Weapon rules
- Forced weapon-slot level upgrades until 24 slots
- Starts with 1 weapon slot
- At least 1 weapon roll requested per shop
Base game character · Brotato 1.1.15.4
Unlock: Reach level 10 before wave 6
Two separate computed views
“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
Choose one unlocked entry from a normalized maximum pool of 18. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
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
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 18 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.
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 Baby’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.
RockTier I · Melee
12.52DPS
KnifeTier I · Melee
12.07DPS
PistolTier I · Ranged
11.00DPS
FistTier I · Melee
10.34DPS
IcicleTier I · Ranged
10.16DPS
ShurikenTier I · RangedPierces or bounces on crit — not in this figure
9.69DPS
Rail GunTier I · RangedBuilds up during the wave — not in this figure
9.52DPS
PrunerTier I · Melee
8.82DPS
SlingshotTier I · Ranged
8.47DPS
PlankTier I · MeleeExplosion damage — not in this figure
8.39DPS
ScrewdriverTier I · MeleeSpawns structures — not in this figure
8.29DPS
TaserTier I · RangedSlow zone
7.59DPS
WrenchTier I · MeleeSpawns a turret — not in this figure
7.25DPS
QuarterstaffTier I · Melee
7.14DPS
StickTier I · Melee
6.31DPS
ScissorsTier I · Melee
5.44DPS
Sharp ToothTier I · Melee
4.50DPS
WandTier I · RangedBurning damage — not in this figure
1.15DPS
Character-specific facts
On a 5% conditional item roll, the pool is filtered to entries tagged XP Gain when that filtered pool is non-empty.
Offer filters, with exceptions
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.
Same item computation, read by character
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.
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.
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. 2 weapons change position versus the generic order.
Reading the Baby-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 Baby 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.
Default 10 Max HP and zero other default combat stats; no bonus stats beyond Baby’s direct base deltas; a single equipped weapon; the listed weapon is at its highest tier this character can use. 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 figures below assume the 1 weapon slot this character starts a run with. Forced level upgrades take that to 24 slots later in the run, and those later loadouts are not measured here.
ExcaliburTier IV
—generic #1
380.86DPS
ScytheTier IV
—generic #2
215.22DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
135.34DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
135.34DPS
FistTier IV
—generic #5
108.27DPS
War HammerTier IV
—generic #6
104.23DPS
BrickTier IV
—generic #7
87.37DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
—generic #8
86.95DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 72 of 78 usable families lower · largest change −13.0%
—generic #9
86.36DPS
Plasma SledgeTier IVExplosion damage — not in this figure
—generic #10
82.49DPS
KnifeTier IV
—generic #11
82.16DPS
HammerTier IVKnockback
—generic #12
81.57DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
—generic #13
77.53DPS
HatchetTier IV
—generic #14
73.12DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
—generic #15
72.58DPS
SwordTier IV
—generic #16
68.25DPS
AnchorTier IV
—generic #17
61.76DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
—generic #18
59.78DPS
TridentTier IVBonus vs healthy targets — not in this figure
—generic #19
58.24DPS
Thief DaggerTier IV
—generic #20
57.74DPS
ClawTier IV
—generic #21
56.49DPS
RockTier IV
Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3%
—generic #22
53.91DPS
SpearTier IV
—generic #23
50.01DPS
Circular SawTier IV
—generic #24
48.32DPS
ChopperTier IV
—generic #25
46.20DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
—generic #26
45.30DPS
DrillTier IVBuilds up during the wave — not in this figure
—generic #27
38.85DPS
Jousting LanceTier IVDeclares a stat this figure ignores
—generic #28
38.59DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
—generic #29
34.89DPS
QuarterstaffTier IV
—generic #30
33.07DPS
ScrewdriverTier IVSpawns structures — not in this figure
—generic #31
33.03DPS
SpoonTier IV
—generic #32
32.40DPS
PlankTier IVExplosion damage — not in this figure
—generic #33
31.62DPS
PrunerTier IV
—generic #34
31.32DPS
Spiky ShieldTier IV
—generic #35
30.57DPS
ScissorsTier IV
—generic #36
30.21DPS
Ghost AxeTier IV
—generic #37
27.21DPS
SickleTier IV
↑ 1generic #39
26.46DPS
Hiking PoleTier IV
↓ 1generic #38
26.01DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
21.23DPS
Ghost FlintTier IV
—generic #41
19.36DPS
Sharp ToothTier IV
—generic #42
19.18DPS
WrenchTier IVSpawns a turret — not in this figure
—generic #43
16.62DPS
LuteTier IVEnemies take more damage — not in this figure
—generic #44
14.23DPS
Brass KnucklesTier II
—generic #45
11.30DPS
StickTier IV
—generic #46
11.20DPS
HandTier IV
Other-weapon DPS: Sickle +33.3%
—generic #47
1.42DPS
TorchTier IVBurning damage — not in this figure
—generic #48
1.24DPS
Gatling LaserTier IV
—generic #1
163.64DPS
ObliteratorTier IV
—generic #2
127.42DPS
IcicleTier IV
—generic #3
80.00DPS
Rocket LauncherTier IVExplosion damage — not in this figure
—generic #4
79.69DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
—generic #5
76.42DPS
PistolTier IV
—generic #6
72.12DPS
RevolverTier IV
—generic #7
68.99DPS
Chain GunTier IV
—generic #8
65.48DPS
Medical GunTier IV
—generic #9
63.93DPS
Laser GunTier IV
—generic #10
62.42DPS
TaserTier IVSlow zone
—generic #11
60.72DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
—generic #12
58.38DPS
MinigunTier IV
—generic #13
57.22DPS
SMGTier IV
—generic #14
53.60DPS
Sniper GunTier IVExtra projectiles on hit — not in this figure
—generic #15
53.33DPS
Grenade LauncherTier IVExplosion damage — not in this figure
—generic #16
47.37DPS
Double Barrel ShotgunTier IV
—generic #17
46.35DPS
Potato ThrowerTier IV
—generic #18
42.99DPS
Rail GunTier IVBuilds up during the wave — not in this figure
—generic #19
38.23DPS
Ghost ScepterTier IV
—generic #20
37.08DPS
Harpoon GunTier IVSlow zone
—generic #21
31.23DPS
ShurikenTier IVPierces or bounces on crit — not in this figure
—generic #22
26.57DPS
CrossbowTier IVPierces or bounces on crit — not in this figure
—generic #23
25.01DPS
ShredderTier IVExplosion damage — not in this figure
—generic #24
24.52DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
—generic #25
23.42DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
—generic #26
21.05DPS
FluteTier IVCharms enemies
—generic #27
19.46DPS
SlingshotTier IV
—generic #28
18.73DPS
BlunderbussTier IV
—generic #29
14.07DPS
FlamethrowerTier IVBurning damage — not in this figure
—generic #30
11.11DPS
WandTier IVBurning damage — not in this figure
—generic #31
1.88DPS
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.