
Lucky build
- +100 Luck
- Luck modifications are increased by 25%
- 75% chance to deal 1 (15% Luck) damage to a random enemy when you pick up a material
- -60% Attack Speed
- -50% XP Gain
How players win with Lucky Community consensus
Stack Luck and use weapons that convert it into damage: Lute is the favoured choice, Flute and Pan Flute add luck damage, and Slingshot or Stick work while luck items are missing. Baby Elephant, Cyberball, Crocodile and Pearl are the named luck-damage items.
- 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.
- 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.
- Slingshot Lucky - brotato-builds.com (undated; tagged Danger 0): User-submitted build by kitkat.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Lucky boosts most Computed from rules
Lucky: ordered by how much Lucky's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Lucky doesn't boost fall back to raw DPS. Reference profile: Lucky's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Lucky's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Lucky can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Pan Flute IVStarting option | ×2.44 | 132.5 | Luck | 43 ×5 | 1.65 s |
| 2 | Flute IVStarting option | ×1.40 | 45.5 | Ranged Damage | 56 | 1.25 s |
| 3 | Lute IVStarting option | ×1.37 | 31.7 | Melee Damage | 57 | 1.82 s |
| 4 | Mace IV | ×0.94 | 97 | Melee Damage | 180 | 1.97 s |
| 5 | Shovel IVStarting option | ×0.84 | 64.6 | Melee Damage | 122 | 1.94 s |
| 6 | Minigun IV | ×0.63 | 143.1 | Ranged Damage | 20 | 0.14 s |
| 7 | Obliterator IV | ×0.63 | 139.5 | Ranged Damage | 700 | 5.17 s |
| 8 | Flaming Brass Knuckles IV | ×0.63 | 106.5+ burn 7×18 | Melee Damage | 100 | 0.94 s |
| 9 | Power Fist IV | ×0.63 | 106.5 | Melee Damage | 100 | 0.94 s |
| 10 | SMG IV | ×0.63 | 100.5 | Ranged Damage | 24 | 0.24 s |
Starting weapons by the same measure
Pan Flute#1 of 89, 132.5 DPS at tier IV
Flute#2 of 89, 45.5 DPS at tier IV
Lute#3 of 89, 31.7 DPS at tier IV
Shovel#5 of 89, 64.6 DPS at tier IV
Fist#11 of 89, 89.4 DPS at tier IV
Icicle#13 of 89, 75 DPS at tier IV
Blowgun#19 of 89, 58.3 DPS at tier IV
Meat Tenderizer#23 of 89, 53.7 DPS at tier IV
Rock#31 of 89, 43.3 DPS at tier IV
Awl#32 of 89, 42.3 DPS at tier IV
Carbon Bow#36 of 89, 39.5 DPS at tier IV
Tranq Rifle#41 of 89, 36.9 DPS at tier IV
Plank#46 of 89, 31.5 DPS at tier IV
Jousting Lance#47 of 89, 29 DPS at tier IV
Wand#52 of 89, 24.8 DPS at tier IV
Slingshot#57 of 89, 21.1 DPS at tier IV
Crowbar#59 of 89, 19.4 DPS at tier IV
Molotov Cocktail#62 of 89, 12.3 DPS at tier IV
Whip#77 of 89, 43.7 DPS at tier IV
Screwdriver#79 of 89, 37.1 DPS at tier IV
Pruner#80 of 89, 35.4 DPS at tier IV
Chopper#81 of 89, 35.1 DPS at tier IV
Sticky Grenade#83 of 89, 26.1 DPS at tier IV
Stick#86 of 89, 18.6 DPS at tier IV
Torch#87 of 89, 16.4 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 451.8 DPS; Gatling Laser 308.2 DPS; Excalibur 261.4 DPS; Scythe 152 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Lucky's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Luck main stat of the top weapons
Shady Potion+20 Luck (counts 25)-2 HP Regeneration48 materials
Lucky Charm+30 Luck (counts 37.5)-2 Melee Damage-1 Ranged Damage75 materials
Propeller Hat+10 Luck (counts 12.5)-2% Damage28 materials
Lost Duck+8 Luck (counts 10)-1 Elemental Damage25 materials
Clover+20 Luck (counts 25)-2% Life Steal65 materials
Ranged Damage main stat of the top weapons
Melee Damage main stat of the top weapons
Items that turn Lucky's stats into more
Items that use Lucky's effects
-50% XP Gain
Scar+20% XP Gain; -8 Range
Black Belt+25% XP Gain; +3 Melee Damage; +3 Knockback; -8 Luck
Celery Tea+5% XP Gain at the end of a wave; +50% XP Gain during the next wave; +100% Enemy health during the next wave
Barnacle+35% stats gained from level upgrades; +1 Curse when you level up
Bean Teacher+50% XP Gain; -2% Life Steal
Peacock+25% XP Gain; +100% XP Gain during the next wave; +50% Enemy damage during the next wave
Diploma+10 Engineering; +50% XP Gain; -3 Max HP
+100 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
Lucky's modifiers reward Luck ×1.25. At the reference profile the highest single-target damage comes from Pan Flute IV (132.5 DPS).
- Luck ×1.25
- Every point from items, level-ups and set bonuses counts ×1.25; penalties grow by the same factor.
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 .





















