Renegade official art

Base game character · Brotato 1.1.15.4

Renegade

Unlock: Get 10 different tier I items during a run

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 15. 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
−400
No full wave-one stat vector is published.

It changes with the loadout: Linked Damage depends on common item. 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 15 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 Renegade’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 SMG SMGTier I · Ranged 18.18DPS
  2. 2 Revolver RevolverTier I · Ranged 13.14DPS
  3. 3 Laser Gun Laser GunTier I · Ranged 12.46DPS
  4. 4 Medical Gun Medical GunTier I · Ranged 7.89DPS
  5. 5 Ghost Scepter Ghost ScepterTier I · Ranged 6.28DPS
  6. 6 Icicle IcicleTier I · Ranged 6.10DPS
  7. 7 Crossbow CrossbowTier I · Ranged 6.09DPS
  8. 8 Rail Gun Rail GunTier I · Ranged 5.71DPS
  9. 9 Pistol PistolTier I · Ranged 5.50DPS
  10. 10 Slingshot SlingshotTier I · Ranged 5.08DPS
Show 5 more Tier I entries (15 ranked from 15 pool families)
  1. 11 Shuriken ShurikenTier I · Ranged 4.67DPS
  2. 12 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 4.52DPS
  3. 13 Wand WandTier I · Ranged 3.46DPS
  4. 14 Taser TaserTier I · Ranged 3.25DPS
  5. 15 Shredder ShredderTier I · Ranged 2.38DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • −80% gain to Damage, Explosion Damage (×0.2)

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

Weapon rules

  • +2 projectiles
  • +1 piercing
  • Melee weapons filtered from offers and cannot be bought
  • -50 accuracy

Other declared mechanics

  • ConfirmedLinked Damage = truncate toward zero (10 × common item / 1); uses all resolved sources

Same item computation, read by character

Measured item outliers for Renegade

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.

Resolved direct-stat change: +50% or more

  • Bandana — +80% normalized signed change (Damage −10 resolves ×0.2)
  • Explosive Shells — +80% normalized signed change (Damage −15 resolves ×0.2)
  • Power Generator — +80% normalized signed change (Damage −5 resolves ×0.2)
  • Pumpkin — +80% normalized signed change (Damage −2 resolves ×0.2)
  • Ricochet — +80% normalized signed change (Damage −25 resolves ×0.2)
  • Seashell — +80% normalized signed change (Damage −10 resolves ×0.2)

Showing the 6 largest changes of 8 items in this group.

Resolved direct-stat change: −50% or less

  • Bait — −80% normalized signed change (Damage +8 resolves ×0.2)
  • Focus — −80% normalized signed change (Damage +30 resolves ×0.2)
  • Triangle of Power — −76.2% normalized signed change (Damage +20 resolves ×0.2)
  • Glass Cannon — −71.4% normalized signed change (Damage +25 resolves ×0.2)
  • Injection — −62.2% normalized signed change (Damage +7 resolves ×0.2)
  • Corrupted Shard — −60% normalized signed change (Damage +3 resolves ×0.2)

Showing the 6 largest-magnitude changes of 9 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. 22 weapons change position versus the generic order.

Reading the Renegade-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 Renegade’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.

Accuracy does not enter this all-hits-connect metric; the projectile modifier does.

Melee weapons

Melee weapons are filtered from offers and cannot be bought.

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 84.71DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 76.45DPS
  3. 3 Chain Gun Chain GunTier IV ↑ 9generic #12 49.26DPS
  4. 4 Rocket Launcher Rocket LauncherTier IV ↓ 1generic #3 47.81DPS
  5. 5 Icicle IcicleTier IV ↓ 1generic #4 47.44DPS
  6. 6 Particle Accelerator Particle AcceleratorTier IV ↓ 1generic #5 45.85DPS
  7. 7 Pistol PistolTier IV ↓ 1generic #6 43.27DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 39.91DPS
  9. 9 Laser Gun Laser GunTier IV ↓ 1generic #8 37.45DPS
  10. 10 SMG SMGTier IV ↑ 5generic #15 36.92DPS
  11. 11 Medical Gun Medical GunTier IV ↓ 1generic #10 35.65DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IV ↓ 1generic #11 35.03DPS
  13. 13 Sniper Gun Sniper GunTier IV generic #13 32.00DPS
  14. 14 Minigun MinigunTier IV generic #14 29.90DPS
  15. 15 Flamethrower FlamethrowerTier IV ↑ 15generic #30 29.03DPS
  16. 16 Grenade Launcher Grenade LauncherTier IV generic #16 27.87DPS
  17. 17 Rail Gun Rail GunTier IV ↑ 2generic #19 22.96DPS
  18. 18 Ghost Scepter Ghost ScepterTier IV ↑ 2generic #20 22.25DPS
  19. 19 Potato Thrower Potato ThrowerTier IV ↓ 1generic #18 20.30DPS
  20. 20 Taser TaserTier IV ↓ 11generic #9 19.52DPS
  21. 21 Harpoon Gun Harpoon GunTier IV generic #21 17.82DPS
  22. 22 Crossbow CrossbowTier IV ↑ 1generic #23 16.54DPS
  23. 23 Shuriken ShurikenTier IV ↓ 1generic #22 16.52DPS
  24. 24 Shredder ShredderTier IV generic #24 14.71DPS
  25. 25 Fireball FireballTier IV generic #25 14.05DPS
  26. 26 Double Barrel Shotgun Double Barrel ShotgunTier IV ↓ 9generic #17 13.73DPS
  27. 27 Javelin JavelinTier IV ↓ 1generic #26 12.63DPS
  28. 28 Flute FluteTier IV ↓ 1generic #27 11.72DPS
  29. 29 Slingshot SlingshotTier IV ↓ 1generic #28 11.24DPS
  30. 30 Blunderbuss BlunderbussTier IV ↓ 1generic #29 8.44DPS
  31. 31 Wand WandTier IV generic #31 5.22DPS

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.