Spiky Shield official art

Melee weapon · Base game · tier I–IV

Spiky Shield

MedievalBlunt

At the game default stat block

30.57 DPS

Expected primary-target DPS (before enemy armor)

Tier IV · steady-state mean cycle 1.01 s · one equipped weapon

The coefficients competitors leave out

What Spiky Shield scales from

Armor × 2.0

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

Use your current stats

Your Spiky Shield 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 / hit30.90one primary-target hit
Expected primary-target DPS (before enemy armor)30.571.01 s mean cycle

The keep-stacking answer

What +1 more point is worth now

+1 Armor+2.04 DPS

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

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 damage10152030
Cooldown36 ticks0.6 seconds36 ticks0.6 seconds36 ticks0.6 seconds27 ticks0.45 seconds
Critical hit3% × 23% × 23% × 23% × 2
Armor scaling× 1.0× 1.25× 1.5× 2.0
Shop price153161122
Expected damage / hit10.3015.4520.6030.90
Expected primary-target DPS before enemy armor8.8713.3117.7530.57

Read from the character pages

Characters that can start with Spiky Shield

Spiky Shield is one of the starting weapon choices for 14 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.

Showing 10 of 14 characters, alphabetically.

Same computation, read by weapon

Where Spiky Shield is a notable outlier

This reads the character rankings the other way: which characters can’t equip Spiky Shield 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 lower than generic

  • Ranks 13 places lower for Ghost than generic (#48 of 48 melee weapons here, #35 generic)
  • Ranks 10 places lower for Speedy than generic (#45 of 48 melee weapons here, #35 generic)