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Knight character portrait

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%

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.

Stats: Armor, Dodge, Max HP, HP Regeneration, Crit Chance. Weapon classes: Medieval, Blade.

Avoid: Torch, Spiky Shield (does not use Melee Damage).

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.

#WeaponBoostDPSMain statHitCooldown
1Torch IVStarting option×1.2933.8+ burn 9×12Melee Damage270.80 s
2Hand IV×1.2719.8Melee Damage140.71 s
3Stick IV×1.1935.4Melee Damage381.09 s
4Circular Saw IV×1.1398.7Melee Damage510.62 s
5Whip IVStarting option×1.1580.1Melee Damage470.88 s
6Chainsaw IV×1.1579.9Melee Damage460.58 s
7Pruner IV×1.1364.2Melee Damage510.89 s
8Flail IVStarting option×1.1662.7Melee Damage661.21 s
9Sickle IV×1.1351.5Melee Damage350.70 s
10Lightning Shiv IV×1.1349.4Melee Damage350.78 s

Starting weapons by the same measure

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 .

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