Ball and Chain official art

Rare · Tier III · Base game

Ball and Chain

% DamageArmorKnockback

Structured effects, restated

What one copy changes

+15% Damage −3% Speed +3 more declared effects, listed below

% Damage

Changes Damage by +15 percentage points.

The recorded ownership limit is one copy.

Armor

Changes Armor by +3 points.

The recorded ownership limit is one copy.

Knockback

Changes Knockback by +5.

The recorded ownership limit is one copy.

% Speed

Changes Speed by −3 percentage points.

The recorded ownership limit is one copy.

Minimum Weapon Cooldowns

Sets a 45-tick minimum weapon-cycle field for the stated cooldown effect.

The recorded ownership limit is one copy.
Stat references: % Damage · Armor · % Speed

Purchase-time direct weapon metric

Your before-and-after DPS

Current player state

Enter your current values before buying Ball and Chain. Fields start at the game’s own default stat block, where every stat but Max HP starts at zero — a 0 here is that default, not an empty field. Player stats use the same device-local values as the weapon pages.

Using Max HP 10 · 1 equipped weapon

Excalibur goes from 380.86 to 438.06 expected primary-target DPS.

Direct DPS change +57.20 DPS +15%
What the comparison includes

Both sides use the shared expected primary-target, pre-mitigation direct-DPS engine. The after side adds fixed global-stat changes and the declared count/stat-scaled changes shown on this page. It includes staged damage rounding, crit expectation, projectile count, shooting duration, and steady-state mean cooldown.

It excludes enemy armor, target density, positioning, misses, overkill, burning, explosions, spawned attacks, temporary effects without a fixed duration state, conditional procs, target debuffs, and weapon-scripted damage changes. A displayed zero therefore means zero within this stated direct metric, not zero value in every combat situation.

Zero-stat baseline, highest available tier

Largest computed direct-DPS changes

  1. ExcaliburExcaliburMelee · Tier IV 380.86 → 438.06 +57.20 DPS (+15%)
  2. ScytheScytheMelee · Tier IV 215.22 → 248.22 +33.00 DPS (+15.3%)
  3. Gatling LaserGatling LaserRanged · Tier IV 163.64 → 196.36 +32.73 DPS (+20%)
  4. Flaming Brass KnucklesFlaming Brass KnucklesMelee · Tier IV 135.34 → 155.64 +20.30 DPS (+15%)
  5. Power FistPower FistMelee · Tier IV 135.34 → 155.64 +20.30 DPS (+15%)

Availability and ownership fields

Purchase facts

Rarity
Rare · Tier III
Price position
42–49 lowest of 70 in this rarity
Ownership
Recorded ownership limit: 1 copy.
Shop lock
Can be locked in the shop
Crates
Included in normal crate eligibility
Unlock
Unlocked by default
Content
Base game
Curse field
Not a cursed item

Same rarity, adjacent shop price

Priced next to Ball and Chain in Rare

The Rare items either side of Ball and Chain in the same price order its rank above is measured in — what the shop is really offering you instead at this price.

Offer and resolved-stat relationships

Character-specific relationships

For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.

Resolved direct-stat change: +50% or more

  • One-Armed — +71.4% normalized signed change (Damage +15 resolves ×2)

Resolved direct-stat change: −50% or less

  • Renegade — −57.1% normalized signed change (Damage +15 resolves ×0.2)
  • Builder — −53.6% normalized signed change (Damage +15 resolves ×0.25)

Wanted-tag matches

  • Bull — matches Armor; wanted-tag filter chance 5%
  • Golem — matches Armor; wanted-tag filter chance 5%
  • Knight — matches Armor; wanted-tag filter chance 5%
  • Masochist — matches Armor; wanted-tag filter chance 5%
  • One-Armed — matches Percent Damage; wanted-tag filter chance 5%
  • Pacifist — matches Armor; wanted-tag filter chance 5%