Cryptid official art

Base game character · Brotato 1.1.15.4

Cryptid

Unlock: Finish a wave with 10 or more living trees

Two separate computed views

Opening pool and across-run DPS

“Your opening pick” compares Tier I records in the starting pool with one weapon equipped. “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 21. 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

% Life Steal
−100
Range
−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

Tier I starting-pool DPS

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 21 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 at Tier I with one weapon equipped.

How the opening-pool ranking is computed

Tier I, this character’s starting-weapon pool, and 1 equipped weapon. Default 10 Max HP and zero other default combat stats; no bonus stats beyond Cryptid’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, 1 Tier I weapon, 0 Tier IV weapons, and 0 duplicate items; 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 SMG SMGTier I · Ranged 18.12DPS
  2. 2 Jousting Lance Jousting LanceTier I · Melee 13.00DPS
  3. 3 Rock RockTier I · Melee 12.52DPS
  4. 4 Knife KnifeTier I · Melee 12.07DPS
  5. 5 Pistol PistolTier I · Ranged 11.00DPS
  6. 6 Hatchet HatchetTier I · Melee 10.54DPS
  7. 7 Ghost Scepter Ghost ScepterTier I · Ranged 10.47DPS
  8. 8 Fist FistTier I · Melee 10.34DPS
  9. 9 Cacti Club Cacti ClubTier I · Melee 9.28DPS
  10. 10 Pruner PrunerTier I · Melee 8.82DPS
Show 11 more Tier I entries (21 ranked from 21 pool families)
  1. 11 Plank PlankTier I · Melee 8.39DPS
  2. 12 Screwdriver ScrewdriverTier I · Melee 8.29DPS
  3. 13 Chopper ChopperTier I · Melee 7.74DPS
  4. 14 Ghost Axe Ghost AxeTier I · Melee 7.14DPS
  5. 15 Thief Dagger Thief DaggerTier I · Melee 7.12DPS
  6. 16 Claw ClawTier I · Melee 7.08DPS
  7. 17 Stick StickTier I · Melee 6.31DPS
  8. 18 Ghost Flint Ghost FlintTier I · Melee 4.95DPS
  9. 19 Shredder ShredderTier I · Ranged 3.96DPS
  10. 20 Lightning Shiv Lightning ShivTier I · Melee 3.09DPS
  11. 21 Hand HandTier I · Melee 1.00DPS

Character-specific facts

Mechanics used or stated

Other declared mechanics

  • DeclaredTrees +6 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • DeclaredCryptid +12 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • ConfirmedLinked HP Regeneration = truncate toward zero (3 × living tree / 1); uses all resolved sources
  • DeclaredDodge cap +70 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • DeclaredOn dodge (temporary): Attack Speed +3 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 Exploration, Dodge 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.

Item groups

Same item computation, read by character

Measured item outliers for Cryptid

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.

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. 47 weapons change position versus the generic order.

Reading the Cryptid-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.

How this ranking is computed

Default 10 Max HP and zero other default combat stats; no bonus stats beyond Cryptid’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 #1 373.37DPS
  2. 2 Flaming Brass Knuckles Flaming Brass KnucklesTier IV ↑ 1generic #3 132.74DPS
  3. 3 Power Fist Power FistTier IV ↑ 1generic #4 132.74DPS
  4. 4 Fist FistTier IV ↑ 1generic #5 106.19DPS
  5. 5 War Hammer War HammerTier IV ↑ 1generic #6 104.23DPS
  6. 6 Brick BrickTier IV ↑ 1generic #7 87.37DPS
  7. 7 Mace MaceTier IV ↑ 1generic #8 86.36DPS
  8. 8 Captain’s Sword Captain’s SwordTier IV ↑ 1generic #9 83.29DPS
  9. 9 Plasma Sledge Plasma SledgeTier IV ↑ 1generic #10 82.49DPS
  10. 10 Hammer HammerTier IV ↑ 1generic #11 81.57DPS
  11. 11 Knife KnifeTier IV ↑ 1generic #12 79.21DPS
  12. 12 DEX-troyer DEX-troyerTier IV ↑ 1generic #13 77.04DPS
  13. 13 Hatchet HatchetTier IV ↑ 1generic #14 71.06DPS
  14. 14 Scythe ScytheTier IV ↓ 12generic #2 70.43DPS
  15. 15 Thunder Sword Thunder SwordTier IV generic #15 70.38DPS
  16. 16 Sword SwordTier IV generic #16 65.26DPS
  17. 17 Anchor AnchorTier IV generic #17 61.76DPS
  18. 18 Trident TridentTier IV generic #18 58.24DPS
  19. 19 Vorpal Sword Vorpal SwordTier IV generic #19 57.26DPS
  20. 20 Thief Dagger Thief DaggerTier IV generic #20 55.82DPS
  21. 21 Claw ClawTier IV generic #21 55.28DPS
  22. 22 Rock RockTier IV generic #22 53.91DPS
  23. 23 Spear SpearTier IV generic #23 48.51DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 47.43DPS
  25. 25 Cacti Club Cacti ClubTier IV generic #25 45.30DPS
  26. 26 Chopper ChopperTier IV generic #26 44.30DPS
  27. 27 Jousting Lance Jousting LanceTier IV generic #27 38.59DPS
  28. 28 Drill DrillTier IV generic #28 37.87DPS
  29. 29 Quarterstaff QuarterstaffTier IV ↑ 1generic #30 31.64DPS
  30. 30 Screwdriver ScrewdriverTier IV ↑ 1generic #31 31.53DPS
  31. 31 Spoon SpoonTier IV ↑ 1generic #32 31.19DPS
  32. 32 Plank PlankTier IV ↑ 1generic #33 30.08DPS
  33. 33 Pruner PrunerTier IV ↑ 1generic #34 29.92DPS
  34. 34 Spiky Shield Spiky ShieldTier IV ↑ 1generic #35 29.60DPS
  35. 35 Scissors ScissorsTier IV ↑ 1generic #36 28.92DPS
  36. 36 Ghost Axe Ghost AxeTier IV ↑ 1generic #37 27.21DPS
  37. 37 Sickle SickleTier IV ↑ 2generic #39 21.29DPS
  38. 38 Lightning Shiv Lightning ShivTier IV ↑ 2generic #40 20.44DPS
  39. 39 Ghost Flint Ghost FlintTier IV ↑ 2generic #41 18.77DPS
  40. 40 Wrench WrenchTier IV ↑ 3generic #43 16.62DPS
  41. 41 Lute LuteTier IV ↑ 3generic #44 14.13DPS
  42. 42 Stick StickTier IV ↑ 3generic #45 11.11DPS
  43. 43 Brass Knuckles Brass KnucklesTier II ↑ 3generic #46 10.79DPS
  44. 44 Hiking Pole Hiking PoleTier IV ↓ 6generic #38 8.67DPS
  45. 45 Chainsaw ChainsawTier IV ↓ 16generic #29 1.74DPS
  46. 46 Hand HandTier IV ↑ 1generic #47 1.38DPS
  47. 47 Sharp Tooth Sharp ToothTier IV ↓ 5generic #42 1.28DPS
  48. 48 Torch TorchTier IV generic #48 1.20DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 141.18DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 127.42DPS
  3. 3 Rocket Launcher Rocket LauncherTier IV generic #3 79.69DPS
  4. 4 Icicle IcicleTier IV generic #4 79.06DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IV generic #5 76.42DPS
  6. 6 Pistol PistolTier IV generic #6 72.12DPS
  7. 7 Revolver RevolverTier IV generic #7 66.51DPS
  8. 8 Laser Gun Laser GunTier IV generic #8 62.42DPS
  9. 9 Taser TaserTier IV generic #9 60.72DPS
  10. 10 Medical Gun Medical GunTier IV generic #10 59.42DPS
  11. 11 Nuclear Launcher Nuclear LauncherTier IV generic #11 58.38DPS
  12. 12 Chain Gun Chain GunTier IV generic #12 58.25DPS
  13. 13 Minigun MinigunTier IV ↑ 1generic #14 49.84DPS
  14. 14 SMG SMGTier IV ↑ 1generic #15 49.22DPS
  15. 15 Grenade Launcher Grenade LauncherTier IV ↑ 1generic #16 46.45DPS
  16. 16 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 1generic #17 46.35DPS
  17. 17 Potato Thrower Potato ThrowerTier IV ↑ 1generic #18 40.60DPS
  18. 18 Rail Gun Rail GunTier IV ↑ 1generic #19 38.23DPS
  19. 19 Ghost Scepter Ghost ScepterTier IV ↑ 1generic #20 37.08DPS
  20. 20 Sniper Gun Sniper GunTier IV ↓ 7generic #13 33.33DPS
  21. 21 Harpoon Gun Harpoon GunTier IV generic #21 29.71DPS
  22. 22 Shuriken ShurikenTier IV generic #22 26.26DPS
  23. 23 Shredder ShredderTier IV ↑ 1generic #24 24.52DPS
  24. 24 Fireball FireballTier IV ↑ 1generic #25 23.42DPS
  25. 25 Javelin JavelinTier IV ↑ 1generic #26 21.05DPS
  26. 26 Flute FluteTier IV ↑ 1generic #27 19.46DPS
  27. 27 Slingshot SlingshotTier IV ↑ 1generic #28 18.73DPS
  28. 28 Blunderbuss BlunderbussTier IV ↑ 1generic #29 14.07DPS
  29. 29 Crossbow CrossbowTier IV ↓ 6generic #23 11.03DPS
  30. 30 Flamethrower FlamethrowerTier IV generic #30 9.68DPS
  31. 31 Wand WandTier IV generic #31 1.74DPS

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.