Pruner official art

Melee weapon · Base game · tier I–IV

Pruner

Support

At the game default stat block

31.32 DPS

Expected primary-target DPS (before enemy armor)

Tier IV · steady-state mean cycle 0.89 s · one equipped weapon

The coefficients competitors leave out

What Pruner scales from

Melee Damage × 1.0

Every point of Melee Damage adds 1.0 raw damage to each hit before rounding and % Damage.

Use your current stats

Your Pruner 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 / hit28.00one primary-target hit
Expected primary-target DPS (before enemy armor)31.320.89 s mean cycle

The keep-stacking answer

What +1 more point is worth now

+1 Melee Damage+1.25 DPS

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

Outside the number above

What Pruner does that its DPS does not count

The structure’s own numbers

Where values appear below, they are the placed structure’s own listed values for Brotato 1.1.15.4 — not a computed DPS figure. This site does not yet publish a DPS number for structures, because whether the player’s % Damage and Attack Speed reach them is unconfirmed.

GardenTier I
Damage
0No direct damage — does not attack
Cooldown
900 ticks15 seconds
Projectiles
0
Max range
150
Critical hit
0% × 1.5
GardenTier II, Tier III, Tier IV

These tiers place a Garden of their own, and each keeps its own separate set of values. Those values are not available to this site, so they are shown as unknown rather than guessed. The figures listed for the other tier are deliberately not carried over — separate values usually means different values.

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 damage10152025
Cooldown35 ticks0.58 seconds30 ticks0.5 seconds25 ticks0.42 seconds20 ticks0.33 seconds
Critical hit3% × 1.256% × 1.59% × 1.7512% × 2
Melee Damage scaling× 0.5× 0.65× 0.8× 1.0
Shop price15285295
Expected damage / hit10.0915.4821.3528.00
Expected primary-target DPS before enemy armor8.8214.5921.8431.32

Read from the character pages

Characters that can start with Pruner

Pruner is one of the starting weapon choices for 22 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.

Showing 10 of 22 characters, alphabetically.

Same computation, read by weapon

Where Pruner is a notable outlier

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

  • Builder — Structure-tagged shop items and structure-spawning weapons are filtered
  • 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 13 places higher for Masochist than generic (#21 of 48 melee weapons here, #34 generic)
  • Ranks 13 places higher for Pacifist than generic (#21 of 48 melee weapons here, #34 generic)
  • Ranks 11 places higher for Artificer than generic (#23 of 48 melee weapons here, #34 generic)