
Vagabond build
- Equipped weapons always contribute to the class bonuses of other equipped weapons
- You can't equip two of the same weapon at the same time
- -5 Armor
- -5% Dodge
- Luck modifications are reduced by 50%
- Harvesting modifications are reduced by 50%
Unlock and starting weaponsOpen Combat Shotgun in the calculator
How players win with Vagabond Community consensus
Each weapon counts toward every weapon class you hold, so get six different melee weapons with as many classes as possible; Cacti Club, Spear, Quarterstaff and Lightning Shiv starts are recommended. Ghost weapons and chasing Luck/Harvesting are discouraged.
- 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.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Vagabond boosts most Computed from rules
Vagabond: ordered by how much Vagabond's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Vagabond doesn't boost fall back to raw DPS. Reference profile: Vagabond's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Vagabond's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Vagabond 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 IV | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 10 | Revolver IVStarting option | ×1 | 138.5 | Ranged Damage | 80 | 0.59 s |
Starting weapons by the same measure
Revolver#10 of 89, 138.5 DPS at tier IV
Laser Gun#11 of 89, 137.3 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
Claw#33 of 89, 79.1 DPS at tier IV
Shovel#36 of 89, 77.1 DPS at tier IV
Thief Dagger#37 of 89, 76.7 DPS at tier IV
Whip#39 of 89, 69.9 DPS at tier IV
Spear#46 of 89, 66.5 DPS at tier IV
Cacti Club#51 of 89, 60.6 DPS at tier IV
Boomerang#54 of 89, 57.8 DPS at tier IV
Chopper#56 of 89, 56.2 DPS at tier IV
Quarterstaff#57 of 89, 55.2 DPS at tier IV
Flail#59 of 89, 54.2 DPS at tier IV
Plank#60 of 89, 50.4 DPS at tier IV
Shuriken#63 of 89, 44.1 DPS at tier IV
Lightning Shiv#64 of 89, 43.7 DPS at tier IV
Sticky Grenade#66 of 89, 41.8 DPS at tier IV
Ghost Flint#71 of 89, 38.9 DPS at tier IV
Crossbow#72 of 89, 38.7 DPS at tier IV
Sharp Tooth#77 of 89, 31.8 DPS at tier IV
Crowbar#78 of 89, 31.1 DPS at tier IV
Torch#81 of 89, 26.3 DPS at tier IV
Lute#82 of 89, 23.1 DPS at tier IV
Molotov Cocktail#84 of 89, 19.6 DPS at tier IV
Hand#85 of 89, 15.6 DPS at tier IV
Rail Gun#87 of 89, 56.8 DPS at tier IV
Spiky Shield#88 of 89, 61.2 DPS at tier IV
Pan Flute#89 of 89, 39.4 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 Vagabond'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 Vagabond's effects
Luck modifications are reduced by 50%
Lost Duck+8 Luck; -1 Elemental Damage
Propeller Hat+10 Luck; -2% Damage
Metal Detector+5% chance to double the value of picked up materials; +6 Luck; +2 Engineering; -5% Damage
Shady Potion+20 Luck; -2 HP Regeneration
Bowler Hat+15 Luck; +18 Harvesting; -5% Attack Speed; -3% Crit Chance
Clover+20 Luck; +6% Dodge; -2% Life Steal
Lucky Charm+30 Luck; -2 Melee Damage; -1 Ranged Damage
Panda+12 Max HP; +25 Luck; -5% Damage
What the modifiers change Computed from rules
Vagabond has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Combat Shotgun IV (350.6 DPS).
- Luck ×0.50
- Counts ×0.50, including its penalties, which shrink by the same factor.
- Harvesting ×0.50
- Counts ×0.50, including its penalties, which shrink by the same factor.
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 .
















