
Curious build
- You start with 1 Spyglass
- 2 additional loot aliens appear every wave
- All future loot aliens become stronger when you kill a loot alien
- +2% XP Gain for every different Item you have
- -10% Damage for every duplicate item or weapon you have
- +25% Enemy health
Unlock and starting weaponsOpen Combat Shotgun in the calculator
How players win with Curious Community consensus
Avoid duplicate weapons and mostly buy single copies of items; chase loot aliens with high base damage or elemental burn weapons. Javelin, Icicle, Double Barrel Shotgun and Brick are named entry points.
- 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 Curious boosts most Computed from rules
Curious: ordered by how much Curious's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Curious doesn't boost fall back to raw DPS. Reference profile: Curious's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Curious's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Curious can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 2 | Machine Gun IVStarting option | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 3 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 4 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 5 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 6 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 7 | SMG IV | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 8 | Double Barrel Shotgun IVStarting option | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 9 | Fist IV | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 10 | Revolver IV | ×1 | 138.5 | Ranged Damage | 80 | 0.59 s |
Starting weapons by the same measure
Machine Gun#2 of 89, 250.7 DPS at tier IV
Double Barrel Shotgun#8 of 89, 149.4 DPS at tier IV
Knife#12 of 89, 134.9 DPS at tier IV
Icicle#14 of 89, 120 DPS at tier IV
Hatchet#20 of 89, 106.3 DPS at tier IV
Brick#23 of 89, 102.2 DPS at tier IV
Pistol#25 of 89, 100.6 DPS at tier IV
Blowgun#27 of 89, 93.2 DPS at tier IV
Meat Tenderizer#31 of 89, 85.9 DPS at tier IV
Shovel#36 of 89, 77.1 DPS at tier IV
Whip#40 of 89, 69.9 DPS at tier IV
Rock#43 of 89, 69.3 DPS at tier IV
Awl#45 of 89, 67.7 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Cacti Club#52 of 89, 60.6 DPS at tier IV
Tranq Rifle#55 of 89, 59.1 DPS at tier IV
Boomerang#56 of 89, 57.8 DPS at tier IV
Pan Flute#61 of 89, 54.3 DPS at tier IV
Flail#62 of 89, 54.2 DPS at tier IV
Plank#63 of 89, 50.4 DPS at tier IV
Lightning Shiv#67 of 89, 43.7 DPS at tier IV
Javelin#68 of 89, 42.1 DPS at tier IV
Sticky Grenade#69 of 89, 41.8 DPS at tier IV
Ghost Axe#70 of 89, 40.9 DPS at tier IV
Slingshot#78 of 89, 33.7 DPS at tier IV
Crowbar#81 of 89, 31.1 DPS at tier IV
Torch#84 of 89, 26.3 DPS at tier IV
Lute#85 of 89, 23.1 DPS at tier IV
Molotov Cocktail#87 of 89, 19.6 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 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 Curious's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Ranged Damage main stat of the top weapons
Items that use Curious's effects
+2% XP Gain for every different Item you have
Scar+20% XP Gain; -8 Range
Black Belt+25% XP Gain; +3 Melee Damage; +3 Knockback; -8 Luck
Celery Tea+5% XP Gain at the end of a wave; +50% XP Gain during the next wave; +100% Enemy health during the next wave
Barnacle+35% stats gained from level upgrades; +1 Curse when you level up
Bean Teacher+50% XP Gain; -2% Life Steal
Peacock+25% XP Gain; +100% XP Gain during the next wave; +50% Enemy damage during the next wave
Diploma+10 Engineering; +50% XP Gain; -3 Max HP
What the modifiers change Computed from rules
Curious has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Combat Shotgun IV (350.6 DPS).
- different Item → XP Gain
- +2% XP Gain for every different Item you have.
- duplicate item or weapon → less Damage
- -10% Damage for every duplicate item or weapon you have.
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 .














