Outback Uprising

Defend the Pub · Field Guide, stats & build tools

Game 0.10.11 · Stats rebuilt from source · 2026-10-17

Build Simulator

Plan a loadout from the nine supported passive items, character growth, Fair Go and weapon levels. Compare All Dodgy / Mean / All You Beaut item-roll scenarios and nominal base-formula weapon output. This is a limited end-state planner; the notes explain which combat effects and upgrade timing it leaves out.

Standard: 3 weapons, 3 item types; weapon Lv 50, item Lv 20. Expanded planning assumes you have earned extra slots or enabled extended levels.
HP + growth
0
Higher Fair Go → better average rolls. Enter your current Fair Go; fishing and losses can change it.
mean per-pick values at current Fair Go; caps and rounding make final stats approximate

Upgrades taken

How many of each you've picked this run. Values scale with rarity (the assumption above).

Ned Kelly's Helmet
Armor + damage % (Ripper+)
0
Crocodile Tooth
Crit chance
0
Meat Pie
Spell size → Wide Load dmg past cap
0
Servo Receipt
Cooldown reduction
0
Goon Sack
Extra attacks (flat per tier)
0
Akubra
Armor
0
Durries
Max HP (flat per tier)
0
Thongs
Move speed
0
Coober Pedy Opal
XP from gems
0

Weapon loadout

Tick the weapons you're running and set each one's level.

Sausage SangaLv 1
Red Belly—
Boomerang—
Tape Measure—
Croc Hunter's Whip—
Hazard Reduction Burn—
Dust Devil—
Poker Chips—
Stubby Launcher—
Magpie Flock—
Fishing Rod—
Didge Blast—
Mozzie Zapper—
Hills Hoist—
Blackboard Duster—
Nominal base-formula output / second3
Sausage Sanga Lv 13

Derived player stats

Damage multiplier×1.00Cooldown reduction0%Spell size+0%Crit chance0%Extra attacks+0Armor0 (0% dmg cut)Max HP118Effective HP118Move speed2.8 m/sXP bonus+39%

This planner covers the nine listed item types, character starting stats and permanent armour, speed, crit, size, extra-attack and XP growth. Mean mode averages pick values before caps, rounding and armour reduction; it is not an exact expected final build. Fair Go is held fixed for every pick. Durries are assumed to be applied after the selected character level; earlier picks can produce different max HP, and overheal decays. Enter actual flat weapon damage upgrades yourself. Output uses one hit per attack and excludes weapon-specific damage/cadence, terrain, fire ticks, flock bonuses, poison, supercharges, timed buffs, Trigger Happy, crew synergy, boons and augments. Effective HP assumes ordinary armour-reducible hits; boss damage floors and poison can differ.