
Masochist build
- +5% Damage when you take damage until the end of the wave
- +10 Max HP
- +20 HP Regeneration
- +8 Armor
- -100% Damage
Unlock and starting weaponsOpen Flamethrower in the calculatorMasochist on Danger 5Masochist on Nightmare
How players win with Masochist Community consensus
Getting hit adds % Damage, so tank hits with Armor, Max HP and HP Regeneration; Spiky Shield (unlocked by winning with Masochist) is the main recommendation, with Scissors, Ghost Axe or Medical Gun as alternatives. Blood Donation or Bloody Hand trigger the passive every second.
- Masochist - Brotato Wiki (Spells & Guns) (revision date not shown; fetched 2026-11-12): CC BY-SA 4.0.
- 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.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Masochist boosts most Computed from rules
Masochist: ordered by how much Masochist's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Masochist doesn't boost fall back to raw DPS. Reference profile: Masochist's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Masochist's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Masochist can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Flamethrower IV | ×1 | 11.1+ burn 1×5 | Elemental Damage | 1 | 0.09 s |
| 2 | Pan Flute IVStarting option | ×0.09 | 5 | Luck | 1 ×5 | 1.03 s |
| 3 | Hand IV | ×0.09 | 1.4 | Melee Damage | 1 | 0.71 s |
| 4 | Machine Gun IV | ×0.05 | 11.5 | Ranged Damage | 1 | 0.09 s |
| 5 | Minigun IV | ×0.05 | 11.4 | Ranged Damage | 1 | 0.09 s |
| 6 | Combat Shotgun IV | ×0.03 | 11 | Ranged Damage | 1 ×8 | 0.75 s |
| 7 | SMG IV | ×0.04 | 6.7 | Ranged Damage | 1 | 0.15 s |
| 8 | Double Barrel Shotgun IVStarting option | ×0.03 | 5.2 | Ranged Damage | 1 ×6 | 1.20 s |
| 9 | Taser IV | ×0.04 | 4.3 | Elemental Damage | 1 ×4 | 0.95 s |
| 10 | Blowgun IVStarting option | ×0.04 | 4.1 | Ranged Damage | 1 | 0.37 s |
Starting weapons by the same measure
Pan Flute#2 of 89, 5 DPS at tier IV
Double Barrel Shotgun#8 of 89, 5.2 DPS at tier IV
Blowgun#10 of 89, 4.1 DPS at tier IV
Carbon Bow#13 of 89, 2.1 DPS at tier IV
Wand#15 of 89, 1.9 DPS at tier IV
Scissors#20 of 89, 1.6 DPS at tier IV
Sickle#22 of 89, 1.5 DPS at tier IV
Sharp Tooth#25 of 89, 1.3 DPS at tier IV
Torch#28 of 89, 1.3 DPS at tier IV
Lute#36 of 89, 0.9 DPS at tier IV
Molotov Cocktail#38 of 89, 0.7 DPS at tier IV
Medical Gun#40 of 89, 2.1 DPS at tier IV
Icicle#41 of 89, 2 DPS at tier IV
Spiky Shield#61 of 89, 1 DPS at tier IV
Shovel#67 of 89, 0.9 DPS at tier IV
Rock#68 of 89, 0.9 DPS at tier IV
Meat Tenderizer#70 of 89, 0.8 DPS at tier IV
Cacti Club#73 of 89, 0.8 DPS at tier IV
Brick#74 of 89, 0.7 DPS at tier IV
Sticky Grenade#75 of 89, 0.7 DPS at tier IV
Ghost Axe#80 of 89, 0.7 DPS at tier IV
Crowbar#82 of 89, 0.6 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 33.3 DPS; Gatling Laser 16.4 DPS; Drill 4.4 DPS; Excalibur 1.8 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): Flaming Brass Knuckles 1×18, Carbon Bow 1×12, Wand 1×12, Torch 1×12, Particle Accelerator 1×10, Molotov Cocktail 1×7.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Masochist's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Elemental Damage main stat of the top weapons
Luck main stat of the top weapons
Melee Damage main stat of the top weapons
Items that turn Masochist's stats into more
Frozen HeartWeapon and pet damage additionally scales with 10% Elemental Damage
Pearl+1% Damage for every permanent 10 Luck you have
Strange Book+1 Engineering for every permanent 1 Elemental Damage you have
What the modifiers change Computed from rules
Masochist has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Flamethrower IV (11.1 DPS).
Masochist 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 .
























