
Caveman build
- There is a permanent obscuring fog increasing each wave
- You can burn your weapons to increase the visibility of the obscuring fog
- You can't equip ranged weapons
- Burning weapon gives bonus damage on primitive weapons based on tiers [1,2,4,8]
Unlock and starting weaponsOpen Flaming Brass Knuckles in the calculatorCaveman on Nightmare
How players win with Caveman Community consensus
Run five upgraded Spears and keep the sixth slot to burn a locked primitive weapon at every shop.
- 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 Caveman boosts most Computed from rules
Caveman: ordered by how much Caveman's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Caveman doesn't boost fall back to raw DPS. Reference profile: Caveman's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Caveman's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 51 of 55 equippable weapons scale with a stat Caveman can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 2 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 3 | Fist IV | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 4 | Knife IV | ×1 | 134.9 | Melee Damage | 41 | 0.76 s |
| 5 | War Hammer IV | ×1 | 124.9 | Melee Damage | 240 | 1.95 s |
| 6 | Captain’s Sword IV | ×1 | 113.8 | Melee Damage | 105 | 0.95 s |
| 7 | Cestus IV | ×1 | 110.7 | Melee Damage | 120 | 1.10 s |
| 8 | Plasma Sledge IV | ×1 | 109.8 | Melee Damage | 160 | 1.49 s |
| 9 | Hammer IV | ×1 | 109.1 | Melee Damage | 160 | 1.50 s |
| 10 | Hatchet IVStarting option | ×1 | 106.3 | Melee Damage | 65 | 0.63 s |
Starting weapons by the same measure
Hatchet#10 of 51, 106.3 DPS at tier IV
Rock#27 of 51, 69.3 DPS at tier IV
Spear#29 of 51, 66.5 DPS at tier IV
Cacti Club#30 of 51, 60.6 DPS at tier IV
Quarterstaff#34 of 51, 55.2 DPS at tier IV
Sharp Tooth#45 of 51, 31.8 DPS at tier IV
Stick#48 of 51, 29.8 DPS at tier IV
Torch#49 of 51, 26.3 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: Excalibur 418.2 DPS; Scythe 243.2 DPS; Drill 116.7 DPS; DEX-troyer 92.9 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Caveman's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Melee Damage main stat of the top weapons
Items that use Caveman's effects
You can burn your weapons to increase the visibility of the obscuring fog
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
Caveman has no stat multiplier, so the weapon decides the stat. Restrictions: melee weapons only. At the reference profile the highest single-target damage comes from Flaming Brass Knuckles IV (170.3 DPS).
Caveman 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 .














