Wildling official art

Base game character · Brotato 1.1.15.4

Wildling

Unlock: Kill 10000 enemies

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 9. A save’s visible pool can be smaller because unlock state and active DLC alter it.

Starting weapon pool

Added automatically after the choice

Relative to defaults

Base stat deltas

No loadout-independent direct base stat deltas.

No full wave-one stat vector is published.

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

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 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.

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 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.

  1. 1 Rock RockTier I · Melee 12.52DPS
  2. 2 Hatchet HatchetTier I · Melee 10.54DPS
  3. 3 Spear SpearTier I · Melee 10.13DPS
  4. 4 Cacti Club Cacti ClubTier I · MeleeExtra projectiles on hit — not in this figure 9.28DPS
  5. 5 Slingshot SlingshotTier I · Ranged 8.47DPS
  6. 6 Quarterstaff QuarterstaffTier I · Melee 7.14DPS
  7. 7 Stick StickTier I · Melee 6.31DPS
  8. 8 Sharp Tooth Sharp ToothTier I · Melee 4.50DPS
  9. 9 Torch TorchTier I · MeleeBurning damage — not in this figure 0.91DPS

Character-specific facts

Mechanics used or stated

Weapon rules

  • Primitive weapons: +30 percentage points lifesteal
  • Weapon progression capped at Tier 2

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. 0 weapons change position versus the generic order.

This order is identical to the generic, no-character ranking.

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.

How this ranking is computed

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.

Melee weapons

  1. 1 Brick BrickTier II generic #1 43.69DPS
  2. 2 Mace MaceTier IIDeclares a stat this figure ignores Other-weapon DPS: 54 of 61 usable families lower · largest change −11.2% generic #2 29.27DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IIBurning damage — not in this figure generic #3 26.72DPS
  4. 4 Hammer HammerTier IIKnockback generic #4 24.48DPS
  5. 5 Sword SwordTier II generic #5 24.12DPS
  6. 6 Anchor AnchorTier II generic #6 23.79DPS
  7. 7 Rock RockTier II Other-weapon DPS: Spiky Shield +6.7% generic #7 23.41DPS
  8. 8 Knife KnifeTier II generic #8 21.80DPS
  9. 9 Fist FistTier II generic #9 21.37DPS
  10. 10 Trident TridentTier IIBonus vs healthy targets — not in this figure generic #10 19.54DPS
  11. 11 Spear SpearTier II generic #11 18.37DPS
  12. 12 Vorpal Sword Vorpal SwordTier IIInstant-kill chance — not in this figure generic #12 18.35DPS
  13. 13 Jousting Lance Jousting LanceTier IIDeclares a stat this figure ignores generic #13 17.15DPS
  14. 14 Hatchet HatchetTier II generic #14 16.45DPS
  15. 15 Spoon SpoonTier II generic #15 16.29DPS
  16. 16 Chopper ChopperTier II generic #16 15.67DPS
  17. 17 Thief Dagger Thief DaggerTier II generic #17 15.43DPS
  18. 18 Claw ClawTier II generic #18 15.31DPS
  19. 19 Pruner PrunerTier II generic #19 14.48DPS
  20. 20 Circular Saw Circular SawTier II generic #20 14.14DPS
  21. 21 Hiking Pole Hiking PoleTier II generic #21 13.66DPS
  22. 22 Screwdriver ScrewdriverTier IISpawns structures — not in this figure generic #22 13.61DPS
  23. 23 Plank PlankTier IIExplosion damage — not in this figure generic #23 13.50DPS
  24. 24 Spiky Shield Spiky ShieldTier II generic #24 13.31DPS
  25. 25 Cacti Club Cacti ClubTier IIExtra projectiles on hit — not in this figure generic #25 13.03DPS
  26. 26 Quarterstaff QuarterstaffTier II generic #26 12.15DPS
  27. 27 Ghost Axe Ghost AxeTier II generic #27 11.14DPS
  28. 28 Scissors ScissorsTier II generic #28 11.14DPS
  29. 29 Brass Knuckles Brass KnucklesTier II generic #29 10.79DPS
  30. 30 Wrench WrenchTier IISpawns a turret — not in this figure generic #30 10.06DPS
  31. 31 Sickle SickleTier II generic #31 9.65DPS
  32. 32 Sharp Tooth Sharp ToothTier II generic #32 7.91DPS
  33. 33 Ghost Flint Ghost FlintTier II generic #33 7.77DPS
  34. 34 Stick StickTier II generic #34 7.49DPS
  35. 35 Lightning Shiv Lightning ShivTier IIExtra projectiles on hit — not in this figure generic #35 6.54DPS
  36. 36 Lute LuteTier IIEnemies take more damage — not in this figure generic #36 6.47DPS
  37. 37 Hand HandTier II generic #37 1.04DPS
  38. 38 Torch TorchTier IIBurning damage — not in this figure generic #38 0.93DPS

Ranged weapons

  1. 1 Laser Gun Laser GunTier II generic #1 29.82DPS
  2. 2 Revolver RevolverTier II generic #2 29.66DPS
  3. 3 Icicle IcicleTier II generic #3 23.16DPS
  4. 4 SMG SMGTier II generic #4 22.13DPS
  5. 5 Medical Gun Medical GunTier II generic #5 21.81DPS
  6. 6 Pistol PistolTier II generic #6 20.60DPS
  7. 7 Double Barrel Shotgun Double Barrel ShotgunTier II generic #7 19.26DPS
  8. 8 Rocket Launcher Rocket LauncherTier IIExplosion damage — not in this figure generic #8 17.32DPS
  9. 9 Ghost Scepter Ghost ScepterTier II generic #9 16.55DPS
  10. 10 Taser TaserTier IISlow zone generic #10 15.18DPS
  11. 11 Rail Gun Rail GunTier IIBuilds up during the wave — not in this figure generic #11 15.08DPS
  12. 12 Crossbow CrossbowTier IIPierces or bounces on crit — not in this figure generic #12 13.37DPS
  13. 13 Shuriken ShurikenTier IIPierces or bounces on crit — not in this figure generic #13 13.08DPS
  14. 14 Slingshot SlingshotTier II generic #14 11.48DPS
  15. 15 Javelin JavelinTier IIEvery Nth projectile differs — not in this figure generic #15 10.75DPS
  16. 16 Potato Thrower Potato ThrowerTier II generic #16 10.53DPS
  17. 17 Flute FluteTier IICharms enemies generic #17 8.55DPS
  18. 18 Shredder ShredderTier IIExplosion damage — not in this figure generic #18 8.47DPS
  19. 19 Flamethrower FlamethrowerTier IIBurning damage — not in this figure generic #19 7.14DPS
  20. 20 Grenade Launcher Grenade LauncherTier IIExplosion damage — not in this figure generic #20 6.31DPS
  21. 21 Harpoon Gun Harpoon GunTier IISlow zone generic #21 5.87DPS
  22. 22 Fireball FireballTier IIBurning damage — not in this figureExplosion damage — not in this figure generic #22 4.56DPS
  23. 23 Blunderbuss BlunderbussTier II generic #23 4.36DPS
  24. 24 Wand WandTier IIBurning damage — not in this figure generic #24 1.28DPS

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.