
Mad Scientist
Effects
- Every Evolution change counts as positive and feeds both the Mecha and the Mutant side. Enemies can evolve into either camp with equal chance
- +2 Evolution at the end of a wave
- -5% XP Gain at the end of a wave
- Unlock
- Win a run with Variant and a run with Droid (Flesh and Steel)
- Winning a run unlocks
- Light Saber (weapon)
Build
- Community build
- Turret build on Wrench and Screwdriver that also uses Evolution items; stacks Engineering, Dodge and Attack Speed.
- Core weapons and items
- Stats to buy
- Ranged Damage
- Top weapons at the reference profile
- Combat Shotgun IV, Machine Gun IV, Minigun IV
Starting weapons
Pick one of 19 weapons. Weapons marked with a DLC name appear only when that DLC's Item Set is on.
Carbon Bow Primal Dread
Crowbar Primal Dread
Double Barrel Shotgun
Flail Primal Dread
Ghost Flint
Icicle
Laser Gun
Machine Gun Primal Dread
Meat Tenderizer Primal Dread
Molotov Cocktail Primal Dread
Pistol
Rail Gun
SMG
Shovel Primal Dread
Sticky Grenade Primal Dread
Taser
Tranq Rifle Primal Dread
Wand
Wrench
Recent changes
- 12 November patch: starting weapons changed (+Laser Gun, +Carbon Bow, −Awl, −Blowgun).
How Mad Scientist plays

Every Evolution change counts as positive and feeds both the Mecha and the Mutant side, so the Mad Scientist gets Mecha Parts and mutations in the same run. Enemies evolve into either camp with equal chance, which means both lasers and oil and acid puddles.
It gains +2 Evolution at the end of each wave and loses 5% XP Gain each wave. Since 12 November its starting choices include Laser Gun and Carbon Bow instead of Awl and Blowgun.
Unlock it by winning a run with Variant and one with Droid. Winning with it unlocks the Light Saber.
Sources
- Brotato Wiki, Mad Scientist: effects, unlock and starting weapons from the game files.
- Balancing Patch, 12 November 2026
- Brotato Wiki, Mad Scientist
Reviewed against PC 1.2 and the 12 November patch.




