
King build
- +50 Luck
- +25% Damage for every Tier IV weapon you have
- +25% Attack Speed for every Tier IV weapon you have
- +5 Max HP for every different Tier IV item you have
- -15% Damage for every Tier I weapon you have
- -15% Attack Speed for every Tier I weapon you have
- -2 Max HP for every different Tier I item you have
How players win with King Community consensus
Rush tier-2+ weapons to avoid the tier-1 penalty; cheap high-base-damage Pistols are the most cited, with Fist, Hatchet, Spear, Spiky Shield and Javelin also viable. Luck raises the chance of higher-tier weapons.
- 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.
- Lucky Sharpshooter King - brotato-builds.com (undated; tagged Danger 5): User-submitted build by Detritus.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons King boosts most Computed from rules
King: ordered by how much King's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons King doesn't boost fall back to raw DPS. Reference profile: King's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by King's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat King can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Pan Flute IVStarting option | ×2.09 | 113.4 | Luck | 23 ×5 | 1.03 s |
| 2 | Flute IVStarting option | ×1.48 | 48.2 | Ranged Damage | 37 | 0.78 s |
| 3 | Lute IVStarting option | ×1.46 | 33.8 | Melee Damage | 38 | 1.14 s |
| 4 | Shovel IVStarting option | ×1.13 | 87.3 | Melee Damage | 103 | 1.21 s |
| 5 | Combat Shotgun IVStarting option | ×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
Pan Flute#1 of 89, 113.4 DPS at tier IV
Flute#2 of 89, 48.2 DPS at tier IV
Lute#3 of 89, 33.8 DPS at tier IV
Shovel#4 of 89, 87.3 DPS at tier IV
Combat Shotgun#5 of 89, 350.6 DPS at tier IV
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
Fist#13 of 89, 143.1 DPS at tier IV
Knife#16 of 89, 134.9 DPS at tier IV
Cestus#20 of 89, 110.7 DPS at tier IV
Hammer#22 of 89, 109.1 DPS at tier IV
Hatchet#24 of 89, 106.3 DPS at tier IV
Taser#25 of 89, 104.1 DPS at tier IV
Pistol#29 of 89, 100.6 DPS at tier IV
Rocket Launcher#30 of 89, 100 DPS at tier IV
Blowgun#31 of 89, 93.2 DPS at tier IV
Sword#32 of 89, 89.3 DPS at tier IV
Circular Saw#34 of 89, 87.1 DPS at tier IV
Meat Tenderizer#35 of 89, 85.9 DPS at tier IV
Vorpal Sword#36 of 89, 81.3 DPS at tier IV
Grenade Launcher#38 of 89, 78.7 DPS at tier IV
Trident#41 of 89, 73 DPS at tier IV
Spiky Shield#42 of 89, 71.4 DPS at tier IV
Whip#43 of 89, 69.9 DPS at tier IV
Awl#48 of 89, 67.7 DPS at tier IV
Spear#50 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
Flail#64 of 89, 54.2 DPS at tier IV
Plank#65 of 89, 50.4 DPS at tier IV
Jousting Lance#66 of 89, 46.5 DPS at tier IV
Lightning Shiv#69 of 89, 43.7 DPS at tier IV
Javelin#70 of 89, 42.1 DPS at tier IV
Sticky Grenade#71 of 89, 41.8 DPS at tier IV
Ghost Axe#72 of 89, 40.9 DPS at tier IV
Fireball#73 of 89, 40.9 DPS at tier IV
Crossbow#77 of 89, 38.7 DPS at tier IV
Crowbar#82 of 89, 31.1 DPS at tier IV
Torch#85 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 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 King's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Luck main stat of the top weapons
Ranged Damage main stat of the top weapons
Melee Damage main stat of the top weapons
Items that turn King's stats into more
Items that use King's effects
+50 Luck
Lost Duck+8 Luck; -1 Elemental Damage
Propeller Hat+10 Luck; -2% Damage
Metal Detector+5% chance to double the value of picked up materials; +6 Luck; +2 Engineering; -5% Damage
Shady Potion+20 Luck; -2 HP Regeneration
Bowler Hat+15 Luck; +18 Harvesting; -5% Attack Speed; -3% Crit Chance
Clover+20 Luck; +6% Dodge; -2% Life Steal
Lucky Charm+30 Luck; -2 Melee Damage; -1 Ranged Damage
Panda+12 Max HP; +25 Luck; -5% Damage
What the modifiers change Computed from rules
King has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Pan Flute IV (113.4 DPS).
- Tier IV weapon → Damage
- +25% Damage for every Tier IV weapon you have.
- Tier IV weapon → Attack Speed
- +25% Attack Speed for every Tier IV weapon you have.
- different Tier IV item → Max HP
- +5 Max HP for every different Tier IV item you have.
- Tier I weapon → less Damage
- -15% Damage for every Tier I weapon you have.
- Tier I weapon → less Attack Speed
- -15% Attack Speed for every Tier I weapon you have.
- different Tier I item → less Max HP
- -2 Max HP for every different Tier I item 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 .
















