Ogre official art

Abyssal Terrors character · Brotato 1.1.15.4

Ogre

Unlock: Deal 1000 damage to an enemy in a single hit

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 7. 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

Melee Damage
+10
% Attack Speed
−50
% Speed
−10

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 7 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 Ogre’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 Fist FistTier I · Melee 20.05DPS
  2. 2 Brick BrickTier I · Melee 19.36DPS
  3. 3 Rock RockTier I · Melee 13.99DPS
  4. 4 Spoon SpoonTier I · Melee 11.98DPS
  5. 5 Cacti Club Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure 10.74DPS
  6. 6 Chopper ChopperTier I · Melee 10.68DPS
  7. 7 Plank PlankTier I · MeleeExplosion damage — not in this figure 10.39DPS

Character-specific facts

Mechanics used or stated

Weapon rules

  • Ranged weapons filtered from offers and cannot be bought

Other declared mechanics

  • DeclaredExplode on overkill: chance=1, value=200 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 Max HP, Melee Damage, Explosive when that filtered pool is non-empty.

Offer filters, with exceptions

Filtered entries

Items and item groups below are filtered out of normal pre-final shop and crate rolls; listed upgrades are rerolled in normal pre-final level-up choices. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool. Upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions, and item/group filters do not ban weapons.

Items

Same item computation, read by character

Measured item outliers for Ogre

Offer filtering is listed first, followed by higher and lower resolved direct-stat changes. The item-page calculation applies this character’s stat-gain factors to each item’s declared direct stat effects. A value group appears when the signed change is at least 50% of that item’s total absolute direct-stat magnitude.

Filtered from normal pre-final rolls

These items are filtered from normal pre-final shop and crate rolls. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool, and upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions.

  • Seashell — listed directly in the character filter

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. 31 weapons change position versus the generic order.

Reading the Ogre-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 47 other families Ogre 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 Ogre’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 #1 382.83DPS
  2. 2 Scythe ScytheTier IV generic #2 212.78DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 139.36DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 139.36DPS
  5. 5 Fist FistTier IV generic #5 114.58DPS
  6. 6 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 47 of 47 usable families lower · largest change −21.1% ↑ 2generic #8 106.95DPS
  7. 7 Knife KnifeTier IV ↑ 5generic #12 89.28DPS
  8. 8 War Hammer War HammerTier IV ↓ 2generic #6 84.61DPS
  9. 9 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure generic #9 82.57DPS
  10. 10 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure generic #10 72.94DPS
  11. 11 Hammer HammerTier IVKnockback generic #11 72.33DPS
  12. 12 Brick BrickTier IV ↓ 5generic #7 71.88DPS
  13. 13 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure ↑ 2generic #15 70.98DPS
  14. 14 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↓ 1generic #13 70.65DPS
  15. 15 Drill DrillTier IVBuilds up during the wave — not in this figure ↑ 13generic #28 69.24DPS
  16. 16 Sword SwordTier IV generic #16 64.95DPS
  17. 17 Hatchet HatchetTier IV ↓ 3generic #14 63.30DPS
  18. 18 Circular Saw Circular SawTier IV ↑ 6generic #24 62.15DPS
  19. 19 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure generic #19 58.34DPS
  20. 20 Thief Dagger Thief DaggerTier IV generic #20 56.38DPS
  21. 21 Anchor AnchorTier IV ↓ 4generic #17 52.52DPS
  22. 22 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 4generic #18 52.28DPS
  23. 23 Spear SpearTier IV generic #23 49.93DPS
  24. 24 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↑ 5generic #29 46.95DPS
  25. 25 Rock RockTier IV Other-weapon DPS: 2 of 47 usable families higher · largest change +13.3% ↓ 3generic #22 46.49DPS
  26. 26 Chopper ChopperTier IV generic #26 43.14DPS
  27. 27 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure ↓ 2generic #25 41.06DPS
  28. 28 Quarterstaff QuarterstaffTier IV ↑ 2generic #30 36.22DPS
  29. 29 Pruner PrunerTier IV ↑ 5generic #34 35.83DPS
  30. 30 Scissors ScissorsTier IV ↑ 6generic #36 34.05DPS
  31. 31 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure generic #31 33.77DPS
  32. 32 Plank PlankTier IVExplosion damage — not in this figure ↑ 1generic #33 33.41DPS
  33. 33 Spoon SpoonTier IV ↓ 1generic #32 31.40DPS
  34. 34 Claw ClawTier IV ↓ 13generic #21 31.09DPS
  35. 35 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 8generic #27 30.42DPS
  36. 36 Sickle SickleTier IV ↑ 3generic #39 28.13DPS
  37. 37 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure ↑ 3generic #40 26.85DPS
  38. 38 Ghost Axe Ghost AxeTier IV ↓ 1generic #37 25.89DPS
  39. 39 Spiky Shield Spiky ShieldTier IV ↓ 4generic #35 24.67DPS
  40. 40 Hiking Pole Hiking PoleTier IV ↓ 2generic #38 24.03DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 23.66DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 20.96DPS
  43. 43 Brass Knuckles Brass KnucklesTier II ↑ 3generic #46 18.46DPS
  44. 44 Wrench WrenchTier IVSpawns a turret — not in this figure ↓ 1generic #43 17.84DPS
  45. 45 Stick StickTier IV generic #45 16.39DPS
  46. 46 Lute LuteTier IVEnemies take more damage — not in this figure ↓ 2generic #44 15.06DPS
  47. 47 Torch TorchTier IVBurning damage — not in this figure ↑ 1generic #48 11.35DPS
  48. 48 Hand HandTier IV Other-weapon DPS: Sickle +26.1% ↓ 1generic #47 7.24DPS

Ranged weapons

Ranged weapons are filtered from offers and cannot be bought.

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.