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 Tier I records in the starting pool with one weapon equipped. “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.
None of the 13 starting-pool records is Tier I; no Tier I values are substituted for later-tier entries.
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. 7 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.
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.
ExcaliburTier IV
—generic #1
373.37DPS
ScytheTier IV
—generic #2
211.30DPS
Flaming Brass KnucklesTier IV
—generic #3
132.74DPS
Power FistTier IV
—generic #4
132.74DPS
FistTier IV
—generic #5
106.19DPS
War HammerTier IV
—generic #6
104.23DPS
BrickTier IV
—generic #7
87.37DPS
MaceTier IV
—generic #8
86.36DPS
Captain’s SwordTier IV
—generic #9
83.29DPS
Plasma SledgeTier IV
—generic #10
82.49DPS
HammerTier IV
—generic #11
81.57DPS
KnifeTier IV
—generic #12
79.21DPS
DEX-troyerTier IV
—generic #13
77.04DPS
HatchetTier IV
—generic #14
71.06DPS
Thunder SwordTier IV
—generic #15
70.38DPS
SwordTier IV
—generic #16
65.26DPS
AnchorTier IV
—generic #17
61.76DPS
TridentTier IV
—generic #18
58.24DPS
Vorpal SwordTier IV
—generic #19
57.26DPS
Thief DaggerTier IV
—generic #20
55.82DPS
ClawTier IV
—generic #21
55.28DPS
RockTier IV
—generic #22
53.91DPS
SpearTier IV
—generic #23
48.51DPS
Circular SawTier IV
—generic #24
47.43DPS
Cacti ClubTier IV
—generic #25
45.30DPS
ChopperTier IV
—generic #26
44.30DPS
Jousting LanceTier IV
—generic #27
38.59DPS
DrillTier IV
—generic #28
37.87DPS
Spiky ShieldTier IV
↑ 6generic #35
35.52DPS
ChainsawTier IV
↓ 1generic #29
34.22DPS
QuarterstaffTier IV
↓ 1generic #30
31.64DPS
ScrewdriverTier IV
↓ 1generic #31
31.53DPS
SpoonTier IV
↓ 1generic #32
31.19DPS
PlankTier IV
↓ 1generic #33
30.08DPS
PrunerTier IV
↓ 1generic #34
29.92DPS
ScissorsTier IV
—generic #36
28.92DPS
Ghost AxeTier IV
—generic #37
27.21DPS
Hiking PoleTier IV
—generic #38
26.01DPS
SickleTier IV
—generic #39
21.29DPS
Lightning ShivTier IV
—generic #40
20.44DPS
Ghost FlintTier IV
—generic #41
18.77DPS
Sharp ToothTier IV
—generic #42
18.35DPS
WrenchTier IV
—generic #43
16.62DPS
LuteTier IV
—generic #44
14.13DPS
StickTier IV
—generic #45
11.11DPS
Brass KnucklesTier II
—generic #46
10.79DPS
HandTier IV
—generic #47
1.38DPS
TorchTier IV
—generic #48
1.20DPS
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.