Hunter official art

Base game character · Brotato 1.1.15.4

Hunter

Unlock: Reach 300 Range

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 12. 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

Range
+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 12 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 Hunter’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 Crossbow CrossbowTier I · RangedPierces or bounces on crit — not in this figure 22.32DPS
  2. 2 Knife KnifeTier I · Melee 13.30DPS
  3. 3 Spear SpearTier I · Melee 11.48DPS
  4. 4 Icicle IcicleTier I · Ranged 11.18DPS
  5. 5 Shuriken ShurikenTier I · RangedPierces or bounces on crit — not in this figure 10.85DPS
  6. 6 Cacti Club Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure 10.52DPS
  7. 7 Rail Gun Rail GunTier I · RangedBuilds up during the wave — not in this figure 10.48DPS
  8. 8 Screwdriver ScrewdriverTier I · MeleeSpawns structures — not in this figure 9.33DPS
  9. 9 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 9.04DPS
  10. 10 Claw ClawTier I · Melee 8.49DPS
Show 2 more entries (12 ranked from 12 pool families)
  1. 11 Thief Dagger Thief DaggerTier I · Melee 8.31DPS
  2. 12 Scissors ScissorsTier I · Melee 6.53DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +25% gain to Crit Chance (×1.25)
  • −100% gain to Harvesting (×0)
  • −33% gain to Max HP (×0.67)

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

Other declared mechanics

  • ConfirmedLinked Damage = truncate toward zero (1 × Range / 10); uses all resolved sources This effect is resolved into the character stat block the ranking is computed from.

Zero gain factors

Harvesting resolve to zero from permanent, temporary, and linked global sources.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Range, Crit Chance 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.

Item groups

Upgrade families

Same item computation, read by character

Measured item outliers for Hunter

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.

Resolved direct-stat change: +50% or more

  • Bat — +50% normalized signed change (Harvesting −2 resolves ×0)
  • Mouse — +50% normalized signed change (Harvesting −5 resolves ×0)

Resolved direct-stat change: −50% or less

  • Blood Donation — −100% normalized signed change (Harvesting +40 resolves ×0)
  • Starfish — −100% normalized signed change (Harvesting +10 resolves ×0)
  • White Flag — −100% normalized signed change (Harvesting +5 resolves ×0)
  • Wheelbarrow — −94.1% normalized signed change (Harvesting +16 resolves ×0)
  • Fertilizer — −88.9% normalized signed change (Harvesting +8 resolves ×0)
  • Tractor — −83.3% normalized signed change (Harvesting +40 resolves ×0)

Showing the 6 largest-magnitude changes of 8 items in this group.

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. 31 weapons change position versus the generic order.

Reading the Hunter-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 Hunter 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 Hunter’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.

The linked +1 % Damage per 10 Range resolves to +10 % Damage at this ranking’s stat baseline, and every figure below includes it.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 397.13DPS
  2. 2 Scythe ScytheTier IV generic #2 232.43DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 146.01DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 146.01DPS
  5. 5 Fist FistTier IV generic #5 116.14DPS
  6. 6 War Hammer War HammerTier IV generic #6 114.65DPS
  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 −15.0% generic #8 95.00DPS
  9. 9 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure generic #9 91.62DPS
  10. 10 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure generic #10 90.74DPS
  11. 11 Hammer HammerTier IVKnockback generic #11 89.73DPS
  12. 12 Knife KnifeTier IV generic #12 88.71DPS
  13. 13 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure generic #13 84.75DPS
  14. 14 Hatchet HatchetTier IV generic #14 78.96DPS
  15. 15 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure generic #15 77.89DPS
  16. 16 Sword SwordTier IV generic #16 72.28DPS
  17. 17 Anchor AnchorTier IV generic #17 67.95DPS
  18. 18 Trident TridentTier IVBonus vs healthy targets — not in this figure generic #18 64.06DPS
  19. 19 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure generic #19 63.51DPS
  20. 20 Claw ClawTier IV ↑ 1generic #21 61.69DPS
  21. 21 Thief Dagger Thief DaggerTier IV ↓ 1generic #20 61.41DPS
  22. 22 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +12.1% generic #22 59.39DPS
  23. 23 Spear SpearTier IV generic #23 53.36DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 53.12DPS
  25. 25 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure generic #25 49.83DPS
  26. 26 Hiking Pole Hiking PoleTier IV ↑ 12generic #38 47.69DPS
  27. 27 Chopper ChopperTier IV ↓ 1generic #26 46.98DPS
  28. 28 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 1generic #27 42.45DPS
  29. 29 Drill DrillTier IVBuilds up during the wave — not in this figure ↓ 1generic #28 42.19DPS
  30. 30 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↓ 1generic #29 37.65DPS
  31. 31 Quarterstaff QuarterstaffTier IV ↓ 1generic #30 34.82DPS
  32. 32 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure ↓ 1generic #31 34.69DPS
  33. 33 Pruner PrunerTier IV ↑ 1generic #34 33.51DPS
  34. 34 Spoon SpoonTier IV ↓ 2generic #32 33.42DPS
  35. 35 Plank PlankTier IVExplosion damage — not in this figure ↓ 2generic #33 33.08DPS
  36. 36 Spiky Shield Spiky ShieldTier IV ↓ 1generic #35 32.56DPS
  37. 37 Scissors ScissorsTier IV ↓ 1generic #36 31.81DPS
  38. 38 Ghost Axe Ghost AxeTier IV ↓ 1generic #37 29.93DPS
  39. 39 Sickle SickleTier IV generic #39 24.13DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 23.16DPS
  41. 41 Sharp Tooth Sharp ToothTier IV ↑ 1generic #42 20.79DPS
  42. 42 Ghost Flint Ghost FlintTier IV ↓ 1generic #41 20.64DPS
  43. 43 Wrench WrenchTier IVSpawns a turret — not in this figure generic #43 18.00DPS
  44. 44 Lute LuteTier IVEnemies take more damage — not in this figure generic #44 15.90DPS
  45. 45 Stick StickTier IV generic #45 12.05DPS
  46. 46 Brass Knuckles Brass KnucklesTier II generic #46 11.87DPS
  47. 47 Hand HandTier IV generic #47 1.38DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.20DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 155.29DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 140.16DPS
  3. 3 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure generic #3 87.66DPS
  4. 4 Icicle IcicleTier IV generic #4 86.96DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit generic #5 84.06DPS
  6. 6 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure ↑ 7generic #13 80.67DPS
  7. 7 Pistol PistolTier IV ↓ 1generic #6 79.33DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 73.16DPS
  9. 9 Laser Gun Laser GunTier IV ↓ 1generic #8 68.67DPS
  10. 10 Medical Gun Medical GunTier IV generic #10 65.37DPS
  11. 11 Taser TaserTier IVSlow zone ↓ 2generic #9 65.05DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↓ 1generic #11 64.21DPS
  13. 13 Minigun MinigunTier IV ↑ 1generic #14 59.81DPS
  14. 14 Chain Gun Chain GunTier IV ↓ 2generic #12 58.25DPS
  15. 15 SMG SMGTier IV generic #15 55.41DPS
  16. 16 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 1generic #17 51.50DPS
  17. 17 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure ↓ 1generic #16 51.20DPS
  18. 18 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure ↑ 5generic #23 42.84DPS
  19. 19 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure generic #19 42.60DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 40.79DPS
  21. 21 Potato Thrower Potato ThrowerTier IV ↓ 3generic #18 40.60DPS
  22. 22 Harpoon Gun Harpoon GunTier IVSlow zone ↓ 1generic #21 32.68DPS
  23. 23 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure ↓ 1generic #22 29.72DPS
  24. 24 Shredder ShredderTier IVExplosion damage — not in this figure generic #24 27.47DPS
  25. 25 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure generic #25 25.77DPS
  26. 26 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure generic #26 23.16DPS
  27. 27 Flute FluteTier IVCharms enemies generic #27 22.05DPS
  28. 28 Slingshot SlingshotTier IV generic #28 20.60DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 15.48DPS
  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.