
Poacher build
- Adds 1 hunting area which gives +3% Damage for every 15 enemies killed inside
- -50% materials dropped by enemies killed inside the hunting area
Unlock and starting weaponsOpen Combat Shotgun in the calculatorPoacher on Nightmare
How players win with Poacher Community consensus
Melee weapons, especially Meat Tenderizer, make it easy to kill inside the hunting area, which builds large % Damage; ranged builds need careful positioning.
- Primal Dread Nightmare Mode Guide (jldark89) (2026-11-07): Posted after Update 1.2; Nightmare difficulty. Mentions Mech being nerfed in a beta at the time of writing.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Poacher boosts most Computed from rules
Poacher: ordered by how much Poacher's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Poacher doesn't boost fall back to raw DPS. Reference profile: Poacher's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Poacher's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Poacher can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 2 | Machine Gun IVStarting option | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 3 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 4 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 5 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 6 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 7 | SMG IVStarting option | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 8 | Double Barrel Shotgun IVStarting option | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 9 | Fist IVStarting option | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 10 | Revolver IV | ×1 | 138.5 | Ranged Damage | 80 | 0.59 s |
Starting weapons by the same measure
Machine Gun#2 of 89, 250.7 DPS at tier IV
SMG#7 of 89, 160.8 DPS at tier IV
Double Barrel Shotgun#8 of 89, 149.4 DPS at tier IV
Fist#9 of 89, 143.1 DPS at tier IV
Knife#12 of 89, 134.9 DPS at tier IV
Hatchet#20 of 89, 106.3 DPS at tier IV
Taser#21 of 89, 104.1 DPS at tier IV
Pistol#25 of 89, 100.6 DPS at tier IV
Blowgun#27 of 89, 93.2 DPS at tier IV
Meat Tenderizer#31 of 89, 85.9 DPS at tier IV
Shovel#36 of 89, 77.1 DPS at tier IV
Whip#40 of 89, 69.9 DPS at tier IV
Awl#45 of 89, 67.7 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Cacti Club#52 of 89, 60.6 DPS at tier IV
Tranq Rifle#55 of 89, 59.1 DPS at tier IV
Chopper#58 of 89, 56.2 DPS at tier IV
Quarterstaff#59 of 89, 55.2 DPS at tier IV
Flail#62 of 89, 54.2 DPS at tier IV
Sticky Grenade#69 of 89, 41.8 DPS at tier IV
Slingshot#78 of 89, 33.7 DPS at tier IV
Sharp Tooth#80 of 89, 31.8 DPS at tier IV
Crowbar#81 of 89, 31.1 DPS at tier IV
Wrench#82 of 89, 30.4 DPS at tier IV
Stick#83 of 89, 29.8 DPS at tier IV
Molotov Cocktail#87 of 89, 19.6 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 722.9 DPS; Gatling Laser 493.2 DPS; Excalibur 418.2 DPS; Scythe 243.2 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Poacher's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Ranged Damage main stat of the top weapons
What the modifiers change Computed from rules
Poacher has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Combat Shotgun IV (350.6 DPS).
Poacher 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 .











