Romantic official art

Abyssal Terrors character · Brotato 1.1.15.4

Romantic

Unlock: Finish a run with 0 Curse

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 16. 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

No loadout-independent direct base stat deltas.

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 16 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 Romantic’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 SMG SMGTier I · Ranged 18.12DPS
  2. 2 Medical Gun Medical GunTier I · Ranged 13.15DPS
  3. 3 Spoon SpoonTier I · Melee · Melee weapons: +50 max range 9.87DPS
  4. 4 Hatchet HatchetTier I · Melee · Melee weapons: +50 max range 9.78DPS
  5. 5 Shuriken ShurikenTier I · RangedPierces or bounces on crit — not in this figure 9.69DPS
  6. 6 Fist FistTier I · Melee · Melee weapons: +50 max range 9.68DPS
  7. 7 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 9.04DPS
  8. 8 Cacti Club Cacti ClubTier I · Melee · Melee weapons: +50 max rangeExtra projectiles on hit — not in this figure 8.99DPS
  9. 9 Slingshot SlingshotTier I · Ranged 8.47DPS
  10. 10 Taser TaserTier I · RangedSlow zone 7.59DPS
Show 6 more entries (16 ranked from 16 pool families)
  1. 11 Chopper ChopperTier I · Melee · Melee weapons: +50 max range 7.35DPS
  2. 12 Claw ClawTier I · Melee · Melee weapons: +50 max range 6.62DPS
  3. 13 Flute FluteTier I · RangedCharms enemies 5.89DPS
  4. 14 Scissors ScissorsTier I · Melee · Melee weapons: +50 max range 5.17DPS
  5. 15 Sharp Tooth Sharp ToothTier I · Melee · Melee weapons: +50 max range 4.30DPS
  6. 16 Lute LuteTier I · Melee · Melee weapons: +50 max rangeEnemies take more damage — not in this figure 2.98DPS

Character-specific facts

Mechanics used or stated

Weapon rules

  • Melee weapons: +50 max range

Other declared mechanics

  • ConfirmedBelow 25% enemy HP, hit charm chance=max(1,50%×Max HP); duration 8s
  • ConfirmedLinked Damage = truncate toward zero (-3 × Curse / 5); uses all resolved sources This effect is resolved into the character stat block the ranking is computed from.
  • ConfirmedLinked Armor = truncate toward zero (-1 × Curse / 5); uses all resolved sources This effect is resolved into the character stat block the ranking is computed from.
  • DeclaredEach wave end: Curse +1 Bespoke trigger, stacking, or unit behavior is not used in the ranking.

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. 8 weapons change position versus the generic order.

Reading the Romantic-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 Romantic 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 Romantic’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 · Melee weapons: +50 max range generic #1 346.01DPS
  2. 2 Scythe ScytheTier IV · Melee weapons: +50 max range generic #2 196.88DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IV · Melee weapons: +50 max rangeBurning damage — not in this figure generic #3 121.95DPS
  4. 4 Power Fist Power FistTier IV · Melee weapons: +50 max rangeExplosion damage — not in this figure generic #4 121.95DPS
  5. 5 War Hammer War HammerTier IV · Melee weapons: +50 max range ↑ 1generic #6 101.44DPS
  6. 6 Fist FistTier IV · Melee weapons: +50 max range ↓ 1generic #5 97.56DPS
  7. 7 Brick BrickTier IV · Melee weapons: +50 max range generic #7 84.14DPS
  8. 8 Mace MaceTier IV · Melee weapons: +50 max rangeDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −13.0% generic #8 82.75DPS
  9. 9 Plasma Sledge Plasma SledgeTier IV · Melee weapons: +50 max rangeExplosion damage — not in this figure ↑ 1generic #10 79.62DPS
  10. 10 Captain’s Sword Captain’s SwordTier IV · Melee weapons: +50 max rangeScales with free weapon slots — not in this figure ↓ 1generic #9 79.01DPS
  11. 11 Hammer HammerTier IV · Melee weapons: +50 max rangeKnockback generic #11 78.77DPS
  12. 12 Knife KnifeTier IV · Melee weapons: +50 max range generic #12 74.17DPS
  13. 13 DEX-troyer DEX-troyerTier IV · Melee weapons: +50 max rangeExplosion damage — not in this figureExtra projectiles on hit — not in this figure generic #13 74.08DPS
  14. 14 Thunder Sword Thunder SwordTier IV · Melee weapons: +50 max rangeExtra projectiles on hit — not in this figure ↑ 1generic #15 67.10DPS
  15. 15 Hatchet HatchetTier IV · Melee weapons: +50 max range ↓ 1generic #14 65.67DPS
  16. 16 Sword SwordTier IV · Melee weapons: +50 max range generic #16 62.02DPS
  17. 17 Anchor AnchorTier IV · Melee weapons: +50 max range generic #17 59.98DPS
  18. 18 Trident TridentTier IV · Melee weapons: +50 max rangeBonus vs healthy targets — not in this figure generic #18 56.11DPS
  19. 19 Vorpal Sword Vorpal SwordTier IV · Melee weapons: +50 max rangeInstant-kill chance — not in this figure generic #19 54.32DPS
  20. 20 Thief Dagger Thief DaggerTier IV · Melee weapons: +50 max range generic #20 52.11DPS
  21. 21 Rock RockTier IV · Melee weapons: +50 max range Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3% ↑ 1generic #22 52.00DPS
  22. 22 Claw ClawTier IV · Melee weapons: +50 max range ↓ 1generic #21 50.91DPS
  23. 23 Spear SpearTier IV · Melee weapons: +50 max range generic #23 46.55DPS
  24. 24 Circular Saw Circular SawTier IV · Melee weapons: +50 max range generic #24 43.73DPS
  25. 25 Cacti Club Cacti ClubTier IV · Melee weapons: +50 max rangeExtra projectiles on hit — not in this figure generic #25 43.59DPS
  26. 26 Chopper ChopperTier IV · Melee weapons: +50 max range generic #26 41.89DPS
  27. 27 Jousting Lance Jousting LanceTier IV · Melee weapons: +50 max rangeDeclares a stat this figure ignores generic #27 37.10DPS
  28. 28 Drill DrillTier IV · Melee weapons: +50 max rangeBuilds up during the wave — not in this figure generic #28 33.93DPS
  29. 29 Chainsaw ChainsawTier IV · Melee weapons: +50 max rangeBonus vs healthy targets — not in this figure generic #29 31.39DPS
  30. 30 Quarterstaff QuarterstaffTier IV · Melee weapons: +50 max range generic #30 29.97DPS
  31. 31 Screwdriver ScrewdriverTier IV · Melee weapons: +50 max rangeSpawns structures — not in this figure generic #31 29.80DPS
  32. 32 Spoon SpoonTier IV · Melee weapons: +50 max range generic #32 29.44DPS
  33. 33 Plank PlankTier IV · Melee weapons: +50 max rangeExplosion damage — not in this figure generic #33 28.59DPS
  34. 34 Pruner PrunerTier IV · Melee weapons: +50 max range generic #34 28.30DPS
  35. 35 Spiky Shield Spiky ShieldTier IV · Melee weapons: +50 max range generic #35 28.15DPS
  36. 36 Scissors ScissorsTier IV · Melee weapons: +50 max range generic #36 27.29DPS
  37. 37 Ghost Axe Ghost AxeTier IV · Melee weapons: +50 max range generic #37 26.28DPS
  38. 38 Hiking Pole Hiking PoleTier IV · Melee weapons: +50 max range generic #38 24.87DPS
  39. 39 Sickle SickleTier IV · Melee weapons: +50 max range generic #39 19.83DPS
  40. 40 Lightning Shiv Lightning ShivTier IV · Melee weapons: +50 max rangeExtra projectiles on hit — not in this figure generic #40 19.16DPS
  41. 41 Ghost Flint Ghost FlintTier IV · Melee weapons: +50 max range generic #41 17.89DPS
  42. 42 Sharp Tooth Sharp ToothTier IV · Melee weapons: +50 max range generic #42 17.39DPS
  43. 43 Wrench WrenchTier IV · Melee weapons: +50 max rangeSpawns a turret — not in this figure generic #43 16.04DPS
  44. 44 Lute LuteTier IV · Melee weapons: +50 max rangeEnemies take more damage — not in this figure generic #44 13.50DPS
  45. 45 Stick StickTier IV · Melee weapons: +50 max range generic #45 10.60DPS
  46. 46 Brass Knuckles Brass KnucklesTier II · Melee weapons: +50 max range generic #46 10.21DPS
  47. 47 Hand HandTier IV · Melee weapons: +50 max range Other-weapon DPS: Sickle +40.0% generic #47 1.28DPS
  48. 48 Torch TorchTier IV · Melee weapons: +50 max rangeBurning damage — not in this figure generic #48 1.13DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 141.18DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 127.42DPS
  3. 3 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure generic #3 79.69DPS
  4. 4 Icicle IcicleTier IV generic #4 79.06DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit generic #5 76.42DPS
  6. 6 Pistol PistolTier IV generic #6 72.12DPS
  7. 7 Revolver RevolverTier IV generic #7 66.51DPS
  8. 8 Laser Gun Laser GunTier IV generic #8 62.42DPS
  9. 9 Taser TaserTier IVSlow zone generic #9 60.72DPS
  10. 10 Medical Gun Medical GunTier IV generic #10 59.42DPS
  11. 11 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure generic #11 58.38DPS
  12. 12 Chain Gun Chain GunTier IV generic #12 58.25DPS
  13. 13 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure generic #13 53.33DPS
  14. 14 Minigun MinigunTier IV generic #14 49.84DPS
  15. 15 SMG SMGTier IV generic #15 49.22DPS
  16. 16 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure generic #16 46.45DPS
  17. 17 Double Barrel Shotgun Double Barrel ShotgunTier IV generic #17 46.35DPS
  18. 18 Potato Thrower Potato ThrowerTier IV generic #18 40.60DPS
  19. 19 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure generic #19 38.23DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 37.08DPS
  21. 21 Harpoon Gun Harpoon GunTier IVSlow zone generic #21 29.71DPS
  22. 22 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure generic #22 26.26DPS
  23. 23 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure generic #23 25.01DPS
  24. 24 Shredder ShredderTier IVExplosion damage — not in this figure generic #24 24.52DPS
  25. 25 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure generic #25 23.42DPS
  26. 26 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure generic #26 21.05DPS
  27. 27 Flute FluteTier IVCharms enemies generic #27 19.46DPS
  28. 28 Slingshot SlingshotTier IV generic #28 18.73DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 14.07DPS
  30. 30 Flamethrower FlamethrowerTier IVBurning damage — not in this figure generic #30 9.68DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 1.74DPS

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.