Knight official art

Base game character · Brotato 1.1.15.4

Knight

Unlock: Win a run in Danger 4

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 13. 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

Armor
+3

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 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 13 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.

“Other-weapon DPS” on a row: that family writes a stat into your player stats when it is equipped, and every weapon you carry afterwards reads the same stat block. The figure counts how many of the 12 other ranked families in this pool compute a different DPS while it is carried, then names the largest single change. It is measured in this opening context — one equipped weapon, each family at its own pool-record tier — so it is a separate figure from the same weapon’s cue in the across-run ranking below, which assumes a different loadout.

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 Knight’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 Fist FistTier II · Melee 30.40DPS
  2. 2 Hammer HammerTier II · MeleeKnockback 29.99DPS
  3. 3 Knife KnifeTier II · Melee 29.87DPS
  4. 4 Sword SwordTier II · Melee 28.95DPS
  5. 5 Rock RockTier II · Melee Other-weapon DPS: 12 of 12 starting-pool families higher · largest change +50.0% 27.41DPS
  6. 6 Vorpal Sword Vorpal SwordTier II · MeleeInstant-kill chance — not in this figure 24.03DPS
  7. 7 Spear SpearTier II · Melee 22.78DPS
  8. 8 Jousting Lance Jousting LanceTier II · MeleeDeclares a stat this figure ignores 19.21DPS
  9. 9 Plank PlankTier II · MeleeExplosion damage — not in this figure 17.11DPS
  10. 10 Scissors ScissorsTier II · Melee 16.29DPS
Show 3 more entries (13 ranked from 13 pool families)
  1. 11 Cacti Club Cacti ClubTier II · MeleeExtra projectiles on hit — not in this figure 16.29DPS
  2. 12 Quarterstaff QuarterstaffTier II · Melee 14.57DPS
  3. 13 Torch TorchTier II · MeleeBurning damage — not in this figure 3.86DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • −50% gain to Attack Speed (×0.5)
  • −80% gain to Harvesting (×0.2)

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

Weapon rules

  • Ranged weapons filtered from offers and cannot be bought
  • Shop weapons Tier 2 or higher

Other declared mechanics

  • ConfirmedLinked Melee Damage = truncate toward zero (2 × Armor / 1); uses all resolved sources This effect is resolved into the character stat block the ranking is computed from.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Armor 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 Knight

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.

  • Blood Donation — included through Harvesting
  • Crown — included through Harvesting
  • Fertilizer — included through Harvesting
  • Lens — included through Ranged Damage
  • Seashell — listed directly in the character filter
  • Tractor — included through Harvesting

Showing 6 of 7 filtered items.

Resolved direct-stat change: +50% or more

  • Baby Squid — +50% normalized signed change (Attack Speed −3 resolves ×0.5)
  • Small Fish — +50% normalized signed change (Attack Speed −3 resolves ×0.5)
  • Stone Skin — +50% normalized signed change (Attack Speed −6 resolves ×0.5)
  • Will-o’-Wisp — +50% normalized signed change (Attack Speed −7 resolves ×0.5)

Resolved direct-stat change: −50% or less

  • Blood Donation — −80% normalized signed change (Harvesting +40 resolves ×0.2)
  • Starfish — −80% normalized signed change (Harvesting +10 resolves ×0.2)
  • White Flag — −80% normalized signed change (Harvesting +5 resolves ×0.2)
  • Wheelbarrow — −75.3% normalized signed change (Harvesting +16 resolves ×0.2)
  • Fertilizer — −71.1% normalized signed change (Harvesting +8 resolves ×0.2)
  • Tractor — −66.7% normalized signed change (Harvesting +40 resolves ×0.2)

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. 28 weapons change position versus the generic order.

Reading the Knight-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 Knight 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 Knight’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 +2 Melee Damage per Armor resolves to +6 Melee Damage at this ranking’s stat baseline, and every figure below includes it.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 393.73DPS
  2. 2 Scythe ScytheTier IV generic #2 219.75DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 142.69DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 142.69DPS
  5. 5 Fist FistTier IV generic #5 116.14DPS
  6. 6 War Hammer War HammerTier IV generic #6 110.48DPS
  7. 7 Knife KnifeTier IV ↑ 5generic #12 91.88DPS
  8. 8 Brick BrickTier IV ↓ 1generic #7 91.74DPS
  9. 9 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 47 of 47 usable families lower · largest change −7.5% ↓ 1generic #8 91.54DPS
  10. 10 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure generic #10 90.74DPS
  11. 11 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↓ 2generic #9 90.58DPS
  12. 12 Hammer HammerTier IVKnockback ↓ 1generic #11 89.73DPS
  13. 13 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure generic #13 81.67DPS
  14. 14 Hatchet HatchetTier IV generic #14 80.54DPS
  15. 15 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure generic #15 78.83DPS
  16. 16 Sword SwordTier IV generic #16 71.28DPS
  17. 17 Anchor AnchorTier IV generic #17 66.82DPS
  18. 18 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure ↑ 1generic #19 63.51DPS
  19. 19 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 1generic #18 62.61DPS
  20. 20 Claw ClawTier IV ↑ 1generic #21 61.69DPS
  21. 21 Thief Dagger Thief DaggerTier IV ↓ 1generic #20 61.41DPS
  22. 22 Drill DrillTier IVBuilds up during the wave — not in this figure ↑ 6generic #28 60.59DPS
  23. 23 Circular Saw Circular SawTier IV ↑ 1generic #24 58.81DPS
  24. 24 Rock RockTier IV Other-weapon DPS: 47 of 47 usable families higher · largest change +57.1% ↓ 2generic #22 58.53DPS
  25. 25 Spear SpearTier IV ↓ 2generic #23 53.36DPS
  26. 26 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure ↓ 1generic #25 49.83DPS
  27. 27 Chopper ChopperTier IV ↓ 1generic #26 48.33DPS
  28. 28 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↑ 1generic #29 44.49DPS
  29. 29 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 2generic #27 40.91DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 37.96DPS
  31. 31 Pruner PrunerTier IV ↑ 3generic #34 37.11DPS
  32. 32 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure ↓ 1generic #31 36.43DPS
  33. 33 Spiky Shield Spiky ShieldTier IV ↑ 2generic #35 35.52DPS
  34. 34 Plank PlankTier IVExplosion damage — not in this figure ↓ 1generic #33 35.09DPS
  35. 35 Scissors ScissorsTier IV ↑ 1generic #36 34.70DPS
  36. 36 Spoon SpoonTier IV ↓ 4generic #32 34.54DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 31.29DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 28.62DPS
  39. 39 Sickle SickleTier IV generic #39 26.97DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 25.89DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 24.40DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 21.95DPS
  43. 43 Wrench WrenchTier IVSpawns a turret — not in this figure generic #43 20.77DPS
  44. 44 Brass Knuckles Brass KnucklesTier II ↑ 2generic #46 17.27DPS
  45. 45 Lute LuteTier IVEnemies take more damage — not in this figure ↓ 1generic #44 16.79DPS
  46. 46 Stick StickTier IV ↓ 1generic #45 16.67DPS
  47. 47 Torch TorchTier IVBurning damage — not in this figure ↑ 1generic #48 8.39DPS
  48. 48 Hand HandTier IV Other-weapon DPS: Sickle +10.5% ↓ 1generic #47 5.48DPS

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.