Artificer official art

Base game character · Brotato 1.1.15.4

Artificer

Unlock: Kill 15 enemies with a single explosion

Two separate computed views

Opening pool and across-run DPS

“Your opening pick” compares the starting pool with one weapon equipped, each family at the tier the pool actually offers it. “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 4. 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
−100

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

Starting-pool DPS at Tier I

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 4 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 with one weapon equipped, at the tier that family’s own starting-pool record declares.

How the opening-pool ranking is computed

This character’s starting-weapon pool, each family at its own pool-record tier, and 1 equipped weapon. Default 10 Max HP and zero other default combat stats; no bonus stats beyond Artificer’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, 0 duplicate items, and a Tier I or Tier IV weapon counter set from the entry’s own tier; 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 Screwdriver ScrewdriverTier I · Melee · Tool weapons: +100% weapon damageSpawns structures — not in this figure 8.29DPS
  2. 2 Wrench WrenchTier I · Melee · Tool weapons: +100% weapon damageSpawns a turret — not in this figure 7.25DPS
  3. 3 Plank PlankTier I · MeleeExplosion damage — not in this figure 0.84DPS
  4. 4 Shredder ShredderTier I · RangedExplosion damage — not in this figure 0.79DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • −50% gain to Armor (×0.5)

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

Weapon rules

  • Tool weapons: +100% weapon damage

Other declared mechanics

  • DeclaredExplosion damage +175 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • ConfirmedLinked explosion size = truncate toward zero (4 × Elemental Damage / 1); uses all resolved sources This effect is resolved into the character stat block the ranking is computed from.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Explosive when that filtered pool is non-empty.

Same item computation, read by character

Measured item outliers for Artificer

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

  • Community Support — +50% normalized signed change (Armor −2 resolves ×0.5)
  • Lucky Coin — +50% normalized signed change (Armor −2 resolves ×0.5)

Resolved direct-stat change: −50% or less

  • Sifd’s Relic — −50% normalized signed change (Armor +3 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. 76 weapons change position versus the generic order.

Reading the Artificer-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.

“Other-weapon DPS” on a row: that family writes a stat into your player stats when it is equipped, and every other weapon you carry reads the same stat block. The figure counts how many of the 78 other families Artificer can use compute a different DPS while it is carried, then names the largest single change. Each family is measured on its own under this ranking’s assumptions and this character’s stat-gain factors, so those are independent results rather than one loadout, and they differ by family — the largest is stated as the largest, not as a rate they share. The row’s own DPS above does not include the write.

How this ranking is computed

Default 10 Max HP and zero other default combat stats; no bonus stats beyond Artificer’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 War Hammer War HammerTier IV · Tool weapons: +100% weapon damage ↑ 5generic #6 104.23DPS
  2. 2 Chainsaw ChainsawTier IV · Tool weapons: +100% weapon damageBonus vs healthy targets — not in this figure ↑ 27generic #29 34.22DPS
  3. 3 Screwdriver ScrewdriverTier IV · Tool weapons: +100% weapon damageSpawns structures — not in this figure ↑ 28generic #31 31.53DPS
  4. 4 Wrench WrenchTier IV · Tool weapons: +100% weapon damageSpawns a turret — not in this figure ↑ 39generic #43 16.62DPS
  5. 5 Drill DrillTier IVBuilds up during the wave — not in this figure ↑ 23generic #28 4.33DPS
  6. 6 Knife KnifeTier IV ↑ 6generic #12 3.17DPS
  7. 7 Claw ClawTier IV ↑ 14generic #21 2.40DPS
  8. 8 Circular Saw Circular SawTier IV ↑ 16generic #24 1.90DPS
  9. 9 Thief Dagger Thief DaggerTier IV ↑ 11generic #20 1.86DPS
  10. 10 Excalibur ExcaliburTier IV ↓ 9generic #1 1.77DPS
  11. 11 Fist FistTier IV ↓ 6generic #5 1.67DPS
  12. 12 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure ↓ 9generic #3 1.67DPS
  13. 13 Power Fist Power FistTier IVExplosion damage — not in this figure ↓ 9generic #4 1.67DPS
  14. 14 Hatchet HatchetTier IV generic #14 1.58DPS
  15. 15 Scissors ScissorsTier IV ↑ 21generic #36 1.56DPS
  16. 16 Sickle SickleTier IV ↑ 23generic #39 1.42DPS
  17. 17 Scythe ScytheTier IV ↓ 15generic #2 1.41DPS
  18. 18 Hand HandTier IV ↑ 29generic #47 1.38DPS
  19. 19 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure ↑ 21generic #40 1.36DPS
  20. 20 Chopper ChopperTier IV ↑ 6generic #26 1.34DPS
  21. 21 Sharp Tooth Sharp ToothTier IV ↑ 21generic #42 1.28DPS
  22. 22 Torch TorchTier IVBurning damage — not in this figure ↑ 26generic #48 1.20DPS
  23. 23 Pruner PrunerTier IV ↑ 11generic #34 1.20DPS
  24. 24 Spoon SpoonTier IV ↑ 8generic #32 1.11DPS
  25. 25 Brass Knuckles Brass KnucklesTier II ↑ 21generic #46 1.08DPS
  26. 26 Quarterstaff QuarterstaffTier IV ↑ 4generic #30 1.07DPS
  27. 27 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↓ 18generic #9 1.04DPS
  28. 28 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure ↓ 9generic #19 1.04DPS
  29. 29 Sword SwordTier IV ↓ 13generic #16 1.00DPS
  30. 30 Plank PlankTier IVExplosion damage — not in this figure ↑ 3generic #33 1.00DPS
  31. 31 Spiky Shield Spiky ShieldTier IV ↑ 4generic #35 0.99DPS
  32. 32 Stick StickTier IV ↑ 13generic #45 0.94DPS
  33. 33 Ghost Flint Ghost FlintTier IV ↑ 8generic #41 0.94DPS
  34. 34 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure ↓ 19generic #15 0.94DPS
  35. 35 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −8.8% ↓ 27generic #8 0.91DPS
  36. 36 Lute LuteTier IVEnemies take more damage — not in this figure ↑ 8generic #44 0.90DPS
  37. 37 Hiking Pole Hiking PoleTier IV ↑ 1generic #38 0.88DPS
  38. 38 Rock RockTier IV ↓ 16generic #22 0.86DPS
  39. 39 Spear SpearTier IV ↓ 16generic #23 0.81DPS
  40. 40 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 13generic #27 0.77DPS
  41. 41 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↓ 28generic #13 0.77DPS
  42. 42 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure ↓ 17generic #25 0.75DPS
  43. 43 Brick BrickTier IV ↓ 36generic #7 0.74DPS
  44. 44 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 26generic #18 0.73DPS
  45. 45 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure ↓ 35generic #10 0.69DPS
  46. 46 Hammer HammerTier IVKnockback ↓ 35generic #11 0.68DPS
  47. 47 Ghost Axe Ghost AxeTier IV ↓ 10generic #37 0.68DPS
  48. 48 Anchor AnchorTier IV ↓ 31generic #17 0.57DPS

Ranged weapons

  1. 1 Chain Gun Chain GunTier IV ↑ 11generic #12 29.56DPS
  2. 2 Gatling Laser Gatling LaserTier IV ↓ 1generic #1 14.12DPS
  3. 3 Minigun MinigunTier IV ↑ 11generic #14 9.97DPS
  4. 4 Flamethrower FlamethrowerTier IVBurning damage — not in this figure ↑ 26generic #30 9.68DPS
  5. 5 SMG SMGTier IV ↑ 10generic #15 6.18DPS
  6. 6 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 11generic #17 5.15DPS
  7. 7 Taser TaserTier IVSlow zone ↑ 2generic #9 4.34DPS
  8. 8 Potato Thrower Potato ThrowerTier IV ↑ 10generic #18 3.43DPS
  9. 9 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure ↑ 13generic #22 2.05DPS
  10. 10 Medical Gun Medical GunTier IV generic #10 1.98DPS
  11. 11 Icicle IcicleTier IV ↓ 7generic #4 1.98DPS
  12. 12 Wand WandTier IVBurning damage — not in this figure ↑ 19generic #31 1.74DPS
  13. 13 Revolver RevolverTier IV ↓ 6generic #7 1.66DPS
  14. 14 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure ↑ 2generic #16 1.65DPS
  15. 15 Harpoon Gun Harpoon GunTier IVSlow zone ↑ 6generic #21 1.51DPS
  16. 16 Pistol PistolTier IV ↓ 10generic #6 1.44DPS
  17. 17 Flute FluteTier IVCharms enemies ↑ 10generic #27 1.31DPS
  18. 18 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure ↑ 5generic #23 1.28DPS
  19. 19 Ghost Scepter Ghost ScepterTier IV ↑ 1generic #20 1.24DPS
  20. 20 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure ↑ 5generic #25 1.19DPS
  21. 21 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure ↓ 2generic #19 1.08DPS
  22. 22 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure ↑ 4generic #26 1.05DPS
  23. 23 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure ↓ 20generic #3 1.00DPS
  24. 24 Shredder ShredderTier IVExplosion damage — not in this figure generic #24 0.98DPS
  25. 25 Slingshot SlingshotTier IV ↑ 3generic #28 0.94DPS
  26. 26 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure ↓ 13generic #13 0.67DPS
  27. 27 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit ↓ 22generic #5 0.64DPS
  28. 28 Laser Gun Laser GunTier IV ↓ 20generic #8 0.62DPS
  29. 29 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↓ 18generic #11 0.49DPS
  30. 30 Obliterator ObliteratorTier IV ↓ 28generic #2 0.32DPS
  31. 31 Blunderbuss BlunderbussTier IV ↓ 2generic #29 0.20DPS

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.