Stat-gain factors
- +50% gain to Ranged Damage (×1.5)
- −25% gain to Max HP (×0.75)
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: Unlocked by default
Two separate computed views
“Your opening pick” compares Tier I records in the starting pool with one weapon equipped. “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 9. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
It changes with the loadout: Automatic weapon plus selected weapon can activate set bonuses. 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 9 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 at Tier I with one weapon equipped.
Tier I, this character’s starting-weapon pool, and 1 equipped weapon. Default 10 Max HP and zero other default combat stats; no bonus stats beyond Ranger’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, 1 Tier I weapon, 0 Tier IV weapons, and 0 duplicate items; 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
21.90DPS
Laser GunTier I · Ranged
20.77DPS
SMGTier I · Ranged
18.12DPS
CrossbowTier I · Ranged
15.35DPS
PistolTier I · Ranged
11.00DPS
Rail GunTier I · Ranged
9.52DPS
Double Barrel ShotgunTier I · Ranged
9.04DPS
SlingshotTier I · Ranged
8.47DPS
ShredderTier I · Ranged
3.96DPS
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 Ranged Damage, Range 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. 11 weapons change position versus the generic order.
Reading the Ranger-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.
Default 10 Max HP and zero other default combat stats; no bonus stats beyond Ranger’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 are filtered from offers and cannot be bought.
Gatling LaserTier IV
—generic #1
141.18DPS
ObliteratorTier IV
—generic #2
127.42DPS
Rocket LauncherTier IV
—generic #3
79.69DPS
IcicleTier IV
—generic #4
79.06DPS
Particle AcceleratorTier IV
—generic #5
76.42DPS
PistolTier IV
—generic #6
72.12DPS
RevolverTier IV
—generic #7
66.51DPS
Sniper GunTier IV
↑ 5generic #13
63.33DPS
Laser GunTier IV
↓ 1generic #8
62.42DPS
TaserTier IV
↓ 1generic #9
60.72DPS
Medical GunTier IV
↓ 1generic #10
59.42DPS
Nuclear LauncherTier IV
↓ 1generic #11
58.38DPS
Chain GunTier IV
↓ 1generic #12
58.25DPS
MinigunTier IV
—generic #14
49.84DPS
SMGTier IV
—generic #15
49.22DPS
Grenade LauncherTier IV
—generic #16
46.45DPS
Double Barrel ShotgunTier IV
—generic #17
46.35DPS
Rail GunTier IV
↑ 1generic #19
38.23DPS
Potato ThrowerTier IV
↓ 1generic #18
37.27DPS
Ghost ScepterTier IV
—generic #20
37.08DPS
CrossbowTier IV
↑ 2generic #23
31.81DPS
Harpoon GunTier IV
↓ 1generic #21
29.71DPS
ShurikenTier IV
↓ 1generic #22
26.26DPS
ShredderTier IV
—generic #24
24.52DPS
FireballTier IV
—generic #25
23.42DPS
JavelinTier IV
—generic #26
21.05DPS
FluteTier IV
—generic #27
19.46DPS
SlingshotTier IV
—generic #28
18.73DPS
BlunderbussTier IV
—generic #29
14.07DPS
FlamethrowerTier IV
—generic #30
9.68DPS
WandTier IV
—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.