Multitasker official art

Base game character · Brotato 1.1.15.4

Multitasker

Unlock: Collect 5000 materials

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 31. 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

% Damage
+20
No full wave-one stat vector is published.

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

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 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.

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 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.

  1. 1 Revolver RevolverTier I · Ranged 24.82DPS
  2. 2 Laser Gun Laser GunTier I · Ranged 23.89DPS
  3. 3 SMG SMGTier I · Ranged 18.12DPS
  4. 4 Jousting Lance Jousting LanceTier I · Melee 14.95DPS
  5. 5 Rock RockTier I · Melee 14.43DPS
  6. 6 Knife KnifeTier I · Melee 13.30DPS
  7. 7 Icicle IcicleTier I · Ranged 12.19DPS
  8. 8 Crossbow CrossbowTier I · Ranged 12.18DPS
  9. 9 Hatchet HatchetTier I · Melee 12.05DPS
  10. 10 Fist FistTier I · Melee 11.64DPS
Show 21 more Tier I entries (31 ranked from 31 pool families)
  1. 11 Spear SpearTier I · Melee 11.48DPS
  2. 12 Rail Gun Rail GunTier I · Ranged 11.42DPS
  3. 13 Shuriken ShurikenTier I · Ranged 10.85DPS
  4. 14 Spiky Shield Spiky ShieldTier I · Melee 10.65DPS
  5. 15 Pruner PrunerTier I · Melee 10.57DPS
  6. 16 Cacti Club Cacti ClubTier I · Melee 10.52DPS
  7. 17 Slingshot SlingshotTier I · Ranged 10.16DPS
  8. 18 Plank PlankTier I · Melee 10.07DPS
  9. 19 Screwdriver ScrewdriverTier I · Melee 9.33DPS
  10. 20 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 9.04DPS
  11. 21 Chopper ChopperTier I · Melee 8.85DPS
  12. 22 Taser TaserTier I · Ranged 8.67DPS
  13. 23 Quarterstaff QuarterstaffTier I · Melee 8.57DPS
  14. 24 Claw ClawTier I · Melee 8.49DPS
  15. 25 Wrench WrenchTier I · Melee 8.46DPS
  16. 26 Ghost Axe Ghost AxeTier I · Melee 8.33DPS
  17. 27 Stick StickTier I · Melee 7.11DPS
  18. 28 Ghost Flint Ghost FlintTier I · Melee 5.77DPS
  19. 29 Sharp Tooth Sharp ToothTier I · Melee 5.40DPS
  20. 30 Lightning Shiv Lightning ShivTier I · Melee 3.09DPS
  21. 31 Wand WandTier I · Ranged 1.15DPS

Character-specific facts

Mechanics used or stated

Weapon rules

  • Weapon-slot total replaced with 12

Other declared mechanics

  • DeclaredPer equipped weapon: Damage -5 Bespoke trigger, stacking, or unit behavior is not used in the ranking.

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. 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.

How this ranking is computed

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.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 224.02DPS
  2. 2 Scythe ScytheTier IV generic #2 126.78DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IV generic #3 79.64DPS
  4. 4 Power Fist Power FistTier IV generic #4 79.64DPS
  5. 5 Fist FistTier IV generic #5 63.05DPS
  6. 6 War Hammer War HammerTier IV generic #6 62.54DPS
  7. 7 Brick BrickTier IV generic #7 52.42DPS
  8. 8 Mace MaceTier IV generic #8 51.82DPS
  9. 9 Captain’s Sword Captain’s SwordTier IV generic #9 49.98DPS
  10. 10 Plasma Sledge Plasma SledgeTier IV generic #10 49.49DPS
  11. 11 Hammer HammerTier IV generic #11 48.94DPS
  12. 12 Knife KnifeTier IV generic #12 47.53DPS
  13. 13 DEX-troyer DEX-troyerTier IV generic #13 46.23DPS
  14. 14 Hatchet HatchetTier IV generic #14 42.64DPS
  15. 15 Thunder Sword Thunder SwordTier IV generic #15 42.23DPS
  16. 16 Sword SwordTier IV generic #16 39.15DPS
  17. 17 Anchor AnchorTier IV generic #17 37.06DPS
  18. 18 Trident TridentTier IV generic #18 34.94DPS
  19. 19 Vorpal Sword Vorpal SwordTier IV generic #19 34.36DPS
  20. 20 Thief Dagger Thief DaggerTier IV generic #20 33.49DPS
  21. 21 Claw ClawTier IV generic #21 33.25DPS
  22. 22 Rock RockTier IV generic #22 32.35DPS
  23. 23 Spear SpearTier IV generic #23 29.10DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 28.46DPS
  25. 25 Cacti Club Cacti ClubTier IV generic #25 27.18DPS
  26. 26 Chopper ChopperTier IV generic #26 26.85DPS
  27. 27 Jousting Lance Jousting LanceTier IV generic #27 23.15DPS
  28. 28 Drill DrillTier IV generic #28 22.72DPS
  29. 29 Chainsaw ChainsawTier IV generic #29 20.53DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 18.98DPS
  31. 31 Spoon SpoonTier IV ↑ 1generic #32 18.94DPS
  32. 32 Screwdriver ScrewdriverTier IV ↓ 1generic #31 18.92DPS
  33. 33 Plank PlankTier IV generic #33 18.05DPS
  34. 34 Pruner PrunerTier IV generic #34 17.95DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 17.76DPS
  36. 36 Scissors ScissorsTier IV generic #36 17.35DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 16.32DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 15.60DPS
  39. 39 Sickle SickleTier IV generic #39 12.78DPS
  40. 40 Lightning Shiv Lightning ShivTier IV generic #40 12.26DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 11.26DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 11.03DPS
  43. 43 Wrench WrenchTier IV generic #43 9.69DPS
  44. 44 Lute LuteTier IV generic #44 8.83DPS
  45. 45 Stick StickTier IV generic #45 6.50DPS
  46. 46 Brass Knuckles Brass KnucklesTier II generic #46 6.48DPS
  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 84.71DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 76.45DPS
  3. 3 Rocket Launcher Rocket LauncherTier IV generic #3 47.81DPS
  4. 4 Icicle IcicleTier IV generic #4 47.44DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IV generic #5 45.85DPS
  6. 6 Pistol PistolTier IV generic #6 43.27DPS
  7. 7 Revolver RevolverTier IV generic #7 39.91DPS
  8. 8 Laser Gun Laser GunTier IV generic #8 37.45DPS
  9. 9 Medical Gun Medical GunTier IV ↑ 1generic #10 35.65DPS
  10. 10 Nuclear Launcher Nuclear LauncherTier IV ↑ 1generic #11 35.03DPS
  11. 11 Taser TaserTier IV ↓ 2generic #9 34.69DPS
  12. 12 Sniper Gun Sniper GunTier IV ↑ 1generic #13 32.00DPS
  13. 13 SMG SMGTier IV ↑ 2generic #15 30.80DPS
  14. 14 Minigun MinigunTier IV generic #14 29.90DPS
  15. 15 Chain Gun Chain GunTier IV ↓ 3generic #12 29.56DPS
  16. 16 Grenade Launcher Grenade LauncherTier IV generic #16 27.87DPS
  17. 17 Double Barrel Shotgun Double Barrel ShotgunTier IV generic #17 25.75DPS
  18. 18 Potato Thrower Potato ThrowerTier IV generic #18 23.73DPS
  19. 19 Rail Gun Rail GunTier IV generic #19 22.93DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 22.25DPS
  21. 21 Harpoon Gun Harpoon GunTier IV generic #21 17.82DPS
  22. 22 Shuriken ShurikenTier IV generic #22 15.88DPS
  23. 23 Crossbow CrossbowTier IV generic #23 15.26DPS
  24. 24 Shredder ShredderTier IV generic #24 14.71DPS
  25. 25 Fireball FireballTier IV generic #25 14.05DPS
  26. 26 Javelin JavelinTier IV generic #26 12.63DPS
  27. 27 Flute FluteTier IV generic #27 11.68DPS
  28. 28 Slingshot SlingshotTier IV generic #28 11.24DPS
  29. 29 Flamethrower FlamethrowerTier IV ↑ 1generic #30 9.68DPS
  30. 30 Blunderbuss BlunderbussTier IV ↓ 1generic #29 8.44DPS
  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.