Stat-gain factors
- +100% gain to HP Regeneration (×2)
- −50% gain to Armor (×0.5)
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
Base game character · Brotato 1.1.15.4
Unlock: Heal 200 HP in one wave
Two separate computed views
“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
Choose one unlocked entry from a normalized maximum pool of 2. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
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 2 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.
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 Doctor’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.
Medical GunTier I · Ranged · Medical weapons: +200 local attack-speed points
26.87DPS
ScissorsTier I · Melee · Medical weapons: +200 local attack-speed points
11.29DPS
Character-specific facts
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
On a 5% conditional item roll, the pool is filtered to entries tagged HP Regeneration when that filtered pool is non-empty.
Same item computation, read by character
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.
Showing the 6 largest changes of 9 items in this group.
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. 58 weapons change position versus the generic order.
Reading the Doctor-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.
Default 10 Max HP and zero other default combat stats; no bonus stats beyond Doctor’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
323.27DPS
ScytheTier IV
—generic #2
184.77DPS
Flaming Brass KnucklesTier IV
—generic #3
116.12DPS
Power FistTier IV
—generic #4
116.12DPS
MaceTier IV
↑ 3generic #8
109.05DPS
FistTier IV
↓ 1generic #5
92.90DPS
Circular SawTier IV · Medical weapons: +200 local attack-speed points
↑ 17generic #24
89.39DPS
Captain’s SwordTier IV
↑ 1generic #9
61.91DPS
War HammerTier IV
↓ 3generic #6
60.94DPS
KnifeTier IV
↑ 2generic #12
59.02DPS
ScissorsTier IV · Medical weapons: +200 local attack-speed points
↑ 25generic #36
58.58DPS
DEX-troyerTier IV
↑ 1generic #13
54.83DPS
BrickTier IV
↓ 6generic #7
53.48DPS
Plasma SledgeTier IV
↓ 4generic #10
50.34DPS
HammerTier IV
↓ 4generic #11
49.66DPS
Thunder SwordTier IV
↓ 1generic #15
49.38DPS
SwordTier IV
↓ 1generic #16
47.90DPS
Thief DaggerTier IV
↑ 2generic #20
42.61DPS
Vorpal SwordTier IV
—generic #19
42.56DPS
SpearTier IV
↑ 3generic #23
38.97DPS
TridentTier IV
↓ 3generic #18
38.66DPS
AnchorTier IV
↓ 5generic #17
36.92DPS
ChopperTier IV
↑ 3generic #26
33.19DPS
RockTier IV
↓ 2generic #22
32.67DPS
DrillTier IV
↑ 3generic #28
31.89DPS
HatchetTier IV
↓ 12generic #14
31.70DPS
ChainsawTier IV
↑ 2generic #29
28.84DPS
Cacti ClubTier IV
↓ 3generic #25
28.55DPS
Jousting LanceTier IV
↓ 2generic #27
25.11DPS
SpoonTier IV
↑ 2generic #32
23.88DPS
QuarterstaffTier IV
↓ 1generic #30
23.35DPS
ScrewdriverTier IV
↓ 1generic #31
22.99DPS
PrunerTier IV
↑ 1generic #34
21.92DPS
PlankTier IV
↓ 1generic #33
21.40DPS
Spiky ShieldTier IV
—generic #35
20.45DPS
SickleTier IV
↑ 3generic #39
17.19DPS
Hiking PoleTier IV
↑ 1generic #38
16.88DPS
Ghost AxeTier IV
↓ 1generic #37
16.72DPS
Lightning ShivTier IV
↑ 1generic #40
15.20DPS
Sharp ToothTier IV
↑ 2generic #42
13.56DPS
Ghost FlintTier IV
—generic #41
13.17DPS
WrenchTier IV
↑ 1generic #43
10.14DPS
LuteTier IV
↑ 1generic #44
9.60DPS
Brass KnucklesTier II
↑ 2generic #46
7.91DPS
StickTier IV
—generic #45
7.44DPS
ClawTier IV
↓ 25generic #21
2.06DPS
HandTier IV
—generic #47
1.06DPS
TorchTier IV
—generic #48
0.90DPS
Medical GunTier IV · Medical weapons: +200 local attack-speed points
↑ 9generic #10
121.18DPS
Gatling LaserTier IV
↓ 1generic #1
98.63DPS
ObliteratorTier IV
↓ 1generic #2
67.91DPS
IcicleTier IV
—generic #4
46.67DPS
Rocket LauncherTier IV
↓ 2generic #3
46.19DPS
Particle AcceleratorTier IV
↓ 1generic #5
41.89DPS
PistolTier IV
↓ 1generic #6
40.76DPS
RevolverTier IV
↓ 1generic #7
39.92DPS
Chain GunTier IV
↑ 3generic #12
37.86DPS
SMGTier IV
↑ 5generic #15
36.82DPS
Laser GunTier IV
↓ 3generic #8
35.52DPS
TaserTier IV
↓ 3generic #9
33.93DPS
MinigunTier IV
↑ 1generic #14
32.53DPS
Nuclear LauncherTier IV
↓ 3generic #11
31.29DPS
Potato ThrowerTier IV
↑ 3generic #18
31.10DPS
Sniper GunTier IV
↓ 3generic #13
29.09DPS
Grenade LauncherTier IV
↓ 1generic #16
25.99DPS
Double Barrel ShotgunTier IV
↓ 1generic #17
25.28DPS
Harpoon GunTier IV
↑ 2generic #21
22.35DPS
Rail GunTier IV
↓ 1generic #19
21.36DPS
Ghost ScepterTier IV
↓ 1generic #20
21.07DPS
ShurikenTier IV
—generic #22
15.50DPS
CrossbowTier IV
—generic #23
14.42DPS
ShredderTier IV
—generic #24
14.31DPS
FireballTier IV
—generic #25
13.24DPS
JavelinTier IV
—generic #26
11.76DPS
FluteTier IV
—generic #27
11.15DPS
SlingshotTier IV
—generic #28
10.84DPS
BlunderbussTier IV
—generic #29
7.17DPS
FlamethrowerTier IV
—generic #30
6.32DPS
WandTier IV
—generic #31
1.15DPS
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.