
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.
- 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.
- 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.
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.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Sickle IV | ×1.23 | 55.9 | Melee Damage | 38 | 0.70 s |
| 2 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 3 | Machine Gun IV | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 4 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 5 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 6 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 7 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 8 | SMG IV | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 9 | Double Barrel Shotgun IV | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 10 | Fist IV | ×1 | 143.1 | Melee Damage | 84 | 0.59 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
Injection+7 Damage (counts 9.3)-2 Max HP20 materials
Glass Cannon+25 Damage (counts 33.3)-3 Armor75 materials
Bait+8 Damage (counts 10.6)25 materials
Triangle of Power+20 Damage (counts 26.6)-2% Damage when you take damage until the end of the wave65 materials
Focus+30 Damage (counts 39.9)-3% Attack Speed for every different weapon you have110 materials
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 .




















