Weapon rules
- Primitive weapons: +30 percentage points lifesteal
- Weapon progression capped at Tier 2
Base game character · Brotato 1.1.15.4
Unlock: Kill 10000 enemies
Two separate computed views
“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
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.
Relative to defaults
No loadout-independent direct base stat deltas.
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
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.
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 Wildling’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.
RockTier I · Melee
12.52DPS
HatchetTier I · Melee
10.54DPS
SpearTier I · Melee
10.13DPS
Cacti ClubTier I · Melee
9.28DPS
SlingshotTier I · Ranged
8.47DPS
QuarterstaffTier I · Melee
7.14DPS
StickTier I · Melee
6.31DPS
Sharp ToothTier I · Melee
4.50DPS
TorchTier I · Melee
0.91DPS
Character-specific facts
Across the whole run · all usable families
Unlike the opening-pool view, this uses every usable weapon family at its highest usable tier and the full stated weapon-count context. 0 weapons change position versus the generic order.
Reading the Wildling-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.
Default 10 Max HP and zero other default combat stats; no bonus stats beyond Wildling’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.
Life Steal is outside direct primary-target DPS, so the Primitive local Life Steal bonus does not change these values.
BrickTier II
—generic #1
43.69DPS
MaceTier II
—generic #2
29.27DPS
Flaming Brass KnucklesTier II
—generic #3
26.72DPS
HammerTier II
—generic #4
24.48DPS
SwordTier II
—generic #5
24.12DPS
AnchorTier II
—generic #6
23.79DPS
RockTier II
—generic #7
23.41DPS
KnifeTier II
—generic #8
21.80DPS
FistTier II
—generic #9
21.37DPS
TridentTier II
—generic #10
19.54DPS
SpearTier II
—generic #11
18.37DPS
Vorpal SwordTier II
—generic #12
18.35DPS
Jousting LanceTier II
—generic #13
17.15DPS
HatchetTier II
—generic #14
16.45DPS
SpoonTier II
—generic #15
16.29DPS
ChopperTier II
—generic #16
15.67DPS
Thief DaggerTier II
—generic #17
15.43DPS
ClawTier II
—generic #18
15.31DPS
PrunerTier II
—generic #19
14.48DPS
Circular SawTier II
—generic #20
14.14DPS
Hiking PoleTier II
—generic #21
13.66DPS
ScrewdriverTier II
—generic #22
13.61DPS
PlankTier II
—generic #23
13.50DPS
Spiky ShieldTier II
—generic #24
13.31DPS
Cacti ClubTier II
—generic #25
13.03DPS
QuarterstaffTier II
—generic #26
12.15DPS
Ghost AxeTier II
—generic #27
11.14DPS
ScissorsTier II
—generic #28
11.14DPS
Brass KnucklesTier II
—generic #29
10.79DPS
WrenchTier II
—generic #30
10.06DPS
SickleTier II
—generic #31
9.65DPS
Sharp ToothTier II
—generic #32
7.91DPS
Ghost FlintTier II
—generic #33
7.77DPS
StickTier II
—generic #34
7.49DPS
Lightning ShivTier II
—generic #35
6.54DPS
LuteTier II
—generic #36
6.47DPS
HandTier II
—generic #37
1.04DPS
TorchTier II
—generic #38
0.93DPS
Laser GunTier II
—generic #1
29.82DPS
RevolverTier II
—generic #2
29.66DPS
IcicleTier II
—generic #3
23.16DPS
SMGTier II
—generic #4
22.13DPS
Medical GunTier II
—generic #5
21.81DPS
PistolTier II
—generic #6
20.60DPS
Double Barrel ShotgunTier II
—generic #7
19.26DPS
Rocket LauncherTier II
—generic #8
17.32DPS
Ghost ScepterTier II
—generic #9
16.55DPS
TaserTier II
—generic #10
15.18DPS
Rail GunTier II
—generic #11
15.08DPS
CrossbowTier II
—generic #12
13.37DPS
ShurikenTier II
—generic #13
13.08DPS
SlingshotTier II
—generic #14
11.48DPS
JavelinTier II
—generic #15
10.75DPS
Potato ThrowerTier II
—generic #16
10.53DPS
FluteTier II
—generic #17
8.55DPS
ShredderTier II
—generic #18
8.47DPS
FlamethrowerTier II
—generic #19
7.14DPS
Grenade LauncherTier II
—generic #20
6.31DPS
Harpoon GunTier II
—generic #21
5.87DPS
FireballTier II
—generic #22
4.56DPS
BlunderbussTier II
—generic #23
4.36DPS
WandTier II
—generic #24
1.28DPS
Metric boundary
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.