Every point of Melee Damage adds 0.5 raw damage to each hit before rounding and % Damage.
Melee weapon · Base game · tier I–IV
Hand
At the game default stat block
1.42 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 0.71 s · one equipped weaponThe coefficients competitors leave out
What Hand scales from
Use your current stats
Your Hand numbers
Using 1 equipped weapon
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.
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.
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Harvesting from +3 to +25 as it upgrades
An effect the weapon declares, outside this figure
This weapon declares Harvesting from +3 to +25 as it upgrades. The DPS figure above neither includes this nor corrects for it: this weapon’s own damage and attack cycle never read that stat. The game writes it into your stats on equip and takes it back out on unequip.
By tier
- Tier 1 +3 Harvesting
- Tier 2 +6 Harvesting
- Tier 3 +12 Harvesting
- Tier 4 +25 Harvesting
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.
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.
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%
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%
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
| Metric | Tier I | Tier II | Tier III | Tier IV |
|---|---|---|---|---|
| Base damage | 1 | 1 | 1 | 1 |
| Cooldown | 27 ticks0.45 seconds | 22 ticks0.37 seconds | 18 ticks0.3 seconds | 9 ticks0.15 seconds |
| Critical hit | 1% × 1.5 | 1% × 1.5 | 1% × 1.5 | 1% × 1.5 |
| Melee Damage scaling | × 0.5 | × 0.5 | × 0.5 | × 0.5 |
| Shop price | 10 | 22 | 45 | 91 |
| Expected damage / hit | 1.01 | 1.01 | 1.01 | 1.01 |
| Expected primary-target DPS before enemy armor | 1.00 | 1.09 | 1.17 | 1.42 |
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.

















