Gladiator official art

Base game character · Brotato 1.1.15.4

Gladiator

Unlock: Kill 20000 enemies

Two separate computed views

Opening pool and across-run DPS

“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

Starting choices and grants

Choose one unlocked entry from a normalized maximum pool of 15. 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

Melee Damage
+5
% Attack Speed
−40
Luck
−30
No full wave-one stat vector is published.

It changes with the loadout: Unique weapon effects depends on equipment. The ranking below uses only the fixed base deltas and its stated comparison context.

Your opening pick · pool-limited view

Tier I 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 15 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.

How the opening-pool ranking is computed

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 Gladiator’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.

  1. 1 Fist FistTier I · Melee 15.93DPS
  2. 2 Knife KnifeTier I · Melee 15.88DPS
  3. 3 Jousting Lance Jousting LanceTier I · Melee 12.75DPS
  4. 4 Spear SpearTier I · Melee 12.23DPS
  5. 5 Hatchet HatchetTier I · Melee 11.60DPS
  6. 6 Cacti Club Cacti ClubTier I · Melee 10.44DPS
  7. 7 Plank PlankTier I · Melee 9.77DPS
  8. 8 Ghost Axe Ghost AxeTier I · Melee 8.94DPS
  9. 9 Thief Dagger Thief DaggerTier I · Melee 8.70DPS
  10. 10 Ghost Flint Ghost FlintTier I · Melee 8.14DPS
Show 5 more Tier I entries (15 ranked from 15 pool families)
  1. 11 Quarterstaff QuarterstaffTier I · Melee 7.62DPS
  2. 12 Lightning Shiv Lightning ShivTier I · Melee 6.59DPS
  3. 13 Sharp Tooth Sharp ToothTier I · Melee 5.67DPS
  4. 14 Claw ClawTier I · Melee 5.36DPS
  5. 15 Torch TorchTier I · Melee 2.47DPS

Character-specific facts

Mechanics used or stated

Weapon rules

  • Ranged weapons filtered from offers and cannot be bought

Other declared mechanics

  • DeclaredPer unique weapon family: Attack Speed +20 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 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.

Items

Item groups

Same item computation, read by character

Measured item outliers for Gladiator

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
  • Seashell — listed directly in the character filter

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. 36 weapons change position versus the generic order.

Reading the Gladiator-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.

How this ranking is computed

Default 10 Max HP and zero other default combat stats; no bonus stats beyond Gladiator’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.

Six distinct weapon families make the declared +20 Attack Speed per unique family contribute +120 Attack Speed.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 680.73DPS
  2. 2 Scythe ScytheTier IV generic #2 370.55DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IV generic #3 246.72DPS
  4. 4 Power Fist Power FistTier IV generic #4 246.72DPS
  5. 5 Claw ClawTier IV ↑ 16generic #21 202.88DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 200.28DPS
  7. 7 Hatchet HatchetTier IV ↑ 7generic #14 197.94DPS
  8. 8 War Hammer War HammerTier IV ↓ 2generic #6 197.93DPS
  9. 9 Knife KnifeTier IV ↑ 3generic #12 172.79DPS
  10. 10 Brick BrickTier IV ↓ 3generic #7 161.73DPS
  11. 11 Hammer HammerTier IV generic #11 160.03DPS
  12. 12 Plasma Sledge Plasma SledgeTier IV ↓ 2generic #10 160.03DPS
  13. 13 Captain’s Sword Captain’s SwordTier IV ↓ 4generic #9 160.02DPS
  14. 14 Thunder Sword Thunder SwordTier IV ↑ 1generic #15 134.73DPS
  15. 15 DEX-troyer DEX-troyerTier IV ↓ 2generic #13 132.80DPS
  16. 16 Sword SwordTier IV generic #16 126.07DPS
  17. 17 Anchor AnchorTier IV generic #17 119.00DPS
  18. 18 Thief Dagger Thief DaggerTier IV ↑ 2generic #20 111.65DPS
  19. 19 Vorpal Sword Vorpal SwordTier IV generic #19 111.64DPS
  20. 20 Rock RockTier IV ↑ 2generic #22 104.37DPS
  21. 21 Drill DrillTier IV ↑ 7generic #28 104.34DPS
  22. 22 Trident TridentTier IV ↓ 4generic #18 101.69DPS
  23. 23 Circular Saw Circular SawTier IV ↑ 1generic #24 97.98DPS
  24. 24 Spear SpearTier IV ↓ 1generic #23 84.86DPS
  25. 25 Chopper ChopperTier IV ↑ 1generic #26 84.41DPS
  26. 26 Cacti Club Cacti ClubTier IV ↓ 1generic #25 82.63DPS
  27. 27 Chainsaw ChainsawTier IV ↑ 2generic #29 70.06DPS
  28. 28 Jousting Lance Jousting LanceTier IV ↓ 1generic #27 67.16DPS
  29. 29 Quarterstaff QuarterstaffTier IV ↑ 1generic #30 66.75DPS
  30. 30 Pruner PrunerTier IV ↑ 4generic #34 65.72DPS
  31. 31 Screwdriver ScrewdriverTier IV generic #31 63.98DPS
  32. 32 Plank PlankTier IV ↑ 1generic #33 63.91DPS
  33. 33 Scissors ScissorsTier IV ↑ 3generic #36 63.30DPS
  34. 34 Spoon SpoonTier IV ↓ 2generic #32 60.17DPS
  35. 35 Ghost Axe Ghost AxeTier IV ↑ 2generic #37 54.41DPS
  36. 36 Spiky Shield Spiky ShieldTier IV ↓ 1generic #35 52.86DPS
  37. 37 Sickle SickleTier IV ↑ 2generic #39 51.48DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 47.83DPS
  39. 39 Lightning Shiv Lightning ShivTier IV ↑ 1generic #40 47.73DPS
  40. 40 Ghost Flint Ghost FlintTier IV ↑ 1generic #41 41.08DPS
  41. 41 Sharp Tooth Sharp ToothTier IV ↑ 1generic #42 37.49DPS
  42. 42 Mace MaceTier IV ↓ 34generic #8 37.25DPS
  43. 43 Wrench WrenchTier IV generic #43 35.96DPS
  44. 44 Brass Knuckles Brass KnucklesTier II ↑ 2generic #46 29.63DPS
  45. 45 Stick StickTier IV generic #45 27.67DPS
  46. 46 Lute LuteTier IV ↓ 2generic #44 16.78DPS
  47. 47 Torch TorchTier IV ↑ 1generic #48 13.07DPS
  48. 48 Hand HandTier IV ↓ 1generic #47 7.53DPS

Ranged weapons

Ranged weapons are filtered from offers and cannot be bought.

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.