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Saver build

  • +15 Harvesting
  • +1% Damage for every 25 Materials you have
  • You start with 1 Piggy Bank
  • +50% Items Price

How players win with Saver Community consensus

Build a base of weapons and key items, then stop spending around waves 8-9 so held materials raise % Damage through the passive and Piggy Bank. Spear, Lightning Shiv, Icicle and Thief Dagger are recommended; Padding became a good pickup after its buff.

Stats: Melee Damage, Attack Speed, HP Regeneration, Max HP, Armor, Dodge, Luck, Harvesting.

Avoid: % Damage from upgrades (the passive supplies it).

Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.

Weapons Saver boosts most Computed from rules

Saver: ordered by how much Saver's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Saver doesn't boost fall back to raw DPS. Reference profile: Saver's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Saver's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Saver can raise.

#WeaponBoostDPSMain statHitCooldown
1Sickle IVStarting option×1.1050Melee Damage340.70 s
2Combat Shotgun IV×1350.6Ranged Damage32 ×80.75 s
3Machine Gun IV×1250.7Ranged Damage220.09 s
4Minigun IV×1228.9Ranged Damage200.09 s
5Obliterator IV×1223.2Ranged Damage7003.23 s
6Flaming Brass Knuckles IV×1170.3+ burn 7×18Melee Damage1000.59 s
7Power Fist IV×1170.3Melee Damage1000.59 s
8SMG IV×1160.8Ranged Damage240.15 s
9Double Barrel Shotgun IV×1149.4Ranged Damage29 ×61.20 s
10Fist IVStarting option×1143.1Melee Damage840.59 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 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 Saver's multiplier; prices rise each wave. Downsides are listed because they hit other stats.

Melee Damage main stat of the top weapons

Ranged Damage main stat of the top weapons

Items that use Saver's effects

+1% Damage for every 25 Materials you have

What the modifiers change Computed from rules

Saver has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Sickle IV (50 DPS).

Materials → Damage
+1% Damage for every 25 Materials you have.

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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