
Arsonist build
- Explosions leave a puddle of fire that scales with explosion size, dealing 4x4 (+100% Elemental Damage) burning damage
- 50% chance for enemies dying while burning to leave a puddle of fire dealing 4x4 (+100% Elemental Damage) burning damage
- +5% Speed
- Melee Damage modifications are reduced by 100%
- Ranged Damage modifications are reduced by 100%
- Engineering modifications are reduced by 100%
Unlock and starting weaponsOpen Icicle in the calculatorArsonist on Nightmare
How players win with Arsonist Community consensus
Make everything explode: Shredder or Sticky Grenade early with Attack Speed, then Fireball and other explosive or elemental weapons. Buy explosion and Elemental Damage items and some defence for the slow early burn.
- Primal Dread Nightmare Mode Guide (jldark89) (2026-11-07): Posted after Update 1.2; Nightmare difficulty. Mentions Mech being nerfed in a beta at the time of writing.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Arsonist boosts most Computed from rules
Arsonist: ordered by how much Arsonist's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Arsonist doesn't boost fall back to raw DPS. Reference profile: Arsonist's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Arsonist's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 14 of 95 equippable weapons scale with a stat Arsonist can raise; 81 scale only with Melee Damage or Ranged Damage or Engineering, which Arsonist keeps at 0.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Icicle IV | ×1 | 120 | Elemental Damage | 60 | 0.70 s |
| 2 | Plasma Sledge IV | ×1 | 109.8 | Elemental Damage | 160 | 1.49 s |
| 3 | Taser IV | ×1 | 104.1 | Elemental Damage | 24 ×4 | 0.95 s |
| 4 | Thunder Sword IV | ×1 | 102 | Elemental Damage | 105 | 1.06 s |
| 5 | Particle Accelerator IV | ×1 | 89+ burn 30×10 | Elemental Damage | 140 | 1.62 s |
| 6 | Spiky Shield IV | ×1 | 71.4 | Armor | 70 | 1.01 s |
| 7 | Nuclear Launcher IV | ×1 | 68 | Elemental Damage | 140 | 2.12 s |
| 8 | Pan Flute IV | ×1 | 54.3 | Luck | 11 ×5 | 1.03 s |
| 9 | Plank IVStarting option | ×1 | 50.4 | Elemental Damage | 48 | 0.98 s |
| 10 | Fireball IV | ×1 | 40.9+ burn 28×5 | Elemental Damage | 35 | 0.87 s |
Starting weapons by the same measure
Plank#9 of 14, 50.4 DPS at tier IV
Wand#11 of 14, 39.6 DPS at tier IV
Torch#12 of 14, 26.3 DPS at tier IV
Molotov Cocktail#13 of 14, 19.6 DPS at tier IV
Shredderscales only with Melee Damage or Ranged Damage or Engineering
Screwdriverscales only with Melee Damage or Ranged Damage or Engineering
Lightning Shivscales only with Melee Damage or Ranged Damage or Engineering
Sticky Grenadescales only with Melee Damage or Ranged Damage or Engineering
Burning weapons
Burn damage is not in the DPS column. Per application at the same profile (damage per tick × ticks; the strongest burn on an enemy is kept unless you own Pyromaniac): Wand 29×12, Torch 29×12, Particle Accelerator 30×10, Molotov Cocktail 25×7, Fireball 28×5, Flamethrower 28×5.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Arsonist's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Elemental Damage main stat of the top weapons
Items that turn Arsonist's stats into more
Items that use Arsonist's effects
Explosions leave a puddle of fire that scales with explosion size, dealing 4x4 (+100% Elemental Damage) burning damage
Dynamite+15% Explosion Damage
LandminesA landmine spawns every 12 seconds dealing 10 (+100% Engineering) damage in an area
Bonk DogSpawns a Bonk Dog pet that deals 10 (+60% Melee Damage) damage. Every 5 seconds, it performs a dash attack that deals 8 (+40% Melee Damage) explosive damage in an area
Spicy Sauce+3 Max HP; Consumables have a 50% chance to explode for 10 (+100% Max HP) damage when picked up
Exothermic ReactionEvolved (mecha and mutated) enemies have a 33% chance to explode for 10 (+100% Evolution) damage when they die; -4% Dodge
Honey+3 Ranged Damage; +10% Explosion Damage; +5% Explosion Size; -3% Speed; -3% Dodge
Plastic Explosive+25% Explosion Size
Rip and TearEnemies have a 20% chance to explode for 10 (+50% Melee Damage) damage when they die; -5% Crit Chance
Explosions leave a puddle of fire that scales with explosion size, dealing 4x4 (+100% Elemental Damage) burning damage
Scared SausageAttacks have a 25% chance to deal 3x1 (+100% Elemental Damage) burning damage
SnakeBurning spreads to an additional nearby enemy; -1 Max HP
BlazemanderSpawns a Blazemander pet that deals 1 (+1% Elemental Damage) damage. Every 4 seconds, it shoots burning projectiles in all directions, each dealing 1 (+1% Elemental Damage) damage. Enemies hit by any of these attacks take 5x3 (+50% Elemental Damage) burning damage
Eyes SurgeryBurning activates 20% faster; +1 Elemental Damage; -10 Range
Incendiary TurretSpawns a turret that shoots flames dealing 8x5 (+33% Engineering) burning damage
Fried Rice+1 HP Regeneration for every currently burning enemy
Frozen Heart+8 Elemental Damage; +5% Crit Chance; Weapon and pet damage additionally scales with 10% Elemental Damage; Burning activates 100% slower
Greek FireBurning deals an additional 10% of current enemy HP as damage (1% for bosses and elites); In Nightmare difficulty, fog visibility increases by 75%
What the modifiers change Computed from rules
Arsonist has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Icicle IV (120 DPS).
- Melee Damage ×0
- Always 0, whatever you buy: items adding it are wasted.
- Ranged Damage ×0
- Always 0, whatever you buy: items adding it are wasted.
- Engineering ×0
- Always 0, whatever you buy: items adding it are wasted.
Never offered to Arsonist
Item groups: melee damage, ranged damage, melee and ranged damage.
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 .














