
Farmer build
- +20 Harvesting
- Harvesting increases by an additional 3% at the end of a wave
- +1 Harvesting when picking up a consumable while at maximum health
- -50% materials dropped
- You start with 1 Garden
How players win with Farmer Community consensus
Start with Pruners, whose Gardens feed the full-health Harvesting bonus, then add Sickles, which scale with Harvesting; buy Crown and give Sickles extra Range.
- 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 Farmer boosts most Computed from rules
Farmer: ordered by how much Farmer's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Farmer doesn't boost fall back to raw DPS. Reference profile: Farmer's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Farmer's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Farmer can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Sickle IVStarting option | ×1.16 | 53 | Melee Damage | 36 | 0.70 s |
| 2 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 3 | Machine Gun IV | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 4 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 5 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 6 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 7 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 8 | SMG IV | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 9 | Double Barrel Shotgun IVStarting option | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 10 | Fist IV | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
Starting weapons by the same measure
Sickle#1 of 89, 53 DPS at tier IV
Double Barrel Shotgun#9 of 89, 149.4 DPS at tier IV
Taser#22 of 89, 104.1 DPS at tier IV
Shovel#37 of 89, 77.1 DPS at tier IV
Thief Dagger#38 of 89, 76.7 DPS at tier IV
Whip#41 of 89, 69.9 DPS at tier IV
Awl#46 of 89, 67.7 DPS at tier IV
Spear#48 of 89, 66.5 DPS at tier IV
Potato Thrower#49 of 89, 65.2 DPS at tier IV
Screwdriver#55 of 89, 59.3 DPS at tier IV
Tranq Rifle#56 of 89, 59.1 DPS at tier IV
Pruner#58 of 89, 56.6 DPS at tier IV
Quarterstaff#60 of 89, 55.2 DPS at tier IV
Pan Flute#62 of 89, 54.3 DPS at tier IV
Wand#73 of 89, 39.6 DPS at tier IV
Slingshot#78 of 89, 33.7 DPS at tier IV
Crowbar#81 of 89, 31.1 DPS at tier IV
Wrench#82 of 89, 30.4 DPS at tier IV
Stick#83 of 89, 29.8 DPS at tier IV
Torch#84 of 89, 26.3 DPS at tier IV
Lute#85 of 89, 23.1 DPS at tier IV
Hand#88 of 89, 15.6 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 Farmer'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
Items that use Farmer's effects
+1 Harvesting when picking up a consumable while at maximum health
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
What the modifiers change Computed from rules
Farmer has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Sickle IV (53 DPS).
Farmer 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 .


















