
Vampire build
- +2% Damage for every 1% of missing health
- +1% Life Steal for every 3% of missing health
- +1 Armor for every 5% of missing health
- Max HP modifications are reduced by 25%
- -60% Damage
- -100 HP Regeneration
- -100 HP recovered from consumables
Unlock and starting weaponsOpen Flamethrower in the calculatorVampire on Nightmare
How players win with Vampire Community consensus
Stay at low HP to boost damage and heal only through Life Steal; Spiky Shield, Stick, Lightning Shiv, Sharp Tooth or SMG are suggested, with Armor and some Dodge. Aim to keep HP around a third to half.
- 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 Vampire boosts most Computed from rules
Vampire: ordered by how much Vampire's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Vampire doesn't boost fall back to raw DPS. Reference profile: Vampire's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Vampire's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Vampire can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Flamethrower IV | ×1 | 11.1+ burn 11×5 | Elemental Damage | 1 | 0.09 s |
| 2 | Combat Shotgun IV | ×0.41 | 142.4 | Ranged Damage | 13 ×8 | 0.75 s |
| 3 | Machine Gun IVStarting option | ×0.41 | 102.6 | Ranged Damage | 9 | 0.09 s |
| 4 | Minigun IV | ×0.40 | 91.6 | Ranged Damage | 8 | 0.09 s |
| 5 | Obliterator IV | ×0.40 | 89.3 | Ranged Damage | 280 | 3.23 s |
| 6 | Flaming Brass Knuckles IV | ×0.40 | 68.1+ burn 3×18 | Melee Damage | 40 | 0.59 s |
| 7 | Power Fist IV | ×0.40 | 68.1 | Melee Damage | 40 | 0.59 s |
| 8 | SMG IVStarting option | ×0.42 | 67 | Ranged Damage | 10 | 0.15 s |
| 9 | Double Barrel Shotgun IVStarting option | ×0.41 | 61.8 | Ranged Damage | 12 ×6 | 1.20 s |
| 10 | Fist IVStarting option | ×0.40 | 57.9 | Melee Damage | 34 | 0.59 s |
Starting weapons by the same measure
Machine Gun#3 of 89, 102.6 DPS at tier IV
SMG#8 of 89, 67 DPS at tier IV
Double Barrel Shotgun#9 of 89, 61.8 DPS at tier IV
Fist#10 of 89, 57.9 DPS at tier IV
Revolver#11 of 89, 55.4 DPS at tier IV
Knife#13 of 89, 52.6 DPS at tier IV
Medical Gun#21 of 89, 42.9 DPS at tier IV
Hatchet#22 of 89, 42.5 DPS at tier IV
Pistol#26 of 89, 40.2 DPS at tier IV
Blowgun#28 of 89, 36.5 DPS at tier IV
Claw#33 of 89, 31.6 DPS at tier IV
Thief Dagger#36 of 89, 30.7 DPS at tier IV
Shovel#37 of 89, 30.5 DPS at tier IV
Spiky Shield#39 of 89, 28.6 DPS at tier IV
Whip#43 of 89, 27.3 DPS at tier IV
Awl#47 of 89, 26.4 DPS at tier IV
Carbon Bow#49 of 89, 25 DPS at tier IV
Tranq Rifle#54 of 89, 23.6 DPS at tier IV
Screwdriver#55 of 89, 23.1 DPS at tier IV
Flail#60 of 89, 21.9 DPS at tier IV
Scissors#61 of 89, 21.2 DPS at tier IV
Sickle#64 of 89, 17.7 DPS at tier IV
Shuriken#65 of 89, 17.5 DPS at tier IV
Lightning Shiv#66 of 89, 16.9 DPS at tier IV
Sticky Grenade#68 of 89, 16.6 DPS at tier IV
Ghost Flint#72 of 89, 15.5 DPS at tier IV
Crossbow#73 of 89, 15.3 DPS at tier IV
Shredder#76 of 89, 13.7 DPS at tier IV
Sharp Tooth#79 of 89, 12.7 DPS at tier IV
Wrench#80 of 89, 12.4 DPS at tier IV
Stick#82 of 89, 12.1 DPS at tier IV
Torch#83 of 89, 10 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 296.2 DPS; Gatling Laser 197.3 DPS; Excalibur 167.3 DPS; Scythe 97.3 DPS.
Burning weapons
Burn damage is not in the DPS column. Per application at the same profile (damage per tick × ticks; the strongest burn on an enemy is kept unless you own Pyromaniac): Wand 12×12, Particle Accelerator 12×10, Molotov Cocktail 10×7, Flamethrower 11×5, Fireball 11×5, Flaming Brass Knuckles 3×18.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Vampire's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Elemental Damage main stat of the top weapons
Ranged Damage main stat of the top weapons
Items that turn Vampire's stats into more
Frozen HeartWeapon and pet damage additionally scales with 10% Elemental Damage
Strange Book+1 Engineering for every permanent 1 Elemental Damage you have
Items that use Vampire's effects
-100 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
+2% Damage for every 1% of missing health
Penguin+1 HP Regeneration; +1 HP Regeneration until the end of the wave when picking up a consumable while at maximum health
Small Fish+10% damage against targets above 75% health; -3% Attack Speed
Pocket WatchOnce per wave, enemies and their projectiles are slowed by 75% for 5 seconds when you fall below 40% health; -4% Dodge
Sunken BellOnce per wave, you explode for 100 (+500% Melee Damage, +500% Ranged Damage, +500% Elemental Damage, +500% Engineering) damage when you fall below 40% health
VirusHitting evolved (mecha and mutated) enemies that have less than 50% health has a 25% chance to charm them; -5% Attack Speed
Extra Stomach+1 Max HP when picking up a consumable while at maximum health (max +8 per wave)
Giant BeltCritical hits deal 10% of an enemy’s current health as bonus damage (1% for bosses and elites)
Regeneration PotionHP Regeneration is doubled when you have less than 50% health; +3 HP Regeneration
What the modifiers change Computed from rules
Vampire has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Flamethrower IV (11.1 DPS).
- Max HP ×0.75
- Counts ×0.75, including its penalties, which shrink by the same factor.
- missing health → Damage
- +2% Damage for every 1% of missing health.
- missing health → Life Steal
- +1% Life Steal for every 3% of missing health.
- missing health → Armor
- +1 Armor for every 5% of missing health.
Never offered to Vampire
Item groups: hp regeneration, consumable heal.
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 .



















