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.
Base game character · Brotato 1.1.15.4
Unlock: Kill 5000 enemies
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 24. 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 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.
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.
SMGTier I · Ranged
24.12DPS
Jousting LanceTier I · MeleeDeclares a stat this figure ignores
16.90DPS
RockTier I · Melee
16.28DPS
PistolTier I · Ranged
14.67DPS
HatchetTier I · Melee
13.55DPS
SpearTier I · Melee
13.51DPS
CrossbowTier I · RangedPierces or bounces on crit — not in this figure
13.32DPS
IcicleTier I · Ranged
13.21DPS
ShurikenTier I · RangedPierces or bounces on crit — not in this figure
12.40DPS
Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure
12.38DPS
Double Barrel ShotgunTier I · Ranged
12.06DPS
PrunerTier I · Melee
11.44DPS
SlingshotTier I · Ranged
11.01DPS
PlankTier I · MeleeExplosion damage — not in this figure
10.91DPS
ScrewdriverTier I · MeleeSpawns structures — not in this figure
10.36DPS
ClawTier I · Melee
9.91DPS
WrenchTier I · MeleeSpawns a turret — not in this figure
9.67DPS
Ghost AxeTier I · Melee
9.52DPS
Thief DaggerTier I · Melee
9.50DPS
QuarterstaffTier I · Melee
9.30DPS
Ghost FlintTier I · Melee
6.60DPS
ShredderTier I · RangedExplosion damage — not in this figure
5.55DPS
Lightning ShivTier I · MeleeExtra projectiles on hit — not in this figure
4.12DPS
TorchTier I · MeleeBurning damage — not in this figure
0.91DPS
Character-specific facts
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
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.
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.
ExcaliburTier IV
—generic #1
485.38DPS
ScytheTier IV
—generic #2
274.69DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
172.56DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
172.56DPS
FistTier IV
—generic #5
137.72DPS
War HammerTier IV
—generic #6
135.50DPS
BrickTier IV
—generic #7
113.58DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 72 of 78 usable families lower · largest change −12.8%
—generic #8
112.27DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
—generic #9
108.28DPS
Plasma SledgeTier IVExplosion damage — not in this figure
—generic #10
107.23DPS
HammerTier IVKnockback
—generic #11
106.05DPS
KnifeTier IV
—generic #12
104.56DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
—generic #13
100.16DPS
HatchetTier IV
—generic #14
93.17DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
—generic #15
91.96DPS
SwordTier IV
—generic #16
85.34DPS
AnchorTier IV
—generic #17
80.30DPS
TridentTier IVBonus vs healthy targets — not in this figure
—generic #18
75.71DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
—generic #19
74.96DPS
ClawTier IV
↑ 1generic #21
72.91DPS
Thief DaggerTier IV
↓ 1generic #20
72.57DPS
RockTier IV
Other-weapon DPS: 2 of 78 usable families higher · largest change +12.8%
—generic #22
70.17DPS
SpearTier IV
—generic #23
63.06DPS
Circular SawTier IV
—generic #24
62.61DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
—generic #25
58.89DPS
ChopperTier IV
—generic #26
57.72DPS
Jousting LanceTier IVDeclares a stat this figure ignores
—generic #27
50.17DPS
DrillTier IVBuilds up during the wave — not in this figure
—generic #28
49.77DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
—generic #29
44.49DPS
QuarterstaffTier IV
—generic #30
41.14DPS
ScrewdriverTier IVSpawns structures — not in this figure
—generic #31
40.99DPS
SpoonTier IV
—generic #32
40.11DPS
PrunerTier IV
↑ 1generic #34
39.50DPS
PlankTier IVExplosion damage — not in this figure
↓ 1generic #33
39.10DPS
Spiky ShieldTier IV
—generic #35
38.48DPS
ScissorsTier IV
—generic #36
37.60DPS
Ghost AxeTier IV
—generic #37
35.37DPS
Hiking PoleTier IV
—generic #38
33.82DPS
SickleTier IV
—generic #39
28.39DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
27.25DPS
Ghost FlintTier IV
—generic #41
24.40DPS
Sharp ToothTier IV
—generic #42
24.38DPS
WrenchTier IVSpawns a turret — not in this figure
—generic #43
21.47DPS
LuteTier IVEnemies take more damage — not in this figure
—generic #44
18.56DPS
StickTier IV
—generic #45
14.82DPS
Brass KnucklesTier II
—generic #46
14.03DPS
HandTier IV
Other-weapon DPS: Sickle +35.0%
—generic #47
1.38DPS
TorchTier IVBurning damage — not in this figure
—generic #48
1.20DPS
Gatling LaserTier IV
—generic #1
183.53DPS
ObliteratorTier IV
—generic #2
165.65DPS
Rocket LauncherTier IVExplosion damage — not in this figure
—generic #3
103.60DPS
IcicleTier IV
—generic #4
102.78DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
—generic #5
99.35DPS
PistolTier IV
—generic #6
93.75DPS
Chain GunTier IV
↑ 5generic #12
87.80DPS
RevolverTier IV
↓ 1generic #7
86.46DPS
Laser GunTier IV
↓ 1generic #8
81.15DPS
TaserTier IVSlow zone
↓ 1generic #9
78.06DPS
Medical GunTier IV
↓ 1generic #10
77.25DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
↓ 1generic #11
75.89DPS
MinigunTier IV
↑ 1generic #14
69.77DPS
Sniper GunTier IVExtra projectiles on hit — not in this figure
↓ 1generic #13
69.33DPS
Double Barrel ShotgunTier IV
↑ 2generic #17
61.80DPS
SMGTier IV
↓ 1generic #15
61.53DPS
Grenade LauncherTier IVExplosion damage — not in this figure
↓ 1generic #16
60.49DPS
Potato ThrowerTier IV
—generic #18
54.13DPS
Rail GunTier IVBuilds up during the wave — not in this figure
—generic #19
50.25DPS
Ghost ScepterTier IV
—generic #20
48.20DPS
Harpoon GunTier IVSlow zone
—generic #21
38.62DPS
ShurikenTier IVPierces or bounces on crit — not in this figure
—generic #22
34.59DPS
ShredderTier IVExplosion damage — not in this figure
↑ 1generic #24
32.37DPS
CrossbowTier IVPierces or bounces on crit — not in this figure
↓ 1generic #23
31.81DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
—generic #25
30.45DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
—generic #26
27.37DPS
FluteTier IVCharms enemies
—generic #27
25.91DPS
SlingshotTier IV
—generic #28
24.35DPS
BlunderbussTier IV
—generic #29
18.29DPS
FlamethrowerTier IVBurning damage — not in this figure
—generic #30
9.68DPS
WandTier IVBurning damage — not in this figure
—generic #31
1.74DPS
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.