
Spear
- Unlock
- Available from the start
- Starting weapon for
- 20 characters
Community builds that use it
CaptainStay on one to three weapons for most of the run to boost level-ups and XP, buy every XP item, and add weapons late; Spear, Javelin and Shredder are recommended starts. Luck makes level-ups better.
CavemanRun five upgraded Spears and keep the sixth slot to burn a locked primitive weapon at every shop.
ChefBurning is the core: Spoon crits on burning enemies and scales with Max HP, so pair it with Scared Sausage and Snake or a Flamethrower/Wand; Flaming Brass Knuckles from a Fist start are another route. Do not level Elemental Damage.
CuriousAvoid duplicate weapons and mostly buy single copies of items; chase loot aliens with high base damage or elemental burn weapons. Javelin, Icicle, Double Barrel Shotgun and Brick are named entry points.
DiverMelee crit with Precise weapons: Knife or Scissors to start, with Thief Dagger and Shuriken as options. Guides report a slow early game; one guide recommends moving to Cacti Club, Spear or SMG once found.
DruidPicking up fruit grants Luck, so Lutes (Luck and Harvesting) or Pruners (more fruit) are the main weapons, with Baby Elephant and Cyberball turning Luck into damage. Healing is limited to fruit, Cute Monkey and similar items.
DwarfStats come from killing six enemies with one swing, so long thrusting weapons such as Spear or Trident gather kills best; start Hammer or Mace and build Armor and HP Regeneration early. Turrets and explosions steal kills.
FishermanPrimitive melee with reach, Spear or Stick, to cut through the bait swarms; take few Bait early, build Luck and Harvesting, then raise Bait later. Armor early and up to 60% Dodge by waves 15-18 are recommended; Spiky Shield and gun builds also appear.
GeneralistPair three melee and three ranged weapons that scale with flat damage, such as Cacti Club or Spear with Slingshot, SMG or Javelin, and favour items that give both Melee and Ranged Damage. Ghost weapon and crit (Knife/Shuriken) combinations are also reported.
GladiatorCarry six different melee weapons to maximise the per-weapon Attack Speed bonus; Spear is recommended in almost every version, with Quarterstaff, Jousting Lance, swords and primitive weapons filling the rest. Buy cheap Luck early to offset the -30 Luck and keep some Dodge.
JackFew enemies with high health, so use high base-damage weapons such as Laser Gun and Revolver, stacking Ranged Damage, then % Damage and Crit Chance, plus Speed to evade elites. Spears, Jousting Lance, Icicle and Brick (tripled material drop) are reported alternatives.
KingRush tier-2+ weapons to avoid the tier-1 penalty; cheap high-base-damage Pistols are the most cited, with Fist, Hatchet, Spear, Spiky Shield and Javelin also viable. Luck raises the chance of higher-tier weapons.
KnightArmor converts to Melee Damage, so stack Armor with Swords (the main start) or Spears, mixing in Jousting Lances; Maces and Hammer suit the attack-speed penalty.
LoudThe extra enemies supply materials, so skip Harvesting and pick weapons that handle crowds: Spear, Jousting Lance, Lightning Shiv and Thief Dagger for melee, Double Barrel Shotgun, Shredder, SMG or Slingshot for ranged. Take items that add more enemies.
MultitaskerTwelve Sticks is the standard build because each Stick raises the others' base damage; get % Damage back to positive after filling the slots. Guns, elemental weapons with Snake and Scared Sausage, and 12-turret Engineering builds are reported alternatives.
OgreKills explode and the explosions scale with Max HP, so stack Max HP and Melee Damage; Brick, Rock, Chopper and Fist starts are recommended, moving to Spears or Trident for long-range triggers. Keep Speed positive despite the Blunt and Ogre penalties.
SailorStack Curse with Naval weapons; both guides favour Trident over Anchor. Use Spears for wave clear until naval weapons appear, and keep Dodge at its 20% cap.
SaverBuild a base of weapons and key items, then stop spending around waves 8-9 so held materials raise % Damage through the passive and Piggy Bank. Spear, Lightning Shiv, Icicle and Thief Dagger are recommended; Padding became a good pickup after its buff.
SpeedyStack Speed, which also feeds Melee Damage; Jousting Lance scales with Speed, Shuriken with Crit Chance, and Hiking Pole builds stack Speed for Range. Expect to take hits and build Dodge.
Time ShifterSlow, 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.
VagabondEach 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.
Well-RoundedNo restrictions, so any build works; the common picks are six SMGs or Double Barrel Shotguns with Ranged Damage, or Sticks/Spears as a primitive melee fallback. Take early Luck and Harvesting, then split between offence and defence.
WildlingSix Sticks (the starting extra Stick included) with the +30% Primitive Life Steal is the default; Spear, Javelin, Hatchet and Slingshot are alternatives within the tier-2 weapon cap.
Stats by tier
Tier I Common
- Damage
- 15 (+100% Melee Damage)
- Cooldown
- 1.53s
- Crit
- x2 (3% chance)
- Range
- 350
Tier II Uncommon
- Damage
- 25 (+100% Melee Damage)
- Cooldown
- 1.4s
- Crit
- x2 (3% chance)
- Range
- 375
Tier III Rare
- Damage
- 40 (+100% Melee Damage)
- Cooldown
- 1.28s
- Crit
- x2 (3% chance)
- Range
- 400
Tier IV Legendary
- Damage
- 60 (+100% Melee Damage)
- Cooldown
- 1.24s
- Crit
- x2 (3% chance)
- Range
- 500
Damage in brackets is added from your stats before %Damage multiplies the total; see the damage formula or the calculator.
DPS at tier IV
49.8 DPS with no stats, 66.5 at 20 Melee Damage and 91.4 at 50 (single target, every projectile hits, crits averaged): #31 of 58 weapons that scale with Melee Damage. Full ranking or your own stats.
Characters that can start with it
Buccaneer
Captain
Caveman
Druid
Farmer
Fisherman
Generalist
Gladiator
Hunter
Jack
King
Knight
Loud
Multitasker
Saver
Speedy
Streamer
Time Shifter
Vagabond
Wildling
Class set bonuses
Primitive
- 2 weapons: +3 Max HP
- 3 weapons: +6 Max HP
- 4 weapons: +9 Max HP
- 5 weapons: +12 Max HP
- 6 or more: +15 Max HP
Each step replaces the previous one. All class bonuses.
Other Primitive weapons
Cacti ClubHeavy, Primitive
FlailMedieval, Primitive
HatchetPrimitive
QuarterstaffMedieval, Primitive
RockBlunt, Primitive
Sharp ToothPrecise, Primitive
StickPrimitive
TorchElemental, Primitive
WhipPrimitive
BlowgunPrecise, Primitive
BoomerangPrimitive
JavelinPrimitive
SlingshotPrimitive
Guides that mention it
- How to beat Danger 5 in Brotato: characters and builds
- How to beat Nightmare in Brotato: characters, builds and fog waves
Source
Brotato Wiki, Spear, generated from the game files. The 12 November 2026 patch changed no weapon numbers. Reviewed .