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.
Base game character · Brotato 1.1.15.4
Unlock: Win a run in Danger 4
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 13. 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 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.
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.
FistTier II · Melee
30.40DPS
HammerTier II · MeleeKnockback
29.99DPS
KnifeTier II · Melee
29.87DPS
SwordTier II · Melee
28.95DPS
RockTier II · Melee
Other-weapon DPS: 12 of 12 starting-pool families higher · largest change +50.0%
27.41DPS
Vorpal SwordTier II · MeleeInstant-kill chance — not in this figure
24.03DPS
SpearTier II · Melee
22.78DPS
Jousting LanceTier II · MeleeDeclares a stat this figure ignores
19.21DPS
PlankTier II · MeleeExplosion damage — not in this figure
17.11DPS
ScissorsTier II · Melee
16.29DPS
Cacti ClubTier II · MeleeExtra projectiles on hit — not in this figure
16.29DPS
QuarterstaffTier II · Melee
14.57DPS
TorchTier II · MeleeBurning damage — not in this figure
3.86DPS
Character-specific facts
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
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
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 6 of 7 filtered items.
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. 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.
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.
ExcaliburTier IV
—generic #1
393.73DPS
ScytheTier IV
—generic #2
219.75DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
142.69DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
142.69DPS
FistTier IV
—generic #5
116.14DPS
War HammerTier IV
—generic #6
110.48DPS
KnifeTier IV
↑ 5generic #12
91.88DPS
BrickTier IV
↓ 1generic #7
91.74DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 47 of 47 usable families lower · largest change −7.5%
↓ 1generic #8
91.54DPS
Plasma SledgeTier IVExplosion damage — not in this figure
—generic #10
90.74DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
↓ 2generic #9
90.58DPS
HammerTier IVKnockback
↓ 1generic #11
89.73DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
—generic #13
81.67DPS
HatchetTier IV
—generic #14
80.54DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
—generic #15
78.83DPS
SwordTier IV
—generic #16
71.28DPS
AnchorTier IV
—generic #17
66.82DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
↑ 1generic #19
63.51DPS
TridentTier IVBonus vs healthy targets — not in this figure
↓ 1generic #18
62.61DPS
ClawTier IV
↑ 1generic #21
61.69DPS
Thief DaggerTier IV
↓ 1generic #20
61.41DPS
DrillTier IVBuilds up during the wave — not in this figure
↑ 6generic #28
60.59DPS
Circular SawTier IV
↑ 1generic #24
58.81DPS
RockTier IV
Other-weapon DPS: 47 of 47 usable families higher · largest change +57.1%
↓ 2generic #22
58.53DPS
SpearTier IV
↓ 2generic #23
53.36DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
↓ 1generic #25
49.83DPS
ChopperTier IV
↓ 1generic #26
48.33DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
↑ 1generic #29
44.49DPS
Jousting LanceTier IVDeclares a stat this figure ignores
↓ 2generic #27
40.91DPS
QuarterstaffTier IV
—generic #30
37.96DPS
PrunerTier IV
↑ 3generic #34
37.11DPS
ScrewdriverTier IVSpawns structures — not in this figure
↓ 1generic #31
36.43DPS
Spiky ShieldTier IV
↑ 2generic #35
35.52DPS
PlankTier IVExplosion damage — not in this figure
↓ 1generic #33
35.09DPS
ScissorsTier IV
↑ 1generic #36
34.70DPS
SpoonTier IV
↓ 4generic #32
34.54DPS
Ghost AxeTier IV
—generic #37
31.29DPS
Hiking PoleTier IV
—generic #38
28.62DPS
SickleTier IV
—generic #39
26.97DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
25.89DPS
Ghost FlintTier IV
—generic #41
24.40DPS
Sharp ToothTier IV
—generic #42
21.95DPS
WrenchTier IVSpawns a turret — not in this figure
—generic #43
20.77DPS
Brass KnucklesTier II
↑ 2generic #46
17.27DPS
LuteTier IVEnemies take more damage — not in this figure
↓ 1generic #44
16.79DPS
StickTier IV
↓ 1generic #45
16.67DPS
TorchTier IVBurning damage — not in this figure
↑ 1generic #48
8.39DPS
HandTier IV
Other-weapon DPS: Sickle +10.5%
↓ 1generic #47
5.48DPS
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.