Sailor official art

Abyssal Terrors character · Brotato 1.1.15.4

Sailor

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 3. 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

Curse
+25
% Damage
−25

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 3 families. A save can display fewer because only unlocked entries appear, and active DLC can alter the pool.

No Tier I order is shown.

None of the 3 starting-pool records is Tier I; no Tier I values are substituted for later-tier entries.

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • −100% gain to Harvesting (×0)

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

Weapon rules

  • Naval weapons deal +200% damage against cursed enemies
  • Shop weapons Tier 2 or higher

Other declared mechanics

  • DeclaredDodge cap +20 Bespoke trigger, stacking, or unit behavior is not used in the ranking.

Zero gain factors

Harvesting resolve to zero from permanent, temporary, and linked global sources.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Curse 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

Item groups

Upgrade families

Same item computation, read by character

Measured item outliers for Sailor

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.

Showing 6 of 10 filtered items.

Resolved direct-stat change: +50% or more

  • Bat — +50% normalized signed change (Harvesting −2 resolves ×0)
  • Mouse — +50% normalized signed change (Harvesting −5 resolves ×0)

Resolved direct-stat change: −50% or less

  • Blood Donation — −100% normalized signed change (Harvesting +40 resolves ×0)
  • Starfish — −100% normalized signed change (Harvesting +10 resolves ×0)
  • White Flag — −100% normalized signed change (Harvesting +5 resolves ×0)
  • Wheelbarrow — −94.1% normalized signed change (Harvesting +16 resolves ×0)
  • Fertilizer — −88.9% normalized signed change (Harvesting +8 resolves ×0)
  • Tractor — −83.3% normalized signed change (Harvesting +40 resolves ×0)

Showing the 6 largest-magnitude changes of 8 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. 30 weapons change position versus the generic order.

Reading the Sailor-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 Sailor’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.

The target is assumed not cursed, so the Naval damage bonus against cursed enemies contributes 0.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 280.10DPS
  2. 2 Scythe ScytheTier IV generic #2 159.18DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IV generic #3 99.55DPS
  4. 4 Power Fist Power FistTier IV generic #4 99.55DPS
  5. 5 Captain’s Sword Captain’s SwordTier IV ↑ 4generic #9 86.42DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 79.64DPS
  7. 7 War Hammer War HammerTier IV ↓ 1generic #6 78.17DPS
  8. 8 Brick BrickTier IV ↓ 1generic #7 65.53DPS
  9. 9 Mace MaceTier IV ↓ 1generic #8 64.82DPS
  10. 10 Plasma Sledge Plasma SledgeTier IV generic #10 61.88DPS
  11. 11 Hammer HammerTier IV generic #11 61.19DPS
  12. 12 Knife KnifeTier IV generic #12 60.20DPS
  13. 13 Anchor AnchorTier IV ↑ 4generic #17 59.52DPS
  14. 14 DEX-troyer DEX-troyerTier IV ↓ 1generic #13 57.78DPS
  15. 15 Hatchet HatchetTier IV ↓ 1generic #14 53.69DPS
  16. 16 Thunder Sword Thunder SwordTier IV ↓ 1generic #15 52.55DPS
  17. 17 Trident TridentTier IV ↑ 1generic #18 50.23DPS
  18. 18 Sword SwordTier IV ↓ 2generic #16 49.19DPS
  19. 19 Thief Dagger Thief DaggerTier IV ↑ 1generic #20 42.80DPS
  20. 20 Vorpal Sword Vorpal SwordTier IV ↓ 1generic #19 42.69DPS
  21. 21 Claw ClawTier IV generic #21 42.06DPS
  22. 22 Rock RockTier IV generic #22 40.90DPS
  23. 23 Spear SpearTier IV generic #23 36.38DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 36.05DPS
  25. 25 Cacti Club Cacti ClubTier IV generic #25 33.97DPS
  26. 26 Chopper ChopperTier IV generic #26 33.56DPS
  27. 27 Drill DrillTier IV ↑ 1generic #28 30.29DPS
  28. 28 Jousting Lance Jousting LanceTier IV ↓ 1generic #27 29.33DPS
  29. 29 Chainsaw ChainsawTier IV generic #29 25.69DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 24.27DPS
  31. 31 Screwdriver ScrewdriverTier IV generic #31 23.81DPS
  32. 32 Spoon SpoonTier IV generic #32 23.40DPS
  33. 33 Plank PlankTier IV generic #33 23.06DPS
  34. 34 Pruner PrunerTier IV generic #34 22.74DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 22.69DPS
  36. 36 Scissors ScissorsTier IV generic #36 21.80DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 20.41DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 19.95DPS
  39. 39 Sickle SickleTier IV generic #39 15.61DPS
  40. 40 Lightning Shiv Lightning ShivTier IV generic #40 14.99DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 14.08DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 13.47DPS
  43. 43 Wrench WrenchTier IV generic #43 12.46DPS
  44. 44 Lute LuteTier IV generic #44 10.60DPS
  45. 45 Brass Knuckles Brass KnucklesTier II ↑ 1generic #46 8.64DPS
  46. 46 Stick StickTier IV ↓ 1generic #45 8.35DPS
  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 #1 112.94DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 95.57DPS
  3. 3 Rocket Launcher Rocket LauncherTier IV generic #3 59.77DPS
  4. 4 Icicle IcicleTier IV generic #4 59.29DPS
  5. 5 Chain Gun Chain GunTier IV ↑ 7generic #12 58.25DPS
  6. 6 Particle Accelerator Particle AcceleratorTier IV ↓ 1generic #5 57.32DPS
  7. 7 Pistol PistolTier IV ↓ 1generic #6 54.81DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 49.88DPS
  9. 9 Taser TaserTier IV generic #9 47.71DPS
  10. 10 Laser Gun Laser GunTier IV ↓ 2generic #8 46.82DPS
  11. 11 Medical Gun Medical GunTier IV ↓ 1generic #10 45.56DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IV ↓ 1generic #11 43.78DPS
  13. 13 Sniper Gun Sniper GunTier IV generic #13 40.00DPS
  14. 14 Minigun MinigunTier IV generic #14 39.87DPS
  15. 15 SMG SMGTier IV generic #15 36.92DPS
  16. 16 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 1generic #17 36.05DPS
  17. 17 Grenade Launcher Grenade LauncherTier IV ↓ 1generic #16 35.72DPS
  18. 18 Potato Thrower Potato ThrowerTier IV generic #18 30.50DPS
  19. 19 Ghost Scepter Ghost ScepterTier IV ↑ 1generic #20 28.43DPS
  20. 20 Rail Gun Rail GunTier IV ↓ 1generic #19 28.41DPS
  21. 21 Harpoon Gun Harpoon GunTier IV generic #21 22.30DPS
  22. 22 Crossbow CrossbowTier IV ↑ 1generic #23 19.50DPS
  23. 23 Shuriken ShurikenTier IV ↓ 1generic #22 19.34DPS
  24. 24 Shredder ShredderTier IV generic #24 18.64DPS
  25. 25 Fireball FireballTier IV generic #25 17.58DPS
  26. 26 Javelin JavelinTier IV generic #26 15.79DPS
  27. 27 Flute FluteTier IV generic #27 14.27DPS
  28. 28 Slingshot SlingshotTier IV generic #28 14.05DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 10.65DPS
  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.