
Mage build
- Elemental Damage modifications are increased by 25%
- You start with 1 Snake
- You start with 1 Scared Sausage
- Melee Damage modifications are reduced by 100%
- Ranged Damage modifications are reduced by 100%
- Engineering modifications are reduced by 50%
How players win with Mage Community consensus
Elemental build carried by the starting Scared Sausage and Snake: buy more of both, stack Elemental Damage and Attack Speed, and use Tasers (slow plus Support harvesting), Icicles or Lightning Shiv, adding Flamethrowers when offered. Torch is suggested as a tankier start before switching around waves 8-9.
- 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.
- 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.
- Mage - Brotato Wiki (Spells & Guns) (revision date not shown; fetched 2026-11-12): CC BY-SA 4.0.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Mage boosts most Computed from rules
Mage: ordered by how much Mage's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Mage doesn't boost fall back to raw DPS. Reference profile: Mage's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Mage's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 19 of 95 equippable weapons scale with a stat Mage can raise; 73 scale only with Melee Damage or Ranged Damage, which Mage keeps at 0.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Wand IVStarting option | ×1.24 | 49.1+ burn 34×12 | Elemental Damage | 26 | 0.53 s |
| 2 | Torch IVStarting option | ×1.24 | 32.5+ burn 34×12 | Elemental Damage | 26 | 0.80 s |
| 3 | Molotov Cocktail IVStarting option | ×1.14 | 22.4+ burn 30×7 | Elemental Damage | 32 | 1.45 s |
| 4 | Icicle IVStarting option | ×1.08 | 130 | Elemental Damage | 65 | 0.70 s |
| 5 | Taser IVStarting option | ×1.08 | 112.8 | Elemental Damage | 26 ×4 | 0.95 s |
| 6 | Plank IVStarting option | ×1.08 | 54.7 | Elemental Damage | 52 | 0.98 s |
| 7 | Fireball IV | ×1.09 | 44.3+ burn 33×5 | Elemental Damage | 38 | 0.87 s |
| 8 | Plasma Sledge IV | ×1.06 | 116.7 | Elemental Damage | 170 | 1.49 s |
| 9 | Thunder Sword IV | ×1.07 | 108.8 | Elemental Damage | 112 | 1.06 s |
| 10 | Particle Accelerator IV | ×1.04 | 92.2+ burn 35×10 | Elemental Damage | 145 | 1.62 s |
Starting weapons by the same measure
Wand#1 of 19, 49.1 DPS at tier IV
Torch#2 of 19, 32.5 DPS at tier IV
Molotov Cocktail#3 of 19, 22.4 DPS at tier IV
Icicle#4 of 19, 130 DPS at tier IV
Taser#5 of 19, 112.8 DPS at tier IV
Plank#6 of 19, 54.7 DPS at tier IV
Pan Flute#13 of 19, 54.3 DPS at tier IV
Blowgunscales only with Melee Damage or Ranged Damage
Lightning Shivscales only with Melee Damage or Ranged Damage
Sticky Grenadescales only with Melee Damage or Ranged Damage
SMGscales only with Melee Damage or Ranged Damage
Double Barrel Shotgunscales only with Melee Damage or Ranged Damage
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 394.3 DPS; DEX-troyer 85.2 DPS; Drill 77.8 DPS.
Burning weapons
Burn damage is not in the DPS column. Per application at the same profile (damage per tick × ticks; the strongest burn on an enemy is kept unless you own Pyromaniac): Wand 34×12, Torch 34×12, Particle Accelerator 35×10, Molotov Cocktail 30×7, Fireball 33×5, Flamethrower 33×5.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Mage's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Elemental Damage Mage multiplies it
Wolf Helmet+10 Elemental Damage (counts 12.5)-5 Engineering90 materials
Gnome+10 Elemental Damage (counts 12.5)-20 Range-20% pickup range100 materials
Handcuffs+8 Elemental Damage (counts 10)80 materials
Toxic Sludge+2 Elemental Damage (counts 2.5)-2% Dodge20 materials
Frozen Heart+8 Elemental Damage (counts 10)Burning activates 100% slower90 materials
Items that turn Mage's stats into more
Frozen HeartWeapon and pet damage additionally scales with 10% Elemental Damage
Strange Book+1 Engineering for every permanent 1 Elemental Damage you have
What the modifiers change Computed from rules
Mage's modifiers reward Elemental Damage ×1.25. At the reference profile the highest single-target damage comes from Wand IV (49.1 DPS).
- Elemental Damage ×1.25
- Every point from items, level-ups and set bonuses counts ×1.25; penalties grow by the same factor.
- Engineering ×0.50
- Counts ×0.50, including its penalties, which shrink by the same factor.
- Melee Damage ×0
- Always 0, whatever you buy: items adding it are wasted.
- Ranged Damage ×0
- Always 0, whatever you buy: items adding it are wasted.
Never offered to Mage
Item groups: melee damage, ranged damage, melee and 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 .








