistTier IV
—generic #4
79.64DPS
FistTier IV
—generic #5
63.05DPS
War HammerTier IV
—generic #6
62.54DPS
BrickTier IV
—generic #7
52.42DPS
MaceTier IV
—generic #8
51.82DPS
Captain’s SwordTier IV
—generic #9
49.98DPS
Plasma SledgeTier IV
—generic #10
49.49DPS
HammerTier IV
—generic #11
48.94DPS
KnifeTier IV
—generic #12
47.53DPS
DEX-troyerTier IV
—generic #13
46.23DPS
HatchetTier IV
—generic #14
42.64DPS
Thunder SwordTier IV
—generic #15
42.23DPS
SwordTier IV
—generic #16
39.15DPS
AnchorTier IV
—generic #17
37.06DPS
TridentTier IV
—generic #18
34.94DPS
Vorpal SwordTier IV
—generic #19
34.36DPS
Thief DaggerTier IV
—generic #20
33.49DPS
ClawTier IV
—generic #21
33.25DPS
RockTier IV
—generic #22
32.35DPS
SpearTier IV
—generic #23
29.10DPS
Circular SawTier IV
—generic #24
28.46DPS
Cacti ClubTier IV
—generic #25
27.18DPS
ChopperTier IV
—generic #26
26.85DPS
Jousting LanceTier IV
—generic #27
23.15DPS
DrillTier IV
—generic #28
22.72DPS
ChainsawTier IV
—generic #29
20.53DPS
QuarterstaffTier IV
—generic #30
18.98DPS
SpoonTier IV
↑ 1generic #32
18.94DPS
ScrewdriverTier IV
↓ 1generic #31
18.92DPS
PlankTier IV
—generic #33
18.05DPS
PrunerTier IV
—generic #34
17.95DPS
Spiky ShieldTier IV
—generic #35
17.76DPS
ScissorsTier IV
—generic #36
17.35DPS
Ghost AxeTier IV
—generic #37
16.32DPS
Hiking PoleTier IV
—generic #38
15.60DPS
SickleTier IV
—generic #39
12.78DPS
Lightning ShivTier IV
—generic #40
12.26DPS
Ghost FlintTier IV
—generic #41
11.26DPS
Sharp ToothTier IV
—generic #42
11.03DPS
WrenchTier IV
—generic #43
9.69DPS
LuteTier IV
—generic #44
8.83DPS
StickTier IV
—generic #45
6.50DPS
Brass KnucklesTier II
—generic #46
6.48DPS
HandTier IV
—generic #47
1.38DPS
TorchTier IV
—generic #48
1.20DPS
Gatling LaserTier IV
—generic #1
84.71DPS
ObliteratorTier IV
—generic #2
76.45DPS
Rocket LauncherTier IV
—generic #3
47.81DPS
IcicleTier IV
—generic #4
47.44DPS
Particle AcceleratorTier IV
—generic #5
45.85DPS
PistolTier IV
—generic #6
43.27DPS
RevolverTier IV
—generic #7
39.91DPS
Laser GunTier IV
—generic #8
37.45DPS
Medical GunTier IV
↑ 1generic #10
35.65DPS
Nuclear LauncherTier IV
↑ 1generic #11
35.03DPS
TaserTier IV
↓ 2generic #9
34.69DPS
Sniper GunTier IV
↑ 1generic #13
32.00DPS
SMGTier IV
↑ 2generic #15
30.80DPS
MinigunTier IV
—generic #14
29.90DPS
Chain GunTier IV
↓ 3generic #12
29.56DPS
Grenade LauncherTier IV
—generic #16
27.87DPS
Double Barrel ShotgunTier IV
—generic #17
25.75DPS
Potato ThrowerTier IV
—generic #18
23.73DPS
Rail GunTier IV
—generic #19
22.93DPS
Ghost ScepterTier IV
—generic #20
22.25DPS
Harpoon GunTier IV
—generic #21
17.82DPS
ShurikenTier IV
—generic #22
15.88DPS
CrossbowTier IV
—generic #23
15.26DPS
ShredderTier IV
—generic #24
14.71DPS
FireballTier IV
—generic #25
14.05DPS
JavelinTier IV
—generic #26
12.63DPS
FluteTier IV
—generic #27
11.68DPS
SlingshotTier IV
—generic #28
11.24DPS
FlamethrowerTier IV
↑ 1generic #30
9.68DPS
BlunderbussTier IV
↓ 1generic #29
8.44DPS
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.