King official art

Base game character · Brotato 1.1.15.4

King

Unlock: Get 3 tier IV weapons at once

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 21. 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

Luck
+50
No full wave-one stat vector is published.

It changes with the loadout: Linked Max HP depends on common item; Linked Max HP depends on legendary item; Tier i weapon effects depends on equipment; Tier iv 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

Starting-pool DPS at Tier II

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 21 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 King’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 Sword SwordTier II · Melee 24.12DPS
  3. 3 SMG SMGTier II · Ranged 24.12DPS
  4. 4 Knife KnifeTier II · Melee 22.84DPS
  5. 5 Fist FistTier II · Melee 22.11DPS
  6. 6 Pistol PistolTier II · Ranged 20.60DPS
  7. 7 Double Barrel Shotgun Double Barrel ShotgunTier II · Ranged 19.26DPS
  8. 8 Vorpal Sword Vorpal SwordTier II · MeleeInstant-kill chance — not in this figure 18.49DPS
  9. 9 Spear SpearTier II · Melee 18.37DPS
  10. 10 Rocket Launcher Rocket LauncherTier II · RangedExplosion damage — not in this figure 17.32DPS
Show 11 more entries (21 ranked from 21 pool families)
  1. 11 Jousting Lance Jousting LanceTier II · MeleeDeclares a stat this figure ignores 17.15DPS
  2. 12 Hatchet HatchetTier II · Melee 16.98DPS
  3. 13 Taser TaserTier II · RangedSlow zone 15.18DPS
  4. 14 Circular Saw Circular SawTier II · Melee 14.57DPS
  5. 15 Plank PlankTier II · MeleeExplosion damage — not in this figure 13.50DPS
  6. 16 Crossbow CrossbowTier II · RangedPierces or bounces on crit — not in this figure 13.37DPS
  7. 17 Spiky Shield Spiky ShieldTier II · Melee 13.31DPS
  8. 18 Ghost Axe Ghost AxeTier II · Melee 11.14DPS
  9. 19 Lightning Shiv Lightning ShivTier II · MeleeExtra projectiles on hit — not in this figure 6.86DPS
  10. 20 Fireball FireballTier II · RangedBurning damage — not in this figureExplosion damage — not in this figure 4.56DPS
  11. 21 Torch TorchTier II · MeleeBurning damage — not in this figure 0.96DPS

Character-specific facts

Mechanics used or stated

Other declared mechanics

  • DeclaredPer Tier IV weapon: Damage +25 This effect is resolved into the character stat block the ranking is computed from.
  • DeclaredPer Tier IV weapon: Attack Speed +25 This effect is resolved into the character stat block the ranking is computed from.
  • ConfirmedLinked Max HP = truncate toward zero (5 × legendary item / 1); uses all resolved sources
  • DeclaredPer Tier I weapon: Damage -15 This effect is resolved into the character stat block the ranking is computed from.
  • DeclaredPer Tier I weapon: Attack Speed -15 This effect is resolved into the character stat block the ranking is computed from.
  • ConfirmedLinked Max HP = truncate toward zero (-2 × common item / 1); uses all resolved sources

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 King-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 King 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 King’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 listed candidate contributes one Tier IV counter when ranked at Tier IV; the other five weapons are assumed Tier II or III. No Tier I counter is active.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 602.95DPS
  2. 2 Scythe ScytheTier IV generic #2 337.33DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 211.52DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 211.52DPS
  5. 5 Fist FistTier IV generic #5 169.21DPS
  6. 6 War Hammer War HammerTier IV generic #6 164.11DPS
  7. 7 Brick BrickTier IV generic #7 138.81DPS
  8. 8 Hatchet HatchetTier IV ↑ 6generic #14 133.22DPS
  9. 9 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure generic #9 131.84DPS
  10. 10 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure generic #10 130.93DPS
  11. 11 Hammer HammerTier IVKnockback generic #11 129.09DPS
  12. 12 Knife KnifeTier IV generic #12 128.42DPS
  13. 13 Claw ClawTier IV ↑ 8generic #21 115.76DPS
  14. 14 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↓ 1generic #13 114.37DPS
  15. 15 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure generic #15 110.91DPS
  16. 16 Sword SwordTier IV generic #16 104.34DPS
  17. 17 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 78 of 78 usable families lower · largest change −17.0% ↓ 9generic #8 103.42DPS
  18. 18 Anchor AnchorTier IV ↓ 1generic #17 97.43DPS
  19. 19 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure generic #19 90.97DPS
  20. 20 Thief Dagger Thief DaggerTier IV generic #20 90.92DPS
  21. 21 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 3generic #18 90.63DPS
  22. 22 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +13.2% generic #22 86.33DPS
  23. 23 Circular Saw Circular SawTier IV ↑ 1generic #24 74.42DPS
  24. 24 Spear SpearTier IV ↓ 1generic #23 74.19DPS
  25. 25 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure generic #25 71.56DPS
  26. 26 Chopper ChopperTier IV generic #26 70.71DPS
  27. 27 Drill DrillTier IVBuilds up during the wave — not in this figure ↑ 1generic #28 65.03DPS
  28. 28 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 1generic #27 61.08DPS
  29. 29 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure generic #29 53.29DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 50.98DPS
  31. 31 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure generic #31 50.77DPS
  32. 32 Spoon SpoonTier IV generic #32 49.44DPS
  33. 33 Plank PlankTier IVExplosion damage — not in this figure generic #33 48.61DPS
  34. 34 Spiky Shield Spiky ShieldTier IV ↑ 1generic #35 47.53DPS
  35. 35 Pruner PrunerTier IV ↓ 1generic #34 47.44DPS
  36. 36 Scissors ScissorsTier IV generic #36 46.90DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 43.05DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 40.75DPS
  39. 39 Lute LuteTier IVEnemies take more damage — not in this figure ↑ 5generic #44 37.31DPS
  40. 40 Sickle SickleTier IV ↓ 1generic #39 34.92DPS
  41. 41 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure ↓ 1generic #40 33.61DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 29.52DPS
  43. 43 Ghost Flint Ghost FlintTier IV ↓ 2generic #41 29.50DPS
  44. 44 Wrench WrenchTier IVSpawns a turret — not in this figure ↓ 1generic #43 26.38DPS
  45. 45 Stick StickTier IV generic #45 16.87DPS
  46. 46 Brass Knuckles Brass KnucklesTier II generic #46 10.79DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +36.8% generic #47 1.78DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.55DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 202.60DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 199.10DPS
  3. 3 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure generic #3 124.52DPS
  4. 4 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit ↑ 1generic #5 119.41DPS
  5. 5 Icicle IcicleTier IV ↓ 1generic #4 115.07DPS
  6. 6 Pistol PistolTier IV generic #6 113.58DPS
  7. 7 Revolver RevolverTier IV generic #7 110.29DPS
  8. 8 Taser TaserTier IVSlow zone ↑ 1generic #9 97.58DPS
  9. 9 Laser Gun Laser GunTier IV ↓ 1generic #8 97.54DPS
  10. 10 Medical Gun Medical GunTier IV generic #10 96.25DPS
  11. 11 Chain Gun Chain GunTier IV ↑ 1generic #12 95.08DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↓ 1generic #11 91.21DPS
  13. 13 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure generic #13 83.33DPS
  14. 14 SMG SMGTier IV ↑ 1generic #15 80.40DPS
  15. 15 Minigun MinigunTier IV ↓ 1generic #14 80.26DPS
  16. 16 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure generic #16 73.43DPS
  17. 17 Double Barrel Shotgun Double Barrel ShotgunTier IV generic #17 70.81DPS
  18. 18 Potato Thrower Potato ThrowerTier IV generic #18 63.06DPS
  19. 19 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure generic #19 60.07DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 58.56DPS
  21. 21 Flute FluteTier IVCharms enemies ↑ 6generic #27 52.96DPS
  22. 22 Harpoon Gun Harpoon GunTier IVSlow zone ↓ 1generic #21 46.30DPS
  23. 23 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure generic #23 39.76DPS
  24. 24 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure ↓ 2generic #22 38.63DPS
  25. 25 Shredder ShredderTier IVExplosion damage — not in this figure ↓ 1generic #24 38.01DPS
  26. 26 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure ↓ 1generic #25 36.62DPS
  27. 27 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure ↓ 1generic #26 32.89DPS
  28. 28 Slingshot SlingshotTier IV generic #28 29.48DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 22.11DPS
  30. 30 Flamethrower FlamethrowerTier IVBurning damage — not in this figure generic #30 12.99DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 2.17DPS

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.