Other declared mechanics
- DeclaredGain 65 material and XP for every living enemy at the end of a wave Bespoke trigger, stacking, or unit behavior is not used in the ranking.
Base game character · Brotato 1.1.15.4
Unlock: Collect 10000 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 3. 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 3 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 Pacifist’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.
Character-specific facts
On a 5% conditional item roll, the pool is filtered to entries tagged Max HP, HP Regeneration, Armor when that filtered pool is non-empty.
Offer filters, with exceptions
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.
Same item computation, read by character
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.
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.
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. 77 weapons change position versus the generic order.
Reading the Pacifist-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 Pacifist 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 Pacifist’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.
DrillTier IVBuilds up during the wave — not in this figure
↑ 27generic #28
4.33DPS
KnifeTier IV
↑ 10generic #12
3.17DPS
ClawTier IV
↑ 18generic #21
2.40DPS
Circular SawTier IV
↑ 20generic #24
1.90DPS
Thief DaggerTier IV
↑ 15generic #20
1.86DPS
ExcaliburTier IV
↓ 5generic #1
1.77DPS
ScrewdriverTier IVSpawns structures — not in this figure
↑ 24generic #31
1.74DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
↑ 21generic #29
1.74DPS
FistTier IV
↓ 4generic #5
1.67DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
↓ 7generic #3
1.67DPS
Power FistTier IVExplosion damage — not in this figure
↓ 7generic #4
1.67DPS
HatchetTier IV
↑ 2generic #14
1.58DPS
ScissorsTier IV
↑ 23generic #36
1.56DPS
SickleTier IV
↑ 25generic #39
1.42DPS
ScytheTier IV
↓ 13generic #2
1.41DPS
HandTier IV
↑ 31generic #47
1.38DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
↑ 23generic #40
1.36DPS
ChopperTier IV
↑ 8generic #26
1.34DPS
Sharp ToothTier IV
↑ 23generic #42
1.28DPS
TorchTier IVBurning damage — not in this figure
↑ 28generic #48
1.20DPS
PrunerTier IV
↑ 13generic #34
1.20DPS
SpoonTier IV
↑ 10generic #32
1.11DPS
Brass KnucklesTier II
↑ 23generic #46
1.08DPS
QuarterstaffTier IV
↑ 6generic #30
1.07DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
↓ 16generic #9
1.04DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
↓ 7generic #19
1.04DPS
SwordTier IV
↓ 11generic #16
1.00DPS
PlankTier IVExplosion damage — not in this figure
↑ 5generic #33
1.00DPS
Spiky ShieldTier IV
↑ 6generic #35
0.99DPS
StickTier IV
↑ 15generic #45
0.94DPS
Ghost FlintTier IV
↑ 10generic #41
0.94DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
↓ 17generic #15
0.94DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 72 of 78 usable families lower · largest change −8.8%
↓ 25generic #8
0.91DPS
LuteTier IVEnemies take more damage — not in this figure
↑ 10generic #44
0.90DPS
Hiking PoleTier IV
↑ 3generic #38
0.88DPS
RockTier IV
↓ 14generic #22
0.86DPS
SpearTier IV
↓ 14generic #23
0.81DPS
Jousting LanceTier IVDeclares a stat this figure ignores
↓ 11generic #27
0.77DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
↓ 26generic #13
0.77DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
↓ 15generic #25
0.75DPS
BrickTier IV
↓ 34generic #7
0.74DPS
TridentTier IVBonus vs healthy targets — not in this figure
↓ 24generic #18
0.73DPS
Plasma SledgeTier IVExplosion damage — not in this figure
↓ 33generic #10
0.69DPS
WrenchTier IVSpawns a turret — not in this figure
↓ 1generic #43
0.69DPS
HammerTier IVKnockback
↓ 34generic #11
0.68DPS
Ghost AxeTier IV
↓ 9generic #37
0.68DPS
AnchorTier IV
↓ 30generic #17
0.57DPS
War HammerTier IV
↓ 42generic #6
0.53DPS
Chain GunTier IV
↑ 11generic #12
29.56DPS
Gatling LaserTier IV
↓ 1generic #1
14.12DPS
MinigunTier IV
↑ 11generic #14
9.97DPS
FlamethrowerTier IVBurning damage — not in this figure
↑ 26generic #30
9.68DPS
SMGTier IV
↑ 10generic #15
6.18DPS
Double Barrel ShotgunTier IV
↑ 11generic #17
5.15DPS
TaserTier IVSlow zone
↑ 2generic #9
4.34DPS
Potato ThrowerTier IV
↑ 10generic #18
3.43DPS
ShurikenTier IVPierces or bounces on crit — not in this figure
↑ 13generic #22
2.05DPS
Medical GunTier IV
—generic #10
1.98DPS
IcicleTier IV
↓ 7generic #4
1.98DPS
WandTier IVBurning damage — not in this figure
↑ 19generic #31
1.74DPS
RevolverTier IV
↓ 6generic #7
1.66DPS
Grenade LauncherTier IVExplosion damage — not in this figure
↑ 2generic #16
1.65DPS
Harpoon GunTier IVSlow zone
↑ 6generic #21
1.51DPS
PistolTier IV
↓ 10generic #6
1.44DPS
FluteTier IVCharms enemies
↑ 10generic #27
1.31DPS
CrossbowTier IVPierces or bounces on crit — not in this figure
↑ 5generic #23
1.28DPS
Ghost ScepterTier IV
↑ 1generic #20
1.24DPS
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
↑ 5generic #25
1.19DPS
Rail GunTier IVBuilds up during the wave — not in this figure
↓ 2generic #19
1.08DPS
JavelinTier IVEvery Nth projectile differs — not in this figure
↑ 4generic #26
1.05DPS
Rocket LauncherTier IVExplosion damage — not in this figure
↓ 20generic #3
1.00DPS
ShredderTier IVExplosion damage — not in this figure
—generic #24
0.98DPS
SlingshotTier IV
↑ 3generic #28
0.94DPS
Sniper GunTier IVExtra projectiles on hit — not in this figure
↓ 13generic #13
0.67DPS
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
↓ 22generic #5
0.64DPS
Laser GunTier IV
↓ 20generic #8
0.62DPS
Nuclear LauncherTier IVExplosion damage — not in this figure
↓ 18generic #11
0.49DPS
ObliteratorTier IV
↓ 28generic #2
0.32DPS
BlunderbussTier IV
↓ 2generic #29
0.20DPS
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.