
Droid build
- Damage taken removes materials instead of HP. You die when you run out of materials
- Can only evolve on the Mecha side
- +1 mecha part when you level up
- +5% Enemy damage when you level up
- No upgrade when leveling up
- +1 Evolution at the end of a wave
Unlock and starting weaponsOpen Combat Shotgun in the calculator
How players win with Droid Community consensus
Engineering turret build on Wrench and Screwdriver with Mecha evolution; stacks Engineering, Dodge and Armor.
- Editorial Mecha Turret Economy Build - brotato-builds.com (undated): Site-authored 'Editorial' build with no community votes; item names not cross-checked against the in-game list. Droid can evolve only toward Mecha (games.gg Primal Dread guide).
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Droid boosts most Computed from rules
Droid: ordered by how much Droid's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Droid doesn't boost fall back to raw DPS. Reference profile: Droid's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Droid's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Droid 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 IV | ×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 IVStarting option | ×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
SMG#7 of 89, 160.8 DPS at tier IV
Double Barrel Shotgun#8 of 89, 149.4 DPS at tier IV
Laser Gun#11 of 89, 137.3 DPS at tier IV
Medical Gun#19 of 89, 107.3 DPS at tier IV
Pistol#25 of 89, 100.6 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Rail Gun#53 of 89, 60.1 DPS at tier IV
Screwdriver#54 of 89, 59.3 DPS at tier IV
Tranq Rifle#55 of 89, 59.1 DPS at tier IV
Shredder#77 of 89, 34.3 DPS at tier IV
Wrench#82 of 89, 30.4 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 Droid'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 Droid's effects
+1 mecha part when you level up
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
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
Droid 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).
Droid has no stat multiplier, conversion or class bonus. Pick weapons by the stat they scale with and buy that stat.
Never offered to Droid
Acid
Alien Baby
Cake
Extra Stomach
Jelly
Padding
Stone Skin
Weird Ghost
Baby Squid
Coral
Fairy
Fried Rice
Medikit
Mushroom
Penguin
Plant
Regeneration Potion
Sad Tomato
Bat
Butterfly
Whetstone
Alien Magic
Alien Worm
Blood Leech
Broken Mouth
Decomposing Flesh
Esty’s Couch
Fresh Meat
Grind's Magical Leaf
Octopus
Shmoop
Cute Monkey
Goblet
Jerky
Lemonade
Weird Food
Torture
Fruit Basket
Garden
Doc Moth
Medical Turret
Sunken Bell
Failsafe Core
Barnacle
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 .


















