Brotato
Brotato Weapons Guide: Scaling, Classes and When to Combine
Read the damage-scaling icon before buying an upgrade. A projectile can scale with Elemental Damage, and a melee tool can create a turret that uses a different stat. Weapon tier, class and scaling each answer a different question.

Image: Blobfish Games
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Read four things on a weapon card
Start with the stat next to the damage value, then read its percentage. That percentage controls how much flat damage the weapon gains from the named stat. Range determines reach; it is different from Ranged Damage. For Taser, buying Ranged Damage because it fires a projectile misses the relevant Elemental scaling.
Next compare cooldown, projectiles and the job you need: clearing a pack or damaging one tough enemy. Finally check class bonuses and your character’s restrictions. Most characters have six slots, but One Armed has one, Multitasker can hold twelve and Bull cannot equip weapons.
- Identify the scaling stat; do not infer it from the weapon’s appearance.
- Read the tier’s base damage, scaling percentage and cooldown together.
- Decide whether the next wave needs crowd control, single-target damage or both.
- Check the equipped count, class bonus and character restriction before buying.
Four weapons: base values from tier I to IV
Each row reads I / II / III / IV, before character and item modifiers. Taser’s scaling is per projectile. These values help explain an upgrade; they are not a ranking of practical damage, because hits, travel, piercing and enemies in range still matter.
| Weapon | Base damage | Flat-damage scaling | Cooldown | What to consider |
|---|---|---|---|---|
| SMG | 3 / 4 / 5 / 8 | 50 / 60 / 70 / 80% Ranged Damage | 0.17 / 0.17 / 0.17 / 0.15 s | Rapid shots; compare the benefit of flat Ranged Damage. |
| Fist | 8 / 16 / 32 / 64 | 100% Melee Damage at every tier | 0.78 / 0.73 / 0.69 / 0.59 s | Large tier differences; also count the remaining Unarmed weapons. |
| Taser | 7×1 / 7×2 / 7×3 / 14×4 | 80 / 70 / 60 / 50% Elemental Damage per projectile | 0.95 s at every tier | More projectiles, with different per-projectile scaling. |
| Wrench: direct hit | 12 / 16 / 20 / 24 | 100% Melee Damage at every tier | 1.70 / 1.64 / 1.55 / 1.49 s | Turret / Incendiary / Laser / Explosive Turret. Turrets use Engineering. |
Use scaling to compare a purchase
Consider an unmodified tier-I SMG with 0 Ranged Damage and 0% Damage. Adding 10 Ranged Damage contributes 10 × 0.50 = 5, taking the basic hit from 3 to 8 before other effects. At tier IV, the same stat increase contributes 8 because the scaling is 80%. This is a deliberately simplified calculation, not a measured combat result.
Melee Damage improves the Wrench’s direct swing; Engineering improves its turret. Ordinary Damage% and Attack Speed do not improve every turret, though specific effects can create exceptions. Spiky Shield is another reason to check the scaling stat: its Armor scaling is 100 / 125 / 150 / 200%, restored in hotfix 1.1.15.1 after the initial 1.1.15 reduction.
Class bonuses depend on your weapon count
A weapon can belong to two classes. Taser counts toward both Support and Elemental. A higher-tier weapon still occupies one slot: combining two copies reduces the number contributing to those class thresholds. Sharing a class does not make two different weapons eligible to combine.
| Class | Bonus at six weapons | Combining six into five |
|---|---|---|
| Gun | +50 Range | The five-weapon bonus is +40 Range. |
| Unarmed | +15% Dodge | The five-weapon bonus is +12% Dodge. |
| Tool | +5 Engineering | The five-weapon bonus is +4 Engineering. |
| Support | +25 Harvesting | The five-weapon bonus is +20 Harvesting. |
| Elemental | +5 Elemental Damage | The five-weapon bonus is +4 Elemental Damage. |
Combine with a replacement plan
Two identical weapons at the same tier become one at the next tier, up to IV. When all slots are occupied, buying an eligible matching copy can combine automatically. Before the purchase, look at the resulting loadout rather than treating the higher color as a free increase in total attacks.
At six tier-I SMGs, manually combining two leaves five guns until you refill the slot. That changes concurrent shots and class Range. For Wrench it also replaces two turrets with one of a different kind. If the next wave is a horde, keep useful coverage; if an elite survives too long, compare the upgraded weapon’s single-target contribution. Neither choice is universally correct.
Twelve weapon roles at a glance
Use this index to identify the role a weapon could fill. Fist appears again for comparison with other Unarmed options. Check the character’s available pool; a rare weapon is an option to evaluate when offered, not a requirement for an opening plan.
| Weapon | Class | Role and key check |
|---|---|---|
| Hand | Unarmed / Support | Harvesting and knockback; preserve enough damage elsewhere. |
| Fist | Unarmed | A direct melee option for an Unarmed setup. |
| Knife | Precise | Check the critical-hit benefits at its current tier. |
| Claw | Unarmed / Precise | Fits both Unarmed and critical-hit builds. |
| Cacti Club | Primitive / Heavy | Melee hits release projectiles; inspect both damage components. |
| Chopper | Blade | Adds consumable healing as well as melee attacks. |
| Circular Saw | Blade / Medical | A melee option that also contributes to the Medical class bonus. |
| Ghost Axe | Ethereal | Kills with this weapon increase Damage%. |
| Ghost Flint | Ethereal | Kills with this weapon increase Attack Speed. |
| Hatchet | Primitive | Check the coefficients for Melee Damage / Attack Speed. |
| Stick | Primitive | Inspect the benefit from additional Sticks. |
| Excalibur | Legendary / Blade | A rare later option; read the Armor penalty. |
If an upgrade feels weaker
Check the weapon count, current class bonus and actual scaling stat first. If direct hits improved but the crowd still closes in, the missing piece may be coverage rather than another flat-damage purchase. If a turret did not improve, check whether you upgraded Melee Damage instead of Engineering.
Questions and answers
Can I combine different weapons from the same class?
No. The normal rule requires the same weapon and the same tier. Shared classes give bonuses; they do not replace the matching requirement.
Does Ranged Damage improve Taser?
Elemental Damage is Taser’s scaling stat in the checked version. Read the icon rather than classifying every projectile as Ranged Damage.
Should I combine as soon as possible?
Compare the new tier with the weapon count, class threshold and turret role you lose. A replacement purchase can change the answer.