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Arms Dealer character portrait

Arms Dealer build

  • -95% Weapons Price
  • +30 Harvesting
  • Damage modifications are increased by 33%
  • You start with 1 Dangerous Bunny
  • Shops always sell at least one weapon
  • All of your weapons are destroyed when entering a shop

How players win with Arms Dealer Community consensus

Weapons are destroyed at every shop, so steer the shop by locking a weapon of the class you want for the next shop and always enter waves with six weapons. Split investment between two damage types (guides name Melee plus Ranged or Elemental) and add % Damage.

Stats: Melee Damage, Ranged Damage, Elemental Damage, % Damage, Max HP, Life Steal.

Avoid: Entering a wave short of weapons.

Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.

Weapons Arms Dealer boosts most Computed from rules

Arms Dealer: ordered by how much Arms Dealer's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Arms Dealer doesn't boost fall back to raw DPS. Reference profile: Arms Dealer's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Arms Dealer's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Arms Dealer can raise.

#WeaponBoostDPSMain statHitCooldown
1Sickle IV×1.2355.9Melee Damage380.70 s
2Combat Shotgun IV×1350.6Ranged Damage32 ×80.75 s
3Machine Gun IV×1250.7Ranged Damage220.09 s
4Minigun IV×1228.9Ranged Damage200.09 s
5Obliterator IV×1223.2Ranged Damage7003.23 s
6Flaming Brass Knuckles IV×1170.3+ burn 7×18Melee Damage1000.59 s
7Power Fist IV×1170.3Melee Damage1000.59 s
8SMG IV×1160.8Ranged Damage240.15 s
9Double Barrel Shotgun IV×1149.4Ranged Damage29 ×61.20 s
10Fist IV×1143.1Melee Damage840.59 s

Starting weapons by the same measure

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 Arms Dealer's multiplier; prices rise each wave. Downsides are listed because they hit other stats.

Damage Arms Dealer multiplies it

Melee Damage main stat of the top weapons

Ranged Damage main stat of the top weapons

What the modifiers change Computed from rules

Arms Dealer's modifiers reward Damage ×1.33. At the reference profile the highest single-target damage comes from Sickle IV (55.9 DPS).

Damage ×1.33
Every point from items, level-ups and set bonuses counts ×1.33; penalties grow by the same factor.

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 .

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