
Hiker build
- Earn 6 materials for every 10 steps you take during a wave
- +1 Max HP for every 80 steps you take during a wave
- Speed modifications are increased by 10%
- -50% materials dropped
Unlock and starting weaponsOpen Combat Shotgun in the calculator
How players win with Hiker Community consensus
Never stop moving: steps generate materials and Max HP, so remove the Speed penalty early and use Jousting Lance or Hiking Pole, both rewarding Speed. Build Dodge, as fast movement means many hits.
- 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.
- Hiker - 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 Hiker boosts most Computed from rules
Hiker: ordered by how much Hiker's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Hiker doesn't boost fall back to raw DPS. Reference profile: Hiker's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Hiker's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Hiker 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 IV | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 8 | Double Barrel Shotgun IV | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 9 | Fist IVStarting option | ×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
Fist#9 of 89, 143.1 DPS at tier IV
Taser#21 of 89, 104.1 DPS at tier IV
Pistol#25 of 89, 100.6 DPS at tier IV
Blowgun#27 of 89, 93.2 DPS at tier IV
Meat Tenderizer#31 of 89, 85.9 DPS at tier IV
Shovel#36 of 89, 77.1 DPS at tier IV
Thief Dagger#37 of 89, 76.7 DPS at tier IV
Whip#40 of 89, 69.9 DPS at tier IV
Awl#45 of 89, 67.7 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Tranq Rifle#55 of 89, 59.1 DPS at tier IV
Boomerang#56 of 89, 57.8 DPS at tier IV
Pan Flute#61 of 89, 54.3 DPS at tier IV
Flail#62 of 89, 54.2 DPS at tier IV
Jousting Lance#64 of 89, 46.5 DPS at tier IV
Sticky Grenade#69 of 89, 41.8 DPS at tier IV
Hiking Pole#76 of 89, 34.7 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
Lute#85 of 89, 23.1 DPS at tier IV
Molotov Cocktail#87 of 89, 19.6 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 Hiker's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Ranged Damage main stat of the top weapons
What the modifiers change Computed from rules
Hiker's modifiers reward Speed ×1.10. At the reference profile the highest single-target damage comes from Combat Shotgun IV (350.6 DPS).
- Speed ×1.10
- Every point from items, level-ups and set bonuses counts ×1.10; penalties grow by the same factor.
- steps you take during a wave → Max HP
- +1 Max HP for every 80 steps you take during a wave.
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 .















