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	<id>https://brotato.wiki.spellsandguns.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sigi</id>
	<title>Brotato Wiki - User contributions [en]</title>
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	<updated>2026-06-04T03:49:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Template:Weapon_Data&amp;diff=6494</id>
		<title>Template:Weapon Data</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Template:Weapon_Data&amp;diff=6494"/>
		<updated>2024-02-01T00:36:57Z</updated>

		<summary type="html">&lt;p&gt;Sigi: Correct grammar for Double Barrel Shotgun special effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{lc:{{{1|}}}}}&lt;br /&gt;
|cacti club = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Primitive]], [[Heavy]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=20(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=30(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=50(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.66s&lt;br /&gt;
		|2|rare=1.58s&lt;br /&gt;
		|3|epic=1.51s&lt;br /&gt;
		|4|legendary=1.36s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6.0(48%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=12.7(50%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=19.9(52%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=36.8(58%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=200&lt;br /&gt;
		|2|rare=200&lt;br /&gt;
		|3|epic=200&lt;br /&gt;
		|4|legendary=200&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8&lt;br /&gt;
		|2|rare=8&lt;br /&gt;
		|3|epic=8&lt;br /&gt;
		|4|legendary=8&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=39&lt;br /&gt;
		|3|epic=74&lt;br /&gt;
		|4|legendary=149&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Hitting an enemy spawns {{Color|tier1|3}}/{{Color|tier2|4}}/{{Color|tier3|5}}/{{Color|tier4|6}} projectiles dealing 50%{{StatIcon|RangedDamage}} damage&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|chopper = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Blade]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6(50%{{StatIcon|MeleeDamage}}20%{{StatIcon|Max HP}})&lt;br /&gt;
		|2|rare=12(50%{{StatIcon|MeleeDamage}}20%{{StatIcon|Max HP}})&lt;br /&gt;
		|3|epic=18(50%{{StatIcon|MeleeDamage}}20%{{StatIcon|Max HP}})&lt;br /&gt;
		|4|legendary=30(50%{{StatIcon|MeleeDamage}}20%{{StatIcon|Max HP}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.98s&lt;br /&gt;
		|2|rare=0.96s&lt;br /&gt;
		|3|epic=0.94s&lt;br /&gt;
		|4|legendary=0.89s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6.1(51%{{StatIcon|MeleeDamage}}20%{{StatIcon|Max HP}})/s&lt;br /&gt;
		|2|rare=12.5(52%{{StatIcon|MeleeDamage}}20%{{StatIcon|Max HP}})/s&lt;br /&gt;
		|3|epic=19.1(53%{{StatIcon|MeleeDamage}}21%{{StatIcon|Max HP}})/s&lt;br /&gt;
		|4|legendary=33.7(56%{{StatIcon|MeleeDamage}}22%{{StatIcon|Max HP}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (10%)&lt;br /&gt;
		|2|rare=x2 (15%)&lt;br /&gt;
		|3|epic=x2 (20%)&lt;br /&gt;
		|4|legendary=x2 (20%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=125&lt;br /&gt;
		|2|rare=135&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=180&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special={{Color|tier1|+1}}/{{Color|tier2|+1}}/{{Color|tier3|+1}}/{{Color|tier4|+2}} health healed from consumables&lt;br /&gt;
	|unlockedby=Win a run with [[File:Multitasker.png|link=Multitasker|x30px]] [[Multitasker]]&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|circular saw = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=2&lt;br /&gt;
	|types=[[Blade]], [[Medical]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=10(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=15(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=25(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0.72s&lt;br /&gt;
		|3|epic=0.67s&lt;br /&gt;
		|4|legendary=0.62s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=13.9(138%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=22.4(149%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=40.3(161%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=x2 (5%)&lt;br /&gt;
		|3|epic=x2 (10%)&lt;br /&gt;
		|4|legendary=x2 (20%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=175&lt;br /&gt;
		|3|epic=175&lt;br /&gt;
		|4|legendary=175&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=45%&lt;br /&gt;
		|3|epic=50%&lt;br /&gt;
		|4|legendary=60%&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=46&lt;br /&gt;
		|3|epic=86&lt;br /&gt;
		|4|legendary=173&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|claw = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Unarmed]], [[Precise]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5(15%{{StatIcon|AttackSpeed}}50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=10(20%{{StatIcon|AttackSpeed}}50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=15(25%{{StatIcon|AttackSpeed}}50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=25(30%{{StatIcon|AttackSpeed}}50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.78s&lt;br /&gt;
		|2|rare=0.74s&lt;br /&gt;
		|3|epic=0.69s&lt;br /&gt;
		|4|legendary=0.61s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6.4(19.2%{{StatIcon|AttackSpeed}}64.1%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=13.5(27%{{StatIcon|AttackSpeed}}67.6%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=21.7(36.2%{{StatIcon|AttackSpeed}}72.5%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=41.0(49.2%{{StatIcon|AttackSpeed}}82%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (10%)&lt;br /&gt;
		|2|rare=x2.15 (15%)&lt;br /&gt;
		|3|epic=x2.3 (20%)&lt;br /&gt;
		|4|legendary=x2.5 (25%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=28&lt;br /&gt;
		|3|epic=55&lt;br /&gt;
		|4|legendary=110&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=-&lt;br /&gt;
	|unlockedby=Win a run with [[File:Cryptid.png|link=Cryptid|x30px]] [[Cryptid]]&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|drill = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=4&lt;br /&gt;
	|types=[[Legendary]], [[Precise]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=10(100%{{StatIcon|MeleeDamage}}100%{{StatIcon|Engineering}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0.45s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=22.2(222.2%{{StatIcon|MeleeDamage}}222.2%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=x2.5 (50%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=100&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=250&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special={{Color|green|100%}} chance to gain 1 material when killing an enemy with a critical hit.&amp;lt;br&amp;gt;{{Color|green|+10 % Attack Speed}} every 5 seconds until the end of the wave&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|excalibur = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=4&lt;br /&gt;
	|types=[[Legendary]], [[Blade]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=200(200%{{StatIcon|MeleeDamage}}200%{{StatIcon|Max HP}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0.66s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=266.6(266.6%{{StatIcon|MeleeDamage}}266.6%{{StatIcon|Max HP}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=x2.5 (10%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=200&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=260&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Alternates between thrusting and sweeping attacks.&amp;lt;br&amp;gt;{{Color|red|-3 Armor}} for every weapon you have&lt;br /&gt;
	|unlockedby=Win a run with [[File:King.png|link=King|x30px]] [[King]]&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|fighting stick = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Primitive]], [[Medieval]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10(75%{{StatIcon|Level}}50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=15(85%{{StatIcon|Level}}65%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=20(100%{{StatIcon|Level}}85%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=30(125%{{StatIcon|Level}}100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.42s&lt;br /&gt;
		|2|rare=1.25s&lt;br /&gt;
		|3|epic=1.09s&lt;br /&gt;
		|4|legendary=0.92s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=7.0(52.8%{{StatIcon|Level}}35.2%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=12.0(68.0%{{StatIcon|Level}}52.0%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=18.3(91.7%{{StatIcon|Level}}78.0%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=32.6(135.9%{{StatIcon|Level}}108.7%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.5 (3%)&lt;br /&gt;
		|2|rare=x1.5 (3%)&lt;br /&gt;
		|3|epic=x1.5 (3%)&lt;br /&gt;
		|4|legendary=x1.5 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=175&lt;br /&gt;
		|2|rare=175&lt;br /&gt;
		|3|epic=175&lt;br /&gt;
		|4|legendary=175&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=17&lt;br /&gt;
		|2|rare=34&lt;br /&gt;
		|3|epic=66&lt;br /&gt;
		|4|legendary=130&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Alternates between thrusting and sweeping attacks&lt;br /&gt;
	|unlockedby=Win a run with [[File:Apprentice.png|link=Apprentice|x30px]] [[Apprentice]]&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|fist = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Unarmed]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=16(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=32(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=64(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.78s&lt;br /&gt;
		|2|rare=0.73s&lt;br /&gt;
		|3|epic=0.69s&lt;br /&gt;
		|4|legendary=0.59s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10.3(128%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=21.9(136%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=46.4(144%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=108.5(169%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.5 (1%)&lt;br /&gt;
		|2|rare=x1.5 (1%)&lt;br /&gt;
		|3|epic=x1.5 (1%)&lt;br /&gt;
		|4|legendary=x1.5 (1%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=15&lt;br /&gt;
		|3|epic=15&lt;br /&gt;
		|4|legendary=15&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10&lt;br /&gt;
		|2|rare=22&lt;br /&gt;
		|3|epic=45&lt;br /&gt;
		|4|legendary=91&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|flaming brass knuckles = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=2&lt;br /&gt;
	|types=[[Unarmed]], [[Elemental]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=16(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=32(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=64(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0.73s&lt;br /&gt;
		|3|epic=0.69s&lt;br /&gt;
		|4|legendary=0.59s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=21.9(136%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=46.4(144%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=108.5(169%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=x1.5 (1%)&lt;br /&gt;
		|3|epic=x1.5 (1%)&lt;br /&gt;
		|4|legendary=x1.5 (1%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=15&lt;br /&gt;
		|3|epic=15&lt;br /&gt;
		|4|legendary=15&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=46&lt;br /&gt;
		|3|epic=86&lt;br /&gt;
		|4|legendary=173&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Deals -/{{Color|tier2|8x5}}/{{Color|tier3|12x6}}/{{Color|tier4|15x7}}(100%{{StatIcon|ElementalDamage}}) [[Burn|burning]] damage&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|ghost axe = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Ethereal]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=12(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=18(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=24(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=40(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.73s&lt;br /&gt;
		|2|rare=1.66s&lt;br /&gt;
		|3|epic=1.58s&lt;br /&gt;
		|4|legendary=1.51s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6.9(57%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=10.8(60%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=15.2(63%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=26.5(66%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=200&lt;br /&gt;
		|2|rare=200&lt;br /&gt;
		|3|epic=200&lt;br /&gt;
		|4|legendary=200&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=39&lt;br /&gt;
		|3|epic=74&lt;br /&gt;
		|4|legendary=149&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=+1% [[Damage]] for every {{Color|tier1|20}}/{{Color|tier2|18}}/{{Color|tier3|16}}/{{Color|tier4|12}} kills in a wave with this weapon&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|ghost flint = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Ethereal]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=9(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=12(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=18(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.23s&lt;br /&gt;
		|2|rare=1.17s&lt;br /&gt;
		|3|epic=1.1s&lt;br /&gt;
		|4|legendary=1.04s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=4.9(81%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=7.7(85%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=10.9(90%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=17.3(96%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=160&lt;br /&gt;
		|3|epic=170&lt;br /&gt;
		|4|legendary=180&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=12&lt;br /&gt;
		|2|rare=26&lt;br /&gt;
		|3|epic=52&lt;br /&gt;
		|4|legendary=105&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=+1% [[Attack Speed]] for every {{Color|tier1|20}}/{{Color|tier2|18}}/{{Color|tier3|16}}/{{Color|tier4|12}} kills in a wave with this weapon&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|hammer = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=2&lt;br /&gt;
	|types=[[Blunt]], [[Heavy]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=30(150%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=60(175%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=100(200%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=1.67s&lt;br /&gt;
		|3|epic=1.59s&lt;br /&gt;
		|4|legendary=1.5s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=18.0(89%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=37.7(110%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=66.7(133%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=x1.75 (3%)&lt;br /&gt;
		|3|epic=x1.75 (3%)&lt;br /&gt;
		|4|legendary=x1.75 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=175&lt;br /&gt;
		|3|epic=175&lt;br /&gt;
		|4|legendary=175&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=25&lt;br /&gt;
		|3|epic=30&lt;br /&gt;
		|4|legendary=40&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=51&lt;br /&gt;
		|3|epic=95&lt;br /&gt;
		|4|legendary=190&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|hand = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Unarmed]], [[Support]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=1(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=1(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=1(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.01s&lt;br /&gt;
		|2|rare=0.93s&lt;br /&gt;
		|3|epic=0.86s&lt;br /&gt;
		|4|legendary=0.71s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.0(49%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=1.1(53%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=1.2(58%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=1.4(70%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.5 (1%)&lt;br /&gt;
		|2|rare=x1.5 (1%)&lt;br /&gt;
		|3|epic=x1.5 (1%)&lt;br /&gt;
		|4|legendary=x1.5 (1%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=30&lt;br /&gt;
		|2|rare=30&lt;br /&gt;
		|3|epic=30&lt;br /&gt;
		|4|legendary=30&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10&lt;br /&gt;
		|2|rare=22&lt;br /&gt;
		|3|epic=45&lt;br /&gt;
		|4|legendary=91&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special={{Color|tier1|+3}}/{{Color|tier2|+6}}/{{Color|tier3|+9}}/{{Color|tier4|+18}} Harvesting&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|hatchet = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Primitive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5(100%{{StatIcon|MeleeDamage}}15%{{StatIcon|AttackSpeed}})&lt;br /&gt;
		|2|rare=10(100%{{StatIcon|MeleeDamage}}15%{{StatIcon|AttackSpeed}})&lt;br /&gt;
		|3|epic=20(100%{{StatIcon|MeleeDamage}}15%{{StatIcon|AttackSpeed}})&lt;br /&gt;
		|4|legendary=40(100%{{StatIcon|MeleeDamage}}15%{{StatIcon|AttackSpeed}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.68s&lt;br /&gt;
		|2|rare=0.65s&lt;br /&gt;
		|3|epic=0.62s&lt;br /&gt;
		|4|legendary=0.58s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=7.4(147%{{StatIcon|MeleeDamage}} 22.1%{{StatIcon|AttackSpeed}})/s&lt;br /&gt;
		|2|rare=14.7(147%{{StatIcon|MeleeDamage}} 22.1%{{StatIcon|AttackSpeed}})/s&lt;br /&gt;
		|3|epic=29.4(147%{{StatIcon|MeleeDamage}} 22.1%{{StatIcon|AttackSpeed}})/s&lt;br /&gt;
		|4|legendary=64.5(161%{{StatIcon|MeleeDamage}} 24.2%{{StatIcon|AttackSpeed}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=125&lt;br /&gt;
		|2|rare=125&lt;br /&gt;
		|3|epic=125&lt;br /&gt;
		|4|legendary=125&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Win a run with [[File:Wildling.png|link=Wildling|x30px]] [[Wildling]]&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|jousting lance = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Medieval]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=25(50%{{StatIcon|MeleeDamage}}30%{{StatIcon|Speed}})&lt;br /&gt;
		|2|rare=30(50%{{StatIcon|MeleeDamage}}35%{{StatIcon|Speed}})&lt;br /&gt;
		|3|epic=35(50%{{StatIcon|MeleeDamage}}40%{{StatIcon|Speed}})&lt;br /&gt;
		|4|legendary=50(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|Speed}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.58s&lt;br /&gt;
		|2|rare=1.5s&lt;br /&gt;
		|3|epic=1.42s&lt;br /&gt;
		|4|legendary=1.33s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15.8(31%{{StatIcon|MeleeDamage}}18%{{StatIcon|Speed}})/s&lt;br /&gt;
		|2|rare=20.0(33%{{StatIcon|MeleeDamage}}23%{{StatIcon|Speed}})/s&lt;br /&gt;
		|3|epic=24.6(35%{{StatIcon|MeleeDamage}}28%{{StatIcon|Speed}})/s&lt;br /&gt;
		|4|legendary=37.6(37%{{StatIcon|MeleeDamage}}37%{{StatIcon|Speed}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=250&lt;br /&gt;
		|2|rare=250&lt;br /&gt;
		|3|epic=250&lt;br /&gt;
		|4|legendary=250&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=18&lt;br /&gt;
		|2|rare=34&lt;br /&gt;
		|3|epic=68&lt;br /&gt;
		|4|legendary=118&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special={{Color|tier1|+2}}/{{Color|tier2|+3}}/{{Color|tier3|+4}}/{{Color|tier4|+5}} % Speed &amp;lt;br&amp;gt; {{Color|tier1|-10}}/{{Color|tier2|-15}}/{{Color|tier3|-20}}/{{Color|tier4|-25}} % Damage while standing still&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|knife = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Precise]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=9(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=12(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=20(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.01s&lt;br /&gt;
		|2|rare=0.93s&lt;br /&gt;
		|3|epic=0.86s&lt;br /&gt;
		|4|legendary=0.78s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5.9(79%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=9.7(86%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=14.0(93%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=25.6(102%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2.5 (20%)&lt;br /&gt;
		|2|rare=x3 (30%)&lt;br /&gt;
		|3|epic=x3.5 (40%)&lt;br /&gt;
		|4|legendary=x4 (50%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|lightning shiv = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Precise]], [[Elemental]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=3(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=6(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=9(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=15(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.01s&lt;br /&gt;
		|2|rare=0.93s&lt;br /&gt;
		|3|epic=0.86s&lt;br /&gt;
		|4|legendary=0.78s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=3.0(79%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=6.5(86%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=10.5(93%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=19.2(102%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (5%)&lt;br /&gt;
		|2|rare=x2 (10%)&lt;br /&gt;
		|3|epic=x2 (15%)&lt;br /&gt;
		|4|legendary=x2 (15%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Hitting an enemy spawns a lightning projectile flying towards another random enemy that bounces {{Color|tier1|-}}/{{Color|tier2|1}}/{{Color|tier3|2}}/{{Color|tier4|3}} times and inflicts {{Color|tier1|5}}/{{Color|tier2|8}}/{{Color|tier3|12}}/{{Color|tier4|15}} + (100%{{StatIcon|ElementalDamage}}) damage&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|plank = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Explosive]], [[Elemental]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|ElementalDamage}}50%{{StatIcon|Engineering}})&lt;br /&gt;
		|2|rare=15(55%{{StatIcon|MeleeDamage}}55%{{StatIcon|ElementalDamage}}55%{{StatIcon|Engineering}})&lt;br /&gt;
		|3|epic=20(60%{{StatIcon|MeleeDamage}}60%{{StatIcon|ElementalDamage}}60%{{StatIcon|Engineering}})&lt;br /&gt;
		|4|legendary=25(65%{{StatIcon|MeleeDamage}}65%{{StatIcon|ElementalDamage}}65%{{StatIcon|Engineering}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.23s&lt;br /&gt;
		|2|rare=1.14s&lt;br /&gt;
		|3|epic=1.06s&lt;br /&gt;
		|4|legendary=0.98s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8.1(40%{{StatIcon|MeleeDamage}}40%{{StatIcon|ElementalDamage}}40%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|2|rare=13.2(48%{{StatIcon|MeleeDamage}}48%{{StatIcon|ElementalDamage}}48%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|3|epic=18.9(56%{{StatIcon|MeleeDamage}}56%{{StatIcon|ElementalDamage}}56%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|4|legendary=25.5(66%{{StatIcon|MeleeDamage}}66%{{StatIcon|ElementalDamage}}66%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5&lt;br /&gt;
		|2|rare=5&lt;br /&gt;
		|3|epic=5&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Hits have {{Color|tier1|25%}}/{{Color|tier2|30%}}/{{Color|tier3|35%}}/{{Color|tier4|40%}} chance to explode.&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|plasma sledgehammer = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=3&lt;br /&gt;
	|types=[[Elemental]], [[Explosive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=80(150%{{StatIcon|MeleeDamage}}150%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|4|legendary=120(200%{{StatIcon|MeleeDamage}}200%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=1.55s&lt;br /&gt;
		|4|legendary=1.49s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=51.6(96%{{StatIcon|MeleeDamage}}96%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|4|legendary=80.5(134%{{StatIcon|MeleeDamage}}134%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=x1.75 (3%)&lt;br /&gt;
		|4|legendary=x1.75 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=175&lt;br /&gt;
		|4|legendary=175&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=30&lt;br /&gt;
		|4|legendary=30&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=136&lt;br /&gt;
		|4|legendary=272&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Hits have {{Color|tier3|25%}}/{{Color|tier4|50%}} chance to explode.&lt;br /&gt;
	|unlockedby=Win a run with [[File:Knight.png|link=Knight|x30px]] [[Knight]]&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|power fist = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=3&lt;br /&gt;
	|types=[[Unarmed]], [[Explosive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=40(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=60(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0.69s&lt;br /&gt;
		|4|legendary=0.59s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=58.0(144%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=101.7(169%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=x1.5 (1%)&lt;br /&gt;
		|4|legendary=x1.5 (1%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=15&lt;br /&gt;
		|4|legendary=15&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=110&lt;br /&gt;
		|4|legendary=221&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Hits have {{Color|tier3|25%}}/{{Color|tier4|50%}} chance to explode.&lt;br /&gt;
	|unlockedby=Win a run with [[File:Brawler.png|link=Brawler|x30px]] [[Brawler]]&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|pruner = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Support]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=15(65%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=20(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=25(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.14s&lt;br /&gt;
		|2|rare=1.06s&lt;br /&gt;
		|3|epic=0.98s&lt;br /&gt;
		|4|legendary=0.89s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8.8(43%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=14.2(61%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=20.4(81%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=28.1(112%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.25 (3%)&lt;br /&gt;
		|2|rare=x1.5 (6%)&lt;br /&gt;
		|3|epic=x1.75 (9%)&lt;br /&gt;
		|4|legendary=x2 (12%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=28&lt;br /&gt;
		|3|epic=52&lt;br /&gt;
		|4|legendary=95&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Spawns a garden that creates a fruit every 	{{Color|tier1|15}}/{{Color|tier2|14}}/{{Color|tier3|12}}/{{Color|tier4|10}} seconds&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|rock = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Primitive]], [[Blunt]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=30(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=40(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=60(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.68s&lt;br /&gt;
		|2|rare=1.61s&lt;br /&gt;
		|3|epic=1.53s&lt;br /&gt;
		|4|legendary=1.46s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=11.9(59%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=18.6(62%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=26.1(65%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=41.1(68%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.5 (10%)&lt;br /&gt;
		|2|rare=x1.5 (15%)&lt;br /&gt;
		|3|epic=x1.5 (20%)&lt;br /&gt;
		|4|legendary=x1.5 (25%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5&lt;br /&gt;
		|2|rare=5&lt;br /&gt;
		|3|epic=5&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10&lt;br /&gt;
		|2|rare=22&lt;br /&gt;
		|3|epic=45&lt;br /&gt;
		|4|legendary=91&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special={{Color|tier1|-}}/{{Color|tier2|+1 Armor}}/{{Color|tier3|+1 Armor, +2 Max HP}}/{{Color|tier4|+2 Armor, +2 Max HP}}&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|scissors = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Medical]], [[Precise]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=10(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=15(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=20(80%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.01s&lt;br /&gt;
		|2|rare=0.98s&lt;br /&gt;
		|3|epic=0.94s&lt;br /&gt;
		|4|legendary=0.86s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5.0(79%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=10.2(81%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=16.0(85%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=23.3(93%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (10%)&lt;br /&gt;
		|2|rare=x2 (12%)&lt;br /&gt;
		|3|epic=x2 (15%)&lt;br /&gt;
		|4|legendary=x2 (20%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=40%&lt;br /&gt;
		|2|rare=45%&lt;br /&gt;
		|3|epic=50%&lt;br /&gt;
		|4|legendary=60%&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|screwdriver = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Tool]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|Engineering}})&lt;br /&gt;
		|2|rare=12(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|Engineering}})&lt;br /&gt;
		|3|epic=16(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|Engineering}})&lt;br /&gt;
		|4|legendary=20(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|Engineering}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.05s&lt;br /&gt;
		|2|rare=1.0s&lt;br /&gt;
		|3|epic=0.97s&lt;br /&gt;
		|4|legendary=0.87s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=7.6(47%{{StatIcon|MeleeDamage}}47%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|2|rare=12.0(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|3|epic=16.5(51%{{StatIcon|MeleeDamage}}51%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|4|legendary=23.0(57%{{StatIcon|MeleeDamage}}57%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (10%)&lt;br /&gt;
		|2|rare=x2 (15%)&lt;br /&gt;
		|3|epic=x2 (20%)&lt;br /&gt;
		|4|legendary=x2 (30%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=125&lt;br /&gt;
		|2|rare=125&lt;br /&gt;
		|3|epic=125&lt;br /&gt;
		|4|legendary=125&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=3&lt;br /&gt;
		|2|rare=3&lt;br /&gt;
		|3|epic=3&lt;br /&gt;
		|4|legendary=3&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10&lt;br /&gt;
		|2|rare=22&lt;br /&gt;
		|3|epic=45&lt;br /&gt;
		|4|legendary=91&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=A landmine spawns every {{Color|tier1|12s}}/{{Color|tier2|9s}}/{{Color|tier3|6s}}/{{Color|tier4|3s}} dealing 10(100%{{StatIcon|Engineering}}) damage in an area&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|scythe = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=4&lt;br /&gt;
	|types=[[Legendary]], [[Ethereal]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=150(150%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0.72s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=208.3(208.3%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=250&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=1.0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=260&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=You take {{Color|red|3}} damage per second (does not give invulnerability time).&amp;lt;br&amp;gt;{{Color|green|+3 % Damage}} when you take damage until the end of the wave&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|spear = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Primitive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=25(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=40(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=60(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.52s&lt;br /&gt;
		|2|rare=1.4s&lt;br /&gt;
		|3|epic=1.28s&lt;br /&gt;
		|4|legendary=1.24s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=9.9(65%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=17.9(71%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=31.2(78%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=48.4(80%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=350&lt;br /&gt;
		|2|rare=375&lt;br /&gt;
		|3|epic=400&lt;br /&gt;
		|4|legendary=500&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=39&lt;br /&gt;
		|3|epic=74&lt;br /&gt;
		|4|legendary=149&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|spiky shield = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Medieval]], [[Blunt]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10(100%{{StatIcon|Armor}})&lt;br /&gt;
		|2|rare=15(125%{{StatIcon|Armor}})&lt;br /&gt;
		|3|epic=20(150%{{StatIcon|Armor}})&lt;br /&gt;
		|4|legendary=30(200%{{StatIcon|Armor}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.16s&lt;br /&gt;
		|2|rare=1.16s&lt;br /&gt;
		|3|epic=1.16s&lt;br /&gt;
		|4|legendary=1.01s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8.6(86%{{StatIcon|Armor}})/s&lt;br /&gt;
		|2|rare=12.9(107%{{StatIcon|Armor}})/s&lt;br /&gt;
		|3|epic=17.2(129%{{StatIcon|Armor}})/s&lt;br /&gt;
		|4|legendary=29.7(198%{{StatIcon|Armor}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=20&lt;br /&gt;
		|3|epic=20&lt;br /&gt;
		|4|legendary=20&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Win a run with [[File:Masochist.png|link=Masochist|x30px]] [[Masochist]]&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|stick = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Primitive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=8(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=12(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=20(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.25s&lt;br /&gt;
		|2|rare=1.19s&lt;br /&gt;
		|3|epic=1.1s&lt;br /&gt;
		|4|legendary=1.04s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6.4(80%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=6.7(84%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=10.9(90%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=19.2(96%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=175&lt;br /&gt;
		|2|rare=175&lt;br /&gt;
		|3|epic=175&lt;br /&gt;
		|4|legendary=175&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10&lt;br /&gt;
		|2|rare=22&lt;br /&gt;
		|3|epic=45&lt;br /&gt;
		|4|legendary=91&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Deals {{Color|tier1|+4}}/{{Color|tier2|+6}}/{{Color|tier3|+8}}/{{Color|tier4|+10}} base damage for every additional &#039;&#039;&#039;stick&#039;&#039;&#039; you have&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|sword = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=2&lt;br /&gt;
	|types=[[Blade]], [[Medieval]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=25(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=40(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=60(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=1.28s&lt;br /&gt;
		|3|epic=1.13s&lt;br /&gt;
		|4|legendary=0.98s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=19.5(78%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=35.4(88%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=61.2(102%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=200&lt;br /&gt;
		|3|epic=200&lt;br /&gt;
		|4|legendary=200&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=5&lt;br /&gt;
		|3|epic=5&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=51&lt;br /&gt;
		|3|epic=95&lt;br /&gt;
		|4|legendary=190&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Alternates between thrusting and sweeping attacks&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|thief dagger = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Precise]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=12(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=18(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=30(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.01s&lt;br /&gt;
		|2|rare=0.93s&lt;br /&gt;
		|3|epic=0.86s&lt;br /&gt;
		|4|legendary=0.73s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5.9(49%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=12.9(53%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=20.9(58%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=41.1(68%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (20%)&lt;br /&gt;
		|2|rare=x2 (25%)&lt;br /&gt;
		|3|epic=x2 (30%)&lt;br /&gt;
		|4|legendary=x2 (40%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=150&lt;br /&gt;
		|2|rare=150&lt;br /&gt;
		|3|epic=150&lt;br /&gt;
		|4|legendary=150&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=12&lt;br /&gt;
		|2|rare=26&lt;br /&gt;
		|3|epic=52&lt;br /&gt;
		|4|legendary=105&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special={{Color|tier1|50%}}/{{Color|tier2|56%}}/{{Color|tier3|62%}}/{{Color|tier4|80%}} to gain 1 material when killing an enemy with a critical hit with this weapon&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Thrust&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|thunder sword = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=3&lt;br /&gt;
	|types=[[Blade]], [[Elemental]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=30(125%{{StatIcon|MeleeDamage}}125%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|4|legendary=60(150%{{StatIcon|MeleeDamage}}150%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=1.21s&lt;br /&gt;
		|4|legendary=1.06s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=24.8(103%{{StatIcon|MeleeDamage}}103%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|4|legendary=56.6(141%{{StatIcon|MeleeDamage}}141%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=200&lt;br /&gt;
		|4|legendary=200&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=5&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=119&lt;br /&gt;
		|4|legendary=238&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Hitting an enemy spawns {{Color|tier3|2}}/{{Color|tier4|4}} projectiles that slow and damage enemies by 100%{{StatIcon|ElementalDamage}}&lt;br /&gt;
	|unlockedby=Win a run with [[File:Mage.png|link=Mage|x30px]] [[Mage]]&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|torch = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Primitive]], [[Elemental]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|2|rare=1(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|3|epic=1(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|4|legendary=1(50%{{StatIcon|MeleeDamage}}50%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.1s&lt;br /&gt;
		|2|rare=1.04s&lt;br /&gt;
		|3|epic=0.95s&lt;br /&gt;
		|4|legendary=0.8s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.9(45%{{StatIcon|MeleeDamage}}45%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|2|rare=1.0(48%{{StatIcon|MeleeDamage}}48%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|3|epic=1.1(52%{{StatIcon|MeleeDamage}}52%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|4|legendary=1.2(62%{{StatIcon|MeleeDamage}}62%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.5 (0%)&lt;br /&gt;
		|2|rare=x1.5 (0%)&lt;br /&gt;
		|3|epic=x1.5 (0%)&lt;br /&gt;
		|4|legendary=x1.5 (0%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=175&lt;br /&gt;
		|2|rare=175&lt;br /&gt;
		|3|epic=175&lt;br /&gt;
		|4|legendary=175&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=20&lt;br /&gt;
		|3|epic=20&lt;br /&gt;
		|4|legendary=20&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=12&lt;br /&gt;
		|2|rare=26&lt;br /&gt;
		|3|epic=52&lt;br /&gt;
		|4|legendary=105&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Deals {{Color|tier1|3x3}}/{{Color|tier2|5x4}}/{{Color|tier3|8x5}}/{{Color|tier4|12x8}}(100%{{StatIcon|ElementalDamage}}) [[Burn|burning]] damage&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|wrench = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Tool]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=12(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=16(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=20(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=24(100%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.7s&lt;br /&gt;
		|2|rare=1.64s&lt;br /&gt;
		|3|epic=1.55s&lt;br /&gt;
		|4|legendary=1.49s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=7.1(58%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=9.8(60%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=12.9(64%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=16.1(67%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=175&lt;br /&gt;
		|2|rare=175&lt;br /&gt;
		|3|epic=175&lt;br /&gt;
		|4|legendary=175&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=20&lt;br /&gt;
		|3|epic=20&lt;br /&gt;
		|4|legendary=20&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=39&lt;br /&gt;
		|3|epic=74&lt;br /&gt;
		|4|legendary=149&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Spawns a [[Turret]]/[[Incendiary Turret]]/[[Laser Turret]]/[[Explosive Turret]]&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|attacktype=Sweep&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|chain gun = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=4&lt;br /&gt;
	|types=[[Legendary]], [[Gun]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=3x3(100%{{StatIcon|RangedDamage}}100%{{StatIcon|Engineering}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0.07s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=128.6(1428.6%{{StatIcon|RangedDamage}}1428.6%{{StatIcon|Engineering}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=500&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=270&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Cooldown is {{Color|red|4.4s}} every 100 shots. &amp;lt;br&amp;gt;Pierces {{Color|tier4|1}} enemy dealing -50% less damage with each pierce.&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|crossbow = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Precise]], [[Medieval]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8(50%{{StatIcon|RangedDamage}}10%{{StatIcon|Range}})&lt;br /&gt;
		|2|rare=10(50%{{StatIcon|RangedDamage}}10%{{StatIcon|Range}})&lt;br /&gt;
		|3|epic=12(50%{{StatIcon|RangedDamage}}10%{{StatIcon|Range}})&lt;br /&gt;
		|4|legendary=15(50%{{StatIcon|RangedDamage}}10%{{StatIcon|Range}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.13s&lt;br /&gt;
		|2|rare=1.13s&lt;br /&gt;
		|3|epic=1.13s&lt;br /&gt;
		|4|legendary=1.13s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=7.1(44%{{StatIcon|RangedDamage}}8%{{StatIcon|Range}})/s&lt;br /&gt;
		|2|rare=8.8(44%{{StatIcon|RangedDamage}}8%{{StatIcon|Range}})/s&lt;br /&gt;
		|3|epic=10.6(44%{{StatIcon|RangedDamage}}8%{{StatIcon|Range}})/s&lt;br /&gt;
		|4|legendary=13.3(44%{{StatIcon|RangedDamage}}8%{{StatIcon|Range}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.5 (30%)&lt;br /&gt;
		|2|rare=x1.75 (35%)&lt;br /&gt;
		|3|epic=x2 (40%)&lt;br /&gt;
		|4|legendary=x2.25 (45%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=350&lt;br /&gt;
		|2|rare=350&lt;br /&gt;
		|3|epic=350&lt;br /&gt;
		|4|legendary=350&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8&lt;br /&gt;
		|2|rare=8&lt;br /&gt;
		|3|epic=8&lt;br /&gt;
		|4|legendary=8&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=18&lt;br /&gt;
		|2|rare=36&lt;br /&gt;
		|3|epic=66&lt;br /&gt;
		|4|legendary=140&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Pierces up to {{Color|tier1|1}}/{{Color|tier2|2}}/{{Color|tier3|3}}/{{Color|tier4|4}} times on critical hit&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|double barrel shotgun = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Gun]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=3x4(80%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=6x4(85%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=9x4(90%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=9x6(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.37s&lt;br /&gt;
		|2|rare=1.28s&lt;br /&gt;
		|3|epic=1.2s&lt;br /&gt;
		|4|legendary=1.2s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8.8(233%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=18.8(265%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=30.0(300%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=45(500%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=350&lt;br /&gt;
		|2|rare=350&lt;br /&gt;
		|3|epic=350&lt;br /&gt;
		|4|legendary=350&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8&lt;br /&gt;
		|2|rare=8&lt;br /&gt;
		|3|epic=8&lt;br /&gt;
		|4|legendary=8&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=39&lt;br /&gt;
		|3|epic=74&lt;br /&gt;
		|4|legendary=149&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Pierces {{Color|tier1|2}}/{{Color|tier2|2}}/{{Color|tier3|2}}/{{Color|tier4|3}} enemies, dealing {{Color|tier1|-30%}}/{{Color|tier2|-30%}}/{{Color|tier3|-30%}}/{{Color|tier4|-30%}} less damage after each piercing&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|flamethrower = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=2&lt;br /&gt;
	|types=[[Elemental]], [[Heavy]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=1(1%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|3|epic=1(1%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|4|legendary=1(1%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0.12s&lt;br /&gt;
		|3|epic=0.12s&lt;br /&gt;
		|4|legendary=0.09s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=8.3(8%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|3|epic=8.3(8%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|4|legendary=11.1(11%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=x2 (0%)&lt;br /&gt;
		|3|epic=x2 (0%)&lt;br /&gt;
		|4|legendary=x2 (0%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=300&lt;br /&gt;
		|3|epic=350&lt;br /&gt;
		|4|legendary=400&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=56&lt;br /&gt;
		|3|epic=103&lt;br /&gt;
		|4|legendary=207&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Deals -/{{Color|tier2|3x5}}/{{Color|tier3|4x6}}/{{Color|tier4|5x8}}(100%{{StatIcon|ElementalDamage}}) [[Burn|burning]] damage&amp;lt;br&amp;gt; Pierces 99 enemies dealing 1 damage&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|gatling laser = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=4&lt;br /&gt;
	|types=[[Legendary]], [[Heavy]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=10(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0.07s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=142.9(1428.6%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=x3 (10%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=500&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=-&lt;br /&gt;
		|4|legendary=300&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Pierces {{Color|tier4|3}} enemies dealing -50% less damage with each pierce.&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|ghost scepter = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Ethereal]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=15(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=20(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=30(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.98s&lt;br /&gt;
		|2|rare=0.93s&lt;br /&gt;
		|3|epic=0.88s&lt;br /&gt;
		|4|legendary=0.83s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10.2(102%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=16.1(107%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=22.7(113%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=36.1(120%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=300&lt;br /&gt;
		|2|rare=350&lt;br /&gt;
		|3|epic=400&lt;br /&gt;
		|4|legendary=450&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2&lt;br /&gt;
		|2|rare=2&lt;br /&gt;
		|3|epic=2&lt;br /&gt;
		|4|legendary=2&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=+1 [[Max HP]] for every {{Color|tier1|20}}/{{Color|tier2|18}}/{{Color|tier3|16}}/{{Color|tier4|12}} kills in a wave with this weapon&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|laser gun = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Gun]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=40(400%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=55(450%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=70(500%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=100(600%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=2.15s&lt;br /&gt;
		|2|rare=2.07s&lt;br /&gt;
		|3|epic=1.98s&lt;br /&gt;
		|4|legendary=1.82s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=18.6(186%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=26.6(217%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=35.4(252%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=54.9(329%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=500&lt;br /&gt;
		|2|rare=500&lt;br /&gt;
		|3|epic=500&lt;br /&gt;
		|4|legendary=500&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Pierces 1 enemy dealing -25% less to the second enemy&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|medical gun = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Medical]], [[Gun]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=15(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=20(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=30(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.95s&lt;br /&gt;
		|2|rare=0.87s&lt;br /&gt;
		|3|epic=0.78s&lt;br /&gt;
		|4|legendary=0.62s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10.5(105%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=17.2(114%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=25.6(128%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=48.4(161%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=400&lt;br /&gt;
		|2|rare=400&lt;br /&gt;
		|3|epic=400&lt;br /&gt;
		|4|legendary=400&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=40%&lt;br /&gt;
		|2|rare=45%&lt;br /&gt;
		|3|epic=50%&lt;br /&gt;
		|4|legendary=60%&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|minigun = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=3&lt;br /&gt;
	|types=[[Heavy]], [[Gun]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=1(50%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=3(75%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0.09s&lt;br /&gt;
		|4|legendary=0.06s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=11.1(555%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=50.0(1250%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=x1.75 (1%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=400&lt;br /&gt;
		|4|legendary=450&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=3&lt;br /&gt;
		|4|legendary=3&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=127&lt;br /&gt;
		|4|legendary=255&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Pierces {{Color|tier3|1}}/{{Color|tier4|2}} enemies dealing -50% less damage with each pierce.&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|nuclear launcher = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=3&lt;br /&gt;
	|types=[[Heavy]], [[Explosive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=60(100%{{StatIcon|RangedDamage}}100%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|4|legendary=120(100%{{StatIcon|RangedDamage}}100%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=2.12s&lt;br /&gt;
		|4|legendary=2.12s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=28.3(47%{{StatIcon|RangedDamage}}47%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|4|legendary=56.6(47%{{StatIcon|RangedDamage}}47%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=800&lt;br /&gt;
		|4|legendary=800&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=15&lt;br /&gt;
		|4|legendary=15&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=144&lt;br /&gt;
		|4|legendary=289&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Projectiles explode on hit&lt;br /&gt;
	|unlockedby=Win a run with [[File:Soldier.png|link=Soldier|x30px]] [[Soldier]]&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|obliterator = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=3&lt;br /&gt;
	|types=[[Gun]], [[Heavy]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=250(1000%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=350(1500%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=3.23s&lt;br /&gt;
		|4|legendary=3.23s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=77.4(309%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=108.4(464%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=800&lt;br /&gt;
		|4|legendary=1000&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=127&lt;br /&gt;
		|4|legendary=255&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Pierces through enemies&lt;br /&gt;
	|unlockedby=Win a run with [[File:Demon.png|link=Demon|x30px]] [[Demon]]&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|pistol = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Gun]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=12(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=20(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=30(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=50(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.2s&lt;br /&gt;
		|2|rare=1.12s&lt;br /&gt;
		|3|epic=1.03s&lt;br /&gt;
		|4|legendary=0.87s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10.0(83%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=17.9(89%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=29.1(97%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=57.5(114%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=400&lt;br /&gt;
		|2|rare=400&lt;br /&gt;
		|3|epic=400&lt;br /&gt;
		|4|legendary=400&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=15&lt;br /&gt;
		|3|epic=15&lt;br /&gt;
		|4|legendary=15&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10&lt;br /&gt;
		|2|rare=22&lt;br /&gt;
		|3|epic=45&lt;br /&gt;
		|4|legendary=91&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Pierces 1 enemy dealing -50% less to the second enemy&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|potato thrower = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=2&lt;br /&gt;
	|types=[[Support]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=1(25%{{StatIcon|RangedDamage}}20%{{StatIcon|Max HP}})&lt;br /&gt;
		|3|epic=1(25%{{StatIcon|RangedDamage}}20%{{StatIcon|Max HP}})&lt;br /&gt;
		|4|legendary=1(25%{{StatIcon|RangedDamage}}20%{{StatIcon|Max HP}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0.45s&lt;br /&gt;
		|3|epic=0.37s&lt;br /&gt;
		|4|legendary=0.25s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=2.2(55%{{StatIcon|RangedDamage}}44%{{StatIcon|Max HP}})/s&lt;br /&gt;
		|3|epic=2.7(67%{{StatIcon|RangedDamage}}54%{{StatIcon|Max HP}})/s&lt;br /&gt;
		|4|legendary=4.0(100%{{StatIcon|RangedDamage}}80%{{StatIcon|Max HP}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=x1.5 (3%)&lt;br /&gt;
		|3|epic=x1.5 (3%)&lt;br /&gt;
		|4|legendary=x1.5 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=500&lt;br /&gt;
		|3|epic=500&lt;br /&gt;
		|4|legendary=500&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=20&lt;br /&gt;
		|3|epic=25&lt;br /&gt;
		|4|legendary=30&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=36&lt;br /&gt;
		|3|epic=69&lt;br /&gt;
		|4|legendary=139&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Win a run with [[File:Chunky.png|link=Chunky|x30px]] [[Chunky]]&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|revolver = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Gun]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=20(130%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=25(165%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=40(200%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.43s&lt;br /&gt;
		|2|rare=0.42s&lt;br /&gt;
		|3|epic=0.4s&lt;br /&gt;
		|4|legendary=0.38s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=21.3(142%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=29.8(194%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=39.5(261%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=67.2(336%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=450&lt;br /&gt;
		|2|rare=450&lt;br /&gt;
		|3|epic=450&lt;br /&gt;
		|4|legendary=450&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=15&lt;br /&gt;
		|3|epic=15&lt;br /&gt;
		|4|legendary=15&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=34&lt;br /&gt;
		|3|epic=70&lt;br /&gt;
		|4|legendary=130&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Every 6th shot has a longer cooldown: {{Color|tier1|2.07s}}/{{Color|tier2|1.93s}}/{{Color|tier3|1.80s}}/{{Color|tier4|1.67s}} (NOTE: the in-game tooltip is wrong)&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|rocket launcher = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=2&lt;br /&gt;
	|types=[[Heavy]], [[Explosive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=30(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=50(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=80(100%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=1.78s&lt;br /&gt;
		|3|epic=1.37s&lt;br /&gt;
		|4|legendary=1.03s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=16.9(56%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=36.5(72%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=77.7(97%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=500&lt;br /&gt;
		|3|epic=550&lt;br /&gt;
		|4|legendary=600&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=15&lt;br /&gt;
		|3|epic=15&lt;br /&gt;
		|4|legendary=15&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=56&lt;br /&gt;
		|3|epic=103&lt;br /&gt;
		|4|legendary=207&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Projectiles explode on hit&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|shredder = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Gun]], [[Explosive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5(50%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=10(50%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=15(50%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=25(50%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.3s&lt;br /&gt;
		|2|rare=1.22s&lt;br /&gt;
		|3|epic=1.13s&lt;br /&gt;
		|4|legendary=1.05s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=3.8(38%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=8.2(40%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=13.3(44%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=23.8(47%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=450&lt;br /&gt;
		|2|rare=450&lt;br /&gt;
		|3|epic=450&lt;br /&gt;
		|4|legendary=450&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special={{Color|tier1|50%}}/{{Color|tier2|65%}}/{{Color|tier3|80%}}/{{Color|tier4|100%}} chance for projectiles to explode on hit. Pierces 3 enemies dealing 100% damage&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|shuriken = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Precise]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6(25%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|2|rare=8(34%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|3|epic=10(42%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|4|legendary=15(50%{{StatIcon|MeleeDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.87s&lt;br /&gt;
		|2|rare=0.83s&lt;br /&gt;
		|3|epic=0.8s&lt;br /&gt;
		|4|legendary=0.7s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6.9(28%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|2|rare=9.6(40%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|3|epic=12.5(52%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|4|legendary=21.4(71%{{StatIcon|MeleeDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.5 (35%)&lt;br /&gt;
		|2|rare=x1.5 (38%)&lt;br /&gt;
		|3|epic=x1.5 (41%)&lt;br /&gt;
		|4|legendary=x1.5 (45%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=350&lt;br /&gt;
		|2|rare=350&lt;br /&gt;
		|3|epic=350&lt;br /&gt;
		|4|legendary=350&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=12&lt;br /&gt;
		|2|rare=26&lt;br /&gt;
		|3|epic=52&lt;br /&gt;
		|4|legendary=105&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Critical hits bounces {{Color|tier1|1}}/{{Color|tier2|2}}/{{Color|tier3|3}}/{{Color|tier4|4}} times&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|slingshot = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Primitive]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10(80%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=13(80%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=16(80%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=20(80%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.22s&lt;br /&gt;
		|2|rare=1.17s&lt;br /&gt;
		|3|epic=1.13s&lt;br /&gt;
		|4|legendary=1.1s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=8.2(65%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=11.1(68.4%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=14.2(70.8%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=18.2(72.7%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=300&lt;br /&gt;
		|2|rare=300&lt;br /&gt;
		|3|epic=300&lt;br /&gt;
		|4|legendary=300&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=5&lt;br /&gt;
		|2|rare=5&lt;br /&gt;
		|3|epic=5&lt;br /&gt;
		|4|legendary=5&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Bounces {{Color|tier1|1}}/{{Color|tier2|2}}/{{Color|tier3|3}}/{{Color|tier4|4}} times&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|smg = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Gun]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=3(50%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|2|rare=4(60%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|3|epic=5(70%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|4|legendary=8(80%{{StatIcon|RangedDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.17s&lt;br /&gt;
		|2|rare=0.17s&lt;br /&gt;
		|3|epic=0.17s&lt;br /&gt;
		|4|legendary=0.15s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=17.6(294%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|2|rare=23.5(352%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|3|epic=29.4(411%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|4|legendary=53.3(533%{{StatIcon|RangedDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x1.5 (1%)&lt;br /&gt;
		|2|rare=x1.5 (1%)&lt;br /&gt;
		|3|epic=x1.5 (1%)&lt;br /&gt;
		|4|legendary=x1.5 (1%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=400&lt;br /&gt;
		|2|rare=400&lt;br /&gt;
		|3|epic=400&lt;br /&gt;
		|4|legendary=400&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=20&lt;br /&gt;
		|2|rare=39&lt;br /&gt;
		|3|epic=74&lt;br /&gt;
		|4|legendary=149&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|sniper gun = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=3&lt;br /&gt;
	|types=[[Gun]], [[Precise]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=50(100%{{StatIcon|RangedDamage}}20%{{StatIcon|Range}})&lt;br /&gt;
		|4|legendary=80(100%{{StatIcon|RangedDamage}}30%{{StatIcon|Range}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=2.4s&lt;br /&gt;
		|4|legendary=2.4s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=20.8(41%{{StatIcon|RangedDamage}}8%{{StatIcon|Range}})/s&lt;br /&gt;
		|4|legendary=33.3(41%{{StatIcon|RangedDamage}}12%{{StatIcon|Range}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=x3 (20%)&lt;br /&gt;
		|4|legendary=x4 (20%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=800&lt;br /&gt;
		|4|legendary=1000&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=30&lt;br /&gt;
		|4|legendary=30&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=-&lt;br /&gt;
		|2|rare=-&lt;br /&gt;
		|3|epic=115&lt;br /&gt;
		|4|legendary=245&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Hitting an enemy spawns {{Color|tier3|5}}/{{Color|tier4|8}} projectiles dealing 5 +({{Color|tier3|10%}}/{{Color|tier4|15%}}{{StatIcon|Range}})&lt;br /&gt;
	|unlockedby=Win a run with [[File:Hunter.png|link=Hunter|x30px]] [[Hunter]]&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|taser = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Support]], [[Elemental]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6x1(80%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|2|rare=6x2(70%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|3|epic=6x3(60%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|4|legendary=12x4(50%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.95s&lt;br /&gt;
		|2|rare=0.95s&lt;br /&gt;
		|3|epic=0.95s&lt;br /&gt;
		|4|legendary=0.95s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=6.3(84%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|2|rare=12.6(147%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|3|epic=18.9(189%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|4|legendary=50.5(210%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (3%)&lt;br /&gt;
		|2|rare=x2 (3%)&lt;br /&gt;
		|3|epic=x2 (3%)&lt;br /&gt;
		|4|legendary=x2 (3%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=200&lt;br /&gt;
		|2|rare=200&lt;br /&gt;
		|3|epic=200&lt;br /&gt;
		|4|legendary=200&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Slows enemies in a radius around the projectile&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|wand = {{#switch:{{lc:{{{2|}}}}}&lt;br /&gt;
	|rarity=1&lt;br /&gt;
	|types=[[Elemental]]&lt;br /&gt;
	|damage={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1(50%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|2|rare=1(65%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|3|epic=1(80%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|4|legendary=1(100%{{StatIcon|ElementalDamage}})&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|attackspeed={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0.87s&lt;br /&gt;
		|2|rare=0.78s&lt;br /&gt;
		|3|epic=0.7s&lt;br /&gt;
		|4|legendary=0.53s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|dps={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=1.1(57%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|2|rare=1.3(83.3%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|3|epic=1.4(114.3%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|4|legendary=1.9(188.7%{{StatIcon|ElementalDamage}})/s&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|crit={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=x2 (0%)&lt;br /&gt;
		|2|rare=x2 (0%)&lt;br /&gt;
		|3|epic=x2 (0%)&lt;br /&gt;
		|4|legendary=x2 (0%)&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|range={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=350&lt;br /&gt;
		|2|rare=375&lt;br /&gt;
		|3|epic=400&lt;br /&gt;
		|4|legendary=425&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|knockback={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=10&lt;br /&gt;
		|2|rare=10&lt;br /&gt;
		|3|epic=10&lt;br /&gt;
		|4|legendary=10&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|lifesteal={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=0&lt;br /&gt;
		|2|rare=0&lt;br /&gt;
		|3|epic=0&lt;br /&gt;
		|4|legendary=0&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|price={{#switch:{{lc:{{{3|}}}}}&lt;br /&gt;
		|1|common=15&lt;br /&gt;
		|2|rare=31&lt;br /&gt;
		|3|epic=61&lt;br /&gt;
		|4|legendary=122&lt;br /&gt;
		|#default=-}}&lt;br /&gt;
	|special=Deals {{Color|tier1|3x3}}/{{Color|tier2|5x4}}/{{Color|tier3|8x5}}/{{Color|tier4|12x6}}(100%{{StatIcon|ElementalDamage}}) [[Burn|burning]] damage&lt;br /&gt;
	|unlockedby=Default&lt;br /&gt;
	|#default=-&lt;br /&gt;
}}&lt;br /&gt;
|#default=Weapon name not found}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Database for all [[Weapons|Weapon]] stats. Use the template to get data for the specified [[Weapons|Weapon]].&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Weapon Data&lt;br /&gt;
|any weapon name&lt;br /&gt;
|rarity/types/damage/attackspeed/dps/crit/range/knockback/lifesteal/special/price/unlockedby&lt;br /&gt;
|common/rare/epic/legendary/1/2/3/4&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data&lt;br /&gt;
!Code&lt;br /&gt;
!Preview&lt;br /&gt;
!Alias&lt;br /&gt;
|-&lt;br /&gt;
|Class&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|type|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|types|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage Tier 1&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|damage|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|damage|1}}&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|damage|common}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Damage Tier 2&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|damage|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|damage|2}}&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|damage|rare}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Damage Tier 3&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|damage|3}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|damage|3}}&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|damage|epic}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Damage Tier 4&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|damage|4}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|damage|4}}&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|damage|legendary}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Attack Speed&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|attackspeed|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|attackspeed|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DPS&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|dps|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|dps|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crit&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|crit|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|crit|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|range|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|range|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Knockback&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|knockback|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|knockback|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Life Steal&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|lifesteal|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|lifesteal|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Effects&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|special|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|special|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Price&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|price|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|price|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Unlocked By&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|unlockedby|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|unlockedby|common}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack Type&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Hand|attacktype|1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|{{Weapon Data|Hand|attacktype|1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Error===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Weapon Data|Invalid name|damage|common}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; = {{Weapon Data|Acid|damage|common}}&lt;br /&gt;
&lt;br /&gt;
===Tier Colors===&lt;br /&gt;
&lt;br /&gt;
Wrap the template in [[Template:Color]] to show tier colors:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Color|tier1|{{Weapon Data|Wrench|damage|1}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; = {{Color|tier1|{{Weapon Data|Wrench|damage|1}}}}&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Color|tier2|{{Weapon Data|Wrench|damage|2}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; = {{Color|tier2|{{Weapon Data|Wrench|damage|2}}}}&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Color|tier3|{{Weapon Data|Wrench|damage|3}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; = {{Color|tier3|{{Weapon Data|Wrench|damage|3}}}}&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Color|tier4|{{Weapon Data|Wrench|damage|4}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; = {{Color|tier4|{{Weapon Data|Wrench|damage|4}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;As shown on the Weapons page&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Cacti Club&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;2&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Data&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Options: rarity, types, damage, attackspeed, dps, crit, range, knockback, lifesteal, special, price, unlockedby&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;attackspeed&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;3&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Tier&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Options: 1, 2, 3, 4&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Template:Weapon&amp;diff=6493</id>
		<title>Template:Weapon</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Template:Weapon&amp;diff=6493"/>
		<updated>2024-02-01T00:24:00Z</updated>

		<summary type="html">&lt;p&gt;Sigi: Fix grammar and spelling on template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;=={{PAGENAME}}==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{PAGENAME}} is a weapon that can be bought from the [[Shop]]. Weapons are primary damage dealers and most [[Characters]] can hold up to 6 weapons.&#039;&#039;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{type|}}}|&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch: {{{type|}}}&lt;br /&gt;
 | melee = &#039;&#039;{{PAGENAME}} is a [[Weapons#Melee_Weapons|Melee Weapon]]. Melee weapons have two different attack types, thrust and swing, both are capable of hitting multiple enemies. Melee weapons&#039; [[Range]] only increases or decreases by half the amount of your Range stat. The attack speed of melee weapons depends on their range. Increasing the range slightly decreases the [[Attack Speed]], but increases the area hit by the weapon. Negative range has the inverse effect.&#039;&#039;&lt;br /&gt;
 | ranged = &#039;&#039;{{PAGENAME}} is a [[Weapons#Ranged_Weapons|Ranged Weapon]]. Ranged weapons shoot projectiles that travel up to the total [[Range]]. Unless the weapon has piercing, the projectiles stop at the first enemy that is hit.&#039;&#039;&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test template for individual [[Weapons|Weapon]] pages.&lt;br /&gt;
&lt;br /&gt;
By default, only shows the &amp;quot;Weapons&amp;quot; text. Use the &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; option to show additional content for either [[Weapons#Melee_Weapons|Melee]] or [[Weapons#Ranged_Weapons|Ranged]] weapons.&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
&lt;br /&gt;
Note: Headings are not rendered here correctly. Scroll further down to see how they&#039;ll actually look when used.&lt;br /&gt;
&lt;br /&gt;
Note: &amp;quot;Weapon&amp;quot; is replaced with the name of the current page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code&lt;br /&gt;
! Preview&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;{{Weapon}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
| {{Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;{{Weapon|type=melee}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
| {{Weapon|type=melee}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;{{Weapon|type=ranged}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
| {{Weapon|type=ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Previews==&lt;br /&gt;
&lt;br /&gt;
Previews are separated by a line break.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Weapon}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Weapon}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;margin: 40px auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Weapon|type=melee}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Weapon|type=melee}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;margin: 40px auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Weapon|type=ranged}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Weapon|type=ranged}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;margin: 40px auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;type&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Type&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Options: melee|ranged&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;melee&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=User:Sigi&amp;diff=6485</id>
		<title>User:Sigi</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=User:Sigi&amp;diff=6485"/>
		<updated>2023-12-17T11:39:24Z</updated>

		<summary type="html">&lt;p&gt;Sigi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= One Armed =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
== Starting weapon ==&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
== Important stats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is quite effective (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
== Upgrade strategy ==&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
== Item strategy ==&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the weapon ===&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing, in case you find an early T3; then wait for another T3 to turn up in order to get to T4. You can also lock the T3 and wait for another T2, to go straight to T4, but this will block a shop slot, which is an opportunity cost.&lt;br /&gt;
&lt;br /&gt;
In order to not waste materials on rerolls, keep in mind that the first 5 shops have special restrictions for what they will display: the first two shops will always display 2 weapons, the third shop will always display 1 weapon, and the fourth and fifth shop will display at least 1 weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also observe that, assuming you want to keep your starting weapon, you will need every tier level of your weapon exactly once, in order to get to T4. So when you have your T2, you are only interested in T2+, then only T3+. Ideally you want to upgrade and not recycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since the first two shops only offer T1 weapons, you can not upgrade past T2. If you then have 2 items locked in these shops, &#039;&#039;rerolling becomes a waste of materials&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the third shop, the chance for a T2 weapon is only 12%, and it is not guaranteed to be your weapon. In this shop, there is only 1 weapon on display, so rerolling is not economical in shop 3, especially not if you also have items locked.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finally, to increase the chances for more items on rerolls in shops 4 and 5, you can lock a weapon (ideally the one that you need) before you reroll.&lt;br /&gt;
&lt;br /&gt;
=== Secondary and utility items ===&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
= Saver =&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Saver&#039;&#039; is all about handling the shop well. If you figure that out, the character becomes much easier --- if you have the mechanical skills to handle a squishy character at D5.&lt;br /&gt;
&lt;br /&gt;
=== tl;dr (executive summary) ===&lt;br /&gt;
&lt;br /&gt;
* Win easily with [[Padding]]&lt;br /&gt;
* If &#039;&#039;Padding&#039;&#039; is not available, you can win in two ways:&lt;br /&gt;
** foo&lt;br /&gt;
** bar &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Padding ===&lt;br /&gt;
&lt;br /&gt;
Obviously the strongest item on &#039;&#039;Saver&#039;&#039; is [[Padding]] (the character&#039;s own unlock item). The item is not very good in general, but when you routinely hold thousands of materials like Saver, it becomes game breaking.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, &#039;&#039;Padding&#039;&#039; is a Tier II item, which means it&#039;s not unlikely that you do not find it, or find it so late it in the game that it becomes a &amp;quot;win more&amp;quot; item. Chances of finding the item can be increased with [[Luck]], which is a useful stat anyway for other reasons.&lt;br /&gt;
&lt;br /&gt;
Having said that, &#039;&#039;if&#039;&#039; you find a &#039;&#039;Padding&#039;&#039; early enough, your chances of winning increase dramatically. So if &#039;&#039;Saver&#039;&#039; is one of the characters that you are still missing a win on at your chosen difficulty, just look for this item and success will quickly come.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this guide, I will assume that no &#039;&#039;Padding&#039;&#039; can be found, and point out how to win the game without this advantage.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Exponential money (and damage) increase ===&lt;br /&gt;
&lt;br /&gt;
The key to play &#039;&#039;Saver&#039;&#039; well is to understand how dramatic the effect of the [[Piggy Bank]] is (your starting item), and what that means for shop purchases.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Piggy Bank&#039;&#039; multiplies your money by 1.2 (+20%) at the beginning of each wave. Since it is multiplicative, this is an exponential process, at a staggering rate. And this process also applies to your %Damage, due to &#039;&#039;Saver&#039;s&#039;&#039; passive ability.&lt;br /&gt;
&lt;br /&gt;
To get an intuition for how strong this is, observe that any amount of money held more than &#039;&#039;doubles&#039;&#039; after only 4 waves, and after 10 waves it has multiplied more than 6 times.&lt;br /&gt;
&lt;br /&gt;
To drive the point home: any money that you simply hold after the first shop will get multiplied by about 26.6 by the time you enter the wave 19 shop. So if you just kept the ~70 materials that you usually have after the first wave, this would become almost 1900 materials by the last shop (and +75% to damage)!&lt;br /&gt;
&lt;br /&gt;
It is therefore crucially important to keep as much money as possible, &#039;&#039;for as long as possible&#039;&#039;, because no item purchase can compete with this staggering growth process.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not possible to play without ever spending any money, since you need weapons and some items in order to even begin to deal damage, and to survive. Your %Damage means nothing if there is nothing to scale off...&lt;br /&gt;
&lt;br /&gt;
So there needs to be a balance between saving and spending, and when to do which. This is what makes &#039;&#039;Saver&#039;&#039; very difficult.&lt;br /&gt;
&lt;br /&gt;
=== The Gun setup, and why it is good ===&lt;br /&gt;
&lt;br /&gt;
So what is a good strategy for itemizing &#039;&#039;Saver&#039;&#039;, then?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saver&#039;s&#039;&#039; weakness is the highway robbery that happens in the shop, where he has to pay +50% more for everything (except rerolls). This means that many items are not economical, and you can not rely on the shop to cover your needs.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;Saver&#039;&#039; does not pay extra for rerolls, and he gets the same level upgrades as other characters. He also does not have a penalty to his XP gain, and he does start with some harvesting, which provides extra XP (and money, of course).&lt;br /&gt;
&lt;br /&gt;
Having normal reroll prices means that rerolls are relatively &#039;&#039;cheap&#039;&#039; on Saver, and can be used more liberally, so fishing for stats during level-ups is more viable on &#039;&#039;Saver&#039;&#039; compared to other characters who do not have the economic advantage of the &#039;&#039;Piggy Bank&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is why a gun-based &#039;&#039;glass cannon&#039;&#039; build works well on Saver. Such a build wants a lot of Ranged Damage and Attack Speed, and &#039;&#039;these stats are difficult to find in the shop anyway&#039;&#039;, which means in this aspect &#039;&#039;Saver&#039;&#039; is not much worse off than other characters that can use the shop normally.&lt;br /&gt;
&lt;br /&gt;
So we want weapons that are easy to find, do not require upgrades to become good, and scale well with Ranged Damage and Attack Speed. We want to be ranged, to stay safe, and be able to farm safely.&lt;br /&gt;
&lt;br /&gt;
That means [[Revolver]], [[SMG]], [[Double Barrel Shotgun]].&lt;br /&gt;
&lt;br /&gt;
We start with a [[Pistol]], then get as many of the above as quickly as possible, plus some other essential items. When we level up, we focus on Attack Speed and Ranged Damage.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Scared_Sausage&amp;diff=6484</id>
		<title>Scared Sausage</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Scared_Sausage&amp;diff=6484"/>
		<updated>2023-12-17T11:31:02Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Incendiary Turrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Scared Sausage, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Scared Sausage}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scared Sausage ==&lt;br /&gt;
{{MiniIconbox|name=Scared Sausage}} gives any weapon hit, any projectile hit, and any hit by an &#039;&#039;Engineering&#039;&#039; structure a 25% chance to inflict [[burn]].&lt;br /&gt;
&lt;br /&gt;
The burn effect from &#039;&#039;Scared Sausage&#039;&#039; does 1&amp;amp;nbsp;+&amp;amp;nbsp;(100%{{StatIcon|ElementalDamage}}) damage each second, for up to 3&amp;amp;nbsp;seconds.&lt;br /&gt;
&lt;br /&gt;
Each additional &#039;&#039;Scared Sausage&#039;&#039; increases the chance to inflict burn by another 25%. It is possible to reach a 100%&amp;amp;nbsp;chance by holding 4&amp;amp;nbsp;&#039;&#039;Scared Sausages&#039;&#039; (which is the count limit for this item).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scared Sausage&#039;&#039; passively adds 1 to the burn damage of any weapons that inflict burn (e.g {{MiniIconbox|name=Flamethrower}}), and to other &#039;&#039;Scared Sausages&#039;&#039; (if multiple are held). Since &#039;&#039;Scared Sausage&#039;&#039; costs more than 1 Elemental Damage, it is not economical to buy the item only to increase the burn damage of weapons.&lt;br /&gt;
&lt;br /&gt;
=== Effects that can inflict burn ===&lt;br /&gt;
&lt;br /&gt;
* Spawned projectiles from {{MiniIconbox|name=Alien Eyes}},{{MiniIconbox|name=Baby with a Beard}}, {{MiniIconbox|name=Lightning Shiv}}, {{MiniIconbox|name=Cacti Club}} and other weapons can inflict [[burn]]. &#039;&#039;&#039;(This was not the case, but was changed in patch 1.0.1.3.)&#039;&#039;&#039;&lt;br /&gt;
* The [[Explosive|Explosion]] from {{MiniIconbox|name=Bull}} or {{MiniIconbox|name=Landmines}} can inflict burn, as do explosions from weapons such as {{MiniIconbox|name=Rocket Launcher}}.&lt;br /&gt;
* All [[Engineering#Turrets &amp;amp; Mines|Engineering structures]] can inflict burn, via direct hit as well as explosion hit (&#039;&#039;{{MiniIconbox|name=Turret}}, {{MiniIconbox|name=Laser Turret}}, {{MiniIconbox|name=Explosive Turret}}, and {{MiniIconbox|name=Tyler}}&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Effects that can &#039;&#039;not&#039;&#039; inflict burn ===&lt;br /&gt;
&lt;br /&gt;
* {{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}}, or {{MiniIconbox|name=Riposte}} can &#039;&#039;not&#039;&#039; inflict burn.&lt;br /&gt;
* The [[Explosive|Explosion]] from items such as {{MiniIconbox|name=Spicy Sauce}} or {{MiniIconbox|name=Rip and Tear}} can &#039;&#039;not&#039;&#039; inflict burn.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary Turrets ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Incendiary Turret}} inflicts a separate type of burn (&amp;quot;blue burn&amp;quot;); they can not inflict the burn from &#039;&#039;Scared Sausage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The damage of the turret&#039;s &amp;quot;blue burn&amp;quot; &#039;&#039;is&#039;&#039; increased by 1 for each &#039;&#039;Scared Sausage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Snake|Snakes]] do spread the blue fire of the turret.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Scared_Sausage&amp;diff=6483</id>
		<title>Scared Sausage</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Scared_Sausage&amp;diff=6483"/>
		<updated>2023-12-17T11:30:42Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Incendiary Turrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Scared Sausage, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Scared Sausage}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scared Sausage ==&lt;br /&gt;
{{MiniIconbox|name=Scared Sausage}} gives any weapon hit, any projectile hit, and any hit by an &#039;&#039;Engineering&#039;&#039; structure a 25% chance to inflict [[burn]].&lt;br /&gt;
&lt;br /&gt;
The burn effect from &#039;&#039;Scared Sausage&#039;&#039; does 1&amp;amp;nbsp;+&amp;amp;nbsp;(100%{{StatIcon|ElementalDamage}}) damage each second, for up to 3&amp;amp;nbsp;seconds.&lt;br /&gt;
&lt;br /&gt;
Each additional &#039;&#039;Scared Sausage&#039;&#039; increases the chance to inflict burn by another 25%. It is possible to reach a 100%&amp;amp;nbsp;chance by holding 4&amp;amp;nbsp;&#039;&#039;Scared Sausages&#039;&#039; (which is the count limit for this item).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scared Sausage&#039;&#039; passively adds 1 to the burn damage of any weapons that inflict burn (e.g {{MiniIconbox|name=Flamethrower}}), and to other &#039;&#039;Scared Sausages&#039;&#039; (if multiple are held). Since &#039;&#039;Scared Sausage&#039;&#039; costs more than 1 Elemental Damage, it is not economical to buy the item only to increase the burn damage of weapons.&lt;br /&gt;
&lt;br /&gt;
=== Effects that can inflict burn ===&lt;br /&gt;
&lt;br /&gt;
* Spawned projectiles from {{MiniIconbox|name=Alien Eyes}},{{MiniIconbox|name=Baby with a Beard}}, {{MiniIconbox|name=Lightning Shiv}}, {{MiniIconbox|name=Cacti Club}} and other weapons can inflict [[burn]]. &#039;&#039;&#039;(This was not the case, but was changed in patch 1.0.1.3.)&#039;&#039;&#039;&lt;br /&gt;
* The [[Explosive|Explosion]] from {{MiniIconbox|name=Bull}} or {{MiniIconbox|name=Landmines}} can inflict burn, as do explosions from weapons such as {{MiniIconbox|name=Rocket Launcher}}.&lt;br /&gt;
* All [[Engineering#Turrets &amp;amp; Mines|Engineering structures]] can inflict burn, via direct hit as well as explosion hit (&#039;&#039;{{MiniIconbox|name=Turret}}, {{MiniIconbox|name=Laser Turret}}, {{MiniIconbox|name=Explosive Turret}}, and {{MiniIconbox|name=Tyler}}&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Effects that can &#039;&#039;not&#039;&#039; inflict burn ===&lt;br /&gt;
&lt;br /&gt;
* {{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}}, or {{MiniIconbox|name=Riposte}} can &#039;&#039;not&#039;&#039; inflict burn.&lt;br /&gt;
* The [[Explosive|Explosion]] from items such as {{MiniIconbox|name=Spicy Sauce}} or {{MiniIconbox|name=Rip and Tear}} can &#039;&#039;not&#039;&#039; inflict burn.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary Turrets ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Incendiary Turret}} inflicts a separate type of burn (&amp;quot;blue burn&amp;quot;); they can not inflict the burn from &#039;&#039;Scared Sausage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The damage of the turret&#039;s &amp;quot;blue burn&amp;quot; &#039;&#039;is&#039;&#039; increased by 1 for each [[Scared Sausage]].&lt;br /&gt;
&lt;br /&gt;
[[Snake|Snakes]] do spread the blue fire of the turret.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Scared_Sausage&amp;diff=6482</id>
		<title>Scared Sausage</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Scared_Sausage&amp;diff=6482"/>
		<updated>2023-12-17T11:27:42Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Effects that can inflict burn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Scared Sausage, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Scared Sausage}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scared Sausage ==&lt;br /&gt;
{{MiniIconbox|name=Scared Sausage}} gives any weapon hit, any projectile hit, and any hit by an &#039;&#039;Engineering&#039;&#039; structure a 25% chance to inflict [[burn]].&lt;br /&gt;
&lt;br /&gt;
The burn effect from &#039;&#039;Scared Sausage&#039;&#039; does 1&amp;amp;nbsp;+&amp;amp;nbsp;(100%{{StatIcon|ElementalDamage}}) damage each second, for up to 3&amp;amp;nbsp;seconds.&lt;br /&gt;
&lt;br /&gt;
Each additional &#039;&#039;Scared Sausage&#039;&#039; increases the chance to inflict burn by another 25%. It is possible to reach a 100%&amp;amp;nbsp;chance by holding 4&amp;amp;nbsp;&#039;&#039;Scared Sausages&#039;&#039; (which is the count limit for this item).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scared Sausage&#039;&#039; passively adds 1 to the burn damage of any weapons that inflict burn (e.g {{MiniIconbox|name=Flamethrower}}), and to other &#039;&#039;Scared Sausages&#039;&#039; (if multiple are held). Since &#039;&#039;Scared Sausage&#039;&#039; costs more than 1 Elemental Damage, it is not economical to buy the item only to increase the burn damage of weapons.&lt;br /&gt;
&lt;br /&gt;
=== Effects that can inflict burn ===&lt;br /&gt;
&lt;br /&gt;
* Spawned projectiles from {{MiniIconbox|name=Alien Eyes}},{{MiniIconbox|name=Baby with a Beard}}, {{MiniIconbox|name=Lightning Shiv}}, {{MiniIconbox|name=Cacti Club}} and other weapons can inflict [[burn]]. &#039;&#039;&#039;(This was not the case, but was changed in patch 1.0.1.3.)&#039;&#039;&#039;&lt;br /&gt;
* The [[Explosive|Explosion]] from {{MiniIconbox|name=Bull}} or {{MiniIconbox|name=Landmines}} can inflict burn, as do explosions from weapons such as {{MiniIconbox|name=Rocket Launcher}}.&lt;br /&gt;
* All [[Engineering#Turrets &amp;amp; Mines|Engineering structures]] can inflict burn, via direct hit as well as explosion hit (&#039;&#039;{{MiniIconbox|name=Turret}}, {{MiniIconbox|name=Laser Turret}}, {{MiniIconbox|name=Explosive Turret}}, and {{MiniIconbox|name=Tyler}}&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Effects that can &#039;&#039;not&#039;&#039; inflict burn ===&lt;br /&gt;
&lt;br /&gt;
* {{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}}, or {{MiniIconbox|name=Riposte}} can &#039;&#039;not&#039;&#039; inflict burn.&lt;br /&gt;
* The [[Explosive|Explosion]] from items such as {{MiniIconbox|name=Spicy Sauce}} or {{MiniIconbox|name=Rip and Tear}} can &#039;&#039;not&#039;&#039; inflict burn.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary Turrets ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Incendiary Turret}} inflicts a separate type of burn with blue fire. The damage of the turret can be increased by 1 for each [[Scared Sausage]] you have, but it cannot inflict regular burn. Snakes do spread the blue fire of the turret.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Scared_Sausage&amp;diff=6481</id>
		<title>Scared Sausage</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Scared_Sausage&amp;diff=6481"/>
		<updated>2023-12-17T11:23:16Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Scared Sausage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Scared Sausage, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Scared Sausage}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scared Sausage ==&lt;br /&gt;
{{MiniIconbox|name=Scared Sausage}} gives any weapon hit, any projectile hit, and any hit by an &#039;&#039;Engineering&#039;&#039; structure a 25% chance to inflict [[burn]].&lt;br /&gt;
&lt;br /&gt;
The burn effect from &#039;&#039;Scared Sausage&#039;&#039; does 1&amp;amp;nbsp;+&amp;amp;nbsp;(100%{{StatIcon|ElementalDamage}}) damage each second, for up to 3&amp;amp;nbsp;seconds.&lt;br /&gt;
&lt;br /&gt;
Each additional &#039;&#039;Scared Sausage&#039;&#039; increases the chance to inflict burn by another 25%. It is possible to reach a 100%&amp;amp;nbsp;chance by holding 4&amp;amp;nbsp;&#039;&#039;Scared Sausages&#039;&#039; (which is the count limit for this item).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scared Sausage&#039;&#039; passively adds 1 to the burn damage of any weapons that inflict burn (e.g {{MiniIconbox|name=Flamethrower}}), and to other &#039;&#039;Scared Sausages&#039;&#039; (if multiple are held). Since &#039;&#039;Scared Sausage&#039;&#039; costs more than 1 Elemental Damage, it is not economical to buy the item only to increase the burn damage of weapons.&lt;br /&gt;
&lt;br /&gt;
=== Effects that can inflict burn ===&lt;br /&gt;
&lt;br /&gt;
* Spawned projectiles from {{MiniIconbox|name=Alien Eyes}},{{MiniIconbox|name=Baby with a Beard}}, {{MiniIconbox|name=Lightning Shiv}}, {{MiniIconbox|name=Cacti Club}} and other weapons can inflict [[burn]]. &#039;&#039;&#039;(This was not the case, but was changed in patch 1.0.1.3.)&#039;&#039;&#039;&lt;br /&gt;
* The [[Explosive|Explosion]] from {{MiniIconbox|name=Bull}} or {{MiniIconbox|name=Landmines}} can inflict burn, as well as explosions from {{MiniIconbox|name=Rocket Launcher}} and other weapons.&lt;br /&gt;
* All [[Engineering#Turrets &amp;amp; Mines|Engineering structures]] can inflict burn, via direct hit as well as explosion hit (&#039;&#039;{{MiniIconbox|name=Turret}}, {{MiniIconbox|name=Laser Turret}}, {{MiniIconbox|name=Explosive Turret}}, and {{MiniIconbox|name=Tyler}}&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Effects that can &#039;&#039;not&#039;&#039; inflict burn ===&lt;br /&gt;
&lt;br /&gt;
* {{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}}, or {{MiniIconbox|name=Riposte}} can &#039;&#039;not&#039;&#039; inflict burn.&lt;br /&gt;
* The [[Explosive|Explosion]] from items such as {{MiniIconbox|name=Spicy Sauce}} or {{MiniIconbox|name=Rip and Tear}} can &#039;&#039;not&#039;&#039; inflict burn.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary Turrets ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Incendiary Turret}} inflicts a separate type of burn with blue fire. The damage of the turret can be increased by 1 for each [[Scared Sausage]] you have, but it cannot inflict regular burn. Snakes do spread the blue fire of the turret.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Bloody_Hand&amp;diff=6480</id>
		<title>Bloody Hand</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Bloody_Hand&amp;diff=6480"/>
		<updated>2023-12-16T11:37:42Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Bloody Hand, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Bloody Hand}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bloody Hand ==&lt;br /&gt;
&lt;br /&gt;
Bloody Hand Provides a large amount of [[Life Steal]] and [[Damage]] at the cost of dealing 1 damage to you each second.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The self-damage of &#039;&#039;Bloody Hand&#039;&#039; triggers on-hit effects of characters such as [[Bull]] and [[Masochist]]; this can lead to strong synergy.&lt;br /&gt;
&lt;br /&gt;
* The self-damage will usually kill you if you hold a [[Weird Ghost]], which puts your current HP to 1 at the beginning of the wave.&lt;br /&gt;
* The effect from [[Tardigrade]] is wasted by the self-harm.&lt;br /&gt;
* [[Triangle of Power]] should not be used with this item, as you would lose 2 %Damage per second.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Bloody_Hand&amp;diff=6479</id>
		<title>Bloody Hand</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Bloody_Hand&amp;diff=6479"/>
		<updated>2023-12-16T11:36:26Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Bloody Hand, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Bloody Hand}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bloody Hand ==&lt;br /&gt;
&lt;br /&gt;
Bloody Hand Provides a large amount of [[Life Steal]] and [[Damage]] at the cost of dealing 1 damage to you each second.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The self-damage of &#039;&#039;Bloody Hand&#039;&#039; triggers on-hit effects of characters such as [[Bull]] and [[Masochist]]; this can lead to strong synergy.&lt;br /&gt;
&lt;br /&gt;
The self-damage will usually kill you if you hold a [[Weird Ghost]], which puts your current HP to 1 at the beginning of the wave.&lt;br /&gt;
&lt;br /&gt;
The effect from [[Tardigrade]] is wasted by the self-harm.&lt;br /&gt;
&lt;br /&gt;
[[Triangle of Power]] is completely antagonistic with the self-harm.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Bloody_Hand&amp;diff=6478</id>
		<title>Bloody Hand</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Bloody_Hand&amp;diff=6478"/>
		<updated>2023-12-16T11:35:29Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Bloody Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Bloody Hand, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Bloody Hand}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bloody Hand ==&lt;br /&gt;
&lt;br /&gt;
Bloody Hand Provides a large amount of [[Life Steal]] and [[Damage]] at the cost of dealing 1 damage to you each second.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The self-damage of &#039;&#039;Bloody Hand&#039;&#039; triggers on-hit effects of characters such as [[Bull]] and [[Masochist]]; this can be strong synergy.&lt;br /&gt;
&lt;br /&gt;
The self-damage will usually kill you if you hold a [[Weird Ghost]] which puts your current HP to 1 at the beginning of the wave.&lt;br /&gt;
&lt;br /&gt;
The effect from [[Tardigrade]] is wasted by the self-harm.&lt;br /&gt;
&lt;br /&gt;
[[Triangle of Power]] is completely antagonistic with the self-harm.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=6400</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=6400"/>
		<updated>2023-11-19T04:35:50Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Primary Stats */ table styling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
{{NavBoxStats}}&lt;br /&gt;
&lt;br /&gt;
==Primary Stats==&lt;br /&gt;
These stats are shown as your current [[Characters|Character]] stats. They are also used as hidden [[Items#Item_Tags|Item tags]], making certain items more likely to appear in the [[Shop]] for specific characters.&lt;br /&gt;
&lt;br /&gt;
Click a stat to see the [[Items]] it affects or uses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&lt;br /&gt;
  class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot;&lt;br /&gt;
  style=&amp;quot;color: #eee; background: transparent; vertical-align: middle;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:10%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:40%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt; Effects &amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:10%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Limit	&amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:40%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Negative stat effect&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|Max HP}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The maximum amount of hit points you can have; can increase during a wave if the character levels up, and from certain side effects.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If the current hit points become zero, the character dies and the run ends.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&#039;&#039;Max HP&#039;&#039; can not be less than 1.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;It is possible to have zero or negative &#039;&#039;Max HP&#039;&#039; from items, which is most likely to occur on the [[Demon]] character; during waves the effective &#039;&#039;Max HP&#039;&#039; will still be 1 in these cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|HP Regeneration}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Passive healing that restores 1&amp;amp;nbsp;HP per &#039;&#039;n&#039;&#039;&amp;amp;nbsp;seconds, where the healing interval &#039;&#039;n&#039;&#039; becomes shorter with increasing &#039;&#039;HP Regeneration&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;This can also be expressed as &#039;&#039;HP per second&#039;&#039; which is an approximation.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The first point of &#039;&#039;HP Regeneration&#039;&#039; gives 0.2&amp;amp;nbsp;HP/s (1&amp;amp;nbsp;HP per 5s), every further point increases this by 0.09&amp;amp;nbsp;HP/s ([[HP_Regeneration#Formulas_&amp;amp;_Values|details]])&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative &#039;&#039;HP Regeneration&#039;&#039; values are possible; this is the same as having 0 &#039;&#039;HP Regeneration&#039;&#039; (no regeneration).&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|Life Steal}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;All weapon and projectile hits get a chance to heal you for 1&amp;amp;nbsp;HP. The chance is 1% per point in &#039;&#039;Life Steal&#039;&#039;. The healing amount is always 1&amp;amp;nbsp;HP per successful attempt, no matter how much damage was caused by the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The effect can be triggered by spawned projectiles (from weapons and items), but is not triggered by Engineering structures.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some weapons have their own &#039;&#039;Life Steal&#039;&#039; modifier, which only affects hits with that weapon; the character&#039;s &#039;&#039;Life Steal&#039;&#039; chance is added to each weapon individually.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If life steal is triggered, this can not happen again for the next 0.1s. This means the theoretical maximum is 10&amp;amp;nbsp;HP of healing per second.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If multiple enemies get hit by the same attack or projectile, every hit can trigger life steal (still subject to the 0.1s lockout period).&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit, but can only happen at most once per 0.1s.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative values for &#039;&#039;Life Steal&#039;&#039; are possible, and will decrease the life steal chance of all weapons accordingly. If a weapon ends up with a negative percent chance, this is equal to a 0% chance (no life steal from that weapon). If no weapons with innate &#039;&#039;Life Steal&#039;&#039; are equipped, this simply means that negative &#039;&#039;Live Steal&#039;&#039; has no effect (equals to 0%).&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Increases all damage dealt by 1% per point in &#039;&#039;Damage&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Does not affect Engineering structures.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative &#039;&#039;Damage&#039;&#039; decreases damage instead. The minimum damage caused by a weapon or effect is always 1. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt;	 {{Iconbox|Melee Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Modifies the base attack damage of weapons, if their damage scales with &#039;&#039;Melee Damage&#039;&#039;. Scaling varies by weapon according to the scale factor which is shown in the weapon description.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some items deal damage based on this stat.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;Negative &#039;&#039;Melee Damage&#039;&#039; will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt;	 {{Iconbox|Ranged Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Modifies the base attack damage of weapons, if their damage scales with &#039;&#039;Ranged Damage&#039;&#039; (these are always ranged weapons). Scaling varies by weapon according to the scale factor which is shown in the weapon description.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some items deal damage based on this stat.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;Negative &#039;&#039;Ranged Damage&#039;&#039; will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt;	  {{Iconbox|Elemental Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Makes you elemental attacks deal x damage.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your elemental attacks deal x less damage down to a minimum of 1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt;	  {{Iconbox|Attack Speed}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You attack slower. Negative attack speed is calculated differently and doesn&#039;t impact you as much as positive attack speed.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|Crit Chance}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your weapons have an x increased chance to deal a critical hit.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Maximum 100% chance to do critical hits on a hit. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt;   {{Iconbox|Engineering|image=Engineering Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Increases the power of your structures. The other stats don&#039;t affect structures but specials do (piercing, bouncing, explosion etc.) &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your structures have x decreased power down to a minimum of 1 damage or healing&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt;   {{Iconbox|Range|image=Range Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance)&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|Armor}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The damage you take is increased by x% instead of decreased.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|Dodge|image=Dodge Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have a x% chance to dodge attacks. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; 60% (90% with [[Ghost]])&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Acts like this stat is 0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|Speed|image=Speed Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You move x% faster. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You move x% slower, coming to a standstill at -100% or more.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt; {{Iconbox|Luck}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have an x% less chance of finding items or consumables when you kill enemies. Also decreases the rarity of the items in the shop and level upgrades. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td style=&amp;quot;text-align: center&amp;quot;&amp;gt;  {{Iconbox|Harvesting}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up)&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You lose x materials and XP at the end of a wave. The 5% Increment doesn&#039;t happen.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==‎Secondary Stats ==&lt;br /&gt;
A range of other stats are counted in Brotato, from item costs to enemy speed.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% XP Gain&lt;br /&gt;
|[[XP Gain]]&lt;br /&gt;
|{{MiniIconbox|name=Scar}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Bean Teacher}}, {{MiniIconbox|name=Diploma}}, {{MiniIconbox|name=Peacock}}&lt;br /&gt;
|-&lt;br /&gt;
|% Explosion Damage&lt;br /&gt;
|[[Explosive (Item Tag)]]&lt;br /&gt;
|{{MiniIconbox|name=Dynamite}}, {{MiniIconbox|name=Explosive Shells}}&lt;br /&gt;
|-&lt;br /&gt;
|% Explosion Size&lt;br /&gt;
|[[Explosive (Item Tag)]]&lt;br /&gt;
|{{MiniIconbox|name=Plastic Explosive}}, {{MiniIconbox|name=Explosive Shells}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bounce|Bounces]]&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Ricochet}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Piercing]]&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Bandana}}, {{MiniIconbox|name=Sharp Bullet}}&lt;br /&gt;
|-&lt;br /&gt;
|% Piercing Damage&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Pumpkin}}, {{MiniIconbox|name=Sharp Bullet}}&lt;br /&gt;
|-&lt;br /&gt;
|% Burning Speed&lt;br /&gt;
|[[Elemental Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Eyes Surgery}}&lt;br /&gt;
|-&lt;br /&gt;
|Burning Spread&lt;br /&gt;
|[[Elemental Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Snake}}&lt;br /&gt;
|-&lt;br /&gt;
|Knockback&lt;br /&gt;
|&#039;&#039;None&#039;&#039;&lt;br /&gt;
|{{MiniIconbox|name=Boxing Glove}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stand Still ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - Armor&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Barricade}}&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - % Dodge&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Chameleon}}&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - % Damage&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Statue}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Enemies (+)&lt;br /&gt;
|[[More Enemies]]&lt;br /&gt;
|{{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}, {{MiniIconbox|name=Bait}}, {{MiniIconbox|name=Lure}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemies (-)&lt;br /&gt;
|[[Less Enemies]]&lt;br /&gt;
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemy Speed (+)&lt;br /&gt;
|[[More Enemy Speed]]&lt;br /&gt;
|{{MiniIconbox|name=Alien Baby}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemy Speed (-)-&lt;br /&gt;
|[[Less Enemy Speed]]&lt;br /&gt;
|{{MiniIconbox|name=Ugly Tooth}}, {{MiniIconbox|name=Snail}}, {{MiniIconbox|name=Wandering Bot}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HP &amp;amp; Healing ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|Consumable Heal&lt;br /&gt;
|[[Luck]]&lt;br /&gt;
|{{MiniIconbox|name=Lemonade}}, {{MiniIconbox|name=Weird Food}}&lt;br /&gt;
|-&lt;br /&gt;
|% Materials Healing&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Cute Monkey}}&lt;br /&gt;
|-&lt;br /&gt;
|HP per materials&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Padding}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pickups &amp;amp; Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Pickup Range&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Alien Tongue}}, {{MiniIconbox|name=Little Frog}}&lt;br /&gt;
|-&lt;br /&gt;
|Trees&lt;br /&gt;
|[[Exploration]]&lt;br /&gt;
|{{MiniIconbox|name=Tree}}&lt;br /&gt;
|-&lt;br /&gt;
|Materials in Crates&lt;br /&gt;
|[[Exploration]], [[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Bag}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance for double materials&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Metal Detector}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance for instant material pickup&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Baby Gecko}}, {{MiniIconbox|name=Sifd&#039;s Relic}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance to damage on material pickup&lt;br /&gt;
|[[Pickup]], [[Luck]]&lt;br /&gt;
|{{MiniIconbox|name=Baby Elephant}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shop &amp;amp; Economy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Items Price&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Coupon}}&lt;br /&gt;
|-&lt;br /&gt;
|Free Rerolls&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Dangerous Bunny}}&lt;br /&gt;
|-&lt;br /&gt;
|Item Recycling Rewards&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Recycling Machine}}&lt;br /&gt;
|-&lt;br /&gt;
|Materials interest gain&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Piggy Bank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;comments /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=6398</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=6398"/>
		<updated>2023-11-17T06:09:39Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Primary Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
{{NavBoxStats}}&lt;br /&gt;
&lt;br /&gt;
==Primary Stats==&lt;br /&gt;
These stats are shown as your current [[Characters|Character]] stats. They are also used as hidden [[Items#Item_Tags|Item tags]], making certain items more likely to appear in the [[Shop]] for specific characters.&lt;br /&gt;
&lt;br /&gt;
Click a stat to see the [[Items]] it affects or uses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot; style=&amp;quot;width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:25%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt; Effects &amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Limit	&amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:25%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Negative stat effect&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Max HP}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The maximum amount of hit points you can have; can increase during a wave if the character levels up, and from certain side effects.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If the current hit points become zero, the character dies and the run ends.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&#039;&#039;Max HP&#039;&#039; can not be less than 1.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;It is possible to have zero or negative &#039;&#039;Max HP&#039;&#039; from items, which is most likely to occur on the [[Demon]] character; during waves the effective &#039;&#039;Max HP&#039;&#039; will still be 1 in these cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|HP Regeneration}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Passive healing that restores 1&amp;amp;nbsp;HP per &#039;&#039;n&#039;&#039;&amp;amp;nbsp;seconds, where the healing interval &#039;&#039;n&#039;&#039; becomes shorter with increasing &#039;&#039;HP Regeneration&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;This can also be expressed as &#039;&#039;HP per second&#039;&#039; which is an approximation.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The first point of &#039;&#039;HP Regeneration&#039;&#039; gives 0.2&amp;amp;nbsp;HP/s (1&amp;amp;nbsp;HP per 5s), every further point increases this by 0.09&amp;amp;nbsp;HP/s ([[HP_Regeneration#Formulas_&amp;amp;_Values|details]])&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative &#039;&#039;HP Regeneration&#039;&#039; values are possible; this is the same as having 0 &#039;&#039;HP Regeneration&#039;&#039; (no regeneration).&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Life Steal}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;All weapon and projectile hits get a chance to heal you for 1&amp;amp;nbsp;HP. The chance is 1% per point in &#039;&#039;Life Steal&#039;&#039;. The healing amount is always 1&amp;amp;nbsp;HP per successful attempt, no matter how much damage was caused by the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The effect can be triggered by spawned projectiles (from weapons and items), but is not triggered by Engineering structures.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some weapons have their own &#039;&#039;Life Steal&#039;&#039; modifier, which only affects hits with that weapon; the character&#039;s &#039;&#039;Life Steal&#039;&#039; chance is added to each weapon individually.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If life steal is triggered, this can not happen again for the next 0.1s. This means the theoretical maximum is 10&amp;amp;nbsp;HP of healing per second.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If multiple enemies get hit by the same attack or projectile, every hit can trigger life steal (still subject to the 0.1s lockout period).&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit, but can only happen at most once per 0.1s.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative values for &#039;&#039;Life Steal&#039;&#039; are possible, and will decrease the life steal chance of all weapons accordingly. If a weapon ends up with a negative percent chance, this is equal to a 0% chance (no life steal from that weapon). If no weapons with innate &#039;&#039;Life Steal&#039;&#039; are equipped, this simply means that negative &#039;&#039;Live Steal&#039;&#039; has no effect (equals to 0%).&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Increases all damage dealt by 1% per point in &#039;&#039;Damage&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Does not affect Engineering structures.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative &#039;&#039;Damage&#039;&#039; decreases damage instead. The minimum damage caused by a weapon or effect is always 1. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	 {{Iconbox|Melee Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Modifies the base attack damage of weapons, if their damage scales with &#039;&#039;Melee Damage&#039;&#039;. Scaling varies by weapon according to the scale factor which is shown in the weapon description.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some items deal damage based on this stat.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;Negative &#039;&#039;Melee Damage&#039;&#039; will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	 {{Iconbox|Ranged Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Modifies the base attack damage of weapons, if their damage scales with &#039;&#039;Ranged Damage&#039;&#039; (these are always ranged weapons). Scaling varies by weapon according to the scale factor which is shown in the weapon description.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some items deal damage based on this stat.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;Negative &#039;&#039;Ranged Damage&#039;&#039; will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	  {{Iconbox|Elemental Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Makes you elemental attacks deal x damage.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your elemental attacks deal x less damage down to a minimum of 1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	  {{Iconbox|Attack Speed}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You attack slower. Negative attack speed is calculated differently and doesn&#039;t impact you as much as positive attack speed.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Crit Chance}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your weapons have an x increased chance to deal a critical hit.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Maximum 100% chance to do critical hits on a hit. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;   {{Iconbox|Engineering|image=Engineering Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Increases the power of your structures. The other stats don&#039;t affect structures but specials do (piercing, bouncing, explosion etc.) &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your structures have x decreased power down to a minimum of 1 damage or healing&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;   {{Iconbox|Range|image=Range Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance)&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Armor}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The damage you take is increased by x% instead of decreased.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Dodge|image=Dodge Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have a x% chance to dodge attacks. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; 60% (90% with [[Ghost]])&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Acts like this stat is 0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Speed|image=Speed Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You move x% faster. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You move x% slower, coming to a standstill at -100% or more.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Luck}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have an x% less chance of finding items or consumables when you kill enemies. Also decreases the rarity of the items in the shop and level upgrades. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;  {{Iconbox|Harvesting}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up)&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You lose x materials and XP at the end of a wave. The 5% Increment doesn&#039;t happen.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==‎Secondary Stats ==&lt;br /&gt;
A range of other stats are counted in Brotato, from item costs to enemy speed.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% XP Gain&lt;br /&gt;
|[[XP Gain]]&lt;br /&gt;
|{{MiniIconbox|name=Scar}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Bean Teacher}}, {{MiniIconbox|name=Diploma}}, {{MiniIconbox|name=Peacock}}&lt;br /&gt;
|-&lt;br /&gt;
|% Explosion Damage&lt;br /&gt;
|[[Explosive (Item Tag)]]&lt;br /&gt;
|{{MiniIconbox|name=Dynamite}}, {{MiniIconbox|name=Explosive Shells}}&lt;br /&gt;
|-&lt;br /&gt;
|% Explosion Size&lt;br /&gt;
|[[Explosive (Item Tag)]]&lt;br /&gt;
|{{MiniIconbox|name=Plastic Explosive}}, {{MiniIconbox|name=Explosive Shells}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bounce|Bounces]]&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Ricochet}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Piercing]]&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Bandana}}, {{MiniIconbox|name=Sharp Bullet}}&lt;br /&gt;
|-&lt;br /&gt;
|% Piercing Damage&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Pumpkin}}, {{MiniIconbox|name=Sharp Bullet}}&lt;br /&gt;
|-&lt;br /&gt;
|% Burning Speed&lt;br /&gt;
|[[Elemental Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Eyes Surgery}}&lt;br /&gt;
|-&lt;br /&gt;
|Burning Spread&lt;br /&gt;
|[[Elemental Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Snake}}&lt;br /&gt;
|-&lt;br /&gt;
|Knockback&lt;br /&gt;
|&#039;&#039;None&#039;&#039;&lt;br /&gt;
|{{MiniIconbox|name=Boxing Glove}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stand Still ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - Armor&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Barricade}}&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - % Dodge&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Chameleon}}&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - % Damage&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Statue}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Enemies (+)&lt;br /&gt;
|[[More Enemies]]&lt;br /&gt;
|{{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}, {{MiniIconbox|name=Bait}}, {{MiniIconbox|name=Lure}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemies (-)&lt;br /&gt;
|[[Less Enemies]]&lt;br /&gt;
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemy Speed (+)&lt;br /&gt;
|[[More Enemy Speed]]&lt;br /&gt;
|{{MiniIconbox|name=Alien Baby}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemy Speed (-)-&lt;br /&gt;
|[[Less Enemy Speed]]&lt;br /&gt;
|{{MiniIconbox|name=Ugly Tooth}}, {{MiniIconbox|name=Snail}}, {{MiniIconbox|name=Wandering Bot}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HP &amp;amp; Healing ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|Consumable Heal&lt;br /&gt;
|[[Luck]]&lt;br /&gt;
|{{MiniIconbox|name=Lemonade}}, {{MiniIconbox|name=Weird Food}}&lt;br /&gt;
|-&lt;br /&gt;
|% Materials Healing&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Cute Monkey}}&lt;br /&gt;
|-&lt;br /&gt;
|HP per materials&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Padding}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pickups &amp;amp; Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Pickup Range&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Alien Tongue}}, {{MiniIconbox|name=Little Frog}}&lt;br /&gt;
|-&lt;br /&gt;
|Trees&lt;br /&gt;
|[[Exploration]]&lt;br /&gt;
|{{MiniIconbox|name=Tree}}&lt;br /&gt;
|-&lt;br /&gt;
|Materials in Crates&lt;br /&gt;
|[[Exploration]], [[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Bag}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance for double materials&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Metal Detector}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance for instant material pickup&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Baby Gecko}}, {{MiniIconbox|name=Sifd&#039;s Relic}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance to damage on material pickup&lt;br /&gt;
|[[Pickup]], [[Luck]]&lt;br /&gt;
|{{MiniIconbox|name=Baby Elephant}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shop &amp;amp; Economy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Items Price&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Coupon}}&lt;br /&gt;
|-&lt;br /&gt;
|Free Rerolls&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Dangerous Bunny}}&lt;br /&gt;
|-&lt;br /&gt;
|Item Recycling Rewards&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Recycling Machine}}&lt;br /&gt;
|-&lt;br /&gt;
|Materials interest gain&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Piggy Bank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;comments /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=6397</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=6397"/>
		<updated>2023-11-17T06:07:55Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Primary Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
{{NavBoxStats}}&lt;br /&gt;
&lt;br /&gt;
==Primary Stats==&lt;br /&gt;
These stats are shown as your current [[Characters|Character]] stats. They are also used as hidden [[Items#Item_Tags|Item tags]], making certain items more likely to appear in the [[Shop]] for specific characters.&lt;br /&gt;
&lt;br /&gt;
Click a stat to see the [[Items]] it affects or uses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot; style=&amp;quot;width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:25%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt; Effects &amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Limit	&amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:25%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Negative stat effect&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Max HP}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The maximum amount of hit points you can have; can increase during a wave if the character levels up, and from certain side effects.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If the current hit points become zero, the character dies and the run ends.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&#039;&#039;Max HP&#039;&#039; can not be less than 1.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;It is possible to have zero or negative &#039;&#039;Max HP&#039;&#039; from items, which is most likely to occur on the [[Demon]] character; during waves the effective &#039;&#039;Max HP&#039;&#039; will still be 1 in these cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|HP Regeneration}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Passive healing that restores 1&amp;amp;nbsp;HP per &#039;&#039;n&#039;&#039;&amp;amp;nbsp;seconds, where the healing interval &#039;&#039;n&#039;&#039; becomes shorter with increasing &#039;&#039;HP Regeneration&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;This can also be expressed as &#039;&#039;HP per second&#039;&#039; which is an approximation.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The first point of &#039;&#039;HP Regeneration&#039;&#039; gives 0.2&amp;amp;nbsp;HP/s (1&amp;amp;nbsp;HP per 5s), every further point increases this by 0.09&amp;amp;nbsp;HP/s ([[HP_Regeneration#Formulas_&amp;amp;_Values|details]])&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative &#039;&#039;HP Regeneration&#039;&#039; values are possible; this is the same as having 0 &#039;&#039;HP Regeneration&#039;&#039; (no regeneration).&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Life Steal}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;All weapon and projectile hits get a chance to heal you for 1&amp;amp;nbsp;HP. The chance is 1% per point in &#039;&#039;Life Steal&#039;&#039;. The healing amount is always 1&amp;amp;nbsp;HP per successful attempt, no matter how much damage was caused by the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The effect can be triggered by spawned projectiles (from weapons and items), but is not triggered by Engineering structures.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some weapons have their own &#039;&#039;Life Steal&#039;&#039; modifier, which only affects hits with that weapon; the character&#039;s &#039;&#039;Life Steal&#039;&#039; chance is added to each weapon individually.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If life steal is triggered, this can not happen again for the next 0.1s. This means the theoretical maximum is 10&amp;amp;nbsp;HP of healing per second.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If multiple enemies get hit by the same attack or projectile, every hit can trigger life steal (still subject to the 0.1s lockout period).&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit, but can only happen at most once per 0.1s.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative values for &#039;&#039;Life Steal&#039;&#039; are possible, and will decrease the life steal chance of all weapons accordingly. If a weapon ends up with a negative percent chance, this is equal to a 0% chance (no life steal from that weapon). If no weapons with innate &#039;&#039;Life Steal&#039;&#039; are equipped, this simply means that negative &#039;&#039;Live Steal&#039;&#039; has no effect (equals to 0%).&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Increases all damage dealt by 1% per point in &#039;&#039;Damage&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Does not affect Engineering structures.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative &#039;&#039;Damage&#039;&#039; decreases damage instead of increasing. The minimum damage caused by a weapon or effect is always 1. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	 {{Iconbox|Melee Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Modifies the base attack damage of weapons, if their damage scales with &#039;&#039;Melee Damage&#039;&#039;. Scaling varies by weapon according to the scale factor which is shown in the weapon description.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some items deal damage based on this stat.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;Negative &#039;&#039;Melee Damage&#039;&#039; will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	 {{Iconbox|Ranged Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Modifies the base attack damage of weapons, if their damage scales with &#039;&#039;Ranged Damage&#039;&#039; (these are always ranged weapons). Scaling varies by weapon according to the scale factor which is shown in the weapon description.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some items deal damage based on this stat.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;Negative &#039;&#039;Ranged Damage&#039;&#039; will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	  {{Iconbox|Elemental Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Makes you elemental attacks deal x damage.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your elemental attacks deal x less damage down to a minimum of 1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	  {{Iconbox|Attack Speed}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You attack slower. Negative attack speed is calculated differently and doesn&#039;t impact you as much as positive attack speed.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Crit Chance}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your weapons have an x increased chance to deal a critical hit.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Maximum 100% chance to do critical hits on a hit. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;   {{Iconbox|Engineering|image=Engineering Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Increases the power of your structures. The other stats don&#039;t affect structures but specials do (piercing, bouncing, explosion etc.) &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your structures have x decreased power down to a minimum of 1 damage or healing&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;   {{Iconbox|Range|image=Range Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance)&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Armor}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The damage you take is increased by x% instead of decreased.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Dodge|image=Dodge Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have a x% chance to dodge attacks. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; 60% (90% with [[Ghost]])&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Acts like this stat is 0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Speed|image=Speed Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You move x% faster. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You move x% slower, coming to a standstill at -100% or more.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Luck}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have an x% less chance of finding items or consumables when you kill enemies. Also decreases the rarity of the items in the shop and level upgrades. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;  {{Iconbox|Harvesting}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up)&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You lose x materials and XP at the end of a wave. The 5% Increment doesn&#039;t happen.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==‎Secondary Stats ==&lt;br /&gt;
A range of other stats are counted in Brotato, from item costs to enemy speed.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% XP Gain&lt;br /&gt;
|[[XP Gain]]&lt;br /&gt;
|{{MiniIconbox|name=Scar}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Bean Teacher}}, {{MiniIconbox|name=Diploma}}, {{MiniIconbox|name=Peacock}}&lt;br /&gt;
|-&lt;br /&gt;
|% Explosion Damage&lt;br /&gt;
|[[Explosive (Item Tag)]]&lt;br /&gt;
|{{MiniIconbox|name=Dynamite}}, {{MiniIconbox|name=Explosive Shells}}&lt;br /&gt;
|-&lt;br /&gt;
|% Explosion Size&lt;br /&gt;
|[[Explosive (Item Tag)]]&lt;br /&gt;
|{{MiniIconbox|name=Plastic Explosive}}, {{MiniIconbox|name=Explosive Shells}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bounce|Bounces]]&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Ricochet}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Piercing]]&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Bandana}}, {{MiniIconbox|name=Sharp Bullet}}&lt;br /&gt;
|-&lt;br /&gt;
|% Piercing Damage&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Pumpkin}}, {{MiniIconbox|name=Sharp Bullet}}&lt;br /&gt;
|-&lt;br /&gt;
|% Burning Speed&lt;br /&gt;
|[[Elemental Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Eyes Surgery}}&lt;br /&gt;
|-&lt;br /&gt;
|Burning Spread&lt;br /&gt;
|[[Elemental Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Snake}}&lt;br /&gt;
|-&lt;br /&gt;
|Knockback&lt;br /&gt;
|&#039;&#039;None&#039;&#039;&lt;br /&gt;
|{{MiniIconbox|name=Boxing Glove}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stand Still ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - Armor&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Barricade}}&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - % Dodge&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Chameleon}}&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - % Damage&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Statue}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Enemies (+)&lt;br /&gt;
|[[More Enemies]]&lt;br /&gt;
|{{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}, {{MiniIconbox|name=Bait}}, {{MiniIconbox|name=Lure}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemies (-)&lt;br /&gt;
|[[Less Enemies]]&lt;br /&gt;
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemy Speed (+)&lt;br /&gt;
|[[More Enemy Speed]]&lt;br /&gt;
|{{MiniIconbox|name=Alien Baby}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemy Speed (-)-&lt;br /&gt;
|[[Less Enemy Speed]]&lt;br /&gt;
|{{MiniIconbox|name=Ugly Tooth}}, {{MiniIconbox|name=Snail}}, {{MiniIconbox|name=Wandering Bot}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HP &amp;amp; Healing ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|Consumable Heal&lt;br /&gt;
|[[Luck]]&lt;br /&gt;
|{{MiniIconbox|name=Lemonade}}, {{MiniIconbox|name=Weird Food}}&lt;br /&gt;
|-&lt;br /&gt;
|% Materials Healing&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Cute Monkey}}&lt;br /&gt;
|-&lt;br /&gt;
|HP per materials&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Padding}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pickups &amp;amp; Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Pickup Range&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Alien Tongue}}, {{MiniIconbox|name=Little Frog}}&lt;br /&gt;
|-&lt;br /&gt;
|Trees&lt;br /&gt;
|[[Exploration]]&lt;br /&gt;
|{{MiniIconbox|name=Tree}}&lt;br /&gt;
|-&lt;br /&gt;
|Materials in Crates&lt;br /&gt;
|[[Exploration]], [[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Bag}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance for double materials&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Metal Detector}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance for instant material pickup&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Baby Gecko}}, {{MiniIconbox|name=Sifd&#039;s Relic}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance to damage on material pickup&lt;br /&gt;
|[[Pickup]], [[Luck]]&lt;br /&gt;
|{{MiniIconbox|name=Baby Elephant}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shop &amp;amp; Economy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Items Price&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Coupon}}&lt;br /&gt;
|-&lt;br /&gt;
|Free Rerolls&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Dangerous Bunny}}&lt;br /&gt;
|-&lt;br /&gt;
|Item Recycling Rewards&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Recycling Machine}}&lt;br /&gt;
|-&lt;br /&gt;
|Materials interest gain&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Piggy Bank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;comments /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=6396</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=6396"/>
		<updated>2023-11-17T06:05:43Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Primary Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
{{NavBoxStats}}&lt;br /&gt;
&lt;br /&gt;
==Primary Stats==&lt;br /&gt;
These stats are shown as your current [[Characters|Character]] stats. They are also used as hidden [[Items#Item_Tags|Item tags]], making certain items more likely to appear in the [[Shop]] for specific characters.&lt;br /&gt;
&lt;br /&gt;
Click a stat to see the [[Items]] it affects or uses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot; style=&amp;quot;width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:25%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt; Effects &amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Limit	&amp;lt;/th&amp;gt;&lt;br /&gt;
			 &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:25%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Negative stat effect&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Max HP}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The maximum amount of hit points you can have; can increase during a wave if the character levels up, and from certain side effects.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If the current hit points become zero, the character dies and the run ends.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; &#039;&#039;Max HP&#039;&#039; can not be less than 1. (It is possible to have zero or negative &#039;&#039;Max HP&#039;&#039; from items, which is most likely to occur on the [[Demon]] character; during waves the effective &#039;&#039;Max HP&#039;&#039; will still be 1 in these cases.)&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|HP Regeneration}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Passive healing that restores 1&amp;amp;nbsp;HP per &#039;&#039;n&#039;&#039;&amp;amp;nbsp;seconds, where the healing interval &#039;&#039;n&#039;&#039; becomes shorter with increasing &#039;&#039;HP Regeneration&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;This can also be expressed as &#039;&#039;HP per second&#039;&#039; which is an approximation.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The first point of &#039;&#039;HP Regeneration&#039;&#039; gives 0.2&amp;amp;nbsp;HP/s (1&amp;amp;nbsp;HP per 5s), every further point increases this by 0.09&amp;amp;nbsp;HP/s ([[HP_Regeneration#Formulas_&amp;amp;_Values|details]])&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative &#039;&#039;HP Regeneration&#039;&#039; values are possible; this is the same as having 0 &#039;&#039;HP Regeneration&#039;&#039; (no regeneration).&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Life Steal}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;All weapon and projectile hits get a chance to heal you for 1&amp;amp;nbsp;HP. The chance is 1% per point in &#039;&#039;Life Steal&#039;&#039;. The healing amount is always 1&amp;amp;nbsp;HP per successful attempt, no matter how much damage was caused by the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;The effect can be triggered by spawned projectiles (from weapons and items), but is not triggered by Engineering structures.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some weapons have their own &#039;&#039;Life Steal&#039;&#039; modifier, which only affects hits with that weapon; the character&#039;s &#039;&#039;Life Steal&#039;&#039; chance is added to each weapon individually.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If life steal is triggered, this can not happen again for the next 0.1s. This means the theoretical maximum is 10&amp;amp;nbsp;HP of healing per second.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;If multiple enemies get hit by the same attack or projectile, every hit can trigger life steal (still subject to the 0.1s lockout period).&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit, but can only happen at most once per 0.1s.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative values for &#039;&#039;Life Steal&#039;&#039; are possible, and will decrease the life steal chance of all weapons accordingly. If a weapon ends up with a negative percent chance, this is equal to a 0% chance (no life steal from that weapon). If no weapons with innate &#039;&#039;Life Steal&#039;&#039; are equipped, this simply means that negative &#039;&#039;Live Steal&#039;&#039; has no effect (equals to 0%).&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Increases all damage dealt by 1% per point in &#039;&#039;Damage&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Does not affect Engineering structures.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Negative &#039;&#039;Damage&#039;&#039; decreases damage instead of increasing. The minimum damage caused by a weapon or effect is always 1. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	 {{Iconbox|Melee Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Modifies the base attack damage of weapons, if their damage scales with &#039;&#039;Melee Damage&#039;&#039;. Scaling varies by weapon according to the scale factor which is shown in the weapon description.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some items deal damage based on this stat.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;Negative &#039;&#039;Melee Damage&#039;&#039; will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	 {{Iconbox|Ranged Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Modifies the base attack damage of weapons, if their damage scales with &#039;&#039;Ranged Damage&#039;&#039; (these are always ranged weapons). Scaling varies by weapon according to the scale factor which is shown in the weapon description.&amp;lt;/p&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;Some items deal damage based on this stat.&amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;Negative &#039;&#039;Ranged Damage&#039;&#039; will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	  {{Iconbox|Elemental Damage}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Makes you elemental attacks deal x damage.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your elemental attacks deal x less damage down to a minimum of 1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	  {{Iconbox|Attack Speed}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You attack slower. Negative attack speed is calculated differently and doesn&#039;t impact you as much as positive attack speed.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Crit Chance}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your weapons have an x increased chance to deal a critical hit.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Maximum 100% chance to do critical hits on a hit. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;   {{Iconbox|Engineering|image=Engineering Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Increases the power of your structures. The other stats don&#039;t affect structures but specials do (piercing, bouncing, explosion etc.) &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your structures have x decreased power down to a minimum of 1 damage or healing&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;   {{Iconbox|Range|image=Range Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance)&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Armor}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you.&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; The damage you take is increased by x% instead of decreased.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Dodge|image=Dodge Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have a x% chance to dodge attacks. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; 60% (90% with [[Ghost]])&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; Acts like this stat is 0&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Speed|image=Speed Stat}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You move x% faster. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You move x% slower, coming to a standstill at -100% or more.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Iconbox|Luck}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You have an x% less chance of finding items or consumables when you kill enemies. Also decreases the rarity of the items in the shop and level upgrades. &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;  {{Iconbox|Harvesting}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up)&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; No limit &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; You lose x materials and XP at the end of a wave. The 5% Increment doesn&#039;t happen.&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==‎Secondary Stats ==&lt;br /&gt;
A range of other stats are counted in Brotato, from item costs to enemy speed.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% XP Gain&lt;br /&gt;
|[[XP Gain]]&lt;br /&gt;
|{{MiniIconbox|name=Scar}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Bean Teacher}}, {{MiniIconbox|name=Diploma}}, {{MiniIconbox|name=Peacock}}&lt;br /&gt;
|-&lt;br /&gt;
|% Explosion Damage&lt;br /&gt;
|[[Explosive (Item Tag)]]&lt;br /&gt;
|{{MiniIconbox|name=Dynamite}}, {{MiniIconbox|name=Explosive Shells}}&lt;br /&gt;
|-&lt;br /&gt;
|% Explosion Size&lt;br /&gt;
|[[Explosive (Item Tag)]]&lt;br /&gt;
|{{MiniIconbox|name=Plastic Explosive}}, {{MiniIconbox|name=Explosive Shells}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bounce|Bounces]]&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Ricochet}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Piercing]]&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Bandana}}, {{MiniIconbox|name=Sharp Bullet}}&lt;br /&gt;
|-&lt;br /&gt;
|% Piercing Damage&lt;br /&gt;
|[[Ranged Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Pumpkin}}, {{MiniIconbox|name=Sharp Bullet}}&lt;br /&gt;
|-&lt;br /&gt;
|% Burning Speed&lt;br /&gt;
|[[Elemental Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Eyes Surgery}}&lt;br /&gt;
|-&lt;br /&gt;
|Burning Spread&lt;br /&gt;
|[[Elemental Damage]]&lt;br /&gt;
|{{MiniIconbox|name=Snake}}&lt;br /&gt;
|-&lt;br /&gt;
|Knockback&lt;br /&gt;
|&#039;&#039;None&#039;&#039;&lt;br /&gt;
|{{MiniIconbox|name=Boxing Glove}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stand Still ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - Armor&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Barricade}}&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - % Dodge&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Chameleon}}&lt;br /&gt;
|-&lt;br /&gt;
|Stand Still - % Damage&lt;br /&gt;
|[[Stand Still]]&lt;br /&gt;
|{{MiniIconbox|name=Statue}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Enemies (+)&lt;br /&gt;
|[[More Enemies]]&lt;br /&gt;
|{{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}, {{MiniIconbox|name=Bait}}, {{MiniIconbox|name=Lure}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemies (-)&lt;br /&gt;
|[[Less Enemies]]&lt;br /&gt;
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemy Speed (+)&lt;br /&gt;
|[[More Enemy Speed]]&lt;br /&gt;
|{{MiniIconbox|name=Alien Baby}}&lt;br /&gt;
|-&lt;br /&gt;
|% Enemy Speed (-)-&lt;br /&gt;
|[[Less Enemy Speed]]&lt;br /&gt;
|{{MiniIconbox|name=Ugly Tooth}}, {{MiniIconbox|name=Snail}}, {{MiniIconbox|name=Wandering Bot}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HP &amp;amp; Healing ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|Consumable Heal&lt;br /&gt;
|[[Luck]]&lt;br /&gt;
|{{MiniIconbox|name=Lemonade}}, {{MiniIconbox|name=Weird Food}}&lt;br /&gt;
|-&lt;br /&gt;
|% Materials Healing&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Cute Monkey}}&lt;br /&gt;
|-&lt;br /&gt;
|HP per materials&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Padding}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pickups &amp;amp; Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Pickup Range&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Alien Tongue}}, {{MiniIconbox|name=Little Frog}}&lt;br /&gt;
|-&lt;br /&gt;
|Trees&lt;br /&gt;
|[[Exploration]]&lt;br /&gt;
|{{MiniIconbox|name=Tree}}&lt;br /&gt;
|-&lt;br /&gt;
|Materials in Crates&lt;br /&gt;
|[[Exploration]], [[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Bag}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance for double materials&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Metal Detector}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance for instant material pickup&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
|{{MiniIconbox|name=Baby Gecko}}, {{MiniIconbox|name=Sifd&#039;s Relic}}&lt;br /&gt;
|-&lt;br /&gt;
|% Chance to damage on material pickup&lt;br /&gt;
|[[Pickup]], [[Luck]]&lt;br /&gt;
|{{MiniIconbox|name=Baby Elephant}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shop &amp;amp; Economy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Item Tags&lt;br /&gt;
!Notable Items&lt;br /&gt;
|-&lt;br /&gt;
|% Items Price&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Coupon}}&lt;br /&gt;
|-&lt;br /&gt;
|Free Rerolls&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Dangerous Bunny}}&lt;br /&gt;
|-&lt;br /&gt;
|Item Recycling Rewards&lt;br /&gt;
|[[Economy]]&lt;br /&gt;
|{{MiniIconbox|name=Recycling Machine}}&lt;br /&gt;
|-&lt;br /&gt;
|Materials interest gain&lt;br /&gt;
|[[Saving]]&lt;br /&gt;
|{{MiniIconbox|name=Piggy Bank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;comments /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Shop&amp;diff=6395</id>
		<title>Shop</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Shop&amp;diff=6395"/>
		<updated>2023-11-15T05:35:37Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
=Shop=&lt;br /&gt;
[[File:Shop.jpg|right|400x400px|link=File:Shop.jpg]]&lt;br /&gt;
The &#039;&#039;Shop&#039;&#039; is where  you can buy [[items]] and [[weapons]] for your character. It is the only source of weapons in the game (whereas items will also drop in the form of [[Loot Crates|loot crates]]).&lt;br /&gt;
&lt;br /&gt;
You enter the shop automatically after each wave (so the first shop is the one after the initial wave). The shop title shows the number of the [[Waves|wave]] that just ended.&lt;br /&gt;
&lt;br /&gt;
The shop will offer up to 4 random items. The choice of items is not completely random, but also influenced by your character, {{LuckIcon}} [[Luck]], and (in the case of weapons) which weapons you already possess; furthermore, the selection of items is specially restricted in the first 5 shops (see below).&lt;br /&gt;
&lt;br /&gt;
Average item rarity increases as waves progress, and is also modified by [[Luck]]; higher item tiers can not be found in early shops, since they start at 0% probability.&lt;br /&gt;
&lt;br /&gt;
The collection of shop items can be refreshed by rerolling (see below). Rerolling costs a fee that increases with each reroll performed in the current shop, but there is otherwise no limit to the number of rerolls.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are never offered for some characters (for example, characters that can only use melee weapons will not be offered ranged weapons).&lt;br /&gt;
&lt;br /&gt;
Each offered item can be purchased with materials, or &#039;&#039;locked&#039;&#039;. &#039;&#039;Locked&#039;&#039; items keep their current price and stay in the shop indefinitely (until unlocked again, or purchased).&lt;br /&gt;
&lt;br /&gt;
Item prices depend on their base cost and item rarity, and will increase with each wave (but &#039;&#039;locking&#039;&#039; items also locks in the purchase price).&lt;br /&gt;
&lt;br /&gt;
Finally, a modifier to all shop prices is applied. This is by default 0% (no change), but can be lowered by purchasing the [[Coupon]]; some characters start with an initial shop price modifier.&lt;br /&gt;
&lt;br /&gt;
==Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Rerolling ===&lt;br /&gt;
It is possible to refresh the items on offer by purchasing a &#039;&#039;reroll&#039;&#039; with [[materials]]. The reroll fee depends on the current wave, and increases with each reroll performed; it will reset to an increasing base value with each shop.&lt;br /&gt;
&lt;br /&gt;
Other than the necessity to cover the reroll fee, there is no limit to the number of rerolls.&lt;br /&gt;
&lt;br /&gt;
When all 4 items on display are bought, the current reroll becomes free (0 cost), but rerolling will still increase the reroll fee as normal.&lt;br /&gt;
&lt;br /&gt;
(Rerolling is also possible when the character [[Upgrades|levels up]] and is offered a selection of upgrades. The mechanic is identical to the one for shop items.)&lt;br /&gt;
&lt;br /&gt;
When a reroll is purchased, all items in the shop will be refreshed, except for those that are currently locked. The new item choice will again be random, but it is guaranteed that all (unlocked) items will be replaced by a different one.&lt;br /&gt;
&lt;br /&gt;
The item {{MiniIconbox|name=Dangerous Bunny}} gives you 1 free reroll in the shop for each one you have (see the item description for details). &lt;br /&gt;
&lt;br /&gt;
==== Reroll Price ====&lt;br /&gt;
&lt;br /&gt;
The Reroll Increase is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
 Reroll Increase: Rounddown(max(0.5 * wave,1))&lt;br /&gt;
&lt;br /&gt;
and the price of the first reroll is: &lt;br /&gt;
&lt;br /&gt;
 First Reroll Price: Wave + Reroll Increase&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The max function is used to ensure that the price of rerolling is at least 1, and at least increases by 1 with each wave.&lt;br /&gt;
* In [[Endless Mode]] the reroll price is multiplied by the endless Factor. See [[Endless Mode#Rerolling|Endless Mode Rerolling]] for costs at higher levels.&lt;br /&gt;
* Every reroll increases the price by the reroll price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So at the end of wave 5, with the upgrades and shop that follows, the reroll increase is 0.5 * 5 = 2.5, which is rounded down to 2. So the first reroll costs 5+2, and each following reroll increases by +2.&lt;br /&gt;
&lt;br /&gt;
Here are a table over reroll costs for the 20 waves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Wave&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
! 3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
! 8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11 &lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
! 18&lt;br /&gt;
!19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
! First Reroll Price&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! Price Increase per Reroll&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|3 &lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5 &lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|9&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking===&lt;br /&gt;
You can lock and unlock items by clicking the lock under each item. Locking is free and can be done as often as you like. While an item is locked, it will stay in the shop when the shop is rerolled and it will also stay in the shop between waves if you begin the next wave. If you keep an item locked between waves, its price also remains locked and isn&#039;t increased by inflation.&lt;br /&gt;
&lt;br /&gt;
While an item is locked, that item cannot appear in the other slots in the shop, and it cannot be found in [[Loot Crates]]. ([[Fisherman]] locking [[Bait]] is the one exception, where you will still get your guaranteed Bait on a reroll.)&lt;br /&gt;
&lt;br /&gt;
===Combining ===&lt;br /&gt;
&lt;br /&gt;
If you have two identical weapons equipped, you can click one of the weapons and choose combine. This combines the weapon with another weapon of same type and tier into one weapon of one higher tier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, if you have filled your weapon slots and buy a weapon that is identical to one you have in your weapon slots, the two will automatically combine to the same weapon of one higher tier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, two &amp;lt;span class=&amp;quot;colorrarity1&amp;quot;&amp;gt;Tier 1&amp;lt;/span&amp;gt; {{MiniIconbox|name=Knife}} can be combined into one &amp;lt;span class=&amp;quot;colorrarity2&amp;quot;&amp;gt;Tier 2&amp;lt;/span&amp;gt; Knife {{Iconbox|Knife|size=30px|maxwidth=100px|rarity=2}}&lt;br /&gt;
&lt;br /&gt;
And finally weapons cannot be combined above &amp;lt;span class=&amp;quot;colorrarity4&amp;quot;&amp;gt;Tier 4&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Iconbox|Knife|size=30px|maxwidth=100px|rarity=4}}&lt;br /&gt;
&lt;br /&gt;
===Recycling===&lt;br /&gt;
&lt;br /&gt;
You can recycle your [[Weapons]] and [[Items]] found in [[Crate|Crates]] to get a percentage of their value back, at the cost of losing the item or weapon.&lt;br /&gt;
&lt;br /&gt;
The default is to get 25% back when recycling. {{MiniIconbox|name=Recycling Machine}} can increase this value by 35% for a total of 60% back. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stacks with the +25% from {{MiniIconbox|name=Entrepreneur}} for a total of 85%. Rewards for recycling are based upon the current price of the item, so it increases with inflation, but decreases if you have coupons, since it scales with your shop price secondary stat.&lt;br /&gt;
&lt;br /&gt;
In [[Endless Mode]], Shop Prices increases sharply by the Endless Factor, but the increase isn&#039;t applied to the recycling value.&lt;br /&gt;
&lt;br /&gt;
===Elite and Swarm Radar===&lt;br /&gt;
On danger 2+ the shop will display which waves contain which waves have swarms or elites in. See [[Elite and Horde Waves]]&lt;br /&gt;
 &lt;br /&gt;
===Shop Prices And Inflation===&lt;br /&gt;
Each item or weapon has a base price. When you see the item/weapon in the shop it will have inflation applied to its price. Even the first shop has already have inflation applied.&lt;br /&gt;
&lt;br /&gt;
The equation is:&lt;br /&gt;
&lt;br /&gt;
 Final Price =  (Base_Price + Wave + (Base_Price * 0.1 * Wave)) * Shop_Price&lt;br /&gt;
&lt;br /&gt;
Note that:&lt;br /&gt;
* Items have a minimum cost of 1 [[Materials]]. The Price is also Rounded Down.&lt;br /&gt;
* Wave is the current wave. When you finish wave 5, it means that 5 is used as the number for the following shop.&lt;br /&gt;
* Shop_Price is the secondary stat affected by {{MiniIconbox|name=Coupon}} and characters with changed shop prices like {{CharacterIcon|Mutant}}&lt;br /&gt;
* Base_Price is the base price of items. You can see the base price of items at the [[Items]] and the [[Weapons]] Pages. This base price can be modified by {{CharacterIcon|Arms Dealer}}.&lt;br /&gt;
* In [[Endless Mode]] the Item Price also increases with the Endless Factor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Final Price is the price you will see in shops, and it is also the value that is used for recycling. The increase in price with each wave is referred to as the Inflation of prices.&lt;br /&gt;
&lt;br /&gt;
So for example, a {{MiniIconbox|name=SMG}} has a base price of 20. So when we see it in the first shop, its price is:&lt;br /&gt;
&lt;br /&gt;
 SMG Price = 20 + 1 + (20 * 0.1 * 1) * 100% = 20 + 1 + 2 = 23.&lt;br /&gt;
&lt;br /&gt;
And in another example, We see a {{MiniIconbox|name=Cyclops Worm}} (45 base price) in the 5th shop.&lt;br /&gt;
&lt;br /&gt;
 Cyclops Worm Price = 45 + 5 + (45 * 0.1 * 5) * 100% = 50 + 22.5 = 72.5&lt;br /&gt;
&lt;br /&gt;
The Final price is then rounded down, and it will cost 72. If you had 2 {{MiniIconbox|name=Coupon}}&#039;s&lt;br /&gt;
&lt;br /&gt;
 72.5 * 90% = 65.25 = Final Price 65&lt;br /&gt;
&lt;br /&gt;
Since the Equation includes &#039;&#039;&#039;+ Wave&#039;&#039;&#039; addition to the 10%, cheaper items will be hit harder by inflation, and will be slightly less cost effective late game. &lt;br /&gt;
&lt;br /&gt;
Locked items are not affected by inflation if you keep them locked between shops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rarity of Shop Items and Luck==&lt;br /&gt;
Here are tables for the progression of item/weapon rarity in the shop and item crates. The shops appear at the end of each wave. So at the end of wave 1, the first shop appears. You can see the shop wave number in the top left corner while shopping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Available From Wave tells you the first wave where you can encounter the rarity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;  &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Available From Wave&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;Min Wave	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;Base Chance	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;+Chance per Wave	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;Max Chance	&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity1&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	1&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;100%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	0%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	100%	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity2&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 2	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	1	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	0%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	6%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;60%	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity3&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 3	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	3	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	0%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	2%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; 25%	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity4&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 4	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 7	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	0%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	0.23%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	8%	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Calculation for chances are done by:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
= ((Chance per Wave * (Current Wave - Min Wave)) + Base Chance) * (100%+Luck) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Chance per wave starts adding chance &#039;&#039;&#039;after&#039;&#039;&#039; the Min Wave. This value cannot exceed {{Color|color=green|text=Max Chance}}.&lt;br /&gt;
&lt;br /&gt;
Odds of each Tier are checked progressively, starting with Tier-4.  So e.g. at maximum Luck, there&#039;s an 8% chance of a Red, then of the remaining 92% there&#039;s a 25% chance of a Purple (=23%), then of the remaining 69% there&#039;s a 60% chance of a Blue (=41.4%), and then the remainder is your White chance (=27.6%).&lt;br /&gt;
&lt;br /&gt;
===Rarities with 0 [[Luck]]===&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;  &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	1	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	2	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	3 &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	4&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	5&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 6	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	7	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	8&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	9&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	10	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	11	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	12	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	13	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	14	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 15 &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	16	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	17	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	18	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	19	&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity1&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 1	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;100%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;94%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;88%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	80.36%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72.96%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65.80%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;58.88%	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;52.08%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	45.55%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;39.29%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33.29%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32.42%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31.56%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30.70%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.84%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.38%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	29.31% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.24%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.17%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity2&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; Tier 2	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	6%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;12%	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;17.64%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23.04%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28.20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33.12%	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37.71% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42.05%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46.12%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=49.94%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	{{Color|color=green|text=48.63%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=47.34%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=46.05%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=44.76%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=44.07%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	{{Color|color=green|text=43.97%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=43.86%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=43.76%}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity3&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 3	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}} &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;	{{Color|color=red|text=0%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;2%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.98%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	11.94%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.90%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15.85%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.79%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19.72%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21.65%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23.56%	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.48%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	{{Color|color=green|text=24.43%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.37%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.31%}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity4&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 4 &amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Color|color=red|text=0%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt; {{Color|color=red|text=0%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}} &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; {{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 0.23% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.46% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 0.69%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.92% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.15%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.38%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.61% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.84%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.07%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.3%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.53% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.76%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Luck]] increases these chances by x%, but that still cannot exceed the {{Color|color=green|text=Max Chance}}.&lt;br /&gt;
&lt;br /&gt;
===Rarities with 50 [[Luck]]===&lt;br /&gt;
&#039;&#039;Increases chances by 50% (*1.5), up to the {{Color|color=green|text=Max Chance}}:&#039;&#039;&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;  &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	1	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	2	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	3 &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	4&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	5&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 6	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 7	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	8&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	9&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	10	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	11	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	12	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	13	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	14	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 15 &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	16	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	17	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	18	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	19	&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity1&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 1	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;91%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;82%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 70.81%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60.16%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50.05%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40.48%	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33.88%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32.57%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31.27%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.98%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.48%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.38%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.28%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.17%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.07%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28.97%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28.86%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	28.76%	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity2&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 2	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 9%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18%	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26.19%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33.84%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40.95%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47.52%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=50.82%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=48.86%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	{{Color|color=green|text=46.91%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=44.97%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=44.22%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 	{{Color|color=green|text=44.07%}} &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	{{Color|color=green|text=43.91%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=43.76%}} &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; {{Color|color=green|text=43.60%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; {{Color|color=green|text=43.45%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=43.29%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=43.14%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity3&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 3	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3%	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	9%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14.95% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.88%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20.78% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23.67%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.57%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	{{Color|color=green|text=24.48%}} &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.40%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.31%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.22%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.14%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.05%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=23.97%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity4&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 4	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}} &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.35%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.69%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.04%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.38%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.73%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.07% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.42%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.76%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.11%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.45%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.8%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.14%	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rarities with 100 [[Luck]]===&lt;br /&gt;
&#039;&#039;Increases chances by 100% (*2), up to the {{Color|color=green|text=Max Chance}}:&#039;&#039;&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;  &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	1	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	2 &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	3&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	4&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 5	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 6  &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	7	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	8&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	9&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	10	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	11	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	12	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	13	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	14	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 15 &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	16	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; 17 &amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	18	&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	19	&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity1&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; Tier 1	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;88% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;76%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;61.44%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47.84% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35.20% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 33.60% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31.85%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30.12%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.59%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 29.45%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 29.31%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 29.17%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29.03%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 28.90%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 28.76%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28.62%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28.48% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28.34%	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity2&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 2	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34.56%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 44.16%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=52.80%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=50.40%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; {{Color|color=green|text=47.78%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  {{Color|color=green|text=45.18%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	{{Color|color=green|text=44.38%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=44.17%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=43.97%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=43.76%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; {{Color|color=green|text=43.55%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  {{Color|color=green|text=43.34%}} &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=43.14%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=42.93%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=42.72%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; {{Color|color=green|text=42.52%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity3&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt; Tier 3	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 12%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 16%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19.91% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 23.78%	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.66%}} &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; {{Color|color=green|text=24.54%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; {{Color|color=green|text=24.43%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.31%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.20%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=24.08%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=23.97%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=23.85%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=23.74%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=green|text=23.62%}}	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td class=&amp;quot;colorrarity4&amp;quot; style=&amp;quot;font-weight:bold; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle;&amp;quot;&amp;gt;	Tier 4	&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{Color|color=red|text=0%}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.46% &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.92%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.38%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.84%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.3%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.76%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.22%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.68%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.14%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.6%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.06%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.52%	&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Item &amp;amp; Weapon Chances==&lt;br /&gt;
&lt;br /&gt;
=== Item/Weapon Chance ===&lt;br /&gt;
Most waves have a fixed chance for either an [[Items|Item]] or [[Weapons|Weapon]] to appear in the Shop:&lt;br /&gt;
&lt;br /&gt;
*Chance for [[Items|Item]]: {{Color|color=cream|text=65%}}&lt;br /&gt;
* Chance for [[Weapons|Weapon]]: {{Color|color=cream|text=35%}}&lt;br /&gt;
&lt;br /&gt;
However, early rounds &#039;&#039;guarantee&#039;&#039; a weapon to appear: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wave 1 &amp;amp; 2:&#039;&#039;&#039; Exactly &#039;&#039;&#039;2&#039;&#039;&#039; Weapons + Exactly 2 Items.&lt;br /&gt;
*&#039;&#039;&#039;Wave 3:&#039;&#039;&#039; Exactly &#039;&#039;&#039;1&#039;&#039;&#039; Weapon + Exactly 3 Items.  &#039;&#039;[This is intended to be the same as Waves 4-5, but can only have 1 weapon due to bug.]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wave 4 &amp;amp; 5:&#039;&#039;&#039; Guaranteed &#039;&#039;&#039;1&#039;&#039;&#039; Weapon + 3 slots rolled normally (can be either weapons or items).&lt;br /&gt;
*Rest of the Shops (Wave &#039;&#039;&#039;6+&#039;&#039;&#039;): No guarantees.&lt;br /&gt;
&lt;br /&gt;
===Item Tags===&lt;br /&gt;
[[Characters]] with &amp;quot;wanted tags&amp;quot; (which are [[Items#Item Tags|Item Tags]] that suit their playstyle) have a higher chance to find an item with that tag:&lt;br /&gt;
&lt;br /&gt;
Whenever an item appears in the shop, it has a {{Color|color=green|text=5%}} chance to be selected from an item pool of your tagged items, instead of the regular item pool. This guarantees that the item has one of your character&#039;s tags.&lt;br /&gt;
*Considering the {{Color|color=cream|text=65%}} for a item, the actual chance is: {{Color|color=green|text=3.25%}} per slot in the shop to give you an item through the Tag System.&lt;br /&gt;
&lt;br /&gt;
Note that tagged items are found both in their tagged item pool, but also in the general item pool. So if the {{Color|color=green|text=5%}} chance doesn&#039;t happen, you can still find those same items in the general item pool with all the items in the game.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Classes===&lt;br /&gt;
When a weapon appears in the Shop ({{Color|color=cream|text=35%}}), there is a chance to match an owned weapon, or an owned weapon&#039;s [[Weapons#Weapon Classes|class]] (eg. [[Blade]], [[Unarmed]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the weapon appears, it is randomly chosen from one of the following three pools:&lt;br /&gt;
&lt;br /&gt;
* Same Weapon Pool: {{Color|color=green|text=20%}} - Weapons of the same type as you already have equipped.&lt;br /&gt;
&lt;br /&gt;
* Same Class Pool: {{Color|color=green|text=15%}} - Weapons that share one or more [[Weapons#Weapon Classes|Weapons Classes]] with weapons you already have. (This can give you the same type weapons as you already have)&lt;br /&gt;
&lt;br /&gt;
* All Weapons Pool: {{Color|color=green|text=65%}} - All Weapons in the game that are possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that weapon classes with fewer weapons give you a higher chance to find the weapon you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shops for waves 1-5 also have a bonus chance for the &#039;&#039;same weapon [[Weapons#Weapon Classes|class]]&#039;&#039;. The bonus is higher for earlier waves.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shop(Wave)&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!... &lt;br /&gt;
!6 - 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; ; |% Bonus&lt;br /&gt;
|12.5&lt;br /&gt;
|10&lt;br /&gt;
|7.5&lt;br /&gt;
|5&lt;br /&gt;
|2.5&lt;br /&gt;
|... &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; ; |% Bonus + Base ({{Color|color=green|text=15%}})&lt;br /&gt;
|{{Color|color=green|text=27.5}}&lt;br /&gt;
|{{Color|color=green|text=25}}&lt;br /&gt;
|{{Color|color=green|text=22.5}}&lt;br /&gt;
|{{Color|color=green|text=20}}&lt;br /&gt;
|{{Color|color=green|text=17.5}}&lt;br /&gt;
| ...&lt;br /&gt;
|{{Color|color=green|text=15}}&lt;br /&gt;
|}&lt;br /&gt;
This bonus allows for a build selection in early game, since the first 2 shops guarantee two weapons, and the next 3 shops guarantee at least one weapon.&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
&lt;br /&gt;
===Item Cost===&lt;br /&gt;
{{MiniIconbox|name=Coupon}} reduces shop prices by {{Color|color=green|text=-5%}}, and is the only item that can do this. Shop cost reductions stack additively and the total can be seen in the secondary stats tab. The maximum cost reduction you can have is currently 50% by playing {{CharacterIcon|Entrepreneur}} and having the maximum amount of 5 coupons. &lt;br /&gt;
&lt;br /&gt;
===Waves===&lt;br /&gt;
&lt;br /&gt;
Harder [[Enemies#Waves|waves]] give better shops.&lt;br /&gt;
&lt;br /&gt;
Specifically, each new wave increases the chance for rarer items, as shown in &#039;&#039;[[Shop#Rarity of Shop Items and Luck|Rarity of Shop Items and Luck]]&#039;&#039; above (see &amp;quot;current wave&amp;quot; in the calculations).&lt;br /&gt;
&lt;br /&gt;
=== Characters with shop modifiers ===&lt;br /&gt;
&lt;br /&gt;
*{{CharacterIcon|Bull}} is the only character that will not get offered any weapons at all, since they cannot use weapons. They will only get offered items.&lt;br /&gt;
*{{CharacterIcon|Demon}} pays with {{MaxHPIcon}} [[Max HP]] in the shop, instead of materials (weapons still recycle into materials, as do items from loot crates).&lt;br /&gt;
*{{CharacterIcon|Entrepreneur}} starts with a {{Color|color=green|text=-25%}} Items Price buff.&lt;br /&gt;
*{{CharacterIcon|Saver}} and {{CharacterIcon|Mutant}} start with a {{Color|color=red|text=+50%}} Items Price debuff.&lt;br /&gt;
*{{CharacterIcon|Glutton}} starts with a {{Color|color=red|text=+25%}} Items Price debuff.&lt;br /&gt;
*{{CharacterIcon|Ranger}} Will only get offered ranged weapons in the shop, as they can not equip melee weapons.&lt;br /&gt;
*{{CharacterIcon|Gladiator}} Will only get offered melee weapons in the shop, as they can not equip ranged weapons.&lt;br /&gt;
*{{CharacterIcon|Knight}} Will only get offered melee weapons of at least tier 2 (blue). They can not equip ranged weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;comments /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6394</id>
		<title>Piggy Bank</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6394"/>
		<updated>2023-11-12T21:43:37Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Piggy Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Piggy Bank, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Piggy Bank}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Piggy Bank ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; multiplies the character&#039;s [[Materials]] by 1.2 (adds 20%) at the beginning of a [[Waves|Wave]].&lt;br /&gt;
&lt;br /&gt;
Unlike the materials gained from [[Harvesting]], &#039;&#039;Piggy Bank&#039;&#039; does not give [[Experience]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; stops functioning after wave 20, and then becomes useless. This is only relevant in [[Endless Mode]].&lt;br /&gt;
&lt;br /&gt;
The item tooltip shows the total amount of materials generated by the item, but does not take into account the purchase cost of the item itself, if any.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; is a good economic item to buy on most characters and in most situations. The item will only become net positive if you can afford to hold back some materials. Very often this just happens passively, because it is rare to fully exhaust the material supply in most shops. Even with plenty of materials to spend, rerolling becomes uneconomic due to the increasing cost of rerolls per shop, leaving the character with unspent money.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Piggy Bank&#039;&#039; is especially good on [[Demon]], because this character pays with HP instead of materials, and will invariably have a lot of unspent money in his account.&lt;br /&gt;
&lt;br /&gt;
The amount of materials generated by the &#039;&#039;Piggy Bank&#039;&#039; is substantial, due to the high growth rate of 20%, and because the process is multiplicative (compounding). Any amount held back will more than double over four waves, and will have multiplied by ~6.2 over ten waves.&lt;br /&gt;
&lt;br /&gt;
Therefore, many of the other economic items in the game become bad investments with a &#039;&#039;Piggy Bank&#039;&#039;, because it is better to not buy the item in question and instead let the materials multiply in the &#039;&#039;Piggy Bank&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you own a &#039;&#039;Piggy Bank&#039;&#039;, you need to carefully re-evaluate any economic items before buying them. Recycling items from crates for materials becomes a lot more valuable for the same reason (even economic items).&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6393</id>
		<title>Piggy Bank</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6393"/>
		<updated>2023-11-12T21:20:13Z</updated>

		<summary type="html">&lt;p&gt;Sigi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Piggy Bank, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Piggy Bank}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Piggy Bank ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; multiplies the character&#039;s [[Materials]] by 1.2 (adds 20%) at the beginning of a [[Waves|Wave]].&lt;br /&gt;
&lt;br /&gt;
Unlike the materials gained from [[Harvesting]], &#039;&#039;Piggy Bank&#039;&#039; does not give [[Experience]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; stops functioning after wave 20, and becomes effectively useless. This is only relevant in [[Endless Mode]].&lt;br /&gt;
&lt;br /&gt;
The item tooltip shows the total amount of materials generated by the item, but does not take into account the purchase cost of the item itself, if any.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; is a good economic item to buy on most characters and in most situations. The item will only become net positive if you can afford to hold back some materials. Very often this just happens passively, because it is rare to fully exhaust the material supply in most shops. Even with plenty of materials to spend, rerolling becomes uneconomic due to the increasing cost of rerolls per shop, leaving the character with unspent money.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Piggy Bank&#039;&#039; is especially good on [[Demon]], because this character pays with HP instead of materials, and will invariably have a lot of unspent money in his account.&lt;br /&gt;
&lt;br /&gt;
The amount of materials generated by the &#039;&#039;Piggy Bank&#039;&#039; is substantial, due to the high growth rate of 20%, and because the process is multiplicative (compounding). Any amount held back will more than double over four waves, and will have multiplied by ~6.2 over ten waves.&lt;br /&gt;
&lt;br /&gt;
Therefore, many of the other economic items in the game become bad investments with a &#039;&#039;Piggy Bank&#039;&#039;, because it is better to not buy the item in question and instead let the materials multiply in the &#039;&#039;Piggy Bank&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you own a &#039;&#039;Piggy Bank&#039;&#039;, you need to carefully re-evaluate any economic items before buying them. Recycling items from crates for materials becomes a lot more valuable for the same reason (even economic items).&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6392</id>
		<title>Piggy Bank</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6392"/>
		<updated>2023-11-12T20:40:32Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Piggy Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Piggy Bank, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Piggy Bank}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Piggy Bank ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; multiplies the character&#039;s [[Materials]] by 1.2 (adds 20%) at the beginning of a [[Waves|Wave]].&lt;br /&gt;
&lt;br /&gt;
Unlike the materials gained from [[Harvesting]], &#039;&#039;Piggy Bank&#039;&#039; does not give [[Experience]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; stops functioning after wave 20, and becomes effectively useless. This is only relevant in [[Endless Mode]].&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6391</id>
		<title>Piggy Bank</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6391"/>
		<updated>2023-11-12T20:40:12Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Piggy Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Piggy Bank, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Piggy Bank}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Piggy Bank ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; multiplies the character&#039;s [[Materials]] by 1.2 (adds 20%) at the beginning of a [[Waves|Wave]].&lt;br /&gt;
&lt;br /&gt;
Unlike the materials gained from [[Harvesting]], &#039;&#039;Piggy Bank&#039;&#039; does not give [[Experience]].&lt;br /&gt;
&lt;br /&gt;
Piggy Bank stops functioning after wave 20, and becomes effectively useless. This is only relevant in [[Endless Mode]].&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6390</id>
		<title>Piggy Bank</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Piggy_Bank&amp;diff=6390"/>
		<updated>2023-11-12T20:39:50Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Piggy Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Piggy Bank, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Piggy Bank}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Piggy Bank ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piggy Bank&#039;&#039; multiplies the character&#039;s [[Materials]] by 1.2 (adds 20%) at the beginning of a [[Wave]].&lt;br /&gt;
&lt;br /&gt;
Unlike the materials gained from [[Harvesting]], &#039;&#039;Piggy Bank&#039;&#039; does not give [[Experience]].&lt;br /&gt;
&lt;br /&gt;
Piggy Bank stops functioning after wave 20, and becomes effectively useless. This is only relevant in [[Endless Mode]].&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Template:Unique&amp;diff=6389</id>
		<title>Template:Unique</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Template:Unique&amp;diff=6389"/>
		<updated>2023-11-12T20:35:47Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Unique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{PAGENAME}}&#039;&#039; is a &#039;&#039;unique&#039;&#039; item. Only 1 of each &#039;&#039;unique&#039;&#039; item can be equipped, and it will then no longer be offered in the Shop, and no longer drop from loot crates.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Template:Unique&amp;diff=6388</id>
		<title>Template:Unique</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Template:Unique&amp;diff=6388"/>
		<updated>2023-11-12T20:34:59Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Unique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique==&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} is a &#039;&#039;unique&#039;&#039; item. Only 1 of each &#039;&#039;unique&#039;&#039; item can be equipped, and it will then no longer be offered in the Shop, and no longer drop from loot crates.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6387</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6387"/>
		<updated>2023-11-12T20:28:14Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Starting Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; likes weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is quite effective (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
==== Upgrading the weapon ====&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing, in case you find an early T3; then wait for another T3 to turn up in order to get to T4. You can also lock the T3 and wait for another T2, to go straight to T4, but this will block a shop slot, which is an opportunity cost.&lt;br /&gt;
&lt;br /&gt;
In order to not waste materials on rerolls, keep in mind that the first 5 shops have special restrictions for what they will display: the first two shops will always display 2 weapons, the third shop will always display 1 weapon, and the fourth and fifth shop will display at least 1 weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also observe that, assuming you want to keep your starting weapon, you will need every tier level of your weapon exactly once, in order to get to T4. So when you have your T2, you are only interested in T2+, then only T3+. Ideally you want to upgrade and not recycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since the first two shops only offer T1 weapons, you can not upgrade past T2. If you then have 2 items locked in these shops, &#039;&#039;rerolling becomes a waste of materials&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the third shop, the chance for a T2 weapon is only 12%, and it is not guaranteed to be your weapon. In this shop, there is only 1 weapon on display, so rerolling is not economical in shop 3, especially not if you also have items locked.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finally, to increase the chances for more items on rerolls in shops 4 and 5, you can lock a weapon (ideally the one that you need) before you reroll.&lt;br /&gt;
&lt;br /&gt;
==== Secondary and utility items ====&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6386</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6386"/>
		<updated>2023-11-09T00:01:24Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Important stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is quite effective (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
==== Upgrading the weapon ====&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing, in case you find an early T3; then wait for another T3 to turn up in order to get to T4. You can also lock the T3 and wait for another T2, to go straight to T4, but this will block a shop slot, which is an opportunity cost.&lt;br /&gt;
&lt;br /&gt;
In order to not waste materials on rerolls, keep in mind that the first 5 shops have special restrictions for what they will display: the first two shops will always display 2 weapons, the third shop will always display 1 weapon, and the fourth and fifth shop will display at least 1 weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also observe that, assuming you want to keep your starting weapon, you will need every tier level of your weapon exactly once, in order to get to T4. So when you have your T2, you are only interested in T2+, then only T3+. Ideally you want to upgrade and not recycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since the first two shops only offer T1 weapons, you can not upgrade past T2. If you then have 2 items locked in these shops, &#039;&#039;rerolling becomes a waste of materials&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the third shop, the chance for a T2 weapon is only 12%, and it is not guaranteed to be your weapon. In this shop, there is only 1 weapon on display, so rerolling is not economical in shop 3, especially not if you also have items locked.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finally, to increase the chances for more items on rerolls in shops 4 and 5, you can lock a weapon (ideally the one that you need) before you reroll.&lt;br /&gt;
&lt;br /&gt;
==== Secondary and utility items ====&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6385</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6385"/>
		<updated>2023-11-08T23:09:05Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Upgrading the weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
==== Upgrading the weapon ====&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing, in case you find an early T3; then wait for another T3 to turn up in order to get to T4. You can also lock the T3 and wait for another T2, to go straight to T4, but this will block a shop slot, which is an opportunity cost.&lt;br /&gt;
&lt;br /&gt;
In order to not waste materials on rerolls, keep in mind that the first 5 shops have special restrictions for what they will display: the first two shops will always display 2 weapons, the third shop will always display 1 weapon, and the fourth and fifth shop will display at least 1 weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also observe that, assuming you want to keep your starting weapon, you will need every tier level of your weapon exactly once, in order to get to T4. So when you have your T2, you are only interested in T2+, then only T3+. Ideally you want to upgrade and not recycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since the first two shops only offer T1 weapons, you can not upgrade past T2. If you then have 2 items locked in these shops, &#039;&#039;rerolling becomes a waste of materials&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the third shop, the chance for a T2 weapon is only 12%, and it is not guaranteed to be your weapon. In this shop, there is only 1 weapon on display, so rerolling is not economical in shop 3, especially not if you also have items locked.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finally, to increase the chances for more items on rerolls in shops 4 and 5, you can lock a weapon (ideally the one that you need) before you reroll.&lt;br /&gt;
&lt;br /&gt;
==== Secondary and utility items ====&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6384</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6384"/>
		<updated>2023-11-08T22:51:05Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Upgrading the weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
==== Upgrading the weapon ====&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing, in case you find an early T3; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as &lt;br /&gt;
well.&lt;br /&gt;
&lt;br /&gt;
In order to not waste materials on rerolls, keep in mind that the first 5 shops have special restrictions for what they will display: the first two shops will always display 2 weapons, the third shop will always display 1 weapon, and the fourth and fifth shop will display at least 1 weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also observe that, assuming you want to keep your starting weapon, you will need every tier level of your weapon exactly once, in order to get to T4. So when you have your T2, you are only interested in T2+, then only T3+. Ideally you want to upgrade and not recycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since the first two shops only offer T1 weapons, you can not upgrade past T2. If you then have 2 items locked in these shops, &#039;&#039;rerolling becomes a waste of materials&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the third shop, the chance for a T2 weapon is only 12%, and it is not guaranteed to be your weapon. In this shop, there is only 1 weapon on display, so rerolling is not economical in shop 3, especially not if you also have items locked.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finally, to increase the chances for more items on rerolls in shops 4 and 5, you can lock a weapon (ideally the one that you need) before you reroll.&lt;br /&gt;
&lt;br /&gt;
==== Secondary and utility items ====&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6383</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6383"/>
		<updated>2023-11-08T22:50:07Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Upgrading the weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
==== Upgrading the weapon ====&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing, in case you find an early T3; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as &lt;br /&gt;
well.&lt;br /&gt;
&lt;br /&gt;
In order to not waste materials on rerolls, keep in mind that the first 5 shops have special restrictions for what they will display: the first two shops will always display 2 weapons, the third shop will always display 1 weapon, and the fourth and fifth shop will display at least 1 weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also observe that, assuming you want to keep your starting weapon, you will need every tier level of your weapon exactly once, in order to get to T4. So when you have your T2, you are only interested in T2+, then only T3+. Ideally you want to upgrade and not recycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since the first two shops only offer T1 weapons, you can not upgrade past T2. So if you have 2 items locked in these shops, &#039;&#039;rerolling becomes a waste of materials&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the third shop, the chance for a T2 weapon is only 12%, and it is not guaranteed to be your weapon. In this shop, there is only 1 weapon on display, so rerolling is not economical in shop 3, especially not if you also have items locked.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finally, to increase the chances for more items on rerolls in shops 4 and 5, you can lock a weapon (ideally the one that you need) before you reroll.&lt;br /&gt;
&lt;br /&gt;
==== Secondary and utility items ====&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6382</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6382"/>
		<updated>2023-11-08T22:49:15Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Upgrading the weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
==== Upgrading the weapon ====&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing, in case you find an early T3; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as &lt;br /&gt;
well.&lt;br /&gt;
&lt;br /&gt;
In order to not waste materials on rerolls, keep in mind that the first 5 shops have special restrictions for what they will display: the first two shops will always display 2 weapons, the third shop will always display 1 weapon, and the fourth and fifth shop will display at least 1 weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also observe that, assuming you want to keep your starting weapon, you will need every tier level of your weapon exactly once, in order to get to T4. So as you as you have T2, you are only interested in T2+, then only T3+. Ideally you want to upgrade and not recycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since the first two shops only offer T1 weapons, you can not upgrade past T2. So if you have 2 items locked in these shops, &#039;&#039;rerolling becomes a waste of materials&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the third shop, the chance for a T2 weapon is only 12%, and it is not guaranteed to be your weapon. In this shop, there is only 1 weapon on display, so rerolling is not economical in shop 3, especially not if you also have items locked.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finally, to increase the chances for more items on rerolls in shops 4 and 5, you can lock a weapon (ideally the one that you need) before you reroll.&lt;br /&gt;
&lt;br /&gt;
==== Secondary and utility items ====&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6381</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6381"/>
		<updated>2023-11-08T22:48:35Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Item strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
==== Upgrading the weapon ====&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as &lt;br /&gt;
well.&lt;br /&gt;
&lt;br /&gt;
In order to not waste materials on rerolls, keep in mind that the first 5 shops have special restrictions for what they will display: the first two shops will always display 2 weapons, the third shop will always display 1 weapon, and the fourth and fifth shop will display at least 1 weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also observe that, assuming you want to keep your starting weapon, you will need every tier level of your weapon exactly once, in order to get to T4. So as you as you have T2, you are only interested in T2+, then only T3+. Ideally you want to upgrade and not recycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since the first two shops only offer T1 weapons, you can not upgrade past T2. So if you have 2 items locked in these shops, &#039;&#039;rerolling becomes a waste of materials&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the third shop, the chance for a T2 weapon is only 12%, and it is not guaranteed to be your weapon. In this shop, there is only 1 weapon on display, so rerolling is not economical in shop 3, especially not if you also have items locked.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finally, to increase the chances for more items on rerolls in shops 4 and 5, you can lock a weapon (ideally the one that you need) before you reroll.&lt;br /&gt;
&lt;br /&gt;
==== Secondary and utility items ====&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6380</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6380"/>
		<updated>2023-11-08T18:50:48Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Character Synergies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools gives 10% &#039;&#039;Attack Speed&#039;&#039;, and increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. Instead, the item increases the effect &#039;&#039;rate&#039;&#039; of the structures, in the same way as [[Attack Speed]] increases the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Tools&#039;&#039; is powerful on all characters and builds with high [[Attack Speed]], as it applies 50% of that stat&#039;s effect to all &#039;&#039;Engineering&#039;&#039; structures.&lt;br /&gt;
&lt;br /&gt;
It also makes the &#039;&#039;Attack Speed&#039;&#039; stat more useful for pure &#039;&#039;Engineering&#039;&#039; builds, which would otherwise not invest heavily into that stat.&lt;br /&gt;
&lt;br /&gt;
It is furthermore very strong on builds that heavily rely on [[Garden|Gardens]], such as [[Pruner]] builds.&lt;br /&gt;
&lt;br /&gt;
When planning an &#039;&#039;Engineering&#039;&#039; build, it can be a good strategy to anticipate picking up this item (especially when the character is &#039;&#039;tagged&#039;&#039; with &#039;&#039;Engineering&#039;&#039;, so this item will drop more likely). In this case, you can build &#039;&#039;Attack Speed&#039;&#039; early in order to help this item&#039;s effect later on.&lt;br /&gt;
&lt;br /&gt;
==== Character Synergies ====&lt;br /&gt;
&lt;br /&gt;
* [[Engineer]]: heavily relies on &#039;&#039;Engineering&#039;&#039;&lt;br /&gt;
* [[One Armed]]: starts with +200% &#039;&#039;Attack Speed&#039;&#039;&lt;br /&gt;
* [[Farmer]]: typically relies on [[Garden|Gardens]] to farm &#039;&#039;Harvesting&#039;&#039;&lt;br /&gt;
* [[Cyborg]]: uses Engineering structures as a main damage source&lt;br /&gt;
* [[Streamer]]: typically tries to accumulate many structures, and has +40% &#039;&#039;Attack Speed&#039;&#039; while moving&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6379</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6379"/>
		<updated>2023-11-08T18:50:29Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools gives 10% &#039;&#039;Attack Speed&#039;&#039;, and increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. Instead, the item increases the effect &#039;&#039;rate&#039;&#039; of the structures, in the same way as [[Attack Speed]] increases the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Tools&#039;&#039; is powerful on all characters and builds with high [[Attack Speed]], as it applies 50% of that stat&#039;s effect to all &#039;&#039;Engineering&#039;&#039; structures.&lt;br /&gt;
&lt;br /&gt;
It also makes the &#039;&#039;Attack Speed&#039;&#039; stat more useful for pure &#039;&#039;Engineering&#039;&#039; builds, which would otherwise not invest heavily into that stat.&lt;br /&gt;
&lt;br /&gt;
It is furthermore very strong on builds that heavily rely on [[Garden|Gardens]], such as [[Pruner]] builds.&lt;br /&gt;
&lt;br /&gt;
When planning an &#039;&#039;Engineering&#039;&#039; build, it can be a good strategy to anticipate picking up this item (especially when the character is &#039;&#039;tagged&#039;&#039; with &#039;&#039;Engineering&#039;&#039;, so this item will drop more likely). In this case, you can build &#039;&#039;Attack Speed&#039;&#039; early in order to help this item&#039;s effect later on.&lt;br /&gt;
&lt;br /&gt;
==== Character Synergies ====&lt;br /&gt;
&lt;br /&gt;
* [[Engineer]]: heavily relies on &#039;&#039;Engineering&#039;&#039;&lt;br /&gt;
* [[One Armed]]: starts with +200% &#039;&#039;Attack Speed&#039;&#039;&lt;br /&gt;
* [[Farmer]]: typically relies on [[Gardens]] to farm &#039;&#039;Harvesting&#039;&#039;&lt;br /&gt;
* [[Cyborg]]: uses Engineering structures as a main damage source&lt;br /&gt;
* [[Streamer]]: typically tries to accumulate many structures, and has +40% &#039;&#039;Attack Speed&#039;&#039; while moving&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6378</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6378"/>
		<updated>2023-11-08T18:45:27Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Improved Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools gives 10% &#039;&#039;Attack Speed&#039;&#039;, and increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. Instead, the item increases the effect &#039;&#039;rate&#039;&#039; of the structures, in the same way as [[Attack Speed]] increases the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Tools&#039;&#039; is powerful on all characters and builds with high [[Attack Speed]], as it applies 50% of that stat&#039;s effect to all &#039;&#039;Engineering&#039;&#039; structures.&lt;br /&gt;
&lt;br /&gt;
It also makes the &#039;&#039;Attack Speed&#039;&#039; stat more useful for pure &#039;&#039;Engineering&#039;&#039; builds, which would otherwise not invest heavily into that stat.&lt;br /&gt;
&lt;br /&gt;
It is furthermore very strong on builds that heavily rely on [[Garden|Gardens]], such as [[Pruner]] builds.&lt;br /&gt;
&lt;br /&gt;
When planning an &#039;&#039;Engineering&#039;&#039; build, it can be a good strategy to anticipate picking up this item (especially when the character is &#039;&#039;tagged&#039;&#039; with &#039;&#039;Engineering&#039;&#039;, so this item will drop more likely). In this case, you can build &#039;&#039;Attack Speed&#039;&#039; early in order to help this item&#039;s effect later on.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6377</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6377"/>
		<updated>2023-11-08T18:44:32Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Improved Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools gives 10% &#039;&#039;Attack Speed&#039;&#039;, and increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. Instead, the item reduces the effect &#039;&#039;rate&#039;&#039; of the structures, in the same way as [[Attack Speed]] does increase the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Tools&#039;&#039; is powerful on all characters and builds with high [[Attack Speed]], as it applies 50% of that stat&#039;s effect to all &#039;&#039;Engineering&#039;&#039; structures.&lt;br /&gt;
&lt;br /&gt;
It also makes the &#039;&#039;Attack Speed&#039;&#039; stat more useful for pure &#039;&#039;Engineering&#039;&#039; builds, which would otherwise not invest heavily into that stat.&lt;br /&gt;
&lt;br /&gt;
It is furthermore very strong on builds that heavily rely on [[Garden|Gardens]], such as [[Pruner]] builds.&lt;br /&gt;
&lt;br /&gt;
When planning an &#039;&#039;Engineering&#039;&#039; build, it can be a good strategy to anticipate picking up this item (especially when the character is &#039;&#039;tagged&#039;&#039; with &#039;&#039;Engineering&#039;&#039;, so this item will drop more likely). In this case, you can build &#039;&#039;Attack Speed&#039;&#039; early in order to help this item&#039;s effect later on.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6376</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6376"/>
		<updated>2023-11-08T18:21:13Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Item strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as well.&lt;br /&gt;
&lt;br /&gt;
The third shop (wave 3) will put exactly 1 weapon on display, and the base chance for it being T2 is only 12%. It is therefore bad strategy to spend reroll money in this shop (if the main goal for rerolling is to find a weapon upgrade to T3).&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6375</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6375"/>
		<updated>2023-11-08T18:15:38Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Item strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as well.&lt;br /&gt;
&lt;br /&gt;
The third shop (wave 3) will put exactly 1 weapon on display, and the base chance for it being T2 is only 12%. It is therefore bad strategy to spend reroll money in this shop, if the goal is to find a weapon upgrade to T3.&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6374</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6374"/>
		<updated>2023-11-08T18:15:09Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Item strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as well.&lt;br /&gt;
&lt;br /&gt;
The third shop (wave 3) will put exactly 1 weapon on display, and the base chance for it being T2 is only 12%. It is therefore a bad strategy to spend reroll money in this shop, if the goal is to find a weapon upgrade to T3.&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6373</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6373"/>
		<updated>2023-11-08T18:13:59Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Item strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as well.&lt;br /&gt;
&lt;br /&gt;
The third shop (wave 3) will put exactly 1 weapon on display, and the base chance for it being T2 is only 12%. It is therefore not a good strategy to spend reroll money in this shop in order to upgrade the weapon to T3.&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6372</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6372"/>
		<updated>2023-11-08T18:12:22Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Item strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as well.&lt;br /&gt;
&lt;br /&gt;
The third shop (wave 3) will put exactly 1 weapon on display, and the base chance for it being T2 is only 12%. It is therefore not a good strategy to spend reroll money in this shop if the goal is to upgrade the weapon to T3.&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6371</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6371"/>
		<updated>2023-11-08T18:11:16Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Item strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as well.&lt;br /&gt;
&lt;br /&gt;
The third shop (wave 3) will put exactly 1 weapon on display, and the base chance for it being T2 is only 12%. It is therefore not a good strategy to spend reroll money in this shop if the goal is to upgrade the weapon.&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6370</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6370"/>
		<updated>2023-11-08T18:03:34Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Item strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as well.&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies half of your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6369</id>
		<title>One Armed</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=One_Armed&amp;diff=6369"/>
		<updated>2023-11-08T18:02:40Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Synergies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to One Armed Character, Stats, How to Unlock, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox_Character_Helper}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Character}}&lt;br /&gt;
{{CharacterUnlockedBy}}&lt;br /&gt;
{{CharacterUnlocks}}&lt;br /&gt;
&lt;br /&gt;
==Starting Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Armed&#039;&#039; has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon.&lt;br /&gt;
&lt;br /&gt;
The broad range of weapons allows for scaling off any base stat, except for [[Armor]].&lt;br /&gt;
&lt;br /&gt;
Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;starting-weapons-table&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    	&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Focus|rarity=4|size=40px}}&lt;br /&gt;
| {{Item Data|Focus|stats}}&lt;br /&gt;
| The downside of this item is low, because &#039;&#039;One Armed&#039;&#039; only carries 1 weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Improved Tools|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Improved Tools|stats}}&lt;br /&gt;
| &#039;&#039;One Armed&#039;&#039; starts with +200% Attack Speed, and this item will apply half of this bonus to all &#039;&#039;Engineering&#039;&#039; structures as well.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{Iconbox|Silver Bullet|rarity=3|size=40px}}&lt;br /&gt;
| {{Item Data|Silver Bullet|stats}}&lt;br /&gt;
| The effect of this item is doubled, and then multiplied with &#039;&#039;%Damage&#039;&#039;, which is also doubled. Potentially very strong, if &#039;&#039;%Damage&#039;&#039; is high enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide and Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Handed&#039;&#039; has triple regular [[Attack Speed]] (+200%), and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;One Armed&#039;&#039; can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a &#039;&#039;cleave&#039;&#039; (piercing) or &#039;&#039;bounce&#039;&#039; effect are very desirable on &#039;&#039;One Armed&#039;&#039;. &#039;&#039;Bounce&#039;&#039; effects in particular reach across the entire map, because bouncing projectiles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
=== Starting weapon ===&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Lightning Shiv}} is the strongest option.&lt;br /&gt;
&lt;br /&gt;
Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.&lt;br /&gt;
&lt;br /&gt;
Like with all melee weapons, the melee part of the attack will &#039;&#039;cleave&#039;&#039;, i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).&lt;br /&gt;
&lt;br /&gt;
Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.&lt;br /&gt;
&lt;br /&gt;
{{MiniIconbox|name=Slingshot}} is a good ranged option. &lt;br /&gt;
&lt;br /&gt;
It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].&lt;br /&gt;
&lt;br /&gt;
Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.&lt;br /&gt;
&lt;br /&gt;
Getting piercing from items is very desirable with a Slingshot.&lt;br /&gt;
&lt;br /&gt;
=== Important stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage&#039;&#039; stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.&lt;br /&gt;
&lt;br /&gt;
With the weapons that are strongest on &#039;&#039;One Armed&#039;&#039;, [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.&lt;br /&gt;
&lt;br /&gt;
If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot get the usual set bonus of +50 Range for 6 guns. High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Ranged Damage&#039;&#039;, if you can use that, then [[Armor]] (both are quite rare in the shop). &lt;br /&gt;
&lt;br /&gt;
Upgrades should always be opportunistic, depending on what the options are.&lt;br /&gt;
&lt;br /&gt;
Do not tunnel vision on damage.&lt;br /&gt;
&lt;br /&gt;
[[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.&lt;br /&gt;
&lt;br /&gt;
=== Item strategy ===&lt;br /&gt;
&lt;br /&gt;
All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative &#039;&#039;Damage&#039;&#039;. Items should be chosen accordingly.&lt;br /&gt;
&lt;br /&gt;
However, do not blindly pick anything with &#039;&#039;Damage&#039;&#039; on it, because many items also have a downside, usually some negative stat. Since there is enough &#039;&#039;Damage&#039;&#039; to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).&lt;br /&gt;
&lt;br /&gt;
%[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building &#039;&#039;One Armed&#039;&#039; (and other characters as well).&lt;br /&gt;
&lt;br /&gt;
It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you need to find the higher tiers in the shop. It&#039;s OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher &#039;&#039;Luck&#039;&#039;, which is a useful stat for other reasons as well.&lt;br /&gt;
&lt;br /&gt;
Items that cause damage (&amp;quot;secondary damage&amp;quot;) such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on &#039;&#039;One Armed&#039;&#039;, because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).&lt;br /&gt;
&lt;br /&gt;
If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Silver Bullet]] in particular can be a very powerful item on &#039;&#039;One Armed&#039;&#039;: its value is doubled (by your trait), and its effect is &#039;&#039;multiplicative&#039;&#039; with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.&lt;br /&gt;
&lt;br /&gt;
Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. &#039;&#039;Engineering&#039;&#039; related items should therefore have low priority, but can still be a decent source of secondary damage. Turrets and Landmines can spread burn with &#039;&#039;Scared Sausage&#039;&#039;. The item [[Improved Tools]] applies your Attack Speed bonus to all Engineering structures; this is very strong. If you get this item, all Engineering items become very good value.&lt;br /&gt;
&lt;br /&gt;
The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).&lt;br /&gt;
&lt;br /&gt;
Economic items and harvesting should be valued highly, as with mostly any character.&lt;br /&gt;
&lt;br /&gt;
{{NavBoxCharacters}}&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6368</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6368"/>
		<updated>2023-11-08T17:46:04Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
It also adds 10%&amp;amp;nbsp;&#039;&#039;Attack Speed&#039;&#039; to the character&#039;s stat.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. The item reduces the effect &#039;&#039;rate&#039;&#039; of the structures in the same way as [[Attack Speed]] does increase the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Tools&#039;&#039; is powerful on all characters and builds with high [[Attack Speed]], as it applies 50% of that stat&#039;s effect to all &#039;&#039;Engineering&#039;&#039; structures.&lt;br /&gt;
&lt;br /&gt;
It also makes the &#039;&#039;Attack Speed&#039;&#039; stat more useful for pure &#039;&#039;Engineering&#039;&#039; builds, which would otherwise not invest heavily into that stat.&lt;br /&gt;
&lt;br /&gt;
It is furthermore very strong on builds that heavily rely on [[Garden|Gardens]], such as [[Pruner]] builds.&lt;br /&gt;
&lt;br /&gt;
When planning an &#039;&#039;Engineering&#039;&#039; build, it can be a good strategy to anticipate picking up this item (especially when the character is &#039;&#039;tagged&#039;&#039; with &#039;&#039;Engineering&#039;&#039;, so this item will drop more likely). In this case, you can build &#039;&#039;Attack Speed&#039;&#039; early in order to help this item&#039;s effect later on.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6367</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6367"/>
		<updated>2023-11-08T17:45:42Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
It also adds 10%&amp;amp;nbsp;&#039;&#039;Attack Speed&#039;&#039; to the character&#039;s stat.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. The item reduces the effect &#039;&#039;rate&#039;&#039; of the structures in the same way as [[Attack Speed]] does increase the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Tools&#039;&#039; is powerful on all characters and builds with high [[Attack Speed]], as it applies 50% of that stat&#039;s effect to all &#039;&#039;Engineering&#039;&#039; structures.&lt;br /&gt;
&lt;br /&gt;
It also makes the &#039;&#039;Attack Speed&#039;&#039; stat more useful for pure &#039;&#039;Engineering&#039;&#039; builds, which would otherwise not invest heavily into that stat.&lt;br /&gt;
&lt;br /&gt;
It is also very strong on builds that heavily rely on [[Garden|Gardens]], such as [[Pruner]] builds.&lt;br /&gt;
&lt;br /&gt;
When planning an &#039;&#039;Engineering&#039;&#039; build, it can be a good strategy to anticipate picking up this item (especially when the character is &#039;&#039;tagged&#039;&#039; with &#039;&#039;Engineering&#039;&#039;, so this item will drop more likely). In this case, you can build &#039;&#039;Attack Speed&#039;&#039; early in order to help this item&#039;s effect later on.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6366</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6366"/>
		<updated>2023-11-08T17:45:18Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
It also adds 10%&amp;amp;nbsp;&#039;&#039;Attack Speed&#039;&#039; to the character&#039;s stat.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. The item reduces the effect &#039;&#039;rate&#039;&#039; of the structures in the same way as [[Attack Speed]] does increase the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Tools&#039;&#039; is powerful on all characters and builds with high [[Attack Speed]], as it applies 50% of that stat&#039;s effect to all &#039;&#039;Engineering&#039;&#039; structures.&lt;br /&gt;
&lt;br /&gt;
It also makes the &#039;&#039;Attack Speed&#039;&#039; stat more useful for pure &#039;&#039;Engineering&#039;&#039; builds, which would otherwise not invest heavily in that stat.&lt;br /&gt;
&lt;br /&gt;
It is also very strong on builds that heavily rely on [[Garden|Gardens]], such as [[Pruner]] builds.&lt;br /&gt;
&lt;br /&gt;
When planning an &#039;&#039;Engineering&#039;&#039; build, it can be a good strategy to anticipate picking up this item (especially when the character is &#039;&#039;tagged&#039;&#039; with &#039;&#039;Engineering&#039;&#039;, so this item will drop more likely). In this case, you can build &#039;&#039;Attack Speed&#039;&#039; early in order to help this item&#039;s effect later on.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6365</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6365"/>
		<updated>2023-11-08T17:44:54Z</updated>

		<summary type="html">&lt;p&gt;Sigi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
It also adds 10%&amp;amp;nbsp;&#039;&#039;Attack Speed&#039;&#039; to the character&#039;s stat.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. The item reduces the effect &#039;&#039;rate&#039;&#039; of the structures in the same way as [[Attack Speed]] does increase the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improved Tools&#039;&#039; is powerful for all characters and builds with high [[Attack Speed]], as it applies 50% of that stat&#039;s effect to all &#039;&#039;Engineering&#039;&#039; structures.&lt;br /&gt;
&lt;br /&gt;
It also makes the &#039;&#039;Attack Speed&#039;&#039; stat more useful for pure &#039;&#039;Engineering&#039;&#039; builds, which would otherwise not invest heavily in that stat.&lt;br /&gt;
&lt;br /&gt;
It is also very strong on builds that heavily rely on [[Garden|Gardens]], such as [[Pruner]] builds.&lt;br /&gt;
&lt;br /&gt;
When planning an &#039;&#039;Engineering&#039;&#039; build, it can be a good strategy to anticipate picking up this item (especially when the character is &#039;&#039;tagged&#039;&#039; with &#039;&#039;Engineering&#039;&#039;, so this item will drop more likely). In this case, you can build &#039;&#039;Attack Speed&#039;&#039; early in order to help this item&#039;s effect later on.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6364</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6364"/>
		<updated>2023-11-08T17:34:50Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Improved Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced by the given amount; this is not the case. The item reduces the effect &#039;&#039;rate&#039;&#039; of the structures in the same way as [[Attack Speed]] does increase the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
Improved Tools is a powerful item for [[Engineering]] builds, but requires you to invest in attack speed, something you might not otherwise would want to do.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6363</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6363"/>
		<updated>2023-11-08T17:33:51Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Improved Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools increases the speed of all &#039;&#039;Engineering&#039;&#039; structures by half of the current [[Attack Speed]].&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Landmines]], which will spawn faster, and [[Garden|Gardens]] which will generate [[Consumable|healing fruits]] faster.&lt;br /&gt;
&lt;br /&gt;
All Engineering structures are affected, no matter the source of the structure.&lt;br /&gt;
&lt;br /&gt;
The in-game tooltip for this item incorrectly states that the &amp;quot;attack cooldown&amp;quot; is reduced; this is not the case. The item reduces the effect rates of the structures in the same way as [[Attack Speed]] does increase the attack rate of weapons.&lt;br /&gt;
&lt;br /&gt;
Improved Tools is a powerful item for [[Engineering]] builds, but requires you to invest in attack speed, something you might not otherwise would want to do.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6362</id>
		<title>Improved Tools</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Improved_Tools&amp;diff=6362"/>
		<updated>2023-11-08T17:25:51Z</updated>

		<summary type="html">&lt;p&gt;Sigi: remove obsolete remark&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Brotato Wiki Guide to Improved Tools, Stats, Rarity, and Synergies&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{Infobox Item|name=Improved Tools}}&lt;br /&gt;
{{Item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Unique}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Tools ==&lt;br /&gt;
&lt;br /&gt;
Improved Tools increases the attack speed of your turrets by half of your [[Attack Speed]] stat, So if you have 100% attack speed, it increases the attack speed of your Turrets by 50%. The full fractional amount is counted internally, even when the tooltip rounds to the full second. &lt;br /&gt;
&lt;br /&gt;
Improved Tools is a powerful item for [[Engineering]] builds, but requires you to invest in attack speed, something you might not otherwise would want to do.&lt;br /&gt;
&lt;br /&gt;
The Improved Tools also increases the [[Consumable]] spawn rate of [[Garden|Gardens]], including the gardens spawned by [[Pruner|Pruners]]. It also increases the spawn rate of [[Landmines]], including the mines spawned by [[Screwdriver|Screwdrivers]].&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Template:Unique&amp;diff=6361</id>
		<title>Template:Unique</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Template:Unique&amp;diff=6361"/>
		<updated>2023-11-08T17:24:30Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Unique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique==&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} is a unique item. Only 1 of each &#039;&#039;Unique&#039;&#039; item can be equipped, and it will then no longer be offered in the Shop.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
	<entry>
		<id>https://brotato.wiki.spellsandguns.com/index.php?title=Template:Unique&amp;diff=6360</id>
		<title>Template:Unique</title>
		<link rel="alternate" type="text/html" href="https://brotato.wiki.spellsandguns.com/index.php?title=Template:Unique&amp;diff=6360"/>
		<updated>2023-11-08T17:24:07Z</updated>

		<summary type="html">&lt;p&gt;Sigi: /* Unique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique==&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} is a unique item. Only 1 of each &#039;&#039;Unique&#039;&#039; item can be bought, and it will then no longer be offered in the Shop.&lt;/div&gt;</summary>
		<author><name>Sigi</name></author>
	</entry>
</feed>