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Mad Scientist build

  • Every Evolution change counts as positive and feeds both the Mecha and the Mutant side. Enemies can evolve into either camp with equal chance
  • +2 Evolution at the end of a wave
  • -5% XP Gain at the end of a wave

How players win with Mad Scientist Community consensus

Turret build on Wrench and Screwdriver that also uses Evolution items; stacks Engineering, Dodge and Attack Speed.

Stats: Engineering, Dodge, Attack Speed. Weapon classes: Tool.

Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.

Weapons Mad Scientist boosts most Computed from rules

Mad Scientist: ordered by how much Mad Scientist's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Mad Scientist doesn't boost fall back to raw DPS. Reference profile: Mad Scientist's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Mad Scientist's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Mad Scientist can raise.

#WeaponBoostDPSMain statHitCooldown
1Combat Shotgun IV×1350.6Ranged Damage32 ×80.75 s
2Machine Gun IVStarting option×1250.7Ranged Damage220.09 s
3Minigun IV×1228.9Ranged Damage200.09 s
4Obliterator IV×1223.2Ranged Damage7003.23 s
5Flaming Brass Knuckles IV×1170.3+ burn 7×18Melee Damage1000.59 s
6Power Fist IV×1170.3Melee Damage1000.59 s
7SMG IVStarting option×1160.8Ranged Damage240.15 s
8Double Barrel Shotgun IVStarting option×1149.4Ranged Damage29 ×61.20 s
9Fist IV×1143.1Melee Damage840.59 s
10Revolver IV×1138.5Ranged Damage800.59 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: 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 Mad Scientist's multiplier; prices rise each wave. Downsides are listed because they hit other stats.

Ranged Damage main stat of the top weapons

Items that use Mad Scientist's effects

-5% XP Gain at the end of a wave

What the modifiers change Computed from rules

Mad Scientist 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).

Mad Scientist 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 .

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