
Time Shifter build
- You can shift time when you take damage
- Some waves come out of order (the first and final waves never move)
- +5% Speed
- Dodge modifications are reduced by 100%
Unlock and starting weaponsOpen Boomerang in the calculatorTime Shifter on Nightmare
How players win with Time Shifter Community consensus
Slow, hard-hitting weapons such as Spear let the bullet-time positioning catch many enemies; items that drain 1 HP per second, such as Blood Donation, keep bullet time active.
- 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 Time Shifter boosts most Computed from rules
Time Shifter: ordered by how much Time Shifter's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Time Shifter doesn't boost fall back to raw DPS. Reference profile: Time Shifter's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Time Shifter's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Time Shifter can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Boomerang IV | ×1.03 | 59.5 | Melee Damage | 34 | 0.60 s |
| 2 | Jousting Lance IVStarting option | ×1.03 | 48 | Melee Damage | 62 | 1.33 s |
| 3 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 4 | Machine Gun IVStarting option | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 5 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 6 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 7 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 8 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 9 | SMG IV | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 10 | Double Barrel Shotgun IV | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
Starting weapons by the same measure
Jousting Lance#2 of 89, 48 DPS at tier IV
Machine Gun#4 of 89, 250.7 DPS at tier IV
Fist#11 of 89, 143.1 DPS at tier IV
Knife#14 of 89, 134.9 DPS at tier IV
Blowgun#29 of 89, 93.2 DPS at tier IV
Meat Tenderizer#33 of 89, 85.9 DPS at tier IV
Claw#35 of 89, 79.1 DPS at tier IV
Shovel#38 of 89, 77.1 DPS at tier IV
Thief Dagger#39 of 89, 76.7 DPS at tier IV
Whip#42 of 89, 69.9 DPS at tier IV
Awl#47 of 89, 67.7 DPS at tier IV
Spear#49 of 89, 66.5 DPS at tier IV
Carbon Bow#51 of 89, 63.2 DPS at tier IV
Screwdriver#56 of 89, 59.3 DPS at tier IV
Pruner#58 of 89, 56.6 DPS at tier IV
Quarterstaff#60 of 89, 55.2 DPS at tier IV
Flail#63 of 89, 54.2 DPS at tier IV
Shuriken#66 of 89, 44.1 DPS at tier IV
Javelin#68 of 89, 42.1 DPS at tier IV
Sticky Grenade#69 of 89, 41.8 DPS at tier IV
Ghost Flint#74 of 89, 38.9 DPS at tier IV
Hiking Pole#76 of 89, 34.7 DPS at tier IV
Crowbar#81 of 89, 31.1 DPS at tier IV
Stick#83 of 89, 29.8 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 Time Shifter'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
What the modifiers change Computed from rules
Time Shifter has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Boomerang IV (59.5 DPS).
- Dodge ×0
- Always 0, whatever you buy: items adding it are wasted.
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 .


















