Lucky official art

Base game character · Brotato 1.1.15.4

Lucky

Unlock: Collect 300 materials

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 12. 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

Luck
+100
% Attack Speed
−60
% XP Gain
−50

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 12 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 Lucky’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 Jousting Lance Jousting LanceTier I · MeleeDeclares a stat this figure ignores 9.52DPS
  2. 2 Rock RockTier I · Melee 8.85DPS
  3. 3 Fist FistTier I · Melee 8.70DPS
  4. 4 Icicle IcicleTier I · Ranged 6.85DPS
  5. 5 Pruner PrunerTier I · Melee 6.62DPS
  6. 6 Screwdriver ScrewdriverTier I · MeleeSpawns structures — not in this figure 6.32DPS
  7. 7 Plank PlankTier I · MeleeExplosion damage — not in this figure 6.21DPS
  8. 8 Chopper ChopperTier I · Melee 5.96DPS
  9. 9 Slingshot SlingshotTier I · Ranged 5.83DPS
  10. 10 Stick StickTier I · Melee 4.68DPS
Show 2 more entries (12 ranked from 12 pool families)
  1. 11 Wand WandTier I · RangedBurning damage — not in this figure 0.79DPS
  2. 12 Torch TorchTier I · MeleeBurning damage — not in this figure 0.70DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • +25% gain to Luck (×1.25)

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

Other declared mechanics

  • ConfirmedDmg when pickup gold: 75% trigger, damage based on 15% of Luck

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Luck, Pickup, Exploration 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. 57 weapons change position versus the generic order.

Reading the Lucky-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 Lucky 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 Lucky’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 #1 348.51DPS
  2. 2 Scythe ScytheTier IV generic #2 198.20DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 122.93DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 122.93DPS
  5. 5 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 75 of 78 usable families lower · largest change −45.5% ↑ 3generic #8 102.33DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 98.34DPS
  7. 7 War Hammer War HammerTier IV ↓ 1generic #6 73.08DPS
  8. 8 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↑ 1generic #9 69.97DPS
  9. 9 Knife KnifeTier IV ↑ 3generic #12 65.97DPS
  10. 10 Brick BrickTier IV ↓ 3generic #7 63.30DPS
  11. 11 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↑ 2generic #13 62.10DPS
  12. 12 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure ↓ 2generic #10 59.83DPS
  13. 13 Hammer HammerTier IVKnockback ↓ 2generic #11 58.87DPS
  14. 14 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure ↑ 1generic #15 56.76DPS
  15. 15 Sword SwordTier IV ↑ 1generic #16 54.54DPS
  16. 16 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure ↑ 3generic #19 48.11DPS
  17. 17 Thief Dagger Thief DaggerTier IV ↑ 3generic #20 47.07DPS
  18. 18 Hatchet HatchetTier IV ↓ 4generic #14 46.10DPS
  19. 19 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 1generic #18 44.66DPS
  20. 20 Circular Saw Circular SawTier IV ↑ 4generic #24 44.06DPS
  21. 21 Anchor AnchorTier IV ↓ 4generic #17 44.00DPS
  22. 22 Spear SpearTier IV ↑ 1generic #23 42.40DPS
  23. 23 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3% ↓ 1generic #22 38.91DPS
  24. 24 Chopper ChopperTier IV ↑ 2generic #26 37.01DPS
  25. 25 Drill DrillTier IVBuilds up during the wave — not in this figure ↑ 3generic #28 34.28DPS
  26. 26 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure ↓ 1generic #25 33.51DPS
  27. 27 Lute LuteTier IVEnemies take more damage — not in this figure ↑ 17generic #44 32.44DPS
  28. 28 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↑ 1generic #29 31.06DPS
  29. 29 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 2generic #27 29.19DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 26.46DPS
  31. 31 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure generic #31 26.17DPS
  32. 32 Spoon SpoonTier IV generic #32 25.63DPS
  33. 33 Pruner PrunerTier IV ↑ 1generic #34 24.91DPS
  34. 34 Plank PlankTier IVExplosion damage — not in this figure ↓ 1generic #33 24.57DPS
  35. 35 Scissors ScissorsTier IV ↑ 1generic #36 24.02DPS
  36. 36 Spiky Shield Spiky ShieldTier IV ↓ 1generic #35 23.64DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 19.83DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 19.63DPS
  39. 39 Sickle SickleTier IV generic #39 17.85DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 17.09DPS
  41. 41 Sharp Tooth Sharp ToothTier IV ↑ 1generic #42 15.36DPS
  42. 42 Ghost Flint Ghost FlintTier IV ↓ 1generic #41 15.14DPS
  43. 43 Claw ClawTier IV ↓ 22generic #21 14.50DPS
  44. 44 Wrench WrenchTier IVSpawns a turret — not in this figure ↓ 1generic #43 12.05DPS
  45. 45 Brass Knuckles Brass KnucklesTier II ↑ 1generic #46 8.99DPS
  46. 46 Stick StickTier IV ↓ 1generic #45 8.59DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +40.0% generic #47 1.18DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.01DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 116.13DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 83.51DPS
  3. 3 Icicle IcicleTier IV ↑ 1generic #4 56.00DPS
  4. 4 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure ↓ 1generic #3 55.53DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit generic #5 51.13DPS
  6. 6 Pistol PistolTier IV generic #6 49.34DPS
  7. 7 Revolver RevolverTier IV generic #7 48.79DPS
  8. 8 Chain Gun Chain GunTier IV ↑ 4generic #12 45.89DPS
  9. 9 Medical Gun Medical GunTier IV ↑ 1generic #10 45.22DPS
  10. 10 SMG SMGTier IV ↑ 5generic #15 44.26DPS
  11. 11 Laser Gun Laser GunTier IV ↓ 3generic #8 42.92DPS
  12. 12 Minigun MinigunTier IV ↑ 2generic #14 42.33DPS
  13. 13 Taser TaserTier IVSlow zone ↓ 4generic #9 41.20DPS
  14. 14 Flute FluteTier IVCharms enemies ↑ 13generic #27 41.20DPS
  15. 15 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↓ 4generic #11 38.42DPS
  16. 16 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure ↓ 3generic #13 35.56DPS
  17. 17 Potato Thrower Potato ThrowerTier IV ↑ 1generic #18 34.31DPS
  18. 18 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure ↓ 2generic #16 31.55DPS
  19. 19 Double Barrel Shotgun Double Barrel ShotgunTier IV ↓ 2generic #17 30.90DPS
  20. 20 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure ↓ 1generic #19 25.94DPS
  21. 21 Ghost Scepter Ghost ScepterTier IV ↓ 1generic #20 25.75DPS
  22. 22 Harpoon Gun Harpoon GunTier IVSlow zone ↓ 1generic #21 23.93DPS
  23. 23 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure ↓ 1generic #22 18.60DPS
  24. 24 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure ↓ 1generic #23 17.36DPS
  25. 25 Shredder ShredderTier IVExplosion damage — not in this figure ↓ 1generic #24 17.17DPS
  26. 26 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure ↓ 1generic #25 16.03DPS
  27. 27 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure ↓ 1generic #26 14.29DPS
  28. 28 Slingshot SlingshotTier IV generic #28 13.15DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 8.92DPS
  30. 30 Flamethrower FlamethrowerTier IVBurning damage — not in this figure generic #30 8.22DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 1.36DPS

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.