Vagabond official art

Base game character · Brotato 1.1.15.4

Vagabond

Unlock: Have 6 different weapons at once

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 19. 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

Armor
−5
% Dodge
−5

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 19 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 Vagabond’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 Hatchet HatchetTier I · Melee 10.54DPS
  4. 4 Crossbow CrossbowTier I · Ranged 10.15DPS
  5. 5 Spear SpearTier I · Melee 10.13DPS
  6. 6 Shuriken ShurikenTier I · Ranged 9.69DPS
  7. 7 Cacti Club Cacti ClubTier I · Melee 9.28DPS
  8. 8 Plank PlankTier I · Melee 8.39DPS
  9. 9 Chopper ChopperTier I · Melee 7.74DPS
  10. 10 Rail Gun Rail GunTier I · Ranged 7.61DPS
Show 9 more Tier I entries (19 ranked from 19 pool families)
  1. 11 Quarterstaff QuarterstaffTier I · Melee 7.14DPS
  2. 12 Thief Dagger Thief DaggerTier I · Melee 7.12DPS
  3. 13 Claw ClawTier I · Melee 7.08DPS
  4. 14 Ghost Flint Ghost FlintTier I · Melee 4.95DPS
  5. 15 Sharp Tooth Sharp ToothTier I · Melee 4.50DPS
  6. 16 Spiky Shield Spiky ShieldTier I · Melee 4.44DPS
  7. 17 Lightning Shiv Lightning ShivTier I · Melee 3.09DPS
  8. 18 Hand HandTier I · Melee 1.00DPS
  9. 19 Torch TorchTier I · Melee 0.91DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • −50% gain to Luck (×0.5)
  • −50% gain to Harvesting (×0.5)

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

Weapon rules

  • Each represented set counts total equipped weapons for its set bonus
  • Duplicate weapon families cannot be bought except immediate-combine path

Same item computation, read by character

Measured item outliers for Vagabond

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 less

  • Blood Donation — −50% normalized signed change (Harvesting +40 resolves ×0.5)
  • Starfish — −50% normalized signed change (Harvesting +10 resolves ×0.5)
  • White Flag — −50% normalized signed change (Harvesting +5 resolves ×0.5)

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. 8 weapons change position versus the generic order.

Reading the Vagabond-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 Vagabond’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

  1. 1 Excalibur ExcaliburTier IV generic #1 373.37DPS
  2. 2 Scythe ScytheTier IV generic #2 211.30DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IV generic #3 132.74DPS
  4. 4 Power Fist Power FistTier IV generic #4 132.74DPS
  5. 5 Fist FistTier IV generic #5 106.19DPS
  6. 6 War Hammer War HammerTier IV generic #6 104.23DPS
  7. 7 Brick BrickTier IV generic #7 87.37DPS
  8. 8 Mace MaceTier IV generic #8 86.36DPS
  9. 9 Captain’s Sword Captain’s SwordTier IV generic #9 83.29DPS
  10. 10 Plasma Sledge Plasma SledgeTier IV generic #10 82.49DPS
  11. 11 Hammer HammerTier IV generic #11 81.57DPS
  12. 12 Knife KnifeTier IV generic #12 79.21DPS
  13. 13 DEX-troyer DEX-troyerTier IV generic #13 77.04DPS
  14. 14 Hatchet HatchetTier IV generic #14 71.06DPS
  15. 15 Thunder Sword Thunder SwordTier IV generic #15 70.38DPS
  16. 16 Sword SwordTier IV generic #16 65.26DPS
  17. 17 Anchor AnchorTier IV generic #17 61.76DPS
  18. 18 Trident TridentTier IV generic #18 58.24DPS
  19. 19 Vorpal Sword Vorpal SwordTier IV generic #19 57.26DPS
  20. 20 Thief Dagger Thief DaggerTier IV generic #20 55.82DPS
  21. 21 Claw ClawTier IV generic #21 55.28DPS
  22. 22 Rock RockTier IV generic #22 53.91DPS
  23. 23 Spear SpearTier IV generic #23 48.51DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 47.43DPS
  25. 25 Cacti Club Cacti ClubTier IV generic #25 45.30DPS
  26. 26 Chopper ChopperTier IV generic #26 44.30DPS
  27. 27 Jousting Lance Jousting LanceTier IV generic #27 38.59DPS
  28. 28 Drill DrillTier IV generic #28 37.87DPS
  29. 29 Chainsaw ChainsawTier IV generic #29 34.22DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 31.64DPS
  31. 31 Screwdriver ScrewdriverTier IV generic #31 31.53DPS
  32. 32 Spoon SpoonTier IV generic #32 31.19DPS
  33. 33 Plank PlankTier IV generic #33 30.08DPS
  34. 34 Pruner PrunerTier IV generic #34 29.92DPS
  35. 35 Scissors ScissorsTier IV ↑ 1generic #36 28.92DPS
  36. 36 Ghost Axe Ghost AxeTier IV ↑ 1generic #37 27.21DPS
  37. 37 Hiking Pole Hiking PoleTier IV ↑ 1generic #38 26.01DPS
  38. 38 Sickle SickleTier IV ↑ 1generic #39 21.29DPS
  39. 39 Lightning Shiv Lightning ShivTier IV ↑ 1generic #40 20.44DPS
  40. 40 Spiky Shield Spiky ShieldTier IV ↓ 5generic #35 19.73DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 18.77DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 18.35DPS
  43. 43 Wrench WrenchTier IV generic #43 16.62DPS
  44. 44 Lute LuteTier IV generic #44 14.13DPS
  45. 45 Stick StickTier IV generic #45 11.11DPS
  46. 46 Brass Knuckles Brass KnucklesTier II generic #46 10.79DPS
  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 #1 141.18DPS
  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 Laser Gun Laser GunTier IV generic #8 62.42DPS
  9. 9 Taser TaserTier IV generic #9 60.72DPS
  10. 10 Medical Gun Medical GunTier IV generic #10 59.42DPS
  11. 11 Nuclear Launcher Nuclear LauncherTier IV generic #11 58.38DPS
  12. 12 Chain Gun Chain GunTier IV generic #12 58.25DPS
  13. 13 Sniper Gun Sniper GunTier IV generic #13 53.33DPS
  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 Potato Thrower Potato ThrowerTier IV generic #18 40.60DPS
  19. 19 Ghost Scepter Ghost ScepterTier IV ↑ 1generic #20 37.08DPS
  20. 20 Rail Gun Rail GunTier IV ↓ 1generic #19 34.95DPS
  21. 21 Harpoon Gun Harpoon GunTier IV generic #21 29.71DPS
  22. 22 Shuriken ShurikenTier IV generic #22 26.26DPS
  23. 23 Crossbow CrossbowTier IV generic #23 25.01DPS
  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.