No additional character mechanic is asserted beyond the identity and base deltas shown above.
Base game character · Brotato 1.1.15.4
Well-Rounded
Unlock: Unlocked by default
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 18. 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
- Max HP
- +5
- % Speed
- +5
- Harvesting
- +8
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 18 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 Well-Rounded’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
SMGTier I · Ranged
18.12DPS
-
2
KnifeTier I · Melee
12.07DPS
-
3
PistolTier I · Ranged
11.00DPS
-
4
HatchetTier I · Melee
10.54DPS
-
5
FistTier I · Melee
10.34DPS
-
6
IcicleTier I · Ranged
10.16DPS
-
7
Rail GunTier I · RangedBuilds up during the wave — not in this figure
9.52DPS
-
8
Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure
9.28DPS
-
9
Double Barrel ShotgunTier I · Ranged
9.04DPS
-
10
Spiky ShieldTier I · Melee
8.87DPS
Show 8 more entries (18 ranked from 18 pool families)
-
11
ChopperTier I · Melee
8.85DPS
-
12
SlingshotTier I · Ranged
8.47DPS
-
13
TaserTier I · RangedSlow zone
7.59DPS
-
14
WrenchTier I · MeleeSpawns a turret — not in this figure
7.25DPS
-
15
QuarterstaffTier I · Melee
7.14DPS
-
16
StickTier I · Melee
6.31DPS
-
17
Ghost FlintTier I · Melee
4.95DPS
-
18
WandTier I · RangedBurning damage — not in this figure
1.15DPS
Character-specific facts
Mechanics used or stated
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. 5 weapons change position versus the generic order.
Reading the Well-Rounded-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 Well-Rounded 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 Well-Rounded’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
ExcaliburTier IV
—generic #1
390.34DPS
-
2
ScytheTier IV
—generic #2
211.30DPS
-
3
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
132.74DPS
-
4
Power FistTier IVExplosion damage — not in this figure
—generic #4
132.74DPS
-
5
FistTier IV
—generic #5
106.19DPS
-
6
War HammerTier IV
—generic #6
104.23DPS
-
7
BrickTier IV
—generic #7
87.37DPS
-
8
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 72 of 78 usable families lower · largest change −13.0%
—generic #8
86.36DPS
-
9
Captain’s SwordTier IVScales with free weapon slots — not in this figure
—generic #9
83.29DPS
-
10
Plasma SledgeTier IVExplosion damage — not in this figure
—generic #10
82.49DPS
-
11
HammerTier IVKnockback
—generic #11
81.57DPS
-
12
KnifeTier IV
—generic #12
79.21DPS
-
13
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
—generic #13
77.04DPS
-
14
HatchetTier IV
—generic #14
71.06DPS
-
15
Thunder SwordTier IVExtra projectiles on hit — not in this figure
—generic #15
70.38DPS
-
16
SwordTier IV
—generic #16
65.26DPS
-
17
AnchorTier IV
—generic #17
61.76DPS
-
18
TridentTier IVBonus vs healthy targets — not in this figure
—generic #18
58.24DPS
-
19
Vorpal SwordTier IVInstant-kill chance — not in this figure
—generic #19
57.26DPS
-
20
Thief DaggerTier IV
—generic #20
55.82DPS
-
21
ClawTier IV
—generic #21
55.28DPS
-
22
RockTier IV
Other-weapon DPS: 4 of 78 usable families higher · largest change +13.3%
—generic #22
53.91DPS
-
23
SpearTier IV
—generic #23
48.51DPS
-
24
Circular SawTier IV
—generic #24
47.43DPS
-
25
ChopperTier IV
↑ 1generic #26
45.64DPS
-
26
Cacti ClubTier IVExtra projectiles on hit — not in this figure
↓ 1generic #25
45.30DPS
-
27
Jousting LanceTier IVDeclares a stat this figure ignores
—generic #27
40.13DPS
-
28
DrillTier IVBuilds up during the wave — not in this figure
—generic #28
37.87DPS
-
29
ChainsawTier IVBonus vs healthy targets — not in this figure
—generic #29
34.22DPS
-
30
SpoonTier IV
↑ 2generic #32
32.31DPS
-
31
QuarterstaffTier IV
↓ 1generic #30
31.64DPS
-
32
ScrewdriverTier IVSpawns structures — not in this figure
↓ 1generic #31
31.53DPS
-
33
PlankTier IVExplosion damage — not in this figure
—generic #33
30.08DPS
-
34
PrunerTier IV
—generic #34
29.92DPS
-
35
Spiky ShieldTier IV
—generic #35
29.60DPS
-
36
ScissorsTier IV
—generic #36
28.92DPS
-
37
Ghost AxeTier IV
—generic #37
27.21DPS
-
38
Hiking PoleTier IV
—generic #38
26.01DPS
-
39
SickleTier IV
—generic #39
24.13DPS
-
40
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
20.44DPS
-
41
Ghost FlintTier IV
—generic #41
18.77DPS
-
42
Sharp ToothTier IV
—generic #42
18.35DPS
-
43
WrenchTier IVSpawns a turret — not in this figure
—generic #43
16.62DPS
-
44
LuteTier IVEnemies take more damage — not in this figure
—generic #44
14.13DPS
-
45
StickTier IV
—generic #45
11.11DPS
-
46
Brass KnucklesTier II
—generic #46
10.79DPS
-
47
HandTier IV
Other-weapon DPS: Sickle +35.3%
—generic #47
1.38DPS
-
48
TorchTier IVBurning damage — not in this figure
—generic #48
1.20DPS
Ranged weapons
-
1
Gatling LaserTier IV
—generic #1
141.18DPS
-
2
ObliteratorTier IV
—generic #2
127.42DPS
-
3
Rocket LauncherTier IVExplosion damage — not in this figure
—generic #3
79.69DPS
-
4
IcicleTier IV
—generic #4
79.06DPS
-
5
Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit
—generic #5
76.42DPS
-
6
PistolTier IV
—generic #6
72.12DPS
-
7
RevolverTier IV
—generic #7
66.51DPS
-
8
Laser GunTier IV
—generic #8
62.42DPS
-
9
TaserTier IVSlow zone
—generic #9
60.72DPS
-
10
Medical GunTier IV
—generic #10
59.42DPS
-
11
Nuclear LauncherTier IVExplosion damage — not in this figure
—generic #11
58.38DPS
-
12
Chain GunTier IV
—generic #12
58.25DPS
-
13
Sniper GunTier IVExtra projectiles on hit — not in this figure
—generic #13
53.33DPS
-
14
MinigunTier IV
—generic #14
49.84DPS
-
15
SMGTier IV
—generic #15
49.22DPS
-
16
Grenade LauncherTier IVExplosion damage — not in this figure
—generic #16
46.45DPS
-
17
Double Barrel ShotgunTier IV
—generic #17
46.35DPS
-
18
Potato ThrowerTier IV
—generic #18
44.03DPS
-
19
Rail GunTier IVBuilds up during the wave — not in this figure
—generic #19
38.23DPS
-
20
Ghost ScepterTier IV
—generic #20
37.08DPS
-
21
Harpoon GunTier IVSlow zone
—generic #21
29.71DPS
-
22
ShurikenTier IVPierces or bounces on crit — not in this figure
—generic #22
26.26DPS
-
23
CrossbowTier IVPierces or bounces on crit — not in this figure
—generic #23
25.01DPS
-
24
ShredderTier IVExplosion damage — not in this figure
—generic #24
24.52DPS
-
25
FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure
—generic #25
23.42DPS
-
26
JavelinTier IVEvery Nth projectile differs — not in this figure
—generic #26
21.05DPS
-
27
FluteTier IVCharms enemies
—generic #27
19.46DPS
-
28
SlingshotTier IV
—generic #28
18.73DPS
-
29
BlunderbussTier IV
—generic #29
14.07DPS
-
30
FlamethrowerTier IVBurning damage — not in this figure
—generic #30
9.68DPS
-
31
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.