Baby official art

Base game character · Brotato 1.1.15.4

Baby

Unlock: Reach level 10 before wave 6

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 18. 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

Harvesting
+12

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 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.

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 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.

  1. 1 Rock RockTier I · Melee 12.52DPS
  2. 2 Knife KnifeTier I · Melee 12.07DPS
  3. 3 Pistol PistolTier I · Ranged 11.00DPS
  4. 4 Fist FistTier I · Melee 10.34DPS
  5. 5 Icicle IcicleTier I · Ranged 10.16DPS
  6. 6 Shuriken ShurikenTier I · RangedPierces or bounces on crit — not in this figure 9.69DPS
  7. 7 Rail Gun Rail GunTier I · RangedBuilds up during the wave — not in this figure 9.52DPS
  8. 8 Pruner PrunerTier I · Melee 8.82DPS
  9. 9 Slingshot SlingshotTier I · Ranged 8.47DPS
  10. 10 Plank PlankTier I · MeleeExplosion damage — not in this figure 8.39DPS
Show 8 more entries (18 ranked from 18 pool families)
  1. 11 Screwdriver ScrewdriverTier I · MeleeSpawns structures — not in this figure 8.29DPS
  2. 12 Taser TaserTier I · RangedSlow zone 7.59DPS
  3. 13 Wrench WrenchTier I · MeleeSpawns a turret — not in this figure 7.25DPS
  4. 14 Quarterstaff QuarterstaffTier I · Melee 7.14DPS
  5. 15 Stick StickTier I · Melee 6.31DPS
  6. 16 Scissors ScissorsTier I · Melee 5.44DPS
  7. 17 Sharp Tooth Sharp ToothTier I · Melee 4.50DPS
  8. 18 Wand WandTier I · RangedBurning damage — not in this figure 1.15DPS

Character-specific facts

Mechanics used or stated

Weapon rules

  • Forced weapon-slot level upgrades until 24 slots
  • Starts with 1 weapon slot
  • At least 1 weapon roll requested per shop

Other declared mechanics

  • DeclaredItems price -20 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • DeclaredNext level xp needed +130 Bespoke trigger, stacking, or unit behavior is not used in the ranking.

Wanted-tag roll

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

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

Same item computation, read by character

Measured item outliers for Baby

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.

  • Barnacle — listed directly in the character filter

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. 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.

How this ranking is computed

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.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 380.86DPS
  2. 2 Scythe ScytheTier IV generic #2 215.22DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 135.34DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 135.34DPS
  5. 5 Fist FistTier IV generic #5 108.27DPS
  6. 6 War Hammer War HammerTier IV generic #6 104.23DPS
  7. 7 Brick BrickTier IV generic #7 87.37DPS
  8. 8 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure generic #8 86.95DPS
  9. 9 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −13.0% generic #9 86.36DPS
  10. 10 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure generic #10 82.49DPS
  11. 11 Knife KnifeTier IV generic #11 82.16DPS
  12. 12 Hammer HammerTier IVKnockback generic #12 81.57DPS
  13. 13 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure generic #13 77.53DPS
  14. 14 Hatchet HatchetTier IV generic #14 73.12DPS
  15. 15 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure generic #15 72.58DPS
  16. 16 Sword SwordTier IV generic #16 68.25DPS
  17. 17 Anchor AnchorTier IV generic #17 61.76DPS
  18. 18 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure generic #18 59.78DPS
  19. 19 Trident TridentTier IVBonus vs healthy targets — not in this figure generic #19 58.24DPS
  20. 20 Thief Dagger Thief DaggerTier IV generic #20 57.74DPS
  21. 21 Claw ClawTier IV generic #21 56.49DPS
  22. 22 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3% generic #22 53.91DPS
  23. 23 Spear SpearTier IV generic #23 50.01DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 48.32DPS
  25. 25 Chopper ChopperTier IV generic #25 46.20DPS
  26. 26 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure generic #26 45.30DPS
  27. 27 Drill DrillTier IVBuilds up during the wave — not in this figure generic #27 38.85DPS
  28. 28 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores generic #28 38.59DPS
  29. 29 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure generic #29 34.89DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 33.07DPS
  31. 31 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure generic #31 33.03DPS
  32. 32 Spoon SpoonTier IV generic #32 32.40DPS
  33. 33 Plank PlankTier IVExplosion damage — not in this figure generic #33 31.62DPS
  34. 34 Pruner PrunerTier IV generic #34 31.32DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 30.57DPS
  36. 36 Scissors ScissorsTier IV generic #36 30.21DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 27.21DPS
  38. 38 Sickle SickleTier IV ↑ 1generic #39 26.46DPS
  39. 39 Hiking Pole Hiking PoleTier IV ↓ 1generic #38 26.01DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 21.23DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 19.36DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 19.18DPS
  43. 43 Wrench WrenchTier IVSpawns a turret — not in this figure generic #43 16.62DPS
  44. 44 Lute LuteTier IVEnemies take more damage — not in this figure generic #44 14.23DPS
  45. 45 Brass Knuckles Brass KnucklesTier II generic #45 11.30DPS
  46. 46 Stick StickTier IV generic #46 11.20DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +33.3% generic #47 1.42DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.24DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 163.64DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 127.42DPS
  3. 3 Icicle IcicleTier IV generic #3 80.00DPS
  4. 4 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure generic #4 79.69DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit generic #5 76.42DPS
  6. 6 Pistol PistolTier IV generic #6 72.12DPS
  7. 7 Revolver RevolverTier IV generic #7 68.99DPS
  8. 8 Chain Gun Chain GunTier IV generic #8 65.48DPS
  9. 9 Medical Gun Medical GunTier IV generic #9 63.93DPS
  10. 10 Laser Gun Laser GunTier IV generic #10 62.42DPS
  11. 11 Taser TaserTier IVSlow zone generic #11 60.72DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure generic #12 58.38DPS
  13. 13 Minigun MinigunTier IV generic #13 57.22DPS
  14. 14 SMG SMGTier IV generic #14 53.60DPS
  15. 15 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure generic #15 53.33DPS
  16. 16 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure generic #16 47.37DPS
  17. 17 Double Barrel Shotgun Double Barrel ShotgunTier IV generic #17 46.35DPS
  18. 18 Potato Thrower Potato ThrowerTier IV generic #18 42.99DPS
  19. 19 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure generic #19 38.23DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 37.08DPS
  21. 21 Harpoon Gun Harpoon GunTier IVSlow zone generic #21 31.23DPS
  22. 22 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure generic #22 26.57DPS
  23. 23 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure generic #23 25.01DPS
  24. 24 Shredder ShredderTier IVExplosion damage — not in this figure generic #24 24.52DPS
  25. 25 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure generic #25 23.42DPS
  26. 26 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure generic #26 21.05DPS
  27. 27 Flute FluteTier IVCharms enemies 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 IVBurning damage — not in this figure generic #30 11.11DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 1.88DPS

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.