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Baby build

  • +12 Harvesting
  • -20% Items Price
  • You gain a weapon slot when you level up instead of a stat upgrade (max: 24)
  • You start with one weapon slot
  • Shops always sell at least one weapon
  • +130% XP required to level up

How players win with Baby Community consensus

No level-up stats, so all stats come from the shop; Sticks are the standard choice because base damage grows with each Stick held, and survivability needs Armor, Dodge and Max HP. XP Gain items and a broad mixed melee loadout are alternatives.

Stats: Armor, Dodge, Max HP, Life Steal, Attack Speed. Weapon classes: Primitive.

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

Weapons Baby boosts most Computed from rules

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

#WeaponBoostDPSMain statHitCooldown
1Sickle IV×1.1050Melee Damage340.70 s
2Combat Shotgun IV×1350.6Ranged Damage32 ×80.75 s
3Machine Gun IVStarting option×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 IVStarting option×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 Baby's multiplier; prices rise each wave. Downsides are listed because they hit other stats.

Melee Damage main stat of the top weapons

Ranged Damage main stat of the top weapons

Items that use Baby's effects

You gain a weapon slot when you level up instead of a stat upgrade (max: 24)

What the modifiers change Computed from rules

Baby has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Sickle IV (50 DPS).

Baby has no stat multiplier, conversion or class bonus. Pick weapons by the stat they scale with and buy that stat.

Never offered to Baby

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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