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.
Base game character · Brotato 1.1.15.4
Unlock: Collect 300 materials
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 12. 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 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.
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.
Jousting LanceTier I · MeleeDeclares a stat this figure ignores
9.52DPS
RockTier I · Melee
8.85DPS
FistTier I · Melee
8.70DPS
IcicleTier I · Ranged
6.85DPS
PrunerTier I · Melee
6.62DPS
ScrewdriverTier I · MeleeSpawns structures — not in this figure
6.32DPS
PlankTier I · MeleeExplosion damage — not in this figure
6.21DPS
ChopperTier I · Melee
5.96DPS
SlingshotTier I · Ranged
5.83DPS
StickTier I · Melee
4.68DPS
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 Luck, Pickup, Exploration 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. 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.
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.
ExcaliburTier IV
—generic #1
348.51DPS
ScytheTier IV
—generic #2
198.20DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
122.93DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
122.93DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 75 of 78 usable families lower · largest change −45.5%
↑ 3generic #8
102.33DPS
FistTier IV
↓ 1generic #5
98.34DPS
War HammerTier IV
↓ 1generic #6
73.08DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
↑ 1generic #9
69.97DPS
KnifeTier IV
↑ 3generic #12
65.97DPS
BrickTier IV
↓ 3generic #7
63.30DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
↑ 2generic #13
62.10DPS
Plasma SledgeTier IVExplosion damage — not in this figure
↓ 2generic #10
59.83DPS
HammerTier IVKnockback
↓ 2generic #11
58.87DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
↑ 1generic #15
56.76DPS
SwordTier IV
↑ 1generic #16
54.54DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
↑ 3generic #19
48.11DPS
Thief DaggerTier IV
↑ 3generic #20
47.07DPS
HatchetTier IV
↓ 4generic #14
46.10DPS
TridentTier IVBonus vs healthy targets — not in this figure
↓ 1generic #18
44.66DPS
Circular SawTier IV
↑ 4generic #24
44.06DPS
AnchorTier IV
↓ 4generic #17
44.00DPS
SpearTier IV
↑ 1generic #23
42.40DPS
RockTier IV
Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3%
↓ 1generic #22
38.91DPS
ChopperTier IV
↑ 2generic #26
37.01DPS
DrillTier IVBuilds up during the wave — not in this figure
↑ 3generic #28
34.28DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
↓ 1generic #25
33.51DPS
LuteTier IVEnemies take more damage — not in this figure
↑ 17generic #44
32.44DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
↑ 1generic #29
31.06DPS
Jousting LanceTier IVDeclares a stat this figure ignores
↓ 2generic #27
29.19DPS
QuarterstaffTier IV
—generic #30
26.46DPS
ScrewdriverTier IVSpawns structures — not in this figure
—generic #31
26.17DPS
SpoonTier IV
—generic #32
25.63DPS
PrunerTier IV
↑ 1generic #34
24.91DPS
PlankTier IVExplosion damage — not in this figure
↓ 1generic #33
24.57DPS
ScissorsTier IV
↑ 1generic #36
24.02DPS
Spiky ShieldTier IV
↓ 1generic #35
23.64DPS
Ghost AxeTier IV
—generic #37
19.83DPS
Hiking PoleTier IV
—generic #38
19.63DPS
SickleTier IV
—generic #39
17.85DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
17.09DPS
Sharp ToothTier IV
↑ 1generic #42
15.36DPS
Ghost FlintTier IV
↓ 1generic #41
15.14DPS
ClawTier IV
↓ 22generic #21
14.50DPS
WrenchTier IVSpawns a turret — not in this figure
↓ 1generic #43
12.05DPS
Brass KnucklesTier II
↑ 1generic #46
8.99DPS
StickTier IV
↓ 1generic #45
8.59DPS
HandTier IV
Other-weapon DPS: Sickle +40.0%
—generic #47
1.18DPS
TorchTier IVBurning damage — not in this figure
—generic #48
1.01DPS
Gatling LaserTier IV
—generic #1
116.13DPS
ObliteratorTier IV
—generic #2
83.51DPS
IcicleTier IV
↑ 1generic #4
56.00DPS
Rocket LauncherTier IVExplosion damage — not in this figure
↓ 1generic #3
55.53DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
—generic #5
51.13DPS
PistolTier IV
—generic #6
49.34DPS
RevolverTier IV
—generic #7
48.79DPS
Chain GunTier IV
↑ 4generic #12
45.89DPS
Medical GunTier IV
↑ 1generic #10
45.22DPS
SMGTier IV
↑ 5generic #15
44.26DPS
Laser GunTier IV
↓ 3generic #8
42.92DPS
MinigunTier IV
↑ 2generic #14
42.33DPS
TaserTier IVSlow zone
↓ 4generic #9
41.20DPS
FluteTier IVCharms enemies
↑ 13generic #27
41.20DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
↓ 4generic #11
38.42DPS
Sniper GunTier IVExtra projectiles on hit — not in this figure
↓ 3generic #13
35.56DPS
Potato ThrowerTier IV
↑ 1generic #18
34.31DPS
Grenade LauncherTier IVExplosion damage — not in this figure
↓ 2generic #16
31.55DPS
Double Barrel ShotgunTier IV
↓ 2generic #17
30.90DPS
Rail GunTier IVBuilds up during the wave — not in this figure
↓ 1generic #19
25.94DPS
Ghost ScepterTier IV
↓ 1generic #20
25.75DPS
Harpoon GunTier IVSlow zone
↓ 1generic #21
23.93DPS
ShurikenTier IVPierces or bounces on crit — not in this figure
↓ 1generic #22
18.60DPS
CrossbowTier IVPierces or bounces on crit — not in this figure
↓ 1generic #23
17.36DPS
ShredderTier IVExplosion damage — not in this figure
↓ 1generic #24
17.17DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
↓ 1generic #25
16.03DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
↓ 1generic #26
14.29DPS
SlingshotTier IV
—generic #28
13.15DPS
BlunderbussTier IV
—generic #29
8.92DPS
FlamethrowerTier IVBurning damage — not in this figure
—generic #30
8.22DPS
WandTier IVBurning damage — not in this figure
—generic #31
1.36DPS
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.