
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
Unlock and starting weaponsOpen Combat Shotgun in the calculatorMad Scientist on Nightmare
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.
- Editorial Evolution Turret Hybrid Build - brotato-builds.com (undated): Site-authored 'Editorial' build with no community votes; item names not cross-checked against the in-game list.
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.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 2 | Machine Gun IVStarting option | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 3 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 4 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 5 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 6 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 7 | SMG IVStarting option | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 8 | Double Barrel Shotgun IVStarting option | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 9 | Fist IV | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 10 | Revolver IV | ×1 | 138.5 | Ranged Damage | 80 | 0.59 s |
Starting weapons by the same measure
Machine Gun#2 of 89, 250.7 DPS at tier IV
SMG#7 of 89, 160.8 DPS at tier IV
Double Barrel Shotgun#8 of 89, 149.4 DPS at tier IV
Laser Gun#11 of 89, 137.3 DPS at tier IV
Icicle#14 of 89, 120 DPS at tier IV
Taser#21 of 89, 104.1 DPS at tier IV
Pistol#25 of 89, 100.6 DPS at tier IV
Meat Tenderizer#31 of 89, 85.9 DPS at tier IV
Shovel#36 of 89, 77.1 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Rail Gun#53 of 89, 60.1 DPS at tier IV
Tranq Rifle#55 of 89, 59.1 DPS at tier IV
Flail#62 of 89, 54.2 DPS at tier IV
Sticky Grenade#69 of 89, 41.8 DPS at tier IV
Wand#73 of 89, 39.6 DPS at tier IV
Ghost Flint#74 of 89, 38.9 DPS at tier IV
Crowbar#81 of 89, 31.1 DPS at tier IV
Wrench#82 of 89, 30.4 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 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
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
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 .
















