Diver official art

Abyssal Terrors character · Brotato 1.1.15.4

Diver

Unlock: Kill 1000 enemies that are more than 700 range away from you

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 6. 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

Ranged Damage
−100
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 6 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 Diver’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: +200% crit damage 15.76DPS
  2. 2 Shuriken ShurikenTier I · Ranged · Precise weapons: +200% crit damagePierces or bounces on crit — not in this figure 15.35DPS
  3. 3 Thief Dagger Thief DaggerTier I · Melee · Precise weapons: +200% crit damage 9.50DPS
  4. 4 Claw ClawTier I · Melee · Precise weapons: +200% crit damage 8.36DPS
  5. 5 Scissors ScissorsTier I · Melee · Precise weapons: +200% crit damage 6.43DPS
  6. 6 Sharp Tooth Sharp ToothTier I · Melee · Precise weapons: +200% crit damage 4.76DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +25% gain to Crit Chance (×1.25)

Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.

Weapon rules

  • Weapon harpoon gun price modifier -100 points (minimum final price 1)
  • Precise weapons: +200% crit damage

Other declared mechanics

  • ConfirmedLinked HP Regeneration = truncate toward zero (1 × Melee Damage / 2); uses all resolved sources This effect is resolved into the character stat block the ranking is computed from.
  • ConfirmedRanged Damage-scaling hits make targets take +300% damage for 3s, max 1 stack
  • DeclaredEnemy health +250 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 Crit Chance, Melee Damage 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 Diver

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.

  • Lens — included through Ranged Damage

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. 67 weapons change position versus the generic order.

Reading the Diver-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 Diver 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 Diver’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 Scythe ScytheTier IV generic #2 211.30DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 132.74DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 132.74DPS
  5. 5 Knife KnifeTier IV · Precise weapons: +200% crit damage ↑ 7generic #12 110.89DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 106.19DPS
  7. 7 War Hammer War HammerTier IV ↓ 1generic #6 104.23DPS
  8. 8 Thief Dagger Thief DaggerTier IV · Precise weapons: +200% crit damage ↑ 12generic #20 87.72DPS
  9. 9 Brick BrickTier IV ↓ 2generic #7 87.37DPS
  10. 10 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −12.9% ↓ 2generic #8 86.36DPS
  11. 11 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↓ 2generic #9 83.29DPS
  12. 12 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure ↓ 2generic #10 82.49DPS
  13. 13 Hammer HammerTier IVKnockback ↓ 2generic #11 81.57DPS
  14. 14 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↓ 1generic #13 77.04DPS
  15. 15 Claw ClawTier IV · Precise weapons: +200% crit damage ↑ 6generic #21 75.31DPS
  16. 16 Hatchet HatchetTier IV ↓ 2generic #14 71.06DPS
  17. 17 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure ↓ 2generic #15 70.38DPS
  18. 18 Sword SwordTier IV ↓ 2generic #16 65.26DPS
  19. 19 Anchor AnchorTier IV ↓ 2generic #17 61.76DPS
  20. 20 Drill DrillTier IV · Precise weapons: +200% crit damageBuilds up during the wave — not in this figure ↑ 8generic #28 59.51DPS
  21. 21 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 3generic #18 58.24DPS
  22. 22 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure ↓ 3generic #19 57.26DPS
  23. 23 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3% ↓ 1generic #22 53.91DPS
  24. 24 Spear SpearTier IV ↓ 1generic #23 48.51DPS
  25. 25 Circular Saw Circular SawTier IV ↓ 1generic #24 47.43DPS
  26. 26 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure ↓ 1generic #25 45.30DPS
  27. 27 Chopper ChopperTier IV ↓ 1generic #26 44.30DPS
  28. 28 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 1generic #27 38.59DPS
  29. 29 Scissors ScissorsTier IV · Precise weapons: +200% crit damage ↑ 7generic #36 37.82DPS
  30. 30 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↓ 1generic #29 34.22DPS
  31. 31 Quarterstaff QuarterstaffTier IV ↓ 1generic #30 31.64DPS
  32. 32 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure ↓ 1generic #31 31.53DPS
  33. 33 Spoon SpoonTier IV ↓ 1generic #32 31.19DPS
  34. 34 Plank PlankTier IVExplosion damage — not in this figure ↓ 1generic #33 30.08DPS
  35. 35 Pruner PrunerTier IV ↓ 1generic #34 29.92DPS
  36. 36 Spiky Shield Spiky ShieldTier IV ↓ 1generic #35 29.60DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 27.21DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 26.01DPS
  39. 39 Lightning Shiv Lightning ShivTier IV · Precise weapons: +200% crit damageExtra projectiles on hit — not in this figure ↑ 1generic #40 24.15DPS
  40. 40 Sharp Tooth Sharp ToothTier IV · Precise weapons: +200% crit damage ↑ 2generic #42 22.07DPS
  41. 41 Sickle SickleTier IV ↓ 2generic #39 21.29DPS
  42. 42 Ghost Flint Ghost FlintTier IV ↓ 1generic #41 18.77DPS
  43. 43 Wrench WrenchTier IVSpawns a turret — not in this figure generic #43 16.62DPS
  44. 44 Lute LuteTier IVEnemies take more damage — not in this figure generic #44 14.13DPS
  45. 45 Stick StickTier IV generic #45 11.11DPS
  46. 46 Brass Knuckles Brass KnucklesTier II generic #46 10.79DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +40.0% generic #47 1.38DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.20DPS

Ranged weapons

  1. 1 Icicle IcicleTier IV · Precise weapons: +200% crit damage ↑ 3generic #4 101.65DPS
  2. 2 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit ↑ 3generic #5 76.42DPS
  3. 3 Taser TaserTier IVSlow zone ↑ 6generic #9 60.72DPS
  4. 4 Shuriken ShurikenTier IV · Precise weapons: +200% crit damagePierces or bounces on crit — not in this figure ↑ 18generic #22 45.32DPS
  5. 5 Chain Gun Chain GunTier IV ↑ 7generic #12 29.56DPS
  6. 6 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure ↑ 19generic #25 23.42DPS
  7. 7 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure ↑ 19generic #26 21.05DPS
  8. 8 Gatling Laser Gatling LaserTier IV ↓ 7generic #1 14.12DPS
  9. 9 Minigun MinigunTier IV ↑ 5generic #14 9.97DPS
  10. 10 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↑ 1generic #11 9.73DPS
  11. 11 Flamethrower FlamethrowerTier IVBurning damage — not in this figure ↑ 19generic #30 9.68DPS
  12. 12 SMG SMGTier IV ↑ 3generic #15 6.18DPS
  13. 13 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 4generic #17 5.15DPS
  14. 14 Potato Thrower Potato ThrowerTier IV ↑ 4generic #18 3.43DPS
  15. 15 Crossbow CrossbowTier IV · Precise weapons: +200% crit damagePierces or bounces on crit — not in this figure ↑ 8generic #23 2.07DPS
  16. 16 Medical Gun Medical GunTier IV ↓ 6generic #10 1.98DPS
  17. 17 Wand WandTier IVBurning damage — not in this figure ↑ 14generic #31 1.74DPS
  18. 18 Revolver RevolverTier IV ↓ 11generic #7 1.66DPS
  19. 19 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure ↓ 3generic #16 1.65DPS
  20. 20 Harpoon Gun Harpoon GunTier IVSlow zone ↑ 1generic #21 1.51DPS
  21. 21 Pistol PistolTier IV ↓ 15generic #6 1.44DPS
  22. 22 Flute FluteTier IVCharms enemies ↑ 5generic #27 1.31DPS
  23. 23 Ghost Scepter Ghost ScepterTier IV ↓ 3generic #20 1.24DPS
  24. 24 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure ↓ 5generic #19 1.08DPS
  25. 25 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure ↓ 22generic #3 1.00DPS
  26. 26 Shredder ShredderTier IVExplosion damage — not in this figure ↓ 2generic #24 0.98DPS
  27. 27 Slingshot SlingshotTier IV ↑ 1generic #28 0.94DPS
  28. 28 Sniper Gun Sniper GunTier IV · Precise weapons: +200% crit damageExtra projectiles on hit — not in this figure ↓ 15generic #13 0.83DPS
  29. 29 Laser Gun Laser GunTier IV ↓ 21generic #8 0.62DPS
  30. 30 Obliterator ObliteratorTier IV ↓ 28generic #2 0.32DPS
  31. 31 Blunderbuss BlunderbussTier IV ↓ 2generic #29 0.20DPS

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.