Weapon rules
- Ranged weapons filtered from offers and cannot be bought
Base game character · Brotato 1.1.15.4
Unlock: Kill 20000 enemies
Two separate computed views
“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
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.
Relative to defaults
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
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 with one weapon equipped, at the tier that family’s own starting-pool record declares.
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 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, 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.
FistTier I · Melee
15.93DPS
KnifeTier I · Melee
15.88DPS
Jousting LanceTier I · MeleeDeclares a stat this figure ignores
12.75DPS
SpearTier I · Melee
12.23DPS
HatchetTier I · Melee
11.60DPS
Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure
10.44DPS
PlankTier I · MeleeExplosion damage — not in this figure
9.77DPS
Ghost AxeTier I · Melee
8.94DPS
Thief DaggerTier I · Melee
8.70DPS
Ghost FlintTier I · Melee
8.14DPS
QuarterstaffTier I · Melee
7.62DPS
Lightning ShivTier I · MeleeExtra projectiles on hit — not in this figure
6.59DPS
Sharp ToothTier I · Melee
5.67DPS
ClawTier I · Melee
5.36DPS
TorchTier I · MeleeBurning damage — not in this figure
2.47DPS
Character-specific facts
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
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.
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.
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.
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. 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.
“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 47 other families Gladiator 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.
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.
ExcaliburTier IV
—generic #1
680.73DPS
ScytheTier IV
—generic #2
370.55DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
246.72DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
246.72DPS
ClawTier IV
↑ 16generic #21
202.88DPS
FistTier IV
↓ 1generic #5
200.28DPS
HatchetTier IV
↑ 7generic #14
197.94DPS
War HammerTier IV
↓ 2generic #6
197.93DPS
KnifeTier IV
↑ 3generic #12
172.79DPS
BrickTier IV
↓ 3generic #7
161.73DPS
HammerTier IVKnockback
—generic #11
160.03DPS
Plasma SledgeTier IVExplosion damage — not in this figure
↓ 2generic #10
160.03DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
↓ 4generic #9
160.02DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
↑ 1generic #15
134.73DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
↓ 2generic #13
132.80DPS
SwordTier IV
—generic #16
126.07DPS
AnchorTier IV
—generic #17
119.00DPS
Thief DaggerTier IV
↑ 2generic #20
111.65DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
—generic #19
111.64DPS
RockTier IV
Other-weapon DPS: 4 of 47 usable families higher · largest change +13.3%
↑ 2generic #22
104.37DPS
DrillTier IVBuilds up during the wave — not in this figure
↑ 7generic #28
104.34DPS
TridentTier IVBonus vs healthy targets — not in this figure
↓ 4generic #18
101.69DPS
Circular SawTier IV
↑ 1generic #24
97.98DPS
SpearTier IV
↓ 1generic #23
84.86DPS
ChopperTier IV
↑ 1generic #26
84.41DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
↓ 1generic #25
82.63DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
↑ 2generic #29
70.06DPS
Jousting LanceTier IVDeclares a stat this figure ignores
↓ 1generic #27
67.16DPS
QuarterstaffTier IV
↑ 1generic #30
66.75DPS
PrunerTier IV
↑ 4generic #34
65.72DPS
ScrewdriverTier IVSpawns structures — not in this figure
—generic #31
63.98DPS
PlankTier IVExplosion damage — not in this figure
↑ 1generic #33
63.91DPS
ScissorsTier IV
↑ 3generic #36
63.30DPS
SpoonTier IV
↓ 2generic #32
60.17DPS
Ghost AxeTier IV
↑ 2generic #37
54.41DPS
Spiky ShieldTier IV
↓ 1generic #35
52.86DPS
SickleTier IV
↑ 2generic #39
51.48DPS
Hiking PoleTier IV
—generic #38
47.83DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
↑ 1generic #40
47.73DPS
Ghost FlintTier IV
↑ 1generic #41
41.08DPS
Sharp ToothTier IV
↑ 1generic #42
37.49DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 47 of 47 usable families lower · largest change −10.5%
↓ 34generic #8
37.25DPS
WrenchTier IVSpawns a turret — not in this figure
—generic #43
35.96DPS
Brass KnucklesTier II
↑ 2generic #46
29.63DPS
StickTier IV
—generic #45
27.67DPS
LuteTier IVEnemies take more damage — not in this figure
↓ 2generic #44
16.78DPS
TorchTier IVBurning damage — not in this figure
↑ 1generic #48
13.07DPS
HandTier IV
Other-weapon DPS: Sickle +31.6%
↓ 1generic #47
7.53DPS
Ranged weapons are filtered from offers and cannot be bought.
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.