Weapon rules
- Weapons reload when materials are picked up
Abyssal Terrors character · Brotato 1.1.15.4
Unlock: Reach 100 % Pickup Range
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 13. 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 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.
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.
BrickTier I · Melee
13.37DPS
Laser GunTier I · Ranged
11.55DPS
RockTier I · Melee
7.38DPS
SpearTier I · Melee
6.65DPS
CrossbowTier I · RangedPierces or bounces on crit — not in this figure
5.85DPS
IcicleTier I · Ranged
5.63DPS
Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure
5.59DPS
Rail GunTier I · RangedBuilds up during the wave — not in this figure
5.25DPS
Double Barrel ShotgunTier I · Ranged
4.88DPS
SlingshotTier I · Ranged
4.83DPS
Character-specific facts
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
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.
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.
ExcaliburTier IV
—generic #1
323.27DPS
ScytheTier IV
—generic #2
184.77DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
116.12DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
116.12DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 72 of 78 usable families lower · largest change −8.6%
↑ 3generic #8
109.05DPS
FistTier IV
↓ 1generic #5
92.90DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
↑ 2generic #9
61.91DPS
War HammerTier IV
↓ 2generic #6
60.94DPS
KnifeTier IV
↑ 3generic #12
59.02DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
↑ 3generic #13
54.83DPS
BrickTier IV
↓ 4generic #7
53.48DPS
Plasma SledgeTier IVExplosion damage — not in this figure
↓ 2generic #10
50.34DPS
HammerTier IVKnockback
↓ 2generic #11
49.66DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
↑ 1generic #15
49.38DPS
SwordTier IV
↑ 1generic #16
47.90DPS
Thief DaggerTier IV
↑ 4generic #20
42.61DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
↑ 2generic #19
42.56DPS
Circular SawTier IV
↑ 6generic #24
41.71DPS
SpearTier IV
↑ 4generic #23
38.97DPS
TridentTier IVBonus vs healthy targets — not in this figure
↓ 2generic #18
38.66DPS
AnchorTier IV
↓ 4generic #17
36.92DPS
ChopperTier IV
↑ 4generic #26
33.19DPS
RockTier IV
Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3%
↓ 1generic #22
32.67DPS
DrillTier IVBuilds up during the wave — not in this figure
↑ 4generic #28
31.89DPS
HatchetTier IV
↓ 11generic #14
31.70DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
↑ 3generic #29
28.84DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
↓ 2generic #25
28.55DPS
Jousting LanceTier IVDeclares a stat this figure ignores
↓ 1generic #27
25.11DPS
SpoonTier IV
↑ 3generic #32
23.88DPS
QuarterstaffTier IV
—generic #30
23.35DPS
ScrewdriverTier IVSpawns structures — not in this figure
—generic #31
22.99DPS
PrunerTier IV
↑ 2generic #34
21.92DPS
ScissorsTier IV
↑ 3generic #36
21.47DPS
PlankTier IVExplosion damage — not in this figure
↓ 1generic #33
21.40DPS
Spiky ShieldTier IV
—generic #35
20.45DPS
Hiking PoleTier IV
↑ 2generic #38
16.88DPS
Ghost AxeTier IV
—generic #37
16.72DPS
SickleTier IV
↑ 1generic #39
16.11DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
↑ 1generic #40
15.20DPS
Sharp ToothTier IV
↑ 2generic #42
13.56DPS
Ghost FlintTier IV
—generic #41
13.17DPS
WrenchTier IVSpawns a turret — not in this figure
↑ 1generic #43
10.14DPS
LuteTier IVEnemies take more damage — not in this figure
↑ 1generic #44
9.60DPS
Brass KnucklesTier II
↑ 2generic #46
7.91DPS
StickTier IV
—generic #45
7.44DPS
ClawTier IV
↓ 25generic #21
2.06DPS
HandTier IV
Other-weapon DPS: Sickle +40.0%
—generic #47
1.06DPS
TorchTier IVBurning damage — not in this figure
—generic #48
0.90DPS
Gatling LaserTier IV
—generic #1
98.63DPS
ObliteratorTier IV
—generic #2
67.91DPS
IcicleTier IV
↑ 1generic #4
46.67DPS
Rocket LauncherTier IVExplosion damage — not in this figure
↓ 1generic #3
46.19DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
—generic #5
41.89DPS
PistolTier IV
—generic #6
40.76DPS
Medical GunTier IV
↑ 3generic #10
40.30DPS
RevolverTier IV
↓ 1generic #7
39.92DPS
Chain GunTier IV
↑ 3generic #12
37.86DPS
SMGTier IV
↑ 5generic #15
36.82DPS
Laser GunTier IV
↓ 3generic #8
35.52DPS
TaserTier IVSlow zone
↓ 3generic #9
33.93DPS
MinigunTier IV
↑ 1generic #14
32.53DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
↓ 3generic #11
31.29DPS
Potato ThrowerTier IV
↑ 3generic #18
31.10DPS
Sniper GunTier IVExtra projectiles on hit — not in this figure
↓ 3generic #13
29.09DPS
Grenade LauncherTier IVExplosion damage — not in this figure
↓ 1generic #16
25.99DPS
Double Barrel ShotgunTier IV
↓ 1generic #17
25.28DPS
Harpoon GunTier IVSlow zone
↑ 2generic #21
22.35DPS
Rail GunTier IVBuilds up during the wave — not in this figure
↓ 1generic #19
21.36DPS
Ghost ScepterTier IV
↓ 1generic #20
21.07DPS
ShurikenTier IVPierces or bounces on crit — not in this figure
—generic #22
15.50DPS
CrossbowTier IVPierces or bounces on crit — not in this figure
—generic #23
14.42DPS
ShredderTier IVExplosion damage — not in this figure
—generic #24
14.31DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
—generic #25
13.24DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
—generic #26
11.76DPS
FluteTier IVCharms enemies
—generic #27
11.15DPS
SlingshotTier IV
—generic #28
10.84DPS
BlunderbussTier IV
—generic #29
7.17DPS
FlamethrowerTier IVBurning damage — not in this figure
—generic #30
6.32DPS
WandTier IVBurning damage — not in this figure
—generic #31
1.15DPS
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.