Ranger official art

Base game character · Brotato 1.1.15.4

Ranger

Unlock: Unlocked by default

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 9. A save’s visible pool can be smaller because unlock state and active DLC alter it.

Starting weapon pool

Added automatically after the choice

Relative to defaults

Base stat deltas

Range
+50
No full wave-one stat vector is published.

It changes with the loadout: Automatic weapon plus selected weapon can activate set bonuses. 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 9 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 Ranger’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 21.90DPS
  2. 2 Laser Gun Laser GunTier I · Ranged 20.77DPS
  3. 3 SMG SMGTier I · Ranged 18.12DPS
  4. 4 Crossbow CrossbowTier I · Ranged 15.35DPS
  5. 5 Pistol PistolTier I · Ranged 11.00DPS
  6. 6 Rail Gun Rail GunTier I · Ranged 9.52DPS
  7. 7 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 9.04DPS
  8. 8 Slingshot SlingshotTier I · Ranged 8.47DPS
  9. 9 Shredder ShredderTier I · Ranged 3.96DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +50% gain to Ranged Damage (×1.5)
  • −25% gain to Max HP (×0.75)

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

Weapon rules

  • Melee weapons filtered from offers and cannot be bought

Wanted-tag roll

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

Item groups

Same item computation, read by character

Measured item outliers for Ranger

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.

  • Goat Skull — included through Melee Damage
  • Mastery — included through Melee Damage
  • Riposte — included through Melee Damage

Resolved direct-stat change: −50% or less

  • Cute Monkey — −50% normalized signed change (Ranged Damage −1 resolves ×1.5)

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. 11 weapons change position versus the generic order.

Reading the Ranger-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 Ranger’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.

Melee weapons

Melee weapons are filtered from offers and cannot be bought.

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 141.18DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 127.42DPS
  3. 3 Rocket Launcher Rocket LauncherTier IV generic #3 79.69DPS
  4. 4 Icicle IcicleTier IV generic #4 79.06DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IV generic #5 76.42DPS
  6. 6 Pistol PistolTier IV generic #6 72.12DPS
  7. 7 Revolver RevolverTier IV generic #7 66.51DPS
  8. 8 Sniper Gun Sniper GunTier IV ↑ 5generic #13 63.33DPS
  9. 9 Laser Gun Laser GunTier IV ↓ 1generic #8 62.42DPS
  10. 10 Taser TaserTier IV ↓ 1generic #9 60.72DPS
  11. 11 Medical Gun Medical GunTier IV ↓ 1generic #10 59.42DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IV ↓ 1generic #11 58.38DPS
  13. 13 Chain Gun Chain GunTier IV ↓ 1generic #12 58.25DPS
  14. 14 Minigun MinigunTier IV generic #14 49.84DPS
  15. 15 SMG SMGTier IV generic #15 49.22DPS
  16. 16 Grenade Launcher Grenade LauncherTier IV generic #16 46.45DPS
  17. 17 Double Barrel Shotgun Double Barrel ShotgunTier IV generic #17 46.35DPS
  18. 18 Rail Gun Rail GunTier IV ↑ 1generic #19 38.23DPS
  19. 19 Potato Thrower Potato ThrowerTier IV ↓ 1generic #18 37.27DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 37.08DPS
  21. 21 Crossbow CrossbowTier IV ↑ 2generic #23 31.81DPS
  22. 22 Harpoon Gun Harpoon GunTier IV ↓ 1generic #21 29.71DPS
  23. 23 Shuriken ShurikenTier IV ↓ 1generic #22 26.26DPS
  24. 24 Shredder ShredderTier IV generic #24 24.52DPS
  25. 25 Fireball FireballTier IV generic #25 23.42DPS
  26. 26 Javelin JavelinTier IV generic #26 21.05DPS
  27. 27 Flute FluteTier IV generic #27 19.46DPS
  28. 28 Slingshot SlingshotTier IV generic #28 18.73DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 14.07DPS
  30. 30 Flamethrower FlamethrowerTier IV generic #30 9.68DPS
  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.