Engineer official art

Base game character · Brotato 1.1.15.4

Engineer

Unlock: Get 5 turrets on the map simultaneously

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 4. 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

Engineering
+10
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

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 4 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 — which is not the same tier for every entry here, so each row states its own.

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 Engineer’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 Hammer HammerTier II · MeleeKnockback 24.48DPS
  2. 2 Screwdriver ScrewdriverTier I · MeleeSpawns structures — not in this figure 14.51DPS
  3. 3 Plank PlankTier I · MeleeExplosion damage — not in this figure 14.27DPS
  4. 4 Wrench WrenchTier I · MeleeSpawns a turret — not in this figure 7.25DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +25% gain to Engineering (×1.25)
  • −50% gain to Damage, Ranged Damage, Melee Damage, Elemental Damage, Piercing Damage, Explosion Damage, Bounce Damage, Damage Against Bosses (×0.5)

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

Other declared mechanics

  • DeclaredGroup structures +1 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 Engineering, Structure when that filtered pool is non-empty.

Same item computation, read by character

Measured item outliers for Engineer

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.

Resolved direct-stat change: +50% or more

  • Bandana — +50% normalized signed change (Damage −10 resolves ×0.5)
  • Cute Monkey — +50% normalized signed change (Ranged Damage −1 resolves ×0.5)
  • Explosive Shells — +50% normalized signed change (Damage −15 resolves ×0.5)
  • Power Generator — +50% normalized signed change (Damage −5 resolves ×0.5)
  • Pumpkin — +50% normalized signed change (Damage −2 resolves ×0.5)
  • Ricochet — +50% normalized signed change (Damage −25 resolves ×0.5)

Showing the 6 largest changes of 10 items in this group.

Resolved direct-stat change: −50% or less

  • Bait — −50% normalized signed change (Damage +8 resolves ×0.5)
  • Boxing Glove — −50% normalized signed change (Melee Damage +1 resolves ×0.5)
  • Focus — −50% normalized signed change (Damage +30 resolves ×0.5)
  • Handcuffs — −50% normalized signed change (Melee Damage +8 resolves ×0.5; Ranged Damage +8 resolves ×0.5; Elemental Damage +8 resolves ×0.5)
  • Mutation — −50% normalized signed change (Ranged Damage +1 resolves ×0.5; Elemental Damage +1 resolves ×0.5)
  • Riposte — −50% normalized signed change (Melee Damage +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. 39 weapons change position versus the generic order.

Reading the Engineer-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 Engineer 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 Engineer’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 War Hammer War HammerTier IV ↑ 1generic #6 117.27DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 106.19DPS
  7. 7 Brick BrickTier IV generic #7 96.11DPS
  8. 8 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −13.0% generic #8 86.36DPS
  9. 9 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↑ 4generic #13 86.29DPS
  10. 10 Drill DrillTier IVBuilds up during the wave — not in this figure ↑ 18generic #28 83.31DPS
  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 Knife KnifeTier IV ↓ 2generic #12 79.21DPS
  15. 15 Hatchet HatchetTier IV ↓ 1generic #14 71.06DPS
  16. 16 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure ↓ 1generic #15 70.38DPS
  17. 17 Sword SwordTier IV ↓ 1generic #16 65.26DPS
  18. 18 Anchor AnchorTier IV ↓ 1generic #17 61.76DPS
  19. 19 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 1generic #18 58.24DPS
  20. 20 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure ↓ 1generic #19 57.26DPS
  21. 21 Thief Dagger Thief DaggerTier IV ↓ 1generic #20 55.82DPS
  22. 22 Claw ClawTier IV ↓ 1generic #21 55.28DPS
  23. 23 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↑ 6generic #29 54.76DPS
  24. 24 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3% ↓ 2generic #22 53.91DPS
  25. 25 Spear SpearTier IV ↓ 2generic #23 48.51DPS
  26. 26 Circular Saw Circular SawTier IV ↓ 2generic #24 47.43DPS
  27. 27 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure ↑ 4generic #31 47.30DPS
  28. 28 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure ↓ 3generic #25 45.30DPS
  29. 29 Chopper ChopperTier IV ↓ 3generic #26 44.30DPS
  30. 30 Plank PlankTier IVExplosion damage — not in this figure ↑ 3generic #33 41.10DPS
  31. 31 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 4generic #27 38.59DPS
  32. 32 Quarterstaff QuarterstaffTier IV ↓ 2generic #30 31.64DPS
  33. 33 Spoon SpoonTier IV ↓ 1generic #32 31.19DPS
  34. 34 Pruner PrunerTier IV generic #34 29.92DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 29.60DPS
  36. 36 Scissors ScissorsTier IV generic #36 28.92DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 27.21DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 26.01DPS
  39. 39 Sickle SickleTier IV generic #39 21.29DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 20.44DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 18.77DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 18.35DPS
  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 Chain Gun Chain GunTier IV ↑ 11generic #12 407.75DPS
  2. 2 Gatling Laser Gatling LaserTier IV ↓ 1generic #1 141.18DPS
  3. 3 Obliterator ObliteratorTier IV ↓ 1generic #2 127.42DPS
  4. 4 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit ↑ 1generic #5 84.06DPS
  5. 5 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure ↓ 2generic #3 79.69DPS
  6. 6 Icicle IcicleTier IV ↓ 2generic #4 79.06DPS
  7. 7 Pistol PistolTier IV ↓ 1generic #6 72.12DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 66.51DPS
  9. 9 Laser Gun Laser GunTier IV ↓ 1generic #8 62.42DPS
  10. 10 Taser TaserTier IVSlow zone ↓ 1generic #9 60.72DPS
  11. 11 Medical Gun Medical GunTier IV ↓ 1generic #10 59.42DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↓ 1generic #11 58.38DPS
  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 40.60DPS
  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 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure generic #26 21.05DPS
  27. 27 Flute FluteTier IVCharms enemies generic #27 19.46DPS
  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.