One-Armed official art

Base game character · Brotato 1.1.15.4

One-Armed

Unlock: Win a run in Danger 0

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 18. 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

% Attack Speed
+200

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 18 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 One-Armed’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 Hatchet HatchetTier I · Melee 245.41DPS
  2. 2 Claw ClawTier I · Melee 167.39DPS
  3. 3 Revolver RevolverTier I · Ranged 73.18DPS
  4. 4 SMG SMGTier I · Ranged 45.30DPS
  5. 5 Jousting Lance Jousting LanceTier I · Melee 39.04DPS
  6. 6 Icicle IcicleTier I · Ranged 31.50DPS
  7. 7 Shuriken ShurikenTier I · Ranged 29.65DPS
  8. 8 Pruner PrunerTier I · Melee 29.11DPS
  9. 9 Cacti Club Cacti ClubTier I · Melee 28.32DPS
  10. 10 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 27.47DPS
Show 8 more Tier I entries (18 ranked from 18 pool families)
  1. 11 Plank PlankTier I · Melee 27.11DPS
  2. 12 Thief Dagger Thief DaggerTier I · Melee 22.98DPS
  3. 13 Taser TaserTier I · Ranged 22.77DPS
  4. 14 Ghost Axe Ghost AxeTier I · Melee 21.99DPS
  5. 15 Scissors ScissorsTier I · Melee 17.55DPS
  6. 16 Shredder ShredderTier I · Ranged 11.88DPS
  7. 17 Lightning Shiv Lightning ShivTier I · Melee 9.96DPS
  8. 18 Torch TorchTier I · Melee 2.89DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +100% gain to Damage, Ranged Damage, Melee Damage, Elemental Damage, Explosion Damage, Piercing Damage, Bounce Damage, Damage Against Bosses (×2)

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

Weapon rules

  • Starts with 1 weapon slot

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Percent Damage 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.

Items

Same item computation, read by character

Measured item outliers for One-Armed

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.

  • Jelly — listed directly in the character filter

Resolved direct-stat change: +50% or more

  • Bait — +100% normalized signed change (Damage +8 resolves ×2)
  • Boxing Glove — +100% normalized signed change (Melee Damage +1 resolves ×2)
  • Focus — +100% normalized signed change (Damage +30 resolves ×2)
  • Handcuffs — +100% normalized signed change (Melee Damage +8 resolves ×2; Ranged Damage +8 resolves ×2; Elemental Damage +8 resolves ×2)
  • Mutation — +100% normalized signed change (Ranged Damage +1 resolves ×2; Elemental Damage +1 resolves ×2)
  • Riposte — +100% normalized signed change (Melee Damage +2 resolves ×2)

Showing the 6 largest changes of 25 items in this group.

Resolved direct-stat change: −50% or less

  • Bandana — −100% normalized signed change (Damage −10 resolves ×2)
  • Cute Monkey — −100% normalized signed change (Ranged Damage −1 resolves ×2)
  • Explosive Shells — −100% normalized signed change (Damage −15 resolves ×2)
  • Power Generator — −100% normalized signed change (Damage −5 resolves ×2)
  • Pumpkin — −100% normalized signed change (Damage −2 resolves ×2)
  • Ricochet — −100% normalized signed change (Damage −25 resolves ×2)

Showing the 6 largest-magnitude changes of 13 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. 60 weapons change position versus the generic order.

Reading the One-Armed-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 One-Armed’s direct base deltas; 1 equipped weapon from distinct family; 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 1,105.72DPS
  2. 2 Claw ClawTier IV ↑ 19generic #21 594.92DPS
  3. 3 Scythe ScytheTier IV ↓ 1generic #2 592.06DPS
  4. 4 Hatchet HatchetTier IV ↑ 10generic #14 484.79DPS
  5. 5 Flaming Brass Knuckles Flaming Brass KnucklesTier IV ↓ 2generic #3 408.81DPS
  6. 6 Power Fist Power FistTier IV ↓ 2generic #4 408.81DPS
  7. 7 Fist FistTier IV ↓ 2generic #5 327.05DPS
  8. 8 War Hammer War HammerTier IV ↓ 2generic #6 322.83DPS
  9. 9 Brick BrickTier IV ↓ 2generic #7 283.26DPS
  10. 10 Captain’s Sword Captain’s SwordTier IV ↓ 2generic #8 278.87DPS
  11. 11 Knife KnifeTier IV generic #11 271.74DPS
  12. 12 Hammer HammerTier IV generic #12 255.94DPS
  13. 13 Plasma Sledge Plasma SledgeTier IV ↓ 3generic #10 255.94DPS
  14. 14 Thunder Sword Thunder SwordTier IV ↑ 1generic #15 223.60DPS
  15. 15 Sword SwordTier IV ↑ 1generic #16 214.49DPS
  16. 16 DEX-troyer DEX-troyerTier IV ↓ 3generic #13 209.90DPS
  17. 17 Thief Dagger Thief DaggerTier IV ↑ 3generic #20 196.88DPS
  18. 18 Vorpal Sword Vorpal SwordTier IV generic #18 191.72DPS
  19. 19 Anchor AnchorTier IV ↓ 2generic #17 187.68DPS
  20. 20 Rock RockTier IV ↑ 2generic #22 169.96DPS
  21. 21 Trident TridentTier IV ↓ 2generic #19 167.31DPS
  22. 22 Chopper ChopperTier IV ↑ 3generic #25 145.96DPS
  23. 23 Circular Saw Circular SawTier IV ↑ 1generic #24 141.02DPS
  24. 24 Cacti Club Cacti ClubTier IV ↑ 2generic #26 138.73DPS
  25. 25 Drill DrillTier IV ↑ 2generic #27 130.09DPS
  26. 26 Spear SpearTier IV ↓ 3generic #23 126.55DPS
  27. 27 Jousting Lance Jousting LanceTier IV ↑ 1generic #28 115.92DPS
  28. 28 Screwdriver ScrewdriverTier IV ↑ 3generic #31 114.31DPS
  29. 29 Quarterstaff QuarterstaffTier IV ↑ 1generic #30 108.98DPS
  30. 30 Pruner PrunerTier IV ↑ 4generic #34 106.33DPS
  31. 31 Plank PlankTier IV ↑ 2generic #33 104.16DPS
  32. 32 Spoon SpoonTier IV generic #32 100.43DPS
  33. 33 Scissors ScissorsTier IV ↑ 3generic #36 98.73DPS
  34. 34 Spiky Shield Spiky ShieldTier IV ↑ 1generic #35 98.62DPS
  35. 35 Chainsaw ChainsawTier IV ↓ 6generic #29 91.04DPS
  36. 36 Hiking Pole Hiking PoleTier IV ↑ 2generic #38 83.94DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 83.15DPS
  38. 38 Sickle SickleTier IV ↑ 1generic #39 78.32DPS
  39. 39 Lightning Shiv Lightning ShivTier IV ↑ 1generic #40 71.74DPS
  40. 40 Sharp Tooth Sharp ToothTier IV ↑ 2generic #42 62.84DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 59.63DPS
  42. 42 Wrench WrenchTier IV ↑ 1generic #43 51.56DPS
  43. 43 Lute LuteTier IV ↑ 1generic #44 42.94DPS
  44. 44 Brass Knuckles Brass KnucklesTier II ↑ 1generic #45 38.35DPS
  45. 45 Stick StickTier IV ↑ 1generic #46 35.20DPS
  46. 46 Hand HandTier IV ↑ 1generic #47 4.73DPS
  47. 47 Torch TorchTier IV ↑ 1generic #48 4.06DPS
  48. 48 Mace MaceTier IV ↓ 39generic #9 2.95DPS

Ranged weapons

  1. 1 Obliterator ObliteratorTier IV ↑ 1generic #2 386.25DPS
  2. 2 Gatling Laser Gatling LaserTier IV ↓ 1generic #1 257.14DPS
  3. 3 Icicle IcicleTier IV generic #3 240.00DPS
  4. 4 Rocket Launcher Rocket LauncherTier IV generic #4 239.07DPS
  5. 5 Revolver RevolverTier IV ↑ 2generic #7 235.43DPS
  6. 6 Particle Accelerator Particle AcceleratorTier IV ↓ 1generic #5 234.09DPS
  7. 7 Pistol PistolTier IV ↓ 1generic #6 220.59DPS
  8. 8 Medical Gun Medical GunTier IV ↑ 1generic #9 206.00DPS
  9. 9 Laser Gun Laser GunTier IV ↑ 1generic #10 187.27DPS
  10. 10 Taser TaserTier IV ↑ 1generic #11 182.15DPS
  11. 11 Nuclear Launcher Nuclear LauncherTier IV ↑ 1generic #12 177.93DPS
  12. 12 Sniper Gun Sniper GunTier IV ↑ 3generic #15 160.00DPS
  13. 13 Grenade Launcher Grenade LauncherTier IV ↑ 3generic #16 154.29DPS
  14. 14 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 3generic #17 139.05DPS
  15. 15 Potato Thrower Potato ThrowerTier IV ↑ 3generic #18 121.80DPS
  16. 16 SMG SMGTier IV ↓ 2generic #14 120.60DPS
  17. 17 Ghost Scepter Ghost ScepterTier IV ↑ 3generic #20 115.88DPS
  18. 18 Rail Gun Rail GunTier IV ↑ 1generic #19 114.69DPS
  19. 19 Minigun MinigunTier IV ↓ 6generic #13 110.36DPS
  20. 20 Harpoon Gun Harpoon GunTier IV ↑ 1generic #21 93.69DPS
  21. 21 Chain Gun Chain GunTier IV ↓ 13generic #8 91.81DPS
  22. 22 Shuriken ShurikenTier IV generic #22 79.71DPS
  23. 23 Crossbow CrossbowTier IV generic #23 77.32DPS
  24. 24 Shredder ShredderTier IV generic #24 73.57DPS
  25. 25 Fireball FireballTier IV generic #25 71.65DPS
  26. 26 Javelin JavelinTier IV generic #26 63.16DPS
  27. 27 Flute FluteTier IV generic #27 60.96DPS
  28. 28 Slingshot SlingshotTier IV generic #28 56.18DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 42.20DPS
  30. 30 Flamethrower FlamethrowerTier IV generic #30 21.43DPS
  31. 31 Wand WandTier IV generic #31 6.00DPS

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.