An 80-damage swing with a 210-gold price tag
The Captain’s Sword deals 80 damage per thrust at tier 4 on a 0.95s cooldown, for 84.2 base DPS. That is the second-hardest single hit in the Blade class, behind only Excalibur’s 200, and ahead of Thunder Sword’s 75 and Sword’s 65. It also costs 210 gold, has no tier 1 or tier 2 version, appears in zero character starting pools, and is flagged as Abyssal Terrors DLC in the cached table.
Everything about it is late-arriving: the item, the tier, the price. That shapes the entire build — you cannot plan a run around a Captain’s Sword at wave 1, you can only decide at wave 12 whether 110 gold for 48.5 DPS is the best use of your shop.
“Captain’s Sword parsed from brotato.wiki.gg and cached in src/data/brotato-weapons.json: T3 50 damage / 1.03s / 48.5 DPS / 110 gold, T4 80 damage / 0.95s / 84.2 DPS / 210 gold, 200 range, 5 knockback, Abyssal Terrors DLC.”
Both tiers
| Tier | Damage | Cooldown | Base DPS | Range | Knockback | Crit | Price | DPS per gold |
|---|---|---|---|---|---|---|---|---|
| T3 | 50 | 1.03s | 48.5 | 200 | 5 | 3% x2 | 110 | 0.44 |
| T4 | 80 | 0.95s | 84.2 | 200 | 5 | 3% x2 | 210 | 0.40 |
The T4 upgrade costs 100 gold and returns 35.7 DPS — a 74% gain. That is a healthy step for the price, and it is the only upgrade decision in the weapon’s life.
Range and knockback are constants: 200 and 5. 200 is the standard Blade reach, shared with Sword, Vorpal Sword, War Hammer and Ghost Axe, and 50 units beyond the 150 cluster where Fist, Brick and Knife live. It is enough to hit an enemy at the edge of your swing arc without stepping inside theirs, which is the main reason Blade builds tolerate 5 knockback.
Crit at 3% x2 is the weapon’s weakest line. An expected multiplier of 1.03 means crit items convert to almost nothing — the same problem the Fist has at 1% x1.5.
Where it sits in the Blade class
Blade holds 8 weapons, and the Captain’s Sword is the fourth-most expensive tier-4 entry at 210 gold, behind Chainsaw (242), Thunder Sword (238) and Excalibur (230):
| Weapon | T4 damage | T4 DPS | Price | DPS per gold |
|---|---|---|---|---|
| Excalibur | 200 | 303 | 230 | 1.32 |
| Captain’s Sword | 80 | 84.2 | 210 | 0.40 |
| Thunder Sword | 75 | 70.8 | 238 | 0.30 |
| Sword | 65 | 66.3 | 190 | 0.35 |
| Vorpal Sword | 55 | 57.9 | 200 | 0.29 |
| Circular Saw | 25 | 40.3 | 173 | 0.23 |
| Chopper | 30 | 33.7 | 122 | 0.28 |
| Chainsaw | 20 | 34.2 | 242 | 0.14 |
Excalibur is the outlier that makes the whole class look efficient — 1.32 DPS per gold at 230 is better than Captain’s Sword at 0.40 despite costing 20 gold more. Everything below Excalibur clusters at 0.14–0.40.
The Captain’s Sword’s real position is “best non-Legendary Blade damage per swing.” If you cannot get Excalibur — and you usually cannot, since it is T4-only and Legendary — 80 damage per swing is the highest Blade number available. That is worth something specific: it is the breakpoint where a single thrust removes mid-tier enemies instead of damaging them.
The Naval tag, and what it costs you
Captain’s Sword carries Blade/Naval. Naval has 5 members — Anchor, Blunderbuss, Harpoon Gun, Trident and the Captain’s Sword — and every one of them is flagged Abyssal Terrors DLC. Naval and Musical are the only two classes in the table with 100% DLC membership — Musical’s Lute and Flute are DLC-tagged as well.
That has two consequences. First, if you are playing without the DLC, the Captain’s Sword does not exist for you and the Naval tag is irrelevant; treat this page as a DLC-only build. Second, if you do own the DLC, Naval is a 5-weapon pool with a damage ceiling of 84.2 (Captain’s Sword) and a floor of 13.5 (Blunderbuss). It is not a class you build around; it is a bonus tag that occasionally gives a weapon a second identity.
The Blade tag is the one that matters. Blade is 8 weapons with an all-tier entry (Chopper at 122 gold T4, Sword from T2 at 190), so a Captain’s Sword slots into an existing Blade shell without breaking tag synergy.
Character fits
No character starts with the weapon, so the question is which character makes a 210-gold Blade purchase pay.
Knight — “+2 Melee Damage for every 1 Armor you have”, “+3 Armor”, “You can’t equip ranged weapons”, “You can only equip tier II weapons or above”, “Attack Speed modifications are reduced by 50%”, “Harvesting modifications are reduced by 80%”. Knight’s tier restriction costs nothing here because the Captain’s Sword starts at T3. The Armor-to-Melee conversion is the best possible multiplier for an 80-damage swing, and the 50% attack-speed penalty matters little on a 0.95s cooldown.
Captain — “+60% XP Gain for every free weapon slot you have”, “+100% stats gained from level upgrades”, “+200% XP required to level up”, “+2% Enemy health at the end of a wave”, “+2% Enemy damage at the end of a wave”. The names match, not the mechanics — Captain has no sword-specific perk. But the character’s “fewer, better weapons” logic fits a 210-gold finisher better than a four-cheap-weapons plan. Note the escalating enemy health and damage penalties: Captain runs get harder every wave, so burst damage that ends fights early is worth more there than sustained DPS.
Gladiator — “+20% Attack Speed for every different weapon you have”, “+5 Melee Damage”, “You can’t equip ranged weapons”, “-40% Attack Speed”, “-30 Luck”. Gladiator rewards weapon variety, so a Captain’s Sword next to a Hammer and a Spear is exactly the shape the perk wants.
Avoid it on Cyborg, where “Melee Damage modifications are reduced by 100%” makes any melee weapon a dead slot.
Wave plan
Waves 1–10. You cannot buy this weapon. Run a bridge Blade — Chopper exists at all four tiers (T1 15 gold, T4 122 for 33.7 DPS) and satisfies Knight’s tier-II rule from T2 at 31 gold.
Waves 11–14. The T3 window: 110 gold for 48.5 DPS. Against alternatives at that price, T4 Fist is 91 gold for 108.5, T4 Pistol 91 for 57.5, T4 Sword 190 for 66.3. The Captain’s Sword T3 is only competitive if you need Blade and cannot reach Sword’s 190.
Waves 15–20. T4 at 210 gold for 84.2 DPS. This is the buy that makes the weapon worth discussing: 80 damage per swing is enough to one-shot most mid-tier enemies, and 0.95s means you are swinging roughly once per second. Combined with 200 range, that is a clean “step in, delete, step out” rhythm.
Boss waves. 84.2 DPS against a boss is modest — the top ten tier-4 DPS list starts at 84.2 and runs to 303. What the Captain’s Sword offers is per-hit size, not throughput: 80 damage chunks are less wasted against a high-HP target than a 3-damage SMG tick.
Stat priorities
- Melee Damage first, because the weapon’s identity is its 80-damage base.
- Attack Speed second — 0.95s is the only lever that converts a slow, heavy swing into throughput.
- Max HP and Armor third, because 5 knockback at 200 range means you will take contact hits.
- Skip crit. 3% x2 is the second-worst crit profile in the Blade class after the Chainsaw’s 3% x1.5.
Where to go next
See the full Blade comparison in weapons by class and the cross-class ranking in best weapons tier list. The cheaper Blade entry is covered in Screwdriver build, the sustain Blade in Chainsaw build, and the per-swing alternative in Fist build. DLC availability is listed in the weapon database.