Every point of Melee Damage adds 1.0 raw damage to each hit before rounding and % Damage.
Melee weapon · Base game · tier I–IV
Hatchet
At the game default stat block
73.12 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 0.63 s · one equipped weaponThe coefficients competitors leave out
What Hatchet scales from
Every point of Attack Speed adds 0.2 raw damage to each hit before rounding and % Damage.
Use your current stats
Your Hatchet numbers
Using 1 equipped weapon
The keep-stacking answer
What +1 more point is worth now
+1 Melee Damage+1.62 DPS
+1 Attack Speed+2.93 DPS
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 | 7 | 11 | 22 | 45 |
| Cooldown | 9 ticks0.15 seconds | 8 ticks0.13 seconds | 7 ticks0.12 seconds | 6 ticks0.1 seconds |
| Critical hit | 3% × 2 | 3% × 2 | 3% × 2 | 3% × 2 |
| Melee Damage scaling | × 1.0 | × 1.0 | × 1.0 | × 1.0 |
| % Attack Speed scaling | × 0.2 | × 0.2 | × 0.2 | × 0.2 |
| Shop price | 10 | 22 | 45 | 91 |
| Expected damage / hit | 7.21 | 11.33 | 22.66 | 46.35 |
| Expected primary-target DPS before enemy armor | 10.54 | 16.98 | 34.83 | 73.12 |
Read from the character pages
Characters that can start with Hatchet
Hatchet is one of the starting weapon choices for 23 of the 64 characters, at the tier each character’s own pool record declares. 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.
- Apprentice offers it at Tier I
- Captain offers it at Tier I
- Chef offers it at Tier I
- Creature offers it at Tier I
- Cryptid offers it at Tier I
- Curious offers it at Tier I
- Entrepreneur offers it at Tier I
- Explorer offers it at Tier I
- Gladiator offers it at Tier I
- Golem offers it at Tier I
Showing 10 of 23 characters, alphabetically.
Same computation, read by weapon
Where Hatchet is a notable outlier
This reads the character rankings the other way: which characters can’t equip Hatchet 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
Ranks notably higher than generic
- Ranks 10 places higher for One-Armed than generic (#4 of 48 melee weapons here, #14 generic)

















