
How players win with Fisherman Community consensus
Primitive melee with reach, Spear or Stick, to cut through the bait swarms; take few Bait early, build Luck and Harvesting, then raise Bait later. Armor early and up to 60% Dodge by waves 15-18 are recommended; Spiky Shield and gun builds also appear.
- 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.
- Spearfisher - brotato-builds.com (undated; tagged Endless): User-submitted build by TheOwlian.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Fisherman boosts most Computed from rules
Fisherman: ordered by how much Fisherman's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Fisherman doesn't boost fall back to raw DPS. Reference profile: Fisherman's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Fisherman's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Fisherman can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Sickle IV | ×1.16 | 53 | Melee Damage | 36 | 0.70 s |
| 2 | Potato Thrower IV | ×1.06 | 68.9 | Ranged Damage | 19 | 0.28 s |
| 3 | Chopper IV | ×1.03 | 57.6 | Melee Damage | 41 | 0.89 s |
| 4 | Spoon IV | ×1.03 | 41.9 | Melee Damage | 36 | 0.86 s |
| 5 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 6 | Machine Gun IVStarting option | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 7 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 8 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 9 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 10 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
Starting weapons by the same measure
Machine Gun#6 of 89, 250.7 DPS at tier IV
SMG#11 of 89, 160.8 DPS at tier IV
Double Barrel Shotgun#12 of 89, 149.4 DPS at tier IV
Revolver#14 of 89, 138.5 DPS at tier IV
Laser Gun#15 of 89, 137.3 DPS at tier IV
Knife#16 of 89, 134.9 DPS at tier IV
Icicle#18 of 89, 120 DPS at tier IV
Pistol#29 of 89, 100.6 DPS at tier IV
Blowgun#31 of 89, 93.2 DPS at tier IV
Meat Tenderizer#35 of 89, 85.9 DPS at tier IV
Spiky Shield#43 of 89, 71.4 DPS at tier IV
Rock#47 of 89, 69.3 DPS at tier IV
Spear#51 of 89, 66.5 DPS at tier IV
Carbon Bow#52 of 89, 63.2 DPS at tier IV
Tranq Rifle#58 of 89, 59.1 DPS at tier IV
Boomerang#59 of 89, 57.8 DPS at tier IV
Pruner#60 of 89, 56.6 DPS at tier IV
Quarterstaff#61 of 89, 55.2 DPS at tier IV
Scissors#62 of 89, 54.4 DPS at tier IV
Pan Flute#63 of 89, 54.3 DPS at tier IV
Plank#65 of 89, 50.4 DPS at tier IV
Javelin#69 of 89, 42.1 DPS at tier IV
Sticky Grenade#70 of 89, 41.8 DPS at tier IV
Crossbow#75 of 89, 38.7 DPS at tier IV
Shredder#77 of 89, 34.3 DPS at tier IV
Slingshot#78 of 89, 33.7 DPS at tier IV
Sharp Tooth#80 of 89, 31.8 DPS at tier IV
Stick#83 of 89, 29.8 DPS at tier IV
Torch#84 of 89, 26.3 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 435.6 DPS; Scythe 243.2 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Fisherman'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
What the modifiers change Computed from rules
Fisherman 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).
- Bait → Harvesting
- +2 Harvesting for every 1 Bait 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 .



















