
Apprentice build
- +2 Melee Damage when you level up
- +1 Ranged Damage when you level up
- +1 Elemental Damage when you level up
- +1 Engineering when you level up
- -2 Max HP when you level up
Unlock and starting weaponsOpen Combat Shotgun in the calculator
How players win with Apprentice Community consensus
Level-ups give every damage stat, so hybrid weapons pay off: Plank, Lightning Shiv and Cacti Club, or SMG/Double Barrel Shotgun and Slingshot for ranged. Take Luck to reach the higher Max HP level-ups.
Plank
Lightning Shiv
Cacti Club
SMG
Double Barrel Shotgun
Slingshot
Ghost Scepter
Wrench
Scared Sausage
Snake
- Brotato + DLC!! - Danger 5 Runs and Tips (All Characters) +UPDATES (B the No-Self) (posted 2023-08-12; last updated 2026-11-05): Character sections are undated and many were written before Update 1.2 (2 Nov 2026); Danger 5 wins.
- ArosRising's Brotato Character Guide (undated; written before Primal Dread): Danger 5 oriented Google Doc; the author says it has not been updated for Primal Dread or Update 1.2.
- Beginners/Achievement Guide - How To Win As Every Character (+D5 Tips) - Brotato (AdamsIdeas) (last updated 2026-02-12): Predates Update 1.2 and Primal Dread.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Apprentice boosts most Computed from rules
Apprentice: ordered by how much Apprentice's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Apprentice doesn't boost fall back to raw DPS. Reference profile: Apprentice's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Apprentice's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Apprentice can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 2 | Machine Gun IV | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 3 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 4 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 5 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 6 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 7 | SMG IVStarting option | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 8 | Double Barrel Shotgun IVStarting option | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 9 | Fist IVStarting option | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 10 | Revolver IV | ×1 | 138.5 | Ranged Damage | 80 | 0.59 s |
Starting weapons by the same measure
SMG#7 of 89, 160.8 DPS at tier IV
Double Barrel Shotgun#8 of 89, 149.4 DPS at tier IV
Fist#9 of 89, 143.1 DPS at tier IV
Knife#12 of 89, 134.9 DPS at tier IV
Icicle#14 of 89, 120 DPS at tier IV
Medical Gun#19 of 89, 107.3 DPS at tier IV
Hatchet#20 of 89, 106.3 DPS at tier IV
Taser#21 of 89, 104.1 DPS at tier IV
Brick#23 of 89, 102.2 DPS at tier IV
Shovel#36 of 89, 77.1 DPS at tier IV
Whip#40 of 89, 69.9 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Ghost Scepter#51 of 89, 62 DPS at tier IV
Cacti Club#52 of 89, 60.6 DPS at tier IV
Rail Gun#53 of 89, 60.1 DPS at tier IV
Screwdriver#54 of 89, 59.3 DPS at tier IV
Pruner#57 of 89, 56.6 DPS at tier IV
Quarterstaff#59 of 89, 55.2 DPS at tier IV
Flail#62 of 89, 54.2 DPS at tier IV
Plank#63 of 89, 50.4 DPS at tier IV
Shuriken#66 of 89, 44.1 DPS at tier IV
Lightning Shiv#67 of 89, 43.7 DPS at tier IV
Ghost Axe#70 of 89, 40.9 DPS at tier IV
Ghost Flint#74 of 89, 38.9 DPS at tier IV
Shredder#77 of 89, 34.3 DPS at tier IV
Slingshot#78 of 89, 33.7 DPS at tier IV
Wrench#82 of 89, 30.4 DPS at tier IV
Torch#84 of 89, 26.3 DPS at tier IV
Molotov Cocktail#87 of 89, 19.6 DPS at tier IV
Legendary-only weapons
These exist only at tier IV, cost a Legendary shop slot and carry the Legendary set penalty of −20 Max HP per weapon of the class. At the same profile: Chain Gun 722.9 DPS; Gatling Laser 493.2 DPS; Excalibur 418.2 DPS; Scythe 243.2 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Apprentice's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Melee Damage Apprentice gains it per level
Ranged Damage Apprentice gains it per level
Elemental Damage Apprentice gains it per level
Engineering Apprentice gains it per level
Items that turn Apprentice's stats into more
Frozen HeartWeapon and pet damage additionally scales with 10% Elemental Damage
NailWeapon and pet damage additionally scales with 20% Engineering
Strange Book+1 Engineering for every permanent 1 Elemental Damage you have
Items that use Apprentice's effects
+2 Melee Damage when you level up
Scar+20% XP Gain; -8 Range
Black Belt+25% XP Gain; +3 Melee Damage; +3 Knockback; -8 Luck
Celery Tea+5% XP Gain at the end of a wave; +50% XP Gain during the next wave; +100% Enemy health during the next wave
Barnacle+35% stats gained from level upgrades; +1 Curse when you level up
Bean Teacher+50% XP Gain; -2% Life Steal
Peacock+25% XP Gain; +100% XP Gain during the next wave; +50% Enemy damage during the next wave
Diploma+10 Engineering; +50% XP Gain; -3 Max HP
What the modifiers change Computed from rules
Apprentice has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Combat Shotgun IV (350.6 DPS).
- Melee Damage +2 per level
- At level 20 that is +40 Melee Damage without buying anything.
- Ranged Damage +1 per level
- At level 20 that is +20 Ranged Damage without buying anything.
- Elemental Damage +1 per level
- At level 20 that is +20 Elemental Damage without buying anything.
- Engineering +1 per level
- At level 20 that is +20 Engineering without buying anything.
- Max HP -2 per level
- At level 20 that is -40 Max HP without buying anything.
Assumptions and method
- Damage per hit = round(trunc(base + Σ stat × scaling) × (1 + %Damage/100 + class %Damage/100)); crits average in as chance × round(hit × multiplier). Formulas are datamined from the game code; weapon numbers come from the game-file tables.
- Cooldown is the tooltip value, which includes the attack animation. Reload weapons average the long cooldown over its shot count. Attack Speed divides the tooltip, an approximation: the game divides only the cooldown frames.
- Not modelled: pierce, bounce, explosion splash, knockback, on-hit and kill-count effects, structures, and how often the weapon actually reaches enemies. Multi-projectile weapons assume every projectile hits the same target, which favours shotguns.
- Version: Brotato PC 1.2 with the 12 November 2026 patch. Reviewed .






















