Druid official art

Abyssal Terrors character · Brotato 1.1.15.4

Druid

Unlock: Collect 250 consumables by the end of wave 20

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 19. 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

Max HP
+5
Luck
+15
HP Regeneration
−100
% Life Steal
−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

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 19 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 Druid’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 Rock RockTier I · Melee 12.52DPS
  2. 2 Ghost Scepter Ghost ScepterTier I · Ranged 10.47DPS
  3. 3 Fist FistTier I · Melee 10.34DPS
  4. 4 Icicle IcicleTier I · Ranged 10.16DPS
  5. 5 Spear SpearTier I · Melee 10.13DPS
  6. 6 Cacti Club Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure 9.28DPS
  7. 7 Chopper ChopperTier I · Melee 8.85DPS
  8. 8 Pruner PrunerTier I · Melee 8.82DPS
  9. 9 Slingshot SlingshotTier I · Ranged 8.47DPS
  10. 10 Quarterstaff QuarterstaffTier I · Melee 7.14DPS
Show 9 more entries (19 ranked from 19 pool families)
  1. 11 Claw ClawTier I · Melee 7.08DPS
  2. 12 Flute FluteTier I · RangedCharms enemies 6.89DPS
  3. 13 Javelin JavelinTier I · RangedEvery Nth projectile differs — not in this figure 6.67DPS
  4. 14 Stick StickTier I · Melee 6.31DPS
  5. 15 Sickle SickleTier I · Melee 5.94DPS
  6. 16 Ghost Flint Ghost FlintTier I · Melee 4.95DPS
  7. 17 Lute LuteTier I · MeleeEnemies take more damage — not in this figure 3.88DPS
  8. 18 Wand WandTier I · RangedBurning damage — not in this figure 1.15DPS
  9. 19 Torch TorchTier I · MeleeBurning damage — not in this figure 0.91DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • −50% gain to Engineering (×0.5)

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

Other declared mechanics

  • DeclaredEnemy fruit drops +3 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • Declared33% chance to get +1 Luck when you pick up a fruit Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • DeclaredPoisoned fruit +33 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 Consumable, Luck 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.

Items

Item groups

Same item computation, read by character

Measured item outliers for Druid

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.

  • Baby Squid — included through HP Regeneration
  • Bat — included through Lifesteal
  • Blood Leech — included through Lifesteal And HP Regeneration
  • Bloody Hand — included through Lifesteal
  • Butterfly — included through Lifesteal
  • Coral — included through HP Regeneration

Showing 6 of 18 filtered items.

Resolved direct-stat change: −50% or less

  • Lighthouse — −50% normalized signed change (Engineering +20 resolves ×0.5)
  • Pencil — −50% normalized signed change (Engineering +1 resolves ×0.5)
  • Pocket Factory — −50% normalized signed change (Engineering +2 resolves ×0.5)

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. 34 weapons change position versus the generic order.

Reading the Druid-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 Druid 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 Druid’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 #1 390.34DPS
  2. 2 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure ↑ 1generic #3 132.74DPS
  3. 3 Power Fist Power FistTier IVExplosion damage — not in this figure ↑ 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 IVDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −13.0% ↑ 1generic #8 86.36DPS
  8. 8 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↑ 1generic #9 83.29DPS
  9. 9 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure ↑ 1generic #10 82.49DPS
  10. 10 Hammer HammerTier IVKnockback ↑ 1generic #11 81.57DPS
  11. 11 Knife KnifeTier IV ↑ 1generic #12 79.21DPS
  12. 12 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↑ 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 IVExtra projectiles on hit — not in this figure 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 IVBonus vs healthy targets — not in this figure generic #18 58.24DPS
  19. 19 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure 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 Other-weapon DPS: 4 of 78 usable families higher · largest change +13.3% 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 Chopper ChopperTier IV ↑ 1generic #26 45.64DPS
  26. 26 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure ↓ 1generic #25 45.30DPS
  27. 27 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores generic #27 38.59DPS
  28. 28 Drill DrillTier IVBuilds up during the wave — not in this figure generic #28 37.87DPS
  29. 29 Spoon SpoonTier IV ↑ 3generic #32 32.31DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 31.64DPS
  31. 31 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure generic #31 31.53DPS
  32. 32 Plank PlankTier IVExplosion damage — not in this figure ↑ 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 Hiking Pole Hiking PoleTier IV ↑ 1generic #38 26.01DPS
  38. 38 Sickle SickleTier IV ↑ 1generic #39 21.29DPS
  39. 39 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure ↑ 1generic #40 20.44DPS
  40. 40 Ghost Flint Ghost FlintTier IV ↑ 1generic #41 18.77DPS
  41. 41 Lute LuteTier IVEnemies take more damage — not in this figure ↑ 3generic #44 16.79DPS
  42. 42 Wrench WrenchTier IVSpawns a turret — not in this figure ↑ 1generic #43 16.62DPS
  43. 43 Stick StickTier IV ↑ 2generic #45 11.11DPS
  44. 44 Brass Knuckles Brass KnucklesTier II ↑ 2generic #46 10.79DPS
  45. 45 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↓ 16generic #29 1.74DPS
  46. 46 Hand HandTier IV Other-weapon DPS: Sickle +40.0% ↑ 1generic #47 1.38DPS
  47. 47 Sharp Tooth Sharp ToothTier IV ↓ 5generic #42 1.28DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure 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 IVExplosion damage — not in this figure generic #3 79.69DPS
  4. 4 Icicle IcicleTier IV generic #4 79.06DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit 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 IVSlow zone generic #9 60.72DPS
  10. 10 Medical Gun Medical GunTier IV generic #10 59.42DPS
  11. 11 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure generic #11 58.38DPS
  12. 12 Chain Gun Chain GunTier IV generic #12 58.25DPS
  13. 13 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure generic #13 53.33DPS
  14. 14 Minigun MinigunTier IV generic #14 49.84DPS
  15. 15 SMG SMGTier IV generic #15 49.22DPS
  16. 16 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure generic #16 46.45DPS
  17. 17 Double Barrel Shotgun Double Barrel ShotgunTier IV generic #17 46.35DPS
  18. 18 Potato Thrower Potato ThrowerTier IV generic #18 44.03DPS
  19. 19 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure generic #19 38.23DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 37.08DPS
  21. 21 Harpoon Gun Harpoon GunTier IVSlow zone generic #21 29.71DPS
  22. 22 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure generic #22 26.26DPS
  23. 23 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure generic #23 25.01DPS
  24. 24 Shredder ShredderTier IVExplosion damage — not in this figure generic #24 24.52DPS
  25. 25 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure generic #25 23.42DPS
  26. 26 Flute FluteTier IVCharms enemies ↑ 1generic #27 23.32DPS
  27. 27 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure ↓ 1generic #26 21.05DPS
  28. 28 Slingshot SlingshotTier IV generic #28 18.73DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 14.07DPS
  30. 30 Flamethrower FlamethrowerTier IVBurning damage — not in this figure generic #30 9.68DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure 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.