
Knight build
- +2 Melee Damage for every 1 Armor you have
- +3 Armor
- You can't equip ranged weapons
- You can only equip tier II weapons or above
- Attack Speed modifications are reduced by 50%
- Harvesting modifications are reduced by 80%
Unlock and starting weaponsOpen Torch in the calculatorKnight on Danger 5Knight on Nightmare
How players win with Knight Community consensus
Armor converts to Melee Damage, so stack Armor with Swords (the main start) or Spears, mixing in Jousting Lances; Maces and Hammer suit the attack-speed penalty.
- 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.
- Knight - Brotato Wiki (Spells & Guns) (revision date not shown; fetched 2026-11-12): CC BY-SA 4.0.
- True Knight - brotato-builds.com (undated; tagged Danger 5): 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 Knight boosts most Computed from rules
Knight: ordered by how much Knight's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Knight doesn't boost fall back to raw DPS. Reference profile: Knight's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Knight's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 51 of 55 equippable weapons scale with a stat Knight can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Torch IVStarting option | ×1.29 | 33.8+ burn 9×12 | Melee Damage | 27 | 0.80 s |
| 2 | Hand IV | ×1.27 | 19.8 | Melee Damage | 14 | 0.71 s |
| 3 | Stick IV | ×1.19 | 35.4 | Melee Damage | 38 | 1.09 s |
| 4 | Circular Saw IV | ×1.13 | 98.7 | Melee Damage | 51 | 0.62 s |
| 5 | Whip IVStarting option | ×1.15 | 80.1 | Melee Damage | 47 | 0.88 s |
| 6 | Chainsaw IV | ×1.15 | 79.9 | Melee Damage | 46 | 0.58 s |
| 7 | Pruner IV | ×1.13 | 64.2 | Melee Damage | 51 | 0.89 s |
| 8 | Flail IVStarting option | ×1.16 | 62.7 | Melee Damage | 66 | 1.21 s |
| 9 | Sickle IV | ×1.13 | 51.5 | Melee Damage | 35 | 0.70 s |
| 10 | Lightning Shiv IV | ×1.13 | 49.4 | Melee Damage | 35 | 0.78 s |
Starting weapons by the same measure
Torch#1 of 51, 33.8 DPS at tier IV
Whip#5 of 51, 80.1 DPS at tier IV
Flail#8 of 51, 62.7 DPS at tier IV
Knife#13 of 51, 148 DPS at tier IV
Hammer#15 of 51, 117.2 DPS at tier IV
Meat Tenderizer#18 of 51, 93.3 DPS at tier IV
Vorpal Sword#19 of 51, 87.8 DPS at tier IV
Spear#24 of 51, 71.4 DPS at tier IV
Cacti Club#25 of 51, 65.1 DPS at tier IV
Quarterstaff#27 of 51, 61.8 DPS at tier IV
Scissors#28 of 51, 60.5 DPS at tier IV
Plank#30 of 51, 55.7 DPS at tier IV
Crowbar#35 of 51, 35 DPS at tier IV
Fist#39 of 51, 153.3 DPS at tier IV
Cestus#42 of 51, 116.3 DPS at tier IV
Mace#43 of 51, 108.6 DPS at tier IV
Sword#45 of 51, 95.6 DPS at tier IV
Anchor#46 of 51, 83.6 DPS at tier IV
Shovel#47 of 51, 82.2 DPS at tier IV
Rock#49 of 51, 74 DPS at tier IV
Jousting Lance#51 of 51, 48.8 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: Excalibur 439.1 DPS; Scythe 251.8 DPS; Drill 140 DPS; DEX-troyer 97.6 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Knight's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Armor converted by Knight
Melee Damage main stat of the top weapons
Items that turn Knight's stats into more
What the modifiers change Computed from rules
Knight's modifiers reward Armor (converted to Melee Damage). Restrictions: melee weapons only, tier II and above. At the reference profile the highest single-target damage comes from Torch IV (33.8 DPS).
- Attack Speed ×0.50
- Counts ×0.50, including its penalties, which shrink by the same factor.
- Harvesting ×0.20
- Counts ×0.20, including its penalties, which shrink by the same factor.
- Armor → Melee Damage
- +2 Melee Damage for every 1 Armor you have. At 20 Armor this gives 40 Melee Damage.
Never offered to Knight
Item groups: harvesting, ranged damage.
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 .



















