
Saver build
- +15 Harvesting
- +1% Damage for every 25 Materials you have
- You start with 1 Piggy Bank
- +50% Items Price
Unlock and starting weaponsOpen Sickle in the calculatorSaver on Nightmare
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.
- 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.
- Saver - Brotato Wiki (Spells & Guns) (revision date not shown; fetched 2026-11-12): CC BY-SA 4.0.
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.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Sickle IVStarting option | ×1.10 | 50 | Melee Damage | 34 | 0.70 s |
| 2 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 3 | Machine Gun IV | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 4 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 5 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 6 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 7 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 8 | SMG IV | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 9 | Double Barrel Shotgun IV | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 10 | Fist IVStarting option | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
Starting weapons by the same measure
Sickle#1 of 89, 50 DPS at tier IV
Fist#10 of 89, 143.1 DPS at tier IV
Revolver#11 of 89, 138.5 DPS at tier IV
Laser Gun#12 of 89, 137.3 DPS at tier IV
Icicle#15 of 89, 120 DPS at tier IV
Taser#22 of 89, 104.1 DPS at tier IV
Pistol#26 of 89, 100.6 DPS at tier IV
Blowgun#28 of 89, 93.2 DPS at tier IV
Meat Tenderizer#32 of 89, 85.9 DPS at tier IV
Shovel#37 of 89, 77.1 DPS at tier IV
Thief Dagger#38 of 89, 76.7 DPS at tier IV
Whip#41 of 89, 69.9 DPS at tier IV
Awl#46 of 89, 67.7 DPS at tier IV
Spear#48 of 89, 66.5 DPS at tier IV
Carbon Bow#50 of 89, 63.2 DPS at tier IV
Cacti Club#53 of 89, 60.6 DPS at tier IV
Tranq Rifle#56 of 89, 59.1 DPS at tier IV
Pruner#58 of 89, 56.6 DPS at tier IV
Chopper#59 of 89, 56.2 DPS at tier IV
Pan Flute#62 of 89, 54.3 DPS at tier IV
Lightning Shiv#67 of 89, 43.7 DPS at tier IV
Sticky Grenade#69 of 89, 41.8 DPS at tier IV
Wand#73 of 89, 39.6 DPS at tier IV
Ghost Flint#74 of 89, 38.9 DPS at tier IV
Crowbar#81 of 89, 31.1 DPS at tier IV
Lute#85 of 89, 23.1 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 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
Bag+15 materials when you pick up a crate; -1% Speed
LootwormSpawns a Lootworm pet that collects materials and destroys trees for the player. Each time it picks up a material, it has a 10% chance to double it
Dangerous Bunny+1 free reroll in the shop
Metal Detector+5% chance to double the value of picked up materials; +6 Luck; +2 Engineering; -5% Damage
Recycling MachineGain 35% more materials from recycling items
Gobbler’s Hat+70% materials dropped; -15% Speed; -10% Dodge
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 .



















