Crazy official art

Base game character · Brotato 1.1.15.4

Crazy

Unlock: Unlocked by default

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 8. A save’s visible pool can be smaller because unlock state and active DLC alter it.

Starting weapon pool

Added automatically after the choice

Relative to defaults

Base stat deltas

% Attack Speed
+25
% Dodge
−30
Engineering
−10
Ranged Damage
−10
No full wave-one stat vector is published.

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

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 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.

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 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.

  1. 1 Knife KnifeTier I · Melee · Precise weapons: +100 range 13.68DPS
  2. 2 Icicle IcicleTier I · Ranged · Precise weapons: +100 range 12.70DPS
  3. 3 Claw ClawTier I · Melee · Precise weapons: +100 range 12.65DPS
  4. 4 Shuriken ShurikenTier I · Ranged · Precise weapons: +100 rangePierces or bounces on crit — not in this figure 12.12DPS
  5. 5 Thief Dagger Thief DaggerTier I · Melee · Precise weapons: +100 range 8.19DPS
  6. 6 Scissors ScissorsTier I · Melee · Precise weapons: +100 range 6.26DPS
  7. 7 Sharp Tooth Sharp ToothTier I · Melee · Precise weapons: +100 range 5.17DPS
  8. 8 Lightning Shiv Lightning ShivTier I · Melee · Precise weapons: +100 rangeExtra projectiles on hit — not in this figure 3.55DPS

Character-specific facts

Mechanics used or stated

Weapon rules

  • Precise weapons: +100 range

Wanted-tag roll

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

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. 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.

How this ranking is computed

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.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 482.28DPS
  2. 2 Scythe ScytheTier IV generic #2 269.15DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 169.21DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 169.21DPS
  5. 5 Fist FistTier IV generic #5 135.37DPS
  6. 6 War Hammer War HammerTier IV generic #6 118.16DPS
  7. 7 Hatchet HatchetTier IV ↑ 7generic #14 105.73DPS
  8. 8 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↑ 1generic #9 105.47DPS
  9. 9 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure ↑ 1generic #10 104.73DPS
  10. 10 Hammer HammerTier IVKnockback ↑ 1generic #11 103.27DPS
  11. 11 Brick BrickTier IV ↓ 4generic #7 101.80DPS
  12. 12 Knife KnifeTier IV · Precise weapons: +100 range generic #12 88.98DPS
  13. 13 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure ↑ 2generic #15 88.50DPS
  14. 14 Sword SwordTier IV ↑ 2generic #16 83.73DPS
  15. 15 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 78 of 78 usable families lower · largest change −15.5% ↓ 7generic #8 82.58DPS
  16. 16 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↓ 3generic #13 82.35DPS
  17. 17 Anchor AnchorTier IV generic #17 77.66DPS
  18. 18 Claw ClawTier IV · Precise weapons: +100 range ↑ 3generic #21 76.65DPS
  19. 19 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure generic #19 72.51DPS
  20. 20 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 2generic #18 72.50DPS
  21. 21 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3% ↑ 1generic #22 68.67DPS
  22. 22 Thief Dagger Thief DaggerTier IV · Precise weapons: +100 range ↓ 2generic #20 61.40DPS
  23. 23 Circular Saw Circular SawTier IV ↑ 1generic #24 60.02DPS
  24. 24 Spear SpearTier IV ↓ 1generic #23 59.35DPS
  25. 25 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure generic #25 57.24DPS
  26. 26 Chopper ChopperTier IV generic #26 56.91DPS
  27. 27 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores generic #27 48.48DPS
  28. 28 Quarterstaff QuarterstaffTier IV ↑ 2generic #30 40.25DPS
  29. 29 Spoon SpoonTier IV ↑ 3generic #32 39.55DPS
  30. 30 Pruner PrunerTier IV ↑ 4generic #34 38.26DPS
  31. 31 Spiky Shield Spiky ShieldTier IV ↑ 4generic #35 37.52DPS
  32. 32 Ghost Axe Ghost AxeTier IV ↑ 5generic #37 34.44DPS
  33. 33 Scissors ScissorsTier IV · Precise weapons: +100 range ↑ 3generic #36 32.74DPS
  34. 34 Hiking Pole Hiking PoleTier IV ↑ 4generic #38 32.17DPS
  35. 35 Sickle SickleTier IV ↑ 4generic #39 27.57DPS
  36. 36 Plank PlankTier IVExplosion damage — not in this figure ↓ 3generic #33 26.86DPS
  37. 37 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure ↓ 6generic #31 24.27DPS
  38. 38 Ghost Flint Ghost FlintTier IV ↑ 3generic #41 23.60DPS
  39. 39 Lightning Shiv Lightning ShivTier IV · Precise weapons: +100 rangeExtra projectiles on hit — not in this figure ↑ 1generic #40 22.89DPS
  40. 40 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↓ 11generic #29 21.30DPS
  41. 41 Wrench WrenchTier IVSpawns a turret — not in this figure ↑ 2generic #43 21.10DPS
  42. 42 Sharp Tooth Sharp ToothTier IV · Precise weapons: +100 range generic #42 20.64DPS
  43. 43 Lute LuteTier IVEnemies take more damage — not in this figure ↑ 1generic #44 17.05DPS
  44. 44 Brass Knuckles Brass KnucklesTier II ↑ 2generic #46 13.80DPS
  45. 45 Stick StickTier IV generic #45 13.49DPS
  46. 46 Drill DrillTier IV · Precise weapons: +100 rangeBuilds up during the wave — not in this figure ↓ 18generic #28 4.42DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +40.0% generic #47 1.78DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.55DPS

Ranged weapons

  1. 1 Obliterator ObliteratorTier IV ↑ 1generic #2 99.55DPS
  2. 2 Icicle IcicleTier IV · Precise weapons: +100 range ↑ 2generic #4 92.05DPS
  3. 3 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit ↑ 2generic #5 87.57DPS
  4. 4 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure ↓ 1generic #3 87.16DPS
  5. 5 Taser TaserTier IVSlow zone ↑ 4generic #9 75.89DPS
  6. 6 Pistol PistolTier IV generic #6 72.12DPS
  7. 7 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↑ 4generic #11 66.89DPS
  8. 8 Sniper Gun Sniper GunTier IV · Precise weapons: +100 rangeExtra projectiles on hit — not in this figure ↑ 5generic #13 58.33DPS
  9. 9 Medical Gun Medical GunTier IV ↑ 1generic #10 50.66DPS
  10. 10 Revolver RevolverTier IV ↓ 3generic #7 44.12DPS
  11. 11 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure ↑ 5generic #16 38.65DPS
  12. 12 Potato Thrower Potato ThrowerTier IV ↑ 6generic #18 33.60DPS
  13. 13 Chain Gun Chain GunTier IV ↓ 1generic #12 32.00DPS
  14. 14 Laser Gun Laser GunTier IV ↓ 6generic #8 31.21DPS
  15. 15 Ghost Scepter Ghost ScepterTier IV ↑ 5generic #20 30.82DPS
  16. 16 Shuriken ShurikenTier IV · Precise weapons: +100 rangePierces or bounces on crit — not in this figure ↑ 6generic #22 30.58DPS
  17. 17 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure ↑ 8generic #25 29.28DPS
  18. 18 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure ↑ 8generic #26 26.32DPS
  19. 19 Shredder ShredderTier IVExplosion damage — not in this figure ↑ 5generic #24 24.52DPS
  20. 20 Crossbow CrossbowTier IV · Precise weapons: +100 rangePierces or bounces on crit — not in this figure ↑ 3generic #23 22.28DPS
  21. 21 Harpoon Gun Harpoon GunTier IVSlow zone generic #21 18.51DPS
  22. 22 Gatling Laser Gatling LaserTier IV ↓ 21generic #1 15.58DPS
  23. 23 Flute FluteTier IVCharms enemies ↑ 4generic #27 15.58DPS
  24. 24 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure ↓ 5generic #19 15.03DPS
  25. 25 Slingshot SlingshotTier IV ↑ 3generic #28 14.15DPS
  26. 26 Minigun MinigunTier IV ↓ 12generic #14 13.38DPS
  27. 27 Blunderbuss BlunderbussTier IV ↑ 2generic #29 13.06DPS
  28. 28 Flamethrower FlamethrowerTier IVBurning damage — not in this figure ↑ 2generic #30 12.99DPS
  29. 29 SMG SMGTier IV ↓ 14generic #15 8.08DPS
  30. 30 Double Barrel Shotgun Double Barrel ShotgunTier IV ↓ 13generic #17 6.44DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 2.17DPS

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.