Loud official art

Base game character · Brotato 1.1.15.4

Loud

Unlock: Kill 5000 enemies

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 24. 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

% Damage
+30

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 I

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 24 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 Loud’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 SMG SMGTier I · Ranged 24.12DPS
  2. 2 Jousting Lance Jousting LanceTier I · MeleeDeclares a stat this figure ignores 16.90DPS
  3. 3 Rock RockTier I · Melee 16.28DPS
  4. 4 Pistol PistolTier I · Ranged 14.67DPS
  5. 5 Hatchet HatchetTier I · Melee 13.55DPS
  6. 6 Spear SpearTier I · Melee 13.51DPS
  7. 7 Crossbow CrossbowTier I · RangedPierces or bounces on crit — not in this figure 13.32DPS
  8. 8 Icicle IcicleTier I · Ranged 13.21DPS
  9. 9 Shuriken ShurikenTier I · RangedPierces or bounces on crit — not in this figure 12.40DPS
  10. 10 Cacti Club Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure 12.38DPS
Show 14 more entries (24 ranked from 24 pool families)
  1. 11 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 12.06DPS
  2. 12 Pruner PrunerTier I · Melee 11.44DPS
  3. 13 Slingshot SlingshotTier I · Ranged 11.01DPS
  4. 14 Plank PlankTier I · MeleeExplosion damage — not in this figure 10.91DPS
  5. 15 Screwdriver ScrewdriverTier I · MeleeSpawns structures — not in this figure 10.36DPS
  6. 16 Claw ClawTier I · Melee 9.91DPS
  7. 17 Wrench WrenchTier I · MeleeSpawns a turret — not in this figure 9.67DPS
  8. 18 Ghost Axe Ghost AxeTier I · Melee 9.52DPS
  9. 19 Thief Dagger Thief DaggerTier I · Melee 9.50DPS
  10. 20 Quarterstaff QuarterstaffTier I · Melee 9.30DPS
  11. 21 Ghost Flint Ghost FlintTier I · Melee 6.60DPS
  12. 22 Shredder ShredderTier I · RangedExplosion damage — not in this figure 5.55DPS
  13. 23 Lightning Shiv Lightning ShivTier I · MeleeExtra projectiles on hit — not in this figure 4.12DPS
  14. 24 Torch TorchTier I · MeleeBurning damage — not in this figure 0.91DPS

Character-specific facts

Mechanics used or stated

Other declared mechanics

  • DeclaredNumber of enemies +50 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • DeclaredEach wave end: Harvesting -3 Bespoke trigger, stacking, or unit behavior is not used in the ranking.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged More Enemies when that filtered pool is non-empty.

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. 17 weapons change position versus the generic order.

Reading the Loud-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 Loud 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 Loud’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.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 485.38DPS
  2. 2 Scythe ScytheTier IV generic #2 274.69DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 172.56DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 172.56DPS
  5. 5 Fist FistTier IV generic #5 137.72DPS
  6. 6 War Hammer War HammerTier IV generic #6 135.50DPS
  7. 7 Brick BrickTier IV generic #7 113.58DPS
  8. 8 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −12.8% generic #8 112.27DPS
  9. 9 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure generic #9 108.28DPS
  10. 10 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure generic #10 107.23DPS
  11. 11 Hammer HammerTier IVKnockback generic #11 106.05DPS
  12. 12 Knife KnifeTier IV generic #12 104.56DPS
  13. 13 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure generic #13 100.16DPS
  14. 14 Hatchet HatchetTier IV generic #14 93.17DPS
  15. 15 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure generic #15 91.96DPS
  16. 16 Sword SwordTier IV generic #16 85.34DPS
  17. 17 Anchor AnchorTier IV generic #17 80.30DPS
  18. 18 Trident TridentTier IVBonus vs healthy targets — not in this figure generic #18 75.71DPS
  19. 19 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure generic #19 74.96DPS
  20. 20 Claw ClawTier IV ↑ 1generic #21 72.91DPS
  21. 21 Thief Dagger Thief DaggerTier IV ↓ 1generic #20 72.57DPS
  22. 22 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +12.8% generic #22 70.17DPS
  23. 23 Spear SpearTier IV generic #23 63.06DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 62.61DPS
  25. 25 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure generic #25 58.89DPS
  26. 26 Chopper ChopperTier IV generic #26 57.72DPS
  27. 27 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores generic #27 50.17DPS
  28. 28 Drill DrillTier IVBuilds up during the wave — not in this figure generic #28 49.77DPS
  29. 29 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure generic #29 44.49DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 41.14DPS
  31. 31 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure generic #31 40.99DPS
  32. 32 Spoon SpoonTier IV generic #32 40.11DPS
  33. 33 Pruner PrunerTier IV ↑ 1generic #34 39.50DPS
  34. 34 Plank PlankTier IVExplosion damage — not in this figure ↓ 1generic #33 39.10DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 38.48DPS
  36. 36 Scissors ScissorsTier IV generic #36 37.60DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 35.37DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 33.82DPS
  39. 39 Sickle SickleTier IV generic #39 28.39DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 27.25DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 24.40DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 24.38DPS
  43. 43 Wrench WrenchTier IVSpawns a turret — not in this figure generic #43 21.47DPS
  44. 44 Lute LuteTier IVEnemies take more damage — not in this figure generic #44 18.56DPS
  45. 45 Stick StickTier IV generic #45 14.82DPS
  46. 46 Brass Knuckles Brass KnucklesTier II generic #46 14.03DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +35.0% generic #47 1.38DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.20DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 183.53DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 165.65DPS
  3. 3 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure generic #3 103.60DPS
  4. 4 Icicle IcicleTier IV generic #4 102.78DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit generic #5 99.35DPS
  6. 6 Pistol PistolTier IV generic #6 93.75DPS
  7. 7 Chain Gun Chain GunTier IV ↑ 5generic #12 87.80DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 86.46DPS
  9. 9 Laser Gun Laser GunTier IV ↓ 1generic #8 81.15DPS
  10. 10 Taser TaserTier IVSlow zone ↓ 1generic #9 78.06DPS
  11. 11 Medical Gun Medical GunTier IV ↓ 1generic #10 77.25DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↓ 1generic #11 75.89DPS
  13. 13 Minigun MinigunTier IV ↑ 1generic #14 69.77DPS
  14. 14 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure ↓ 1generic #13 69.33DPS
  15. 15 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 2generic #17 61.80DPS
  16. 16 SMG SMGTier IV ↓ 1generic #15 61.53DPS
  17. 17 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure ↓ 1generic #16 60.49DPS
  18. 18 Potato Thrower Potato ThrowerTier IV generic #18 54.13DPS
  19. 19 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure generic #19 50.25DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 48.20DPS
  21. 21 Harpoon Gun Harpoon GunTier IVSlow zone generic #21 38.62DPS
  22. 22 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure generic #22 34.59DPS
  23. 23 Shredder ShredderTier IVExplosion damage — not in this figure ↑ 1generic #24 32.37DPS
  24. 24 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure ↓ 1generic #23 31.81DPS
  25. 25 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure generic #25 30.45DPS
  26. 26 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure generic #26 27.37DPS
  27. 27 Flute FluteTier IVCharms enemies generic #27 25.91DPS
  28. 28 Slingshot SlingshotTier IV generic #28 24.35DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 18.29DPS
  30. 30 Flamethrower FlamethrowerTier IVBurning damage — not in this figure generic #30 9.68DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 1.74DPS

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.