Buccaneer official art

Abyssal Terrors character · Brotato 1.1.15.4

Buccaneer

Unlock: Reach 100 % Pickup Range

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 13. 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

% Attack Speed
−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 13 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 Buccaneer’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 Brick BrickTier I · Melee 13.37DPS
  2. 2 Laser Gun Laser GunTier I · Ranged 11.55DPS
  3. 3 Rock RockTier I · Melee 7.38DPS
  4. 4 Spear SpearTier I · Melee 6.65DPS
  5. 5 Crossbow CrossbowTier I · RangedPierces or bounces on crit — not in this figure 5.85DPS
  6. 6 Icicle IcicleTier I · Ranged 5.63DPS
  7. 7 Cacti Club Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure 5.59DPS
  8. 8 Rail Gun Rail GunTier I · RangedBuilds up during the wave — not in this figure 5.25DPS
  9. 9 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 4.88DPS
  10. 10 Slingshot SlingshotTier I · Ranged 4.83DPS
Show 3 more entries (13 ranked from 13 pool families)
  1. 11 Flute FluteTier I · RangedCharms enemies 3.26DPS
  2. 12 Shredder ShredderTier I · RangedExplosion damage — not in this figure 2.24DPS
  3. 13 Torch TorchTier I · MeleeBurning damage — not in this figure 0.60DPS

Character-specific facts

Mechanics used or stated

Weapon rules

  • Weapons reload when materials are picked up

Other declared mechanics

  • DeclaredIncrease material value +100 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • DeclaredEnemy gold drops -50 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 Pickup when that filtered pool is non-empty.

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. 53 weapons change position versus the generic order.

Reading the Buccaneer-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 Buccaneer 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 Buccaneer’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.

No material-pickup reload event is assumed in the steady-state cycle.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 323.27DPS
  2. 2 Scythe ScytheTier IV generic #2 184.77DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 116.12DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 116.12DPS
  5. 5 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −8.6% ↑ 3generic #8 109.05DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 92.90DPS
  7. 7 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↑ 2generic #9 61.91DPS
  8. 8 War Hammer War HammerTier IV ↓ 2generic #6 60.94DPS
  9. 9 Knife KnifeTier IV ↑ 3generic #12 59.02DPS
  10. 10 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↑ 3generic #13 54.83DPS
  11. 11 Brick BrickTier IV ↓ 4generic #7 53.48DPS
  12. 12 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure ↓ 2generic #10 50.34DPS
  13. 13 Hammer HammerTier IVKnockback ↓ 2generic #11 49.66DPS
  14. 14 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure ↑ 1generic #15 49.38DPS
  15. 15 Sword SwordTier IV ↑ 1generic #16 47.90DPS
  16. 16 Thief Dagger Thief DaggerTier IV ↑ 4generic #20 42.61DPS
  17. 17 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure ↑ 2generic #19 42.56DPS
  18. 18 Circular Saw Circular SawTier IV ↑ 6generic #24 41.71DPS
  19. 19 Spear SpearTier IV ↑ 4generic #23 38.97DPS
  20. 20 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 2generic #18 38.66DPS
  21. 21 Anchor AnchorTier IV ↓ 4generic #17 36.92DPS
  22. 22 Chopper ChopperTier IV ↑ 4generic #26 33.19DPS
  23. 23 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3% ↓ 1generic #22 32.67DPS
  24. 24 Drill DrillTier IVBuilds up during the wave — not in this figure ↑ 4generic #28 31.89DPS
  25. 25 Hatchet HatchetTier IV ↓ 11generic #14 31.70DPS
  26. 26 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↑ 3generic #29 28.84DPS
  27. 27 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure ↓ 2generic #25 28.55DPS
  28. 28 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 1generic #27 25.11DPS
  29. 29 Spoon SpoonTier IV ↑ 3generic #32 23.88DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 23.35DPS
  31. 31 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure generic #31 22.99DPS
  32. 32 Pruner PrunerTier IV ↑ 2generic #34 21.92DPS
  33. 33 Scissors ScissorsTier IV ↑ 3generic #36 21.47DPS
  34. 34 Plank PlankTier IVExplosion damage — not in this figure ↓ 1generic #33 21.40DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 20.45DPS
  36. 36 Hiking Pole Hiking PoleTier IV ↑ 2generic #38 16.88DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 16.72DPS
  38. 38 Sickle SickleTier IV ↑ 1generic #39 16.11DPS
  39. 39 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure ↑ 1generic #40 15.20DPS
  40. 40 Sharp Tooth Sharp ToothTier IV ↑ 2generic #42 13.56DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 13.17DPS
  42. 42 Wrench WrenchTier IVSpawns a turret — not in this figure ↑ 1generic #43 10.14DPS
  43. 43 Lute LuteTier IVEnemies take more damage — not in this figure ↑ 1generic #44 9.60DPS
  44. 44 Brass Knuckles Brass KnucklesTier II ↑ 2generic #46 7.91DPS
  45. 45 Stick StickTier IV generic #45 7.44DPS
  46. 46 Claw ClawTier IV ↓ 25generic #21 2.06DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +40.0% generic #47 1.06DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 0.90DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 98.63DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 67.91DPS
  3. 3 Icicle IcicleTier IV ↑ 1generic #4 46.67DPS
  4. 4 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure ↓ 1generic #3 46.19DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit generic #5 41.89DPS
  6. 6 Pistol PistolTier IV generic #6 40.76DPS
  7. 7 Medical Gun Medical GunTier IV ↑ 3generic #10 40.30DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 39.92DPS
  9. 9 Chain Gun Chain GunTier IV ↑ 3generic #12 37.86DPS
  10. 10 SMG SMGTier IV ↑ 5generic #15 36.82DPS
  11. 11 Laser Gun Laser GunTier IV ↓ 3generic #8 35.52DPS
  12. 12 Taser TaserTier IVSlow zone ↓ 3generic #9 33.93DPS
  13. 13 Minigun MinigunTier IV ↑ 1generic #14 32.53DPS
  14. 14 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↓ 3generic #11 31.29DPS
  15. 15 Potato Thrower Potato ThrowerTier IV ↑ 3generic #18 31.10DPS
  16. 16 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure ↓ 3generic #13 29.09DPS
  17. 17 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure ↓ 1generic #16 25.99DPS
  18. 18 Double Barrel Shotgun Double Barrel ShotgunTier IV ↓ 1generic #17 25.28DPS
  19. 19 Harpoon Gun Harpoon GunTier IVSlow zone ↑ 2generic #21 22.35DPS
  20. 20 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure ↓ 1generic #19 21.36DPS
  21. 21 Ghost Scepter Ghost ScepterTier IV ↓ 1generic #20 21.07DPS
  22. 22 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure generic #22 15.50DPS
  23. 23 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure generic #23 14.42DPS
  24. 24 Shredder ShredderTier IVExplosion damage — not in this figure generic #24 14.31DPS
  25. 25 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure generic #25 13.24DPS
  26. 26 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure generic #26 11.76DPS
  27. 27 Flute FluteTier IVCharms enemies generic #27 11.15DPS
  28. 28 Slingshot SlingshotTier IV generic #28 10.84DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 7.17DPS
  30. 30 Flamethrower FlamethrowerTier IVBurning damage — not in this figure generic #30 6.32DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 1.15DPS

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.