Weapon rules
- Precise weapons: +100 range
Base game character · Brotato 1.1.15.4
Unlock: Unlocked by default
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 8. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
It changes with the loadout: Automatic weapon plus selected weapon can activate set bonuses. The ranking below uses only the fixed base deltas and its stated comparison context.
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 8 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 Crazy’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.
KnifeTier I · Melee · Precise weapons: +100 range
13.68DPS
IcicleTier I · Ranged · Precise weapons: +100 range
12.70DPS
ClawTier I · Melee · Precise weapons: +100 range
12.65DPS
ShurikenTier I · Ranged · Precise weapons: +100 rangePierces or bounces on crit — not in this figure
12.12DPS
Thief DaggerTier I · Melee · Precise weapons: +100 range
8.19DPS
ScissorsTier I · Melee · Precise weapons: +100 range
6.26DPS
Sharp ToothTier I · Melee · Precise weapons: +100 range
5.17DPS
Lightning ShivTier I · Melee · Precise weapons: +100 rangeExtra projectiles on hit — not in this figure
3.55DPS
Character-specific facts
On a 5% conditional item roll, the pool is filtered to entries tagged Crit Chance, Melee Damage 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. 60 weapons change position versus the generic order.
Reading the Crazy-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 Crazy 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 Crazy’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.
ExcaliburTier IV
—generic #1
482.28DPS
ScytheTier IV
—generic #2
269.15DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
169.21DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
169.21DPS
FistTier IV
—generic #5
135.37DPS
War HammerTier IV
—generic #6
118.16DPS
HatchetTier IV
↑ 7generic #14
105.73DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
↑ 1generic #9
105.47DPS
Plasma SledgeTier IVExplosion damage — not in this figure
↑ 1generic #10
104.73DPS
HammerTier IVKnockback
↑ 1generic #11
103.27DPS
BrickTier IV
↓ 4generic #7
101.80DPS
KnifeTier IV · Precise weapons: +100 range
—generic #12
88.98DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
↑ 2generic #15
88.50DPS
SwordTier IV
↑ 2generic #16
83.73DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 78 of 78 usable families lower · largest change −15.5%
↓ 7generic #8
82.58DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
↓ 3generic #13
82.35DPS
AnchorTier IV
—generic #17
77.66DPS
ClawTier IV · Precise weapons: +100 range
↑ 3generic #21
76.65DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
—generic #19
72.51DPS
TridentTier IVBonus vs healthy targets — not in this figure
↓ 2generic #18
72.50DPS
RockTier IV
Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3%
↑ 1generic #22
68.67DPS
Thief DaggerTier IV · Precise weapons: +100 range
↓ 2generic #20
61.40DPS
Circular SawTier IV
↑ 1generic #24
60.02DPS
SpearTier IV
↓ 1generic #23
59.35DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
—generic #25
57.24DPS
ChopperTier IV
—generic #26
56.91DPS
Jousting LanceTier IVDeclares a stat this figure ignores
—generic #27
48.48DPS
QuarterstaffTier IV
↑ 2generic #30
40.25DPS
SpoonTier IV
↑ 3generic #32
39.55DPS
PrunerTier IV
↑ 4generic #34
38.26DPS
Spiky ShieldTier IV
↑ 4generic #35
37.52DPS
Ghost AxeTier IV
↑ 5generic #37
34.44DPS
ScissorsTier IV · Precise weapons: +100 range
↑ 3generic #36
32.74DPS
Hiking PoleTier IV
↑ 4generic #38
32.17DPS
SickleTier IV
↑ 4generic #39
27.57DPS
PlankTier IVExplosion damage — not in this figure
↓ 3generic #33
26.86DPS
ScrewdriverTier IVSpawns structures — not in this figure
↓ 6generic #31
24.27DPS
Ghost FlintTier IV
↑ 3generic #41
23.60DPS
Lightning ShivTier IV · Precise weapons: +100 rangeExtra projectiles on hit — not in this figure
↑ 1generic #40
22.89DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
↓ 11generic #29
21.30DPS
WrenchTier IVSpawns a turret — not in this figure
↑ 2generic #43
21.10DPS
Sharp ToothTier IV · Precise weapons: +100 range
—generic #42
20.64DPS
LuteTier IVEnemies take more damage — not in this figure
↑ 1generic #44
17.05DPS
Brass KnucklesTier II
↑ 2generic #46
13.80DPS
StickTier IV
—generic #45
13.49DPS
DrillTier IV · Precise weapons: +100 rangeBuilds up during the wave — not in this figure
↓ 18generic #28
4.42DPS
HandTier IV
Other-weapon DPS: Sickle +40.0%
—generic #47
1.78DPS
TorchTier IVBurning damage — not in this figure
—generic #48
1.55DPS
ObliteratorTier IV
↑ 1generic #2
99.55DPS
IcicleTier IV · Precise weapons: +100 range
↑ 2generic #4
92.05DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
↑ 2generic #5
87.57DPS
Rocket LauncherTier IVExplosion damage — not in this figure
↓ 1generic #3
87.16DPS
TaserTier IVSlow zone
↑ 4generic #9
75.89DPS
PistolTier IV
—generic #6
72.12DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
↑ 4generic #11
66.89DPS
Sniper GunTier IV · Precise weapons: +100 rangeExtra projectiles on hit — not in this figure
↑ 5generic #13
58.33DPS
Medical GunTier IV
↑ 1generic #10
50.66DPS
RevolverTier IV
↓ 3generic #7
44.12DPS
Grenade LauncherTier IVExplosion damage — not in this figure
↑ 5generic #16
38.65DPS
Potato ThrowerTier IV
↑ 6generic #18
33.60DPS
Chain GunTier IV
↓ 1generic #12
32.00DPS
Laser GunTier IV
↓ 6generic #8
31.21DPS
Ghost ScepterTier IV
↑ 5generic #20
30.82DPS
ShurikenTier IV · Precise weapons: +100 rangePierces or bounces on crit — not in this figure
↑ 6generic #22
30.58DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
↑ 8generic #25
29.28DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
↑ 8generic #26
26.32DPS
ShredderTier IVExplosion damage — not in this figure
↑ 5generic #24
24.52DPS
CrossbowTier IV · Precise weapons: +100 rangePierces or bounces on crit — not in this figure
↑ 3generic #23
22.28DPS
Harpoon GunTier IVSlow zone
—generic #21
18.51DPS
Gatling LaserTier IV
↓ 21generic #1
15.58DPS
FluteTier IVCharms enemies
↑ 4generic #27
15.58DPS
Rail GunTier IVBuilds up during the wave — not in this figure
↓ 5generic #19
15.03DPS
SlingshotTier IV
↑ 3generic #28
14.15DPS
MinigunTier IV
↓ 12generic #14
13.38DPS
BlunderbussTier IV
↑ 2generic #29
13.06DPS
FlamethrowerTier IVBurning damage — not in this figure
↑ 2generic #30
12.99DPS
SMGTier IV
↓ 14generic #15
8.08DPS
Double Barrel ShotgunTier IV
↓ 13generic #17
6.44DPS
WandTier IVBurning damage — not in this figure
—generic #31
2.17DPS
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.