
Buccaneer build
- Picked up materials have +100% value
- Picking up a material resets the cooldown of all your weapons
- -100% Attack Speed
- -50% materials dropped from enemies
How players win with Buccaneer Community consensus
Picking up materials resets weapon cooldowns, so use slow, high base-damage guns such as Laser Gun, Double Barrel Shotgun or Shredder, and collect materials only when enemies are close. Large auto-pickup items such as Sifd's Relic work against this.
- 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.
- 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.
- 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.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Buccaneer boosts most Computed from rules
Buccaneer: ordered by how much Buccaneer's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Buccaneer doesn't boost fall back to raw DPS. Reference profile: Buccaneer's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Buccaneer's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Buccaneer can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Mace IV | ×0.92 | 94.8 | Melee Damage | 220 | 2.46 s |
| 2 | Combat Shotgun IV | ×0.50 | 175.3 | Ranged Damage | 32 ×8 | 1.50 s |
| 3 | Machine Gun IV | ×0.50 | 125.4 | Ranged Damage | 22 | 0.18 s |
| 4 | Minigun IV | ×0.50 | 114.4 | Ranged Damage | 20 | 0.18 s |
| 5 | Obliterator IV | ×0.50 | 111.6 | Ranged Damage | 700 | 6.46 s |
| 6 | Flaming Brass Knuckles IV | ×0.50 | 85.2+ burn 7×18 | Melee Damage | 100 | 1.18 s |
| 7 | Power Fist IV | ×0.50 | 85.2 | Melee Damage | 100 | 1.18 s |
| 8 | SMG IV | ×0.50 | 80.4 | Ranged Damage | 24 | 0.30 s |
| 9 | Double Barrel Shotgun IVStarting option | ×0.50 | 74.7 | Ranged Damage | 29 ×6 | 2.40 s |
| 10 | Fist IV | ×0.50 | 71.5 | Melee Damage | 84 | 1.18 s |
Starting weapons by the same measure
Double Barrel Shotgun#9 of 89, 74.7 DPS at tier IV
Laser Gun#12 of 89, 68.7 DPS at tier IV
Icicle#15 of 89, 60 DPS at tier IV
Brick#22 of 89, 51.1 DPS at tier IV
Blowgun#26 of 89, 46.6 DPS at tier IV
Meat Tenderizer#30 of 89, 42.9 DPS at tier IV
Shovel#34 of 89, 38.6 DPS at tier IV
Whip#38 of 89, 34.9 DPS at tier IV
Rock#41 of 89, 34.7 DPS at tier IV
Spear#45 of 89, 33.2 DPS at tier IV
Carbon Bow#47 of 89, 31.6 DPS at tier IV
Cacti Club#50 of 89, 30.3 DPS at tier IV
Rail Gun#51 of 89, 30 DPS at tier IV
Tranq Rifle#53 of 89, 29.6 DPS at tier IV
Pan Flute#59 of 89, 27.1 DPS at tier IV
Flail#60 of 89, 27.1 DPS at tier IV
Sticky Grenade#67 of 89, 20.9 DPS at tier IV
Crossbow#73 of 89, 19.4 DPS at tier IV
Shredder#75 of 89, 17.2 DPS at tier IV
Slingshot#76 of 89, 16.9 DPS at tier IV
Flute#77 of 89, 16.3 DPS at tier IV
Crowbar#79 of 89, 15.5 DPS at tier IV
Torch#82 of 89, 13.1 DPS at tier IV
Molotov Cocktail#85 of 89, 9.8 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 361.4 DPS; Gatling Laser 246.6 DPS; Excalibur 209.1 DPS; Scythe 121.6 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Buccaneer'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
What the modifiers change Computed from rules
Buccaneer has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Mace IV (94.8 DPS).
Buccaneer has no stat multiplier, conversion or class bonus. Pick weapons by the stat they scale with and buy that stat.
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 .






















