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Masochist character portrait

Masochist build

  • +5% Damage when you take damage until the end of the wave
  • +10 Max HP
  • +20 HP Regeneration
  • +8 Armor
  • -100% Damage

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.

Stats: Armor, Max HP, HP Regeneration, Melee Damage, Life Steal.

Avoid: Dodge (fewer hits means less damage gained).

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.

#WeaponBoostDPSMain statHitCooldown
1Flamethrower IV×111.1+ burn 1×5Elemental Damage10.09 s
2Pan Flute IVStarting option×0.095Luck1 ×51.03 s
3Hand IV×0.091.4Melee Damage10.71 s
4Machine Gun IV×0.0511.5Ranged Damage10.09 s
5Minigun IV×0.0511.4Ranged Damage10.09 s
6Combat Shotgun IV×0.0311Ranged Damage1 ×80.75 s
7SMG IV×0.046.7Ranged Damage10.15 s
8Double Barrel Shotgun IVStarting option×0.035.2Ranged Damage1 ×61.20 s
9Taser IV×0.044.3Elemental Damage1 ×40.95 s
10Blowgun IVStarting option×0.044.1Ranged Damage10.37 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 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

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 .

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