
Golem build
- +20 Max HP
- Max HP modifications are increased by 33%
- Armor modifications are increased by 33%
- +40% Attack Speed when you have less than 50% health
- +20% Speed when you have less than 50% health
- You can’t heal in any way
Unlock and starting weaponsOpen Potato Thrower in the calculatorGolem on Danger 5
How players win with Golem Community consensus
No healing during waves, so Spiky Shields that scale only with Armor are the standard build; Slingshot, Stick and Revolver are alternatives. Dropping to half HP in normal waves triggers the Attack Speed bonus.
- 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.
- 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.
- Golem - Brotato Wiki (Spells & Guns) (revision date not shown; fetched 2026-11-12): CC BY-SA 4.0.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Golem boosts most Computed from rules
Golem: ordered by how much Golem's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Golem doesn't boost fall back to raw DPS. Reference profile: Golem's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Golem's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Golem can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Potato Thrower IV | ×1.28 | 83.4 | Ranged Damage | 23 | 0.28 s |
| 2 | Spiky Shield IVStarting option | ×1.19 | 84.6 | Armor | 83 | 1.01 s |
| 3 | Chopper IVStarting option | ×1.18 | 66 | Melee Damage | 47 | 0.89 s |
| 4 | Spoon IVStarting option | ×1.20 | 48.8 | Melee Damage | 42 | 0.86 s |
| 5 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 6 | Machine Gun IV | ×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
Spiky Shield#2 of 89, 84.6 DPS at tier IV
Chopper#3 of 89, 66 DPS at tier IV
Spoon#4 of 89, 48.8 DPS at tier IV
Fist#13 of 89, 143.1 DPS at tier IV
Revolver#14 of 89, 138.5 DPS at tier IV
Knife#16 of 89, 134.9 DPS at tier IV
Hatchet#24 of 89, 106.3 DPS at tier IV
Brick#27 of 89, 102.2 DPS at tier IV
Pistol#29 of 89, 100.6 DPS at tier IV
Shovel#40 of 89, 77.1 DPS at tier IV
Whip#43 of 89, 69.9 DPS at tier IV
Rock#46 of 89, 69.3 DPS at tier IV
Awl#48 of 89, 67.7 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
Plank#64 of 89, 50.4 DPS at tier IV
Ghost Axe#71 of 89, 40.9 DPS at tier IV
Crossbow#75 of 89, 38.7 DPS at tier IV
Slingshot#78 of 89, 33.7 DPS at tier IV
Flute#79 of 89, 32.6 DPS at tier IV
Crowbar#81 of 89, 31.1 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; Excalibur 510.6 DPS; Gatling Laser 493.2 DPS; Scythe 243.2 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Golem's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Max HP Golem multiplies it
Armor Golem multiplies it
Helmet+1 Armor (counts 1.3)-2% Speed15 materials
Metal Plate+2 Armor (counts 2.7)-3% Damage40 materials
Duct Tape+1 Armor (counts 1.3)-2 Max HP20 materials
Leather Vest+2 Armor (counts 2.7)-3 Max HP45 materials
Ball and Chain+3 Armor (counts 4)-3% SpeedWeapons have a minimum cooldown of 0.75 seconds between attacks75 materials
Ranged Damage main stat of the top weapons
Melee Damage main stat of the top weapons
Items that turn Golem's stats into more
Items that use Golem's effects
+40% Attack Speed when you have less than 50% health
Penguin+1 HP Regeneration; +1 HP Regeneration until the end of the wave when picking up a consumable while at maximum health
Small Fish+10% damage against targets above 75% health; -3% Attack Speed
Pocket WatchOnce per wave, enemies and their projectiles are slowed by 75% for 5 seconds when you fall below 40% health; -4% Dodge
Sunken BellOnce per wave, you explode for 100 (+500% Melee Damage, +500% Ranged Damage, +500% Elemental Damage, +500% Engineering) damage when you fall below 40% health
VirusHitting evolved (mecha and mutated) enemies that have less than 50% health has a 25% chance to charm them; -5% Attack Speed
Giant BeltCritical hits deal 10% of an enemy’s current health as bonus damage (1% for bosses and elites)
Regeneration PotionHP Regeneration is doubled when you have less than 50% health; +3 HP Regeneration
What the modifiers change Computed from rules
Golem's modifiers reward Max HP ×1.33, Armor ×1.33. At the reference profile the highest single-target damage comes from Potato Thrower IV (83.4 DPS).
- Max HP ×1.33
- Every point from items, level-ups and set bonuses counts ×1.33; penalties grow by the same factor.
- Armor ×1.33
- Every point from items, level-ups and set bonuses counts ×1.33; penalties grow by the same factor.
Never offered to Golem
Item groups: hp regeneration, lifesteal, lifesteal and hp regeneration, consumable heal.
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 .























