
Jack build
- +125% damage against bosses and elites
- +200% materials dropped
- -70% Enemies
- +175% Enemy health
- +35% Enemy damage
Unlock and starting weaponsOpen Combat Shotgun in the calculatorJack on Nightmare
How players win with Jack Community consensus
Few enemies with high health, so use high base-damage weapons such as Laser Gun and Revolver, stacking Ranged Damage, then % Damage and Crit Chance, plus Speed to evade elites. Spears, Jousting Lance, Icicle and Brick (tripled material drop) are reported alternatives.
- 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.
- 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.
- Jack Frost - brotato-builds.com (undated; tagged Endless): User-submitted build by RyanWolfen7.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Jack boosts most Computed from rules
Jack: ordered by how much Jack's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Jack doesn't boost fall back to raw DPS. Reference profile: Jack's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Jack's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Jack 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 IVStarting option | ×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 IV | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 10 | Revolver IVStarting option | ×1 | 138.5 | Ranged Damage | 80 | 0.59 s |
Starting weapons by the same measure
Machine Gun#2 of 89, 250.7 DPS at tier IV
Revolver#10 of 89, 138.5 DPS at tier IV
Laser Gun#11 of 89, 137.3 DPS at tier IV
Knife#12 of 89, 134.9 DPS at tier IV
Icicle#14 of 89, 120 DPS at tier IV
Hatchet#20 of 89, 106.3 DPS at tier IV
Taser#21 of 89, 104.1 DPS at tier IV
Brick#23 of 89, 102.2 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
Spiky Shield#39 of 89, 71.4 DPS at tier IV
Whip#40 of 89, 69.9 DPS at tier IV
Awl#45 of 89, 67.7 DPS at tier IV
Spear#47 of 89, 66.5 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Rail Gun#53 of 89, 60.1 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
Shuriken#66 of 89, 44.1 DPS at tier IV
Sticky Grenade#69 of 89, 41.8 DPS at tier IV
Spoon#72 of 89, 40.7 DPS at tier IV
Wand#73 of 89, 39.6 DPS at tier IV
Crossbow#75 of 89, 38.7 DPS at tier IV
Flute#79 of 89, 32.6 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
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 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 Jack'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
Jack has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Combat Shotgun IV (350.6 DPS).
Jack 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 .













