“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 14. A save’s visible pool can be smaller because unlock state and active DLC alter it.
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 14 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 Chunky’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.
13ShredderTier I · RangedExplosion damage — not in this figure3.96DPS
14TorchTier I · MeleeBurning damage — not in this figure0.91DPS
Character-specific facts
Mechanics used or stated
Stat-gain factors
+25% gain to Max HP (×1.25)
−50% gain to HP Regeneration (×0.5)
−50% gain to Dodge (×0.5)
−100% gain to Speed (×0)
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
Other declared mechanics
ConfirmedLinked Damage = truncate toward zero (1 × Max HP / 3); uses permanent sources only This effect is resolved into the character stat block the ranking is computed from.
DeclaredConsumable heal +3 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
Zero gain factors
Speed resolve to zero from permanent, temporary, and linked global sources.
Wanted-tag roll
On a 5% conditional item roll, the pool is filtered to entries tagged Max HP, Consumable, Luck 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
Fin
Item groups
Lifesteal: Butterfly, Bat, Whetstone, Decomposing Flesh, Bloody Hand, Fresh Meat
Lifesteal And HP Regeneration: Blood Leech
Speed: Terrified Onion, Beanie, Power Generator
Upgrade families
Legs
Same item computation, read by character
Measured item outliers for Chunky
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.
Showing the 6 largest-magnitude changes of 8 items in this group.
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. 34 weapons change position versus the generic order.
Reading the Chunky-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 Chunky 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 Chunky’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.
The linked +1 % Damage per 3 Max HP resolves to +4 % Damage at this ranking’s stat baseline, and every figure below includes it.
30FlamethrowerTier IVBurning damage — not in this figure—generic #309.68DPS
31WandTier IVBurning damage — not in this figure—generic #311.74DPS
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.