Soldier official art

Base game character · Brotato 1.1.15.4

Soldier

Unlock: Win a run in Danger 2

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 13. 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

% Damage
+50
% 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 13 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 Soldier’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 Revolver RevolverTier I · Ranged 51.69DPS
  2. 2 SMG SMGTier I · Ranged 50.30DPS
  3. 3 Laser Gun Laser GunTier I · Ranged 46.94DPS
  4. 4 Knife KnifeTier I · Melee 29.07DPS
  5. 5 Pistol PistolTier I · Ranged 24.75DPS
  6. 6 Crossbow CrossbowTier I · RangedPierces or bounces on crit — not in this figure 23.20DPS
  7. 7 Icicle IcicleTier I · Ranged 23.05DPS
  8. 8 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 22.89DPS
  9. 9 Rail Gun Rail GunTier I · RangedBuilds up during the wave — not in this figure 21.77DPS
  10. 10 Taser TaserTier I · RangedSlow zone 17.89DPS
Show 3 more entries (13 ranked from 13 pool families)
  1. 11 Shredder ShredderTier I · RangedExplosion damage — not in this figure 9.51DPS
  2. 12 Lightning Shiv Lightning ShivTier I · MeleeExtra projectiles on hit — not in this figure 7.89DPS
  3. 13 Wand WandTier I · RangedBurning damage — not in this figure 3.53DPS

Character-specific facts

Mechanics used or stated

Other declared mechanics

  • DeclaredPickup range +200 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • DeclaredKnockback +15 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • DeclaredCannot attack while moving 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 Stand Still when that filtered pool is non-empty.

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. 37 weapons change position versus the generic order.

Reading the Soldier-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 Soldier 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 Soldier’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 #1 842.70DPS
  2. 2 Scythe ScytheTier IV generic #2 466.99DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 298.20DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 298.20DPS
  5. 5 Fist FistTier IV generic #5 238.56DPS
  6. 6 War Hammer War HammerTier IV generic #6 236.29DPS
  7. 7 Hatchet HatchetTier IV ↑ 7generic #14 204.46DPS
  8. 8 Claw ClawTier IV ↑ 13generic #21 203.99DPS
  9. 9 Brick BrickTier IV ↓ 2generic #7 200.90DPS
  10. 10 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↓ 1generic #9 189.57DPS
  11. 11 Hammer HammerTier IVKnockback generic #11 187.35DPS
  12. 12 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure ↓ 2generic #10 187.35DPS
  13. 13 Knife KnifeTier IV ↓ 1generic #12 184.67DPS
  14. 14 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↓ 1generic #13 160.27DPS
  15. 15 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure generic #15 156.51DPS
  16. 16 Sword SwordTier IV generic #16 150.58DPS
  17. 17 Anchor AnchorTier IV generic #17 140.16DPS
  18. 18 Thief Dagger Thief DaggerTier IV ↑ 2generic #20 131.87DPS
  19. 19 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure generic #19 131.12DPS
  20. 20 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 2generic #18 124.20DPS
  21. 21 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +13.3% ↑ 1generic #22 123.25DPS
  22. 22 Circular Saw Circular SawTier IV ↑ 2generic #24 106.70DPS
  23. 23 Spear SpearTier IV generic #23 101.96DPS
  24. 24 Chopper ChopperTier IV ↑ 2generic #26 101.58DPS
  25. 25 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure generic #25 101.46DPS
  26. 26 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 78 of 78 usable families lower · largest change −12.6% ↓ 18generic #8 95.35DPS
  27. 27 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores generic #27 92.30DPS
  28. 28 Drill DrillTier IVBuilds up during the wave — not in this figure generic #28 88.78DPS
  29. 29 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure generic #29 73.51DPS
  30. 30 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure ↑ 1generic #31 73.44DPS
  31. 31 Quarterstaff QuarterstaffTier IV ↓ 1generic #30 72.63DPS
  32. 32 Spoon SpoonTier IV generic #32 70.35DPS
  33. 33 Pruner PrunerTier IV ↑ 1generic #34 70.22DPS
  34. 34 Plank PlankTier IVExplosion damage — not in this figure ↓ 1generic #33 70.11DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 66.43DPS
  36. 36 Scissors ScissorsTier IV generic #36 66.35DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 61.47DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 56.24DPS
  39. 39 Sickle SickleTier IV generic #39 52.09DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 49.18DPS
  41. 41 Sharp Tooth Sharp ToothTier IV ↑ 1generic #42 42.93DPS
  42. 42 Ghost Flint Ghost FlintTier IV ↓ 1generic #41 41.55DPS
  43. 43 Wrench WrenchTier IVSpawns a turret — not in this figure generic #43 37.75DPS
  44. 44 Lute LuteTier IVEnemies take more damage — not in this figure generic #44 30.32DPS
  45. 45 Brass Knuckles Brass KnucklesTier II ↑ 1generic #46 25.00DPS
  46. 46 Stick StickTier IV ↓ 1generic #45 24.12DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +39.1% generic #47 4.21DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 3.72DPS

Ranged weapons

  1. 1 Obliterator ObliteratorTier IV ↑ 1generic #2 287.44DPS
  2. 2 Gatling Laser Gatling LaserTier IV ↓ 1generic #1 251.16DPS
  3. 3 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure generic #3 177.16DPS
  4. 4 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit ↑ 1generic #5 172.84DPS
  5. 5 Icicle IcicleTier IV ↓ 1generic #4 165.25DPS
  6. 6 Pistol PistolTier IV generic #6 154.11DPS
  7. 7 Revolver RevolverTier IV generic #7 153.43DPS
  8. 8 Laser Gun Laser GunTier IV generic #8 140.45DPS
  9. 9 Medical Gun Medical GunTier IV ↑ 1generic #10 135.00DPS
  10. 10 Taser TaserTier IVSlow zone ↓ 1generic #9 134.84DPS
  11. 11 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure generic #11 131.86DPS
  12. 12 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure ↑ 1generic #13 120.00DPS
  13. 13 Minigun MinigunTier IV ↑ 1generic #14 114.98DPS
  14. 14 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure ↑ 2generic #16 113.22DPS
  15. 15 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 2generic #17 108.15DPS
  16. 16 SMG SMGTier IV ↓ 1generic #15 108.00DPS
  17. 17 Chain Gun Chain GunTier IV ↓ 5generic #12 100.64DPS
  18. 18 Potato Thrower Potato ThrowerTier IV generic #18 92.90DPS
  19. 19 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure generic #19 85.68DPS
  20. 20 Ghost Scepter Ghost ScepterTier IV generic #20 77.25DPS
  21. 21 Harpoon Gun Harpoon GunTier IVSlow zone generic #21 66.44DPS
  22. 22 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure ↑ 1generic #23 56.40DPS
  23. 23 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure ↓ 1generic #22 55.87DPS
  24. 24 Shredder ShredderTier IVExplosion damage — not in this figure generic #24 55.26DPS
  25. 25 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure generic #25 50.05DPS
  26. 26 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure generic #26 46.75DPS
  27. 27 Slingshot SlingshotTier IV ↑ 1generic #28 42.14DPS
  28. 28 Flute FluteTier IVCharms enemies ↓ 1generic #27 41.47DPS
  29. 29 Blunderbuss BlunderbussTier IV generic #29 31.66DPS
  30. 30 Flamethrower FlamethrowerTier IVBurning damage — not in this figure generic #30 27.91DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 5.26DPS

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.