Stat-gain factors
- −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: Reach 40 % Life Steal
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 22. 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 22 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 Vampire’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
8.76DPS
SMGTier I · Ranged
6.06DPS
KnifeTier I · Melee
5.32DPS
Medical GunTier I · Ranged
5.26DPS
PistolTier I · Ranged
4.58DPS
HatchetTier I · Melee
4.52DPS
ShurikenTier I · Ranged
4.27DPS
CrossbowTier I · Ranged
4.06DPS
FistTier I · Melee
3.88DPS
Spiky ShieldTier I · Melee
3.55DPS
ScrewdriverTier I · Melee
3.11DPS
WrenchTier I · Melee
3.02DPS
Double Barrel ShotgunTier I · Ranged
3.01DPS
ClawTier I · Melee
2.83DPS
StickTier I · Melee
2.38DPS
Thief DaggerTier I · Melee
2.37DPS
ScissorsTier I · Melee
2.18DPS
Sharp ToothTier I · Melee
1.80DPS
Ghost FlintTier I · Melee
1.65DPS
ShredderTier I · Ranged
1.58DPS
Lightning ShivTier I · Melee
1.03DPS
TorchTier I · Melee
0.91DPS
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 Lifesteal 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.
Showing 6 of 14 filtered items.
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. 20 weapons change position versus the generic order.
Reading the Vampire-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 Vampire’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.
ExcaliburTier IV
—generic #1
145.95DPS
ScytheTier IV
—generic #2
84.52DPS
Flaming Brass KnucklesTier IV
—generic #3
53.09DPS
Power FistTier IV
—generic #4
53.09DPS
FistTier IV
—generic #5
43.14DPS
War HammerTier IV
—generic #6
41.69DPS
BrickTier IV
—generic #7
34.95DPS
MaceTier IV
—generic #8
34.55DPS
Captain’s SwordTier IV
—generic #9
33.32DPS
Plasma SledgeTier IV
—generic #10
32.99DPS
HammerTier IV
—generic #11
32.63DPS
KnifeTier IV
—generic #12
31.68DPS
DEX-troyerTier IV
—generic #13
30.82DPS
HatchetTier IV
—generic #14
28.42DPS
Thunder SwordTier IV
—generic #15
28.15DPS
SwordTier IV
—generic #16
26.10DPS
AnchorTier IV
—generic #17
24.70DPS
TridentTier IV
—generic #18
23.30DPS
Vorpal SwordTier IV
—generic #19
22.91DPS
Thief DaggerTier IV
—generic #20
22.33DPS
ClawTier IV
—generic #21
22.03DPS
RockTier IV
—generic #22
21.56DPS
SpearTier IV
—generic #23
19.40DPS
Circular SawTier IV
—generic #24
18.97DPS
Cacti ClubTier IV
—generic #25
18.12DPS
ChopperTier IV
—generic #26
17.45DPS
Jousting LanceTier IV
—generic #27
15.44DPS
DrillTier IV
—generic #28
15.15DPS
ChainsawTier IV
—generic #29
13.69DPS
QuarterstaffTier IV
—generic #30
12.65DPS
ScrewdriverTier IV
—generic #31
12.61DPS
SpoonTier IV
—generic #32
12.25DPS
PlankTier IV
—generic #33
12.03DPS
PrunerTier IV
—generic #34
11.97DPS
Spiky ShieldTier IV
—generic #35
11.84DPS
ScissorsTier IV
—generic #36
11.57DPS
Ghost AxeTier IV
—generic #37
10.88DPS
Hiking PoleTier IV
—generic #38
10.40DPS
SickleTier IV
—generic #39
8.52DPS
Lightning ShivTier IV
—generic #40
8.17DPS
Ghost FlintTier IV
—generic #41
7.51DPS
Sharp ToothTier IV
—generic #42
7.32DPS
WrenchTier IV
—generic #43
6.92DPS
LuteTier IV
—generic #44
5.30DPS
StickTier IV
—generic #45
4.64DPS
Brass KnucklesTier II
—generic #46
4.32DPS
HandTier IV
—generic #47
1.38DPS
TorchTier IV
—generic #48
1.20DPS
Gatling LaserTier IV
—generic #1
56.47DPS
ObliteratorTier IV
—generic #2
50.97DPS
Rocket LauncherTier IV
—generic #3
31.88DPS
IcicleTier IV
—generic #4
31.62DPS
Particle AcceleratorTier IV
—generic #5
30.57DPS
Chain GunTier IV
↑ 6generic #12
29.56DPS
PistolTier IV
↓ 1generic #6
28.85DPS
RevolverTier IV
↓ 1generic #7
26.60DPS
TaserTier IV
—generic #9
26.02DPS
Laser GunTier IV
↓ 2generic #8
24.97DPS
Medical GunTier IV
↓ 1generic #10
23.77DPS
Nuclear LauncherTier IV
↓ 1generic #11
23.35DPS
Sniper GunTier IV
—generic #13
21.33DPS
Double Barrel ShotgunTier IV
↑ 3generic #17
20.60DPS
MinigunTier IV
↓ 1generic #14
19.94DPS
Grenade LauncherTier IV
—generic #16
18.58DPS
SMGTier IV
↓ 2generic #15
18.49DPS
Rail GunTier IV
↑ 1generic #19
15.31DPS
Ghost ScepterTier IV
↑ 1generic #20
14.83DPS
Potato ThrowerTier IV
↓ 2generic #18
13.53DPS
Harpoon GunTier IV
—generic #21
11.88DPS
ShurikenTier IV
—generic #22
10.38DPS
ShredderTier IV
↑ 1generic #24
9.81DPS
CrossbowTier IV
↓ 1generic #23
9.75DPS
FlamethrowerTier IV
↑ 5generic #30
9.68DPS
FireballTier IV
↓ 1generic #25
9.37DPS
JavelinTier IV
↓ 1generic #26
8.42DPS
FluteTier IV
↓ 1generic #27
7.77DPS
SlingshotTier IV
↓ 1generic #28
7.49DPS
BlunderbussTier IV
↓ 1generic #29
5.63DPS
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.