Weapon rules
- Weapon-slot total replaced with 12
Base game character · Brotato 1.1.15.4
Unlock: Collect 5000 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 31. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
It changes with the loadout: Additional weapon effects depends on equipment. The ranking below uses only the fixed base deltas and its stated comparison context.
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 31 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 Multitasker’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.
RevolverTier I · Ranged
24.82DPS
Laser GunTier I · Ranged
23.89DPS
SMGTier I · Ranged
18.12DPS
Jousting LanceTier I · MeleeDeclares a stat this figure ignores
14.95DPS
RockTier I · Melee
14.43DPS
KnifeTier I · Melee
13.30DPS
IcicleTier I · Ranged
12.19DPS
CrossbowTier I · RangedPierces or bounces on crit — not in this figure
12.18DPS
HatchetTier I · Melee
12.05DPS
FistTier I · Melee
11.64DPS
SpearTier I · Melee
11.48DPS
Rail GunTier I · RangedBuilds up during the wave — not in this figure
11.42DPS
ShurikenTier I · RangedPierces or bounces on crit — not in this figure
10.85DPS
Spiky ShieldTier I · Melee
10.65DPS
PrunerTier I · Melee
10.57DPS
Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure
10.52DPS
SlingshotTier I · Ranged
10.16DPS
PlankTier I · MeleeExplosion damage — not in this figure
10.07DPS
ScrewdriverTier I · MeleeSpawns structures — not in this figure
9.33DPS
Double Barrel ShotgunTier I · Ranged
9.04DPS
ChopperTier I · Melee
8.85DPS
TaserTier I · RangedSlow zone
8.67DPS
QuarterstaffTier I · Melee
8.57DPS
ClawTier I · Melee
8.49DPS
WrenchTier I · MeleeSpawns a turret — not in this figure
8.46DPS
Ghost AxeTier I · Melee
8.33DPS
StickTier I · Melee
7.11DPS
Ghost FlintTier I · Melee
5.77DPS
Sharp ToothTier I · Melee
5.40DPS
Lightning ShivTier I · MeleeExtra projectiles on hit — not in this figure
3.09DPS
WandTier I · RangedBurning damage — not in this figure
1.15DPS
Character-specific facts
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. 10 weapons change position versus the generic order.
Reading the Multitasker-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 Multitasker 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 Multitasker’s direct base deltas; 12 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.
At 12 equipped weapons, +20 base % Damage and −5 per weapon resolve to −40 % Damage.
ExcaliburTier IV
—generic #1
224.02DPS
ScytheTier IV
—generic #2
126.78DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
79.64DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
79.64DPS
FistTier IV
—generic #5
63.05DPS
War HammerTier IV
—generic #6
62.54DPS
BrickTier IV
—generic #7
52.42DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 72 of 78 usable families lower · largest change −13.9%
—generic #8
51.82DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
—generic #9
49.98DPS
Plasma SledgeTier IVExplosion damage — not in this figure
—generic #10
49.49DPS
HammerTier IVKnockback
—generic #11
48.94DPS
KnifeTier IV
—generic #12
47.53DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
—generic #13
46.23DPS
HatchetTier IV
—generic #14
42.64DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
—generic #15
42.23DPS
SwordTier IV
—generic #16
39.15DPS
AnchorTier IV
—generic #17
37.06DPS
TridentTier IVBonus vs healthy targets — not in this figure
—generic #18
34.94DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
—generic #19
34.36DPS
Thief DaggerTier IV
—generic #20
33.49DPS
ClawTier IV
—generic #21
33.25DPS
RockTier IV
Other-weapon DPS: 2 of 78 usable families higher · largest change +11.1%
—generic #22
32.35DPS
SpearTier IV
—generic #23
29.10DPS
Circular SawTier IV
—generic #24
28.46DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
—generic #25
27.18DPS
ChopperTier IV
—generic #26
26.85DPS
Jousting LanceTier IVDeclares a stat this figure ignores
—generic #27
23.15DPS
DrillTier IVBuilds up during the wave — not in this figure
—generic #28
22.72DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
—generic #29
20.53DPS
QuarterstaffTier IV
—generic #30
18.98DPS
SpoonTier IV
↑ 1generic #32
18.94DPS
ScrewdriverTier IVSpawns structures — not in this figure
↓ 1generic #31
18.92DPS
PlankTier IVExplosion damage — not in this figure
—generic #33
18.05DPS
PrunerTier IV
—generic #34
17.95DPS
Spiky ShieldTier IV
—generic #35
17.76DPS
ScissorsTier IV
—generic #36
17.35DPS
Ghost AxeTier IV
—generic #37
16.32DPS
Hiking PoleTier IV
—generic #38
15.60DPS
SickleTier IV
—generic #39
12.78DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
12.26DPS
Ghost FlintTier IV
—generic #41
11.26DPS
Sharp ToothTier IV
—generic #42
11.03DPS
WrenchTier IVSpawns a turret — not in this figure
—generic #43
9.69DPS
LuteTier IVEnemies take more damage — not in this figure
—generic #44
8.83DPS
StickTier IV
—generic #45
6.50DPS
Brass KnucklesTier II
—generic #46
6.48DPS
HandTier IV
Other-weapon DPS: Sickle +44.4%
—generic #47
1.38DPS
TorchTier IVBurning damage — not in this figure
—generic #48
1.20DPS
Gatling LaserTier IV
—generic #1
84.71DPS
ObliteratorTier IV
—generic #2
76.45DPS
Rocket LauncherTier IVExplosion damage — not in this figure
—generic #3
47.81DPS
IcicleTier IV
—generic #4
47.44DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
—generic #5
45.85DPS
PistolTier IV
—generic #6
43.27DPS
RevolverTier IV
—generic #7
39.91DPS
Laser GunTier IV
—generic #8
37.45DPS
Medical GunTier IV
↑ 1generic #10
35.65DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
↑ 1generic #11
35.03DPS
TaserTier IVSlow zone
↓ 2generic #9
34.69DPS
Sniper GunTier IVExtra projectiles on hit — not in this figure
↑ 1generic #13
32.00DPS
SMGTier IV
↑ 2generic #15
30.80DPS
MinigunTier IV
—generic #14
29.90DPS
Chain GunTier IV
↓ 3generic #12
29.56DPS
Grenade LauncherTier IVExplosion damage — not in this figure
—generic #16
27.87DPS
Double Barrel ShotgunTier IV
—generic #17
25.75DPS
Potato ThrowerTier IV
—generic #18
23.73DPS
Rail GunTier IVBuilds up during the wave — not in this figure
—generic #19
22.93DPS
Ghost ScepterTier IV
—generic #20
22.25DPS
Harpoon GunTier IVSlow zone
—generic #21
17.82DPS
ShurikenTier IVPierces or bounces on crit — not in this figure
—generic #22
15.88DPS
CrossbowTier IVPierces or bounces on crit — not in this figure
—generic #23
15.26DPS
ShredderTier IVExplosion damage — not in this figure
—generic #24
14.71DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
—generic #25
14.05DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
—generic #26
12.63DPS
FluteTier IVCharms enemies
—generic #27
11.68DPS
SlingshotTier IV
—generic #28
11.24DPS
FlamethrowerTier IVBurning damage — not in this figure
↑ 1generic #30
9.68DPS
BlunderbussTier IV
↓ 1generic #29
8.44DPS
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.