Excalibur official art

Melee weapon · Base game · tier IV only

Excalibur

LegendaryBlade

At the game default stat block

380.86 DPS

Expected primary-target DPS (before enemy armor)

Tier IV · steady-state mean cycle 0.66 s · one equipped weapon

The coefficients competitors leave out

What Excalibur scales from

Melee Damage × 2.0

Every point of Melee Damage adds 2.0 raw damage to each hit before rounding and % Damage.

Max HP × 2.0

Every point of Max HP adds 2.0 raw damage to each hit before rounding and % Damage.

Use your current stats

Your Excalibur numbers

Player stats

Enter the final values shown on your character. 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. These values stay on this device when you open another weapon.

Using Max HP 10 · 1 equipped weapon

Expected damage / hit253.00one primary-target hit
Expected primary-target DPS (before enemy armor)380.860.66 s mean cycle

The keep-stacking answer

What +1 more point is worth now

+1 Melee Damage+3.46 DPS

+1 Max HP+3.46 DPS

Exact discrete change after the game’s truncation and rounding steps—not a smoothed estimate.

Outside the number above

What Excalibur does that its DPS does not count

The DPS figure on this page measures direct damage to one target. Excalibur also carries the following, and none of it is in that figure. These are stated, not quantified: an amount the game itself declares is quoted as it stands, and no DPS is computed for a channel this site has not modelled.

Metric boundary

What this number means

Expected primary-target DPS (before enemy armor) includes weapon base damage, the listed scaling coefficients, % Damage, weapon and player crit chance, projectile count, shooting duration, and steady-state mean cooldown. It assumes every projectile aimed at the primary target connects.

It excludes enemy armor, weapon-set damage bonuses, later pierce or bounce targets, melee area targets, misses, overkill, burning, explosions, spawned projectiles, on-hit effects, and weapon-scripted damage changes. The chain figure is separate and assumes enough distinct targets for every listed bounce and pierce. Neither figure is “actual DPS.”

Every figure here is measured with one equipped weapon. A character page ranks this same weapon inside that character’s own loadout, at the weapon-slot count that character starts with, and that count changes the steady-state cycle — so the same tier can show a different DPS there. Each character page states the count its figures use.

For melee cycle timing, the calculation uses the weapon’s listed maximum range as attack distance, matching the damage model’s cross-validation method; runtime target distance can change that timing.

Listed values + computed output

All available tiers

Zero player bonus stats

MetricTier IV
Base damage200
Cooldown3 ticks0.05 seconds
Critical hit10% × 2.5
Melee Damage scaling× 2.0
Max HP scaling× 2.0
Shop price230
Expected damage / hit253.00
Expected primary-target DPS before enemy armor380.86

Read from the character pages

Characters that can start with Excalibur

No character’s starting weapon pool offers Excalibur, so no character can open a run holding it. Every run that uses it has to acquire it after the run has started.

Same computation, read by weapon

Where Excalibur is a notable outlier

This reads the character rankings the other way: which characters can’t equip Excalibur at all, and which ones its computed rank moves materially away from the generic, zero-bonus order. Same comparison each character page uses — default 10 Max HP, zero other bonus stats, weapons at their highest usable tier, before enemy armor; full stated assumptions are on each character’s own page.

Cannot use this weapon

  • Ranger — Melee weapons filtered from offers and cannot be bought
  • Renegade — Melee weapons filtered from offers and cannot be bought
  • Wildling — Weapon progression capped at Tier 2