Weapon rules
- Primitive weapons: +30 percentage points lifesteal
- Weapon progression capped at Tier 2
Base game character · Brotato 1.1.15.4
Unlock: Kill 10000 enemies
Two separate computed views
“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
Choose one unlocked entry from a normalized maximum pool of 9. A save’s visible pool can be smaller because unlock state and active DLC alter it.
Relative to defaults
No loadout-independent direct base stat deltas.
It changes with the loadout: Automatic weapon plus selected weapon can activate set bonuses. 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 9 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.
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 Wildling’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.
RockTier I · Melee
12.52DPS
HatchetTier I · Melee
10.54DPS
SpearTier I · Melee
10.13DPS
Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure
9.28DPS
SlingshotTier I · Ranged
8.47DPS
QuarterstaffTier I · Melee
7.14DPS
StickTier I · Melee
6.31DPS
Sharp ToothTier I · Melee
4.50DPS
TorchTier I · MeleeBurning damage — not in this figure
0.91DPS
Character-specific facts
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. 0 weapons change position versus the generic order.
Wildling declares no direct weapon-damage effect, so nothing shifts the generic order.
Reading the Wildling-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 61 other families Wildling 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.
Default 10 Max HP and zero other default combat stats; no bonus stats beyond Wildling’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.
Life Steal is outside direct primary-target DPS, so the Primitive local Life Steal bonus does not change these values.
BrickTier II
—generic #1
43.69DPS
MaceTier IIDeclares a stat this figure ignores
Other-weapon DPS: 54 of 61 usable families lower · largest change −11.2%
—generic #2
29.27DPS
Flaming Brass KnucklesTier IIBurning damage — not in this figure
—generic #3
26.72DPS
HammerTier IIKnockback
—generic #4
24.48DPS
SwordTier II
—generic #5
24.12DPS
AnchorTier II
—generic #6
23.79DPS
RockTier II
Other-weapon DPS: Spiky Shield +6.7%
—generic #7
23.41DPS
KnifeTier II
—generic #8
21.80DPS
FistTier II
—generic #9
21.37DPS
TridentTier IIBonus vs healthy targets — not in this figure
—generic #10
19.54DPS
SpearTier II
—generic #11
18.37DPS
Vorpal SwordTier IIInstant-kill chance — not in this figure
—generic #12
18.35DPS
Jousting LanceTier IIDeclares a stat this figure ignores
—generic #13
17.15DPS
HatchetTier II
—generic #14
16.45DPS
SpoonTier II
—generic #15
16.29DPS
ChopperTier II
—generic #16
15.67DPS
Thief DaggerTier II
—generic #17
15.43DPS
ClawTier II
—generic #18
15.31DPS
PrunerTier II
—generic #19
14.48DPS
Circular SawTier II
—generic #20
14.14DPS
Hiking PoleTier II
—generic #21
13.66DPS
ScrewdriverTier IISpawns structures — not in this figure
—generic #22
13.61DPS
PlankTier IIExplosion damage — not in this figure
—generic #23
13.50DPS
Spiky ShieldTier II
—generic #24
13.31DPS
Cacti ClubTier IIExtra projectiles on hit — not in this figure
—generic #25
13.03DPS
QuarterstaffTier II
—generic #26
12.15DPS
Ghost AxeTier II
—generic #27
11.14DPS
ScissorsTier II
—generic #28
11.14DPS
Brass KnucklesTier II
—generic #29
10.79DPS
WrenchTier IISpawns a turret — not in this figure
—generic #30
10.06DPS
SickleTier II
—generic #31
9.65DPS
Sharp ToothTier II
—generic #32
7.91DPS
Ghost FlintTier II
—generic #33
7.77DPS
StickTier II
—generic #34
7.49DPS
Lightning ShivTier IIExtra projectiles on hit — not in this figure
—generic #35
6.54DPS
LuteTier IIEnemies take more damage — not in this figure
—generic #36
6.47DPS
HandTier II
—generic #37
1.04DPS
TorchTier IIBurning damage — not in this figure
—generic #38
0.93DPS
Laser GunTier II
—generic #1
29.82DPS
RevolverTier II
—generic #2
29.66DPS
IcicleTier II
—generic #3
23.16DPS
SMGTier II
—generic #4
22.13DPS
Medical GunTier II
—generic #5
21.81DPS
PistolTier II
—generic #6
20.60DPS
Double Barrel ShotgunTier II
—generic #7
19.26DPS
Rocket LauncherTier IIExplosion damage — not in this figure
—generic #8
17.32DPS
Ghost ScepterTier II
—generic #9
16.55DPS
TaserTier IISlow zone
—generic #10
15.18DPS
Rail GunTier IIBuilds up during the wave — not in this figure
—generic #11
15.08DPS
CrossbowTier IIPierces or bounces on crit — not in this figure
—generic #12
13.37DPS
ShurikenTier IIPierces or bounces on crit — not in this figure
—generic #13
13.08DPS
SlingshotTier II
—generic #14
11.48DPS
JavelinTier IIEvery Nth projectile differs — not in this figure
—generic #15
10.75DPS
Potato ThrowerTier II
—generic #16
10.53DPS
FluteTier IICharms enemies
—generic #17
8.55DPS
ShredderTier IIExplosion damage — not in this figure
—generic #18
8.47DPS
FlamethrowerTier IIBurning damage — not in this figure
—generic #19
7.14DPS
Grenade LauncherTier IIExplosion damage — not in this figure
—generic #20
6.31DPS
Harpoon GunTier IISlow zone
—generic #21
5.87DPS
FireballTier IIBurning damage — not in this figureExplosion damage — not in this figure
—generic #22
4.56DPS
BlunderbussTier II
—generic #23
4.36DPS
WandTier IIBurning damage — not in this figure
—generic #24
1.28DPS
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.