Stat-gain factors
- −80% gain to Damage, Explosion Damage (×0.2)
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: Get 10 different tier I items during a run
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 15. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
It changes with the loadout: Linked Damage depends on common item. 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 15 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 Renegade’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.
SMGTier I · Ranged
18.18DPS
RevolverTier I · Ranged
13.14DPS
Laser GunTier I · Ranged
12.46DPS
Medical GunTier I · Ranged
7.89DPS
Ghost ScepterTier I · Ranged
6.28DPS
IcicleTier I · Ranged
6.10DPS
CrossbowTier I · Ranged
6.09DPS
Rail GunTier I · Ranged
5.71DPS
PistolTier I · Ranged
5.50DPS
SlingshotTier I · Ranged
5.08DPS
ShurikenTier I · Ranged
4.67DPS
Double Barrel ShotgunTier I · Ranged
4.52DPS
WandTier I · Ranged
3.46DPS
TaserTier I · Ranged
3.25DPS
ShredderTier I · Ranged
2.38DPS
Character-specific facts
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
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.
Showing the 6 largest changes of 8 items in this group.
Showing the 6 largest-magnitude changes of 9 items in this group.
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. 22 weapons change position versus the generic order.
Reading the Renegade-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 Renegade’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.
Accuracy does not enter this all-hits-connect metric; the projectile modifier does.
Melee weapons are filtered from offers and cannot be bought.
Gatling LaserTier IV
—generic #1
84.71DPS
ObliteratorTier IV
—generic #2
76.45DPS
Chain GunTier IV
↑ 9generic #12
49.26DPS
Rocket LauncherTier IV
↓ 1generic #3
47.81DPS
IcicleTier IV
↓ 1generic #4
47.44DPS
Particle AcceleratorTier IV
↓ 1generic #5
45.85DPS
PistolTier IV
↓ 1generic #6
43.27DPS
RevolverTier IV
↓ 1generic #7
39.91DPS
Laser GunTier IV
↓ 1generic #8
37.45DPS
SMGTier IV
↑ 5generic #15
36.92DPS
Medical GunTier IV
↓ 1generic #10
35.65DPS
Nuclear LauncherTier IV
↓ 1generic #11
35.03DPS
Sniper GunTier IV
—generic #13
32.00DPS
MinigunTier IV
—generic #14
29.90DPS
FlamethrowerTier IV
↑ 15generic #30
29.03DPS
Grenade LauncherTier IV
—generic #16
27.87DPS
Rail GunTier IV
↑ 2generic #19
22.96DPS
Ghost ScepterTier IV
↑ 2generic #20
22.25DPS
Potato ThrowerTier IV
↓ 1generic #18
20.30DPS
TaserTier IV
↓ 11generic #9
19.52DPS
Harpoon GunTier IV
—generic #21
17.82DPS
CrossbowTier IV
↑ 1generic #23
16.54DPS
ShurikenTier IV
↓ 1generic #22
16.52DPS
ShredderTier IV
—generic #24
14.71DPS
FireballTier IV
—generic #25
14.05DPS
Double Barrel ShotgunTier IV
↓ 9generic #17
13.73DPS
JavelinTier IV
↓ 1generic #26
12.63DPS
FluteTier IV
↓ 1generic #27
11.72DPS
SlingshotTier IV
↓ 1generic #28
11.24DPS
BlunderbussTier IV
↓ 1generic #29
8.44DPS
WandTier IV
—generic #31
5.22DPS
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.