
Sailor build
- +200% damage with Naval weapons against cursed enemies
- +25 Curse
- -25% Damage
- You can only equip tier II weapons or above
- Dodge is capped at 20%
- Harvesting modifications are reduced by 100%
Unlock and starting weaponsOpen Flamethrower in the calculator
How players win with Sailor Community consensus
Stack Curse with Naval weapons; both guides favour Trident over Anchor. Use Spears for wave clear until naval weapons appear, and keep Dodge at its 20% cap.
- 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.
- 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.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Sailor boosts most Computed from rules
Sailor: ordered by how much Sailor's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Sailor doesn't boost fall back to raw DPS. Reference profile: Sailor's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Sailor's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Sailor can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Flamethrower IV | ×1 | 11.1+ burn 21×5 | Elemental Damage | 1 | 0.09 s |
| 2 | Captain’s Sword IV | ×0.97 | 110.6 | Melee Damage | 102 | 0.95 s |
| 3 | Anchor IVStarting option | ×0.91 | 71.8 | Melee Damage | 128 | 1.81 s |
| 4 | Trident IVStarting option | ×0.84 | 61.4 | Melee Damage | 84 | 1.41 s |
| 5 | Potato Thrower IV | ×0.78 | 50.8 | Ranged Damage | 14 | 0.28 s |
| 6 | Combat Shotgun IV | ×0.75 | 263 | Ranged Damage | 24 ×8 | 0.75 s |
| 7 | Machine Gun IV | ×0.77 | 193.8 | Ranged Damage | 17 | 0.09 s |
| 8 | Minigun IV | ×0.75 | 171.7 | Ranged Damage | 15 | 0.09 s |
| 9 | Obliterator IV | ×0.75 | 167.4 | Ranged Damage | 525 | 3.23 s |
| 10 | Flaming Brass Knuckles IV | ×0.75 | 127.8+ burn 5×18 | Melee Damage | 75 | 0.59 s |
Starting weapons by the same measure
Anchor#3 of 89, 71.8 DPS at tier IV
Trident#4 of 89, 61.4 DPS at tier IV
Blunderbuss#87 of 89, 15.9 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 559.1 DPS; Gatling Laser 378.1 DPS; Excalibur 313.6 DPS; Scythe 183.1 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 22×12, Particle Accelerator 23×10, Molotov Cocktail 19×7, Flamethrower 21×5, Fireball 21×5, Flaming Brass Knuckles 5×18.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Sailor's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Elemental Damage main stat of the top weapons
Melee Damage main stat of the top weapons
Items that turn Sailor's stats into more
Frozen HeartWeapon and pet damage additionally scales with 10% Elemental Damage
Strange Book+1 Engineering for every permanent 1 Elemental Damage you have
Items that use Sailor's effects
+200% damage with Naval weapons against cursed enemies
Corrupted Shard+3% Damage; +1 Curse
Fish HookLocked items and weapons have a 20% chance to become cursed when leaving the shop; +1 Curse
Barnacle+35% stats gained from level upgrades; +1 Curse when you level up
Black Flag+1 material when you kill a cursed enemy; +10% Enemies; +10% Enemy health; +10% Enemy damage; +5 Curse
Kraken’s EyeYou have a 50% chance to explode for 10 (+500% Curse) damage when you get hit; +15 Max HP; +15 Curse
Dodge is capped at 20%
Feather+1 Ranged Damage; +3% Dodge; -3% XP Gain
Blindfold+5% Crit Chance; +5% Dodge; -15 Range
Gambling Token+8% Dodge; -1 Armor
Leather Vest+2 Armor; +6% Dodge; -3 Max HP
Riposte+2 Melee Damage; 100% chance to deal 1 (300% Melee Damage) damage to an enemy when dodging their attack
Adrenaline+5% Dodge; 50% chance to heal 5 HP when dodging an attack
Chameleon+3% Dodge; +20% Dodge while standing still; -4% Damage
Clover+20 Luck; +6% Dodge; -2% Life Steal
What the modifiers change Computed from rules
Sailor has no stat multiplier, so the weapon decides the stat. Restrictions: tier II and above. At the reference profile the highest single-target damage comes from Flamethrower IV (11.1 DPS).
- Harvesting ×0
- Always 0, whatever you buy: items adding it are wasted.
- Dodge cap 20%
- Dodge above 20% is wasted, so armor and Max HP carry the defence. Armor vs dodge
Never offered to Sailor
Item groups: harvesting, dodge.
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 .

















