
Speedy build
- +30% Speed
- +1 Melee Damage for every 2% Speed you have
- -100 Armor while standing still
- -3 Armor
How players win with Speedy Community consensus
Stack Speed, which also feeds Melee Damage; Jousting Lance scales with Speed, Shuriken with Crit Chance, and Hiking Pole builds stack Speed for Range. Expect to take hits and build Dodge.
- 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.
- 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.
- 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.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Speedy boosts most Computed from rules
Speedy: ordered by how much Speedy's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Speedy doesn't boost fall back to raw DPS. Reference profile: Speedy's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Speedy's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Speedy can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Torch IV | ×1.71 | 45+ burn 9×12 | Melee Damage | 36 | 0.80 s |
| 2 | Hand IV | ×1.64 | 25.5 | Melee Damage | 18 | 0.71 s |
| 3 | Boomerang IVStarting option | ×1.55 | 89.3 | Melee Damage | 51 | 0.60 s |
| 4 | Stick IVStarting option | ×1.47 | 43.8 | Melee Damage | 47 | 1.09 s |
| 5 | Chainsaw IV | ×1.38 | 95.6 | Melee Damage | 55 | 0.58 s |
| 6 | Harpoon Gun IV | ×1.38 | 85.9 | Ranged Damage | 55 | 0.65 s |
| 7 | Flail IVStarting option | ×1.39 | 75.1 | Melee Damage | 79 | 1.21 s |
| 8 | Sickle IV | ×1.39 | 63.3 | Melee Damage | 43 | 0.70 s |
| 9 | Lightning Shiv IV | ×1.39 | 60.6 | Melee Damage | 43 | 0.78 s |
| 10 | Javelin IVStarting option | ×1.38 | 57.9 | Melee Damage | 55 | 0.95 s |
Starting weapons by the same measure
Boomerang#3 of 89, 89.3 DPS at tier IV
Stick#4 of 89, 43.8 DPS at tier IV
Flail#7 of 89, 75.1 DPS at tier IV
Javelin#10 of 89, 57.9 DPS at tier IV
Ghost Flint#11 of 89, 53.4 DPS at tier IV
Whip#13 of 89, 95.5 DPS at tier IV
Pruner#14 of 89, 75.5 DPS at tier IV
Jousting Lance#16 of 89, 63.5 DPS at tier IV
Knife#18 of 89, 174.3 DPS at tier IV
Quarterstaff#20 of 89, 71.7 DPS at tier IV
Crowbar#21 of 89, 40.8 DPS at tier IV
Shuriken#25 of 89, 56 DPS at tier IV
Fist#28 of 89, 168.6 DPS at tier IV
Meat Tenderizer#33 of 89, 103.9 DPS at tier IV
Claw#35 of 89, 94.7 DPS at tier IV
Shovel#36 of 89, 91.5 DPS at tier IV
Spear#37 of 89, 78.9 DPS at tier IV
Screwdriver#39 of 89, 71 DPS at tier IV
Hiking Pole#42 of 89, 40.8 DPS at tier IV
Thief Dagger#49 of 89, 90.1 DPS at tier IV
Awl#52 of 89, 79.1 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 470.5 DPS; Scythe 264.7 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Speedy's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Speed converted by Speedy
Melee Damage main stat of the top weapons
Items that turn Speedy's stats into more
Items that use Speedy's effects
-100 Armor while standing still
What the modifiers change Computed from rules
Speedy's modifiers reward Speed (converted to Melee Damage). At the reference profile the highest single-target damage comes from Torch IV (45 DPS).
- Speed → Melee Damage
- +1 Melee Damage for every 2% Speed you have. At 20 Speed this gives 10 Melee Damage.
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 .





















