
Ogre build
- Enemies taking double their max health as damage explode for 15 (+50% Max HP, -50% Attack Speed) damage
- +10 Melee Damage
- You can't equip ranged weapons
- -50% Attack Speed
- -10% Speed
How players win with Ogre Community consensus
Kills explode and the explosions scale with Max HP, so stack Max HP and Melee Damage; Brick, Rock, Chopper and Fist starts are recommended, moving to Spears or Trident for long-range triggers. Keep Speed positive despite the Blunt and Ogre penalties.
- 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 Ogre boosts most Computed from rules
Ogre: ordered by how much Ogre's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Ogre doesn't boost fall back to raw DPS. Reference profile: Ogre's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Ogre's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 51 of 55 equippable weapons scale with a stat Ogre can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Mace IV | ×1 | 103.4 | Melee Damage | 180 | 1.84 s |
| 2 | Torch IV | ×0.98 | 25.8+ burn 9×12 | Melee Damage | 31 | 1.20 s |
| 3 | Hand IV | ×0.97 | 15.1 | Melee Damage | 16 | 1.06 s |
| 4 | Stick IV | ×0.88 | 26.1 | Melee Damage | 42 | 1.64 s |
| 5 | Whip IVStarting option | ×0.83 | 58 | Melee Damage | 51 | 1.32 s |
| 6 | Chainsaw IV | ×0.83 | 57.9 | Melee Damage | 50 | 0.88 s |
| 7 | Flail IVStarting option | ×0.84 | 45.6 | Melee Damage | 72 | 1.81 s |
| 8 | Sickle IV | ×0.84 | 38.3 | Melee Damage | 39 | 1.05 s |
| 9 | Lightning Shiv IV | ×0.84 | 36.7 | Melee Damage | 39 | 1.17 s |
| 10 | Ghost Flint IV | ×0.83 | 32.4 | Melee Damage | 50 | 1.59 s |
Starting weapons by the same measure
Whip#5 of 51, 58 DPS at tier IV
Flail#7 of 51, 45.6 DPS at tier IV
Plank#17 of 51, 39.9 DPS at tier IV
Fist#25 of 51, 106.7 DPS at tier IV
Meat Tenderizer#31 of 51, 65.4 DPS at tier IV
Rock#37 of 51, 51.4 DPS at tier IV
Cacti Club#40 of 51, 45.4 DPS at tier IV
Chopper#42 of 51, 42.1 DPS at tier IV
Spoon#43 of 51, 31 DPS at tier IV
Brick#47 of 51, 73 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: Excalibur 302 DPS; Scythe 171.7 DPS; Drill 103.7 DPS; DEX-troyer 67.1 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Ogre's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Melee Damage main stat of the top weapons
Items that use Ogre's effects
Enemies taking double their max health as damage explode for 15 (+50% Max HP, -50% Attack Speed) damage
Dynamite+15% Explosion Damage
LandminesA landmine spawns every 12 seconds dealing 10 (+100% Engineering) damage in an area
Bonk DogSpawns a Bonk Dog pet that deals 10 (+60% Melee Damage) damage. Every 5 seconds, it performs a dash attack that deals 8 (+40% Melee Damage) explosive damage in an area
Spicy Sauce+3 Max HP; Consumables have a 50% chance to explode for 10 (+100% Max HP) damage when picked up
Exothermic ReactionEvolved (mecha and mutated) enemies have a 33% chance to explode for 10 (+100% Evolution) damage when they die; -4% Dodge
Honey+3 Ranged Damage; +10% Explosion Damage; +5% Explosion Size; -3% Speed; -3% Dodge
Plastic Explosive+25% Explosion Size
Rip and TearEnemies have a 20% chance to explode for 10 (+50% Melee Damage) damage when they die; -5% Crit Chance
What the modifiers change Computed from rules
Ogre has no stat multiplier, so the weapon decides the stat. Restrictions: melee weapons only. At the reference profile the highest single-target damage comes from Mace IV (103.4 DPS).
Ogre has no stat multiplier, conversion or class bonus. Pick weapons by the stat they scale with and buy that stat.
Never offered to Ogre
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 .















