Hand official art

Melee weapon · Base game · tier I–IV

Hand

UnarmedSupport

At the game default stat block

1.42 DPS

Expected primary-target DPS (before enemy armor)

Tier IV · steady-state mean cycle 0.71 s · one equipped weapon

The coefficients competitors leave out

What Hand scales from

Melee Damage × 0.5

Every point of Melee Damage adds 0.5 raw damage to each hit before rounding and % Damage.

Use your current stats

Your Hand 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 1 equipped weapon

Expected damage / hit1.01one primary-target hit
Expected primary-target DPS (before enemy armor)1.420.71 s mean cycle

The keep-stacking answer

What +1 more point is worth now

+1 Melee Damage+0.00 DPS

Takes +2 Melee Damage before this DPS figure moves.

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

Outside the number above

What Hand does that its DPS does not count

The DPS figure on this page measures direct damage to one target. Hand 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.

By tier

Measured on the rest of your loadout

What carrying Hand does to your other weapons

Equipping Hand writes its stat effect into your player stats, and every other weapon you carry reads that same stat block. Below is that write applied to each of the 78 other weapon families, through the same DPS calculation the rest of this page uses. The figures follow the weapon tier selected above.

Other families whose DPS changes 0 of 78 Tier I · +3 Harvesting
Largest single change None No other family changes

Tier I Hand writes +3 Harvesting into your player stats. None of the 78 other weapon families computes a different DPS while it is equipped; all 78 are unchanged. That is what happens when no other family’s damage reads the stat this tier writes, or when the amount written is too small to survive the game’s truncation to whole damage.

Other families whose DPS changes 1 of 78 Tier II · +6 Harvesting
Largest single change +6.7% Sickle · Tier IV

Tier II Hand writes +6 Harvesting into your player stats. One of the 78 other weapon families computes a different DPS while it is equipped (0 lower, 1 higher); the other 77 are unchanged.

  • SickleTier IV · 22.05 → 23.52 DPS +6.7%
Other families whose DPS changes 1 of 78 Tier III · +12 Harvesting
Largest single change +20.0% Sickle · Tier IV

Tier III Hand writes +12 Harvesting into your player stats. One of the 78 other weapon families computes a different DPS while it is equipped (0 lower, 1 higher); the other 77 are unchanged.

  • SickleTier IV · 22.05 → 26.46 DPS +20.0%
Other families whose DPS changes 1 of 78 Tier IV · +25 Harvesting
Largest single change +40.0% Sickle · Tier IV

Tier IV Hand writes +25 Harvesting into your player stats. One of the 78 other weapon families computes a different DPS while it is equipped (0 lower, 1 higher); the other 77 are unchanged.

  • SickleTier IV · 22.05 → 30.87 DPS +40.0%

What these figures assume

  • One copy of Hand equipped.
  • Each other weapon family measured at its own highest tier, on this site’s default stat block — the same baseline every DPS figure here quotes.
  • What the write does to Hand’s own damage is not included. That correction is not published on this site, so no figure on this page carries it.
  • Everything the DPS metric itself leaves out still applies — see What this number means below.

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 ITier IITier IIITier IV
Base damage1111
Cooldown27 ticks0.45 seconds22 ticks0.37 seconds18 ticks0.3 seconds9 ticks0.15 seconds
Critical hit1% × 1.51% × 1.51% × 1.51% × 1.5
Melee Damage scaling× 0.5× 0.5× 0.5× 0.5
Shop price10224591
Expected damage / hit1.011.011.011.01
Expected primary-target DPS before enemy armor1.001.091.171.42

Read from the character pages

Characters that can start with Hand

Hand is one of the starting weapon choices for 8 of the 64 characters, offered at Tier I in every one of them. Each of those pages ranks that character’s whole opening pool by computed DPS, so you can see where this weapon lands before the first wave.

Same computation, read by weapon

Where Hand is a notable outlier

This reads the character rankings the other way: which characters can’t equip Hand 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

Ranks notably higher than generic

  • Ranks 31 places higher for Masochist than generic (#16 of 48 melee weapons here, #47 generic)
  • Ranks 31 places higher for Pacifist than generic (#16 of 48 melee weapons here, #47 generic)
  • Ranks 29 places higher for Artificer than generic (#18 of 48 melee weapons here, #47 generic)