Other declared mechanics
- ConfirmedConvert stats end of wave: convert 50% of materials, 13 -> 1 Max HP
- DeclaredHp shop +1 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
Base game character · Brotato 1.1.15.4
Unlock: Win a run in Danger 5
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 12. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
No loadout-independent direct base stat deltas.
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 12 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 Demon’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.
Ghost ScepterTier I · Ranged
10.47DPS
IcicleTier I · Ranged
10.16DPS
ChopperTier I · Melee
7.74DPS
TaserTier I · RangedSlow zone
7.59DPS
WrenchTier I · MeleeSpawns a turret — not in this figure
7.25DPS
Ghost AxeTier I · Melee
7.14DPS
Thief DaggerTier I · Melee
7.12DPS
Ghost FlintTier I · Melee
4.95DPS
Sharp ToothTier I · Melee
4.50DPS
Lightning ShivTier I · MeleeExtra projectiles on hit — not in this figure
3.09DPS
Character-specific facts
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. 0 weapons change position versus the generic order.
Demon declares no direct weapon-damage effect, so nothing shifts the generic order.
Reading the Demon-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 Demon 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 Demon’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
373.37DPS
ScytheTier IV
—generic #2
211.30DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
132.74DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
132.74DPS
FistTier IV
—generic #5
106.19DPS
War HammerTier IV
—generic #6
104.23DPS
BrickTier IV
—generic #7
87.37DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 72 of 78 usable families lower · largest change −13.0%
—generic #8
86.36DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
—generic #9
83.29DPS
Plasma SledgeTier IVExplosion damage — not in this figure
—generic #10
82.49DPS
HammerTier IVKnockback
—generic #11
81.57DPS
KnifeTier IV
—generic #12
79.21DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
—generic #13
77.04DPS
HatchetTier IV
—generic #14
71.06DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
—generic #15
70.38DPS
SwordTier IV
—generic #16
65.26DPS
AnchorTier IV
—generic #17
61.76DPS
TridentTier IVBonus vs healthy targets — not in this figure
—generic #18
58.24DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
—generic #19
57.26DPS
Thief DaggerTier IV
—generic #20
55.82DPS
ClawTier IV
—generic #21
55.28DPS
RockTier IV
Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3%
—generic #22
53.91DPS
SpearTier IV
—generic #23
48.51DPS
Circular SawTier IV
—generic #24
47.43DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
—generic #25
45.30DPS
ChopperTier IV
—generic #26
44.30DPS
Jousting LanceTier IVDeclares a stat this figure ignores
—generic #27
38.59DPS
DrillTier IVBuilds up during the wave — not in this figure
—generic #28
37.87DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
—generic #29
34.22DPS
QuarterstaffTier IV
—generic #30
31.64DPS
ScrewdriverTier IVSpawns structures — not in this figure
—generic #31
31.53DPS
SpoonTier IV
—generic #32
31.19DPS
PlankTier IVExplosion damage — not in this figure
—generic #33
30.08DPS
PrunerTier IV
—generic #34
29.92DPS
Spiky ShieldTier IV
—generic #35
29.60DPS
ScissorsTier IV
—generic #36
28.92DPS
Ghost AxeTier IV
—generic #37
27.21DPS
Hiking PoleTier IV
—generic #38
26.01DPS
SickleTier IV
—generic #39
21.29DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
20.44DPS
Ghost FlintTier IV
—generic #41
18.77DPS
Sharp ToothTier IV
—generic #42
18.35DPS
WrenchTier IVSpawns a turret — not in this figure
—generic #43
16.62DPS
LuteTier IVEnemies take more damage — not in this figure
—generic #44
14.13DPS
StickTier IV
—generic #45
11.11DPS
Brass KnucklesTier II
—generic #46
10.79DPS
HandTier IV
Other-weapon DPS: Sickle +40.0%
—generic #47
1.38DPS
TorchTier IVBurning damage — not in this figure
—generic #48
1.20DPS
Gatling LaserTier IV
—generic #1
141.18DPS
ObliteratorTier IV
—generic #2
127.42DPS
Rocket LauncherTier IVExplosion damage — not in this figure
—generic #3
79.69DPS
IcicleTier IV
—generic #4
79.06DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
—generic #5
76.42DPS
PistolTier IV
—generic #6
72.12DPS
RevolverTier IV
—generic #7
66.51DPS
Laser GunTier IV
—generic #8
62.42DPS
TaserTier IVSlow zone
—generic #9
60.72DPS
Medical GunTier IV
—generic #10
59.42DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
—generic #11
58.38DPS
Chain GunTier IV
—generic #12
58.25DPS
Sniper GunTier IVExtra projectiles on hit — not in this figure
—generic #13
53.33DPS
MinigunTier IV
—generic #14
49.84DPS
SMGTier IV
—generic #15
49.22DPS
Grenade LauncherTier IVExplosion damage — not in this figure
—generic #16
46.45DPS
Double Barrel ShotgunTier IV
—generic #17
46.35DPS
Potato ThrowerTier IV
—generic #18
40.60DPS
Rail GunTier IVBuilds up during the wave — not in this figure
—generic #19
38.23DPS
Ghost ScepterTier IV
—generic #20
37.08DPS
Harpoon GunTier IVSlow zone
—generic #21
29.71DPS
ShurikenTier IVPierces or bounces on crit — not in this figure
—generic #22
26.26DPS
CrossbowTier IVPierces or bounces on crit — not in this figure
—generic #23
25.01DPS
ShredderTier IVExplosion damage — not in this figure
—generic #24
24.52DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
—generic #25
23.42DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
—generic #26
21.05DPS
FluteTier IVCharms enemies
—generic #27
19.46DPS
SlingshotTier IV
—generic #28
18.73DPS
BlunderbussTier IV
—generic #29
14.07DPS
FlamethrowerTier IVBurning damage — not in this figure
—generic #30
9.68DPS
WandTier IVBurning damage — not in this figure
—generic #31
1.74DPS
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.