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Sick character portrait

Sick build

  • +12 Max HP
  • +25% Life Steal
  • You take 1 damage per second (does not give invulnerability time)
  • -100 HP Regeneration

How players win with Sick Community consensus

Use fast or multi-hit weapons so Life Steal outpaces the 1 HP-per-second drain: SMG, Slingshot or Lightning Shiv, with Bandana and other piercing items. Never buy Weird Ghost.

Stats: Life Steal, Ranged Damage, % Damage, Attack Speed, Max HP.

Avoid: Weird Ghost, Scissors and Medical Gun (low damage; Life Steal already high).

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

Weapons Sick boosts most Computed from rules

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

#WeaponBoostDPSMain statHitCooldown
1Sharp Tooth IVStarting option×263.4Melee Damage500.93 s
2Chainsaw IV×1.63113Melee Damage650.58 s
3Potato Thrower IV×1.1172.5Ranged Damage200.28 s
4Chopper IV×1.0860.4Melee Damage430.89 s
5Spoon IV×1.0944.2Melee Damage380.86 s
6Combat Shotgun IV×1350.6Ranged Damage32 ×80.75 s
7Machine Gun IV×1250.7Ranged Damage220.09 s
8Minigun IV×1228.9Ranged Damage200.09 s
9Obliterator IV×1223.2Ranged Damage7003.23 s
10Flaming Brass Knuckles IV×1170.3+ burn 7×18Melee Damage1000.59 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 460 DPS; Scythe 279 DPS.

Items for the stats this build buys Computed from item data

Ranked by points per base material after Sick'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 turn Sick's stats into more

What the modifiers change Computed from rules

Sick has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Sharp Tooth IV (63.4 DPS).

Sick has no stat multiplier, conversion or class bonus. Pick weapons by the stat they scale with and buy that stat.

Never offered to Sick

Item groups: hp regeneration.

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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