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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.

Stats: Elemental Damage, Attack Speed, % Damage, Max HP, Life Steal, HP Regeneration. Weapon classes: Elemental.

Avoid: SMG and Double Barrel Shotgun as damage sources (no Melee/Ranged scaling).

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.

#WeaponBoostDPSMain statHitCooldown
1Wand IVStarting option×1.2449.1+ burn 34×12Elemental Damage260.53 s
2Torch IVStarting option×1.2432.5+ burn 34×12Elemental Damage260.80 s
3Molotov Cocktail IVStarting option×1.1422.4+ burn 30×7Elemental Damage321.45 s
4Icicle IVStarting option×1.08130Elemental Damage650.70 s
5Taser IVStarting option×1.08112.8Elemental Damage26 ×40.95 s
6Plank IVStarting option×1.0854.7Elemental Damage520.98 s
7Fireball IV×1.0944.3+ burn 33×5Elemental Damage380.87 s
8Plasma Sledge IV×1.06116.7Elemental Damage1701.49 s
9Thunder Sword IV×1.07108.8Elemental Damage1121.06 s
10Particle Accelerator IV×1.0492.2+ burn 35×10Elemental Damage1451.62 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 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

Items that turn Mage's stats into more

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 .

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