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.
Base game character · Brotato 1.1.15.4
Unlock: Reach 300 Range
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 12. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
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
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.
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.
CrossbowTier I · RangedPierces or bounces on crit — not in this figure
22.32DPS
KnifeTier I · Melee
13.30DPS
SpearTier I · Melee
11.48DPS
IcicleTier I · Ranged
11.18DPS
ShurikenTier I · RangedPierces or bounces on crit — not in this figure
10.85DPS
Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure
10.52DPS
Rail GunTier I · RangedBuilds up during the wave — not in this figure
10.48DPS
ScrewdriverTier I · MeleeSpawns structures — not in this figure
9.33DPS
Double Barrel ShotgunTier I · Ranged
9.04DPS
ClawTier I · Melee
8.49DPS
Thief DaggerTier I · Melee
8.31DPS
ScissorsTier I · Melee
6.53DPS
Character-specific facts
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
Harvesting resolve to zero from permanent, temporary, and linked global sources.
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
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.
Showing the 6 largest-magnitude changes of 8 items in this group.
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. 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.
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.
ExcaliburTier IV
—generic #1
397.13DPS
ScytheTier IV
—generic #2
232.43DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
146.01DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
146.01DPS
FistTier IV
—generic #5
116.14DPS
War HammerTier IV
—generic #6
114.65DPS
BrickTier IV
—generic #7
96.11DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 72 of 78 usable families lower · largest change −15.0%
—generic #8
95.00DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
—generic #9
91.62DPS
Plasma SledgeTier IVExplosion damage — not in this figure
—generic #10
90.74DPS
HammerTier IVKnockback
—generic #11
89.73DPS
KnifeTier IV
—generic #12
88.71DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
—generic #13
84.75DPS
HatchetTier IV
—generic #14
78.96DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
—generic #15
77.89DPS
SwordTier IV
—generic #16
72.28DPS
AnchorTier IV
—generic #17
67.95DPS
TridentTier IVBonus vs healthy targets — not in this figure
—generic #18
64.06DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
—generic #19
63.51DPS
ClawTier IV
↑ 1generic #21
61.69DPS
Thief DaggerTier IV
↓ 1generic #20
61.41DPS
RockTier IV
Other-weapon DPS: 2 of 78 usable families higher · largest change +12.1%
—generic #22
59.39DPS
SpearTier IV
—generic #23
53.36DPS
Circular SawTier IV
—generic #24
53.12DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
—generic #25
49.83DPS
Hiking PoleTier IV
↑ 12generic #38
47.69DPS
ChopperTier IV
↓ 1generic #26
46.98DPS
Jousting LanceTier IVDeclares a stat this figure ignores
↓ 1generic #27
42.45DPS
DrillTier IVBuilds up during the wave — not in this figure
↓ 1generic #28
42.19DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
↓ 1generic #29
37.65DPS
QuarterstaffTier IV
↓ 1generic #30
34.82DPS
ScrewdriverTier IVSpawns structures — not in this figure
↓ 1generic #31
34.69DPS
PrunerTier IV
↑ 1generic #34
33.51DPS
SpoonTier IV
↓ 2generic #32
33.42DPS
PlankTier IVExplosion damage — not in this figure
↓ 2generic #33
33.08DPS
Spiky ShieldTier IV
↓ 1generic #35
32.56DPS
ScissorsTier IV
↓ 1generic #36
31.81DPS
Ghost AxeTier IV
↓ 1generic #37
29.93DPS
SickleTier IV
—generic #39
24.13DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
23.16DPS
Sharp ToothTier IV
↑ 1generic #42
20.79DPS
Ghost FlintTier IV
↓ 1generic #41
20.64DPS
WrenchTier IVSpawns a turret — not in this figure
—generic #43
18.00DPS
LuteTier IVEnemies take more damage — not in this figure
—generic #44
15.90DPS
StickTier IV
—generic #45
12.05DPS
Brass KnucklesTier II
—generic #46
11.87DPS
HandTier IV
—generic #47
1.38DPS
TorchTier IVBurning damage — not in this figure
—generic #48
1.20DPS
Gatling LaserTier IV
—generic #1
155.29DPS
ObliteratorTier IV
—generic #2
140.16DPS
Rocket LauncherTier IVExplosion damage — not in this figure
—generic #3
87.66DPS
IcicleTier IV
—generic #4
86.96DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
—generic #5
84.06DPS
Sniper GunTier IVExtra projectiles on hit — not in this figure
↑ 7generic #13
80.67DPS
PistolTier IV
↓ 1generic #6
79.33DPS
RevolverTier IV
↓ 1generic #7
73.16DPS
Laser GunTier IV
↓ 1generic #8
68.67DPS
Medical GunTier IV
—generic #10
65.37DPS
TaserTier IVSlow zone
↓ 2generic #9
65.05DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
↓ 1generic #11
64.21DPS
MinigunTier IV
↑ 1generic #14
59.81DPS
Chain GunTier IV
↓ 2generic #12
58.25DPS
SMGTier IV
—generic #15
55.41DPS
Double Barrel ShotgunTier IV
↑ 1generic #17
51.50DPS
Grenade LauncherTier IVExplosion damage — not in this figure
↓ 1generic #16
51.20DPS
CrossbowTier IVPierces or bounces on crit — not in this figure
↑ 5generic #23
42.84DPS
Rail GunTier IVBuilds up during the wave — not in this figure
—generic #19
42.60DPS
Ghost ScepterTier IV
—generic #20
40.79DPS
Potato ThrowerTier IV
↓ 3generic #18
40.60DPS
Harpoon GunTier IVSlow zone
↓ 1generic #21
32.68DPS
ShurikenTier IVPierces or bounces on crit — not in this figure
↓ 1generic #22
29.72DPS
ShredderTier IVExplosion damage — not in this figure
—generic #24
27.47DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
—generic #25
25.77DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
—generic #26
23.16DPS
FluteTier IVCharms enemies
—generic #27
22.05DPS
SlingshotTier IV
—generic #28
20.60DPS
BlunderbussTier IV
—generic #29
15.48DPS
FlamethrowerTier IVBurning damage — not in this figure
—generic #30
9.68DPS
WandTier IVBurning damage — not in this figure
—generic #31
1.74DPS
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.