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.
Upgrades taken
How many of each you've picked this run. Values scale with rarity (the assumption above).
Weapon loadout
Tick the weapons you're running and set each one's level.
Derived player stats
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.