
Druid build
- +5 Max HP
- +15 Luck
- Enemies have a higher chance of dropping fruits
- 33% chance to get +1 Luck when you pick up a fruit
- 33% of fruits are poisoned and hurt you (ignores Dodge and Armor)
- -100 HP Regeneration
- -100% Life Steal
- Engineering modifications are reduced by 50%
Unlock and starting weaponsOpen Pan Flute in the calculatorDruid on Nightmare
How players win with Druid Community consensus
Picking up fruit grants Luck, so Lutes (Luck and Harvesting) or Pruners (more fruit) are the main weapons, with Baby Elephant and Cyberball turning Luck into damage. Healing is limited to fruit, Cute Monkey and similar items.
Lute
Pruner
Stick
Spear
Javelin
Slingshot
Baby Elephant
Cyberball
Pearl
Cute Monkey
Lemonade
Weird Food
Cauldron
- 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.
- 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.
- 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.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Druid boosts most Computed from rules
Druid: ordered by how much Druid's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Druid doesn't boost fall back to raw DPS. Reference profile: Druid's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Druid's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Druid can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Pan Flute IVStarting option | ×1.27 | 69 | Luck | 14 ×5 | 1.03 s |
| 2 | Flute IVStarting option | ×1.12 | 36.4 | Ranged Damage | 28 | 0.78 s |
| 3 | Lute IVStarting option | ×1.12 | 25.8 | Melee Damage | 29 | 1.14 s |
| 4 | Shovel IVStarting option | ×1.03 | 79.6 | Melee Damage | 94 | 1.21 s |
| 5 | Potato Thrower IV | ×1.06 | 68.9 | Ranged Damage | 19 | 0.28 s |
| 6 | Chopper IVStarting option | ×1.03 | 57.6 | Melee Damage | 41 | 0.89 s |
| 7 | Spoon IV | ×1.03 | 41.9 | Melee Damage | 36 | 0.86 s |
| 8 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 9 | Machine Gun IV | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 10 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
Starting weapons by the same measure
Pan Flute#1 of 89, 69 DPS at tier IV
Flute#2 of 89, 36.4 DPS at tier IV
Lute#3 of 89, 25.8 DPS at tier IV
Shovel#4 of 89, 79.6 DPS at tier IV
Chopper#6 of 89, 57.6 DPS at tier IV
Fist#16 of 89, 143.1 DPS at tier IV
Icicle#21 of 89, 120 DPS at tier IV
Blowgun#34 of 89, 93.2 DPS at tier IV
Claw#39 of 89, 79.1 DPS at tier IV
Whip#45 of 89, 69.9 DPS at tier IV
Rock#47 of 89, 69.3 DPS at tier IV
Spear#50 of 89, 66.5 DPS at tier IV
Ghost Scepter#53 of 89, 62 DPS at tier IV
Cacti Club#54 of 89, 60.6 DPS at tier IV
Pruner#58 of 89, 56.6 DPS at tier IV
Quarterstaff#59 of 89, 55.2 DPS at tier IV
Flail#61 of 89, 54.2 DPS at tier IV
Sickle#64 of 89, 45.6 DPS at tier IV
Javelin#67 of 89, 42.1 DPS at tier IV
Wand#71 of 89, 39.6 DPS at tier IV
Ghost Flint#72 of 89, 38.9 DPS at tier IV
Slingshot#76 of 89, 33.7 DPS at tier IV
Crowbar#77 of 89, 31.1 DPS at tier IV
Stick#79 of 89, 29.8 DPS at tier IV
Torch#80 of 89, 26.3 DPS at tier IV
Molotov Cocktail#82 of 89, 19.6 DPS at tier IV
Awl#85 of 89, 57.8 DPS at tier IV
Meat Tenderizer#89 of 89, 0.8 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 722.9 DPS; Gatling Laser 493.2 DPS; Excalibur 435.6 DPS; Drill 116.7 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Druid's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Luck main stat of the top weapons
Ranged Damage main stat of the top weapons
Melee Damage main stat of the top weapons
Items that turn Druid's stats into more
Items that use Druid's effects
Enemies have a higher chance of dropping fruits
Alien Worm+3 Max HP; +2 HP Regeneration; -1 HP recovered from consumables
Lemonade+1 HP recovered from consumables
Lost Organ+6 Harvesting; -1 HP recovered from consumables
Penguin+1 HP Regeneration; +1 HP Regeneration until the end of the wave when picking up a consumable while at maximum health
Weird Food+2 HP recovered from consumables; -2% Dodge
Boosted Mitosis+50% chance for mutated enemies to drop a mutation fruit; -1 Armor; -3 Evolution
Cauldron+50% pickup range; +20% Damage for 2 seconds after picking up a consumable; -2 HP Regeneration
Fruit BasketEnemies have a higher chance of dropping fruits; -3 HP Regeneration
+15 Luck
Lost Duck+8 Luck; -1 Elemental Damage
Propeller Hat+10 Luck; -2% Damage
Metal Detector+5% chance to double the value of picked up materials; +6 Luck; +2 Engineering; -5% Damage
Shady Potion+20 Luck; -2 HP Regeneration
Bowler Hat+15 Luck; +18 Harvesting; -5% Attack Speed; -3% Crit Chance
Clover+20 Luck; +6% Dodge; -2% Life Steal
Lucky Charm+30 Luck; -2 Melee Damage; -1 Ranged Damage
Panda+12 Max HP; +25 Luck; -5% Damage
What the modifiers change Computed from rules
Druid has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Pan Flute IV (69 DPS).
- Engineering ×0.50
- Counts ×0.50, including its penalties, which shrink by the same factor.
Never offered to Druid
Item groups: lifesteal, lifesteal and hp regeneration, hp regeneration.
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 .














