
Survivor build
- Crate loot gives weapon
- No weapon in the shop
- You can equip up to 8 weapons at a time
- More trees spawn
- +25% chance to find crates
- -25% materials dropped
- Choose 1 additional starting weapon
- -2 HP recovered from consumables
Unlock and starting weaponsOpen Combat Shotgun in the calculatorSurvivor on Nightmare
How players win with Survivor Community consensus
Invest heavily in Luck in the first shops to get crates; Sticks fill the eight weapon slots, and recycling high-tier weapons with the recycling item drives the economy.
- Primal Dread Nightmare Mode Guide (jldark89) (2026-11-07): Posted after Update 1.2; Nightmare difficulty. Mentions Mech being nerfed in a beta at the time of writing.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Survivor boosts most Computed from rules
Survivor: ordered by how much Survivor's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Survivor doesn't boost fall back to raw DPS. Reference profile: Survivor's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Survivor's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Survivor can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 2 | Machine Gun IV | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 3 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 4 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 5 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 6 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 7 | SMG IV | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 8 | Double Barrel Shotgun IV | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 9 | Fist IVStarting option | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 10 | Revolver IV | ×1 | 138.5 | Ranged Damage | 80 | 0.59 s |
Starting weapons by the same measure
Fist#9 of 89, 143.1 DPS at tier IV
Knife#12 of 89, 134.9 DPS at tier IV
Icicle#14 of 89, 120 DPS at tier IV
Hatchet#20 of 89, 106.3 DPS at tier IV
Blowgun#27 of 89, 93.2 DPS at tier IV
Meat Tenderizer#31 of 89, 85.9 DPS at tier IV
Shovel#36 of 89, 77.1 DPS at tier IV
Spiky Shield#39 of 89, 71.4 DPS at tier IV
Whip#40 of 89, 69.9 DPS at tier IV
Awl#45 of 89, 67.7 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Cacti Club#52 of 89, 60.6 DPS at tier IV
Chopper#58 of 89, 56.2 DPS at tier IV
Quarterstaff#59 of 89, 55.2 DPS at tier IV
Pan Flute#61 of 89, 54.3 DPS at tier IV
Flail#62 of 89, 54.2 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
Slingshot#78 of 89, 33.7 DPS at tier IV
Sharp Tooth#80 of 89, 31.8 DPS at tier IV
Crowbar#81 of 89, 31.1 DPS at tier IV
Wrench#82 of 89, 30.4 DPS at tier IV
Stick#83 of 89, 29.8 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 Survivor's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Ranged Damage main stat of the top weapons
Items that use Survivor's effects
-2 HP recovered from consumables
Alien Worm+3 Max HP; +2 HP Regeneration; -1 HP recovered from consumables
Lemonade+1 HP recovered from consumables
Lost Organ+6 Harvesting; -1 HP recovered from consumables
Penguin+1 HP Regeneration; +1 HP Regeneration until the end of the wave when picking up a consumable while at maximum health
Weird Food+2 HP recovered from consumables; -2% Dodge
Boosted Mitosis+50% chance for mutated enemies to drop a mutation fruit; -1 Armor; -3 Evolution
Cauldron+50% pickup range; +20% Damage for 2 seconds after picking up a consumable; -2 HP Regeneration
Fruit BasketEnemies have a higher chance of dropping fruits; -3 HP Regeneration
More trees spawn
Crate loot gives weapon
Bag+15 materials when you pick up a crate; -1% Speed
Dig Site1 dig site appears every 3 waves, stay on it for 5 to 6 seconds to dig up a crate; -3 Luck
Pearl+1% Damage for every permanent 10 Luck you have; +3% chance of finding an extra Pearl in a crate
Treasure Map+20% chance of finding an extra item in a crate
What the modifiers change Computed from rules
Survivor has no stat multiplier, so the weapon decides the stat. Restrictions: 8 weapon slots. At the reference profile the highest single-target damage comes from Combat Shotgun IV (350.6 DPS).
Survivor has no stat multiplier, conversion or class bonus. Pick weapons by the stat they scale with and buy that stat.
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 .

















