What a class tag actually does in Brotato
The cached weapon table sorts 79 weapons by two axes: melee or ranged (48 versus 31), and a class tag. There are 17 class tags in the data, and they are wildly uneven — Gun holds 14 weapons while Musical holds 2. That imbalance is the first thing to understand, because a class with 14 weapons gives you shop options every wave and a class with 2 weapons gives you one decision.
A class tag is not cosmetic. It is the label your damage stat and your character perks read. When a character’s perk line says “+100% Damage with Tool weapons”, every Tool weapon in the loadout doubles. The table holds exactly 4 Tool weapons: Chainsaw, Screwdriver, War Hammer and Wrench. That is the whole pool, and it is why Artificer’s perk is a build instruction rather than a bonus.
“Class tags parsed from brotato.wiki.gg: 17 tags across 79 weapons, 48 melee and 31 ranged, with tier-4 DPS and price per entry.”
Every class, its size, and its best tier-4 weapon
Best T4 means the highest base DPS weapon in that class that reaches tier 4 in the cached data. Price is the tier-4 shop cost.
| Class | Weapons | Best T4 weapon | T4 DPS | Price |
|---|---|---|---|---|
| Gun | 14 | Obliterator | 123.8 | 255 |
| Heavy | 13 | Gatling Laser | 137 | 290 |
| Elemental | 12 | Flaming Brass Knuckles | 135.6 | 173 |
| Precise | 11 | Icicle | 57.1 | 140 |
| Primitive | 10 | Hatchet | 71.4 | 91 |
| Explosive | 9 | Power Fist | 135.6 | 221 |
| Blade | 8 | Excalibur | 303 | 230 |
| Medieval | 8 | Mace | 81.3 | 185 |
| Support | 7 | Taser | 58.9 | 122 |
| Blunt | 6 | War Hammer | 102.6 | 255 |
| Legendary | 6 | Excalibur | 303 | 230 |
| Naval | 5 | Captain’s Sword | 84.2 | 210 |
| Unarmed | 5 | Flaming Brass Knuckles | 135.6 | 173 |
| Ethereal | 4 | Scythe | 208.3 | 285 |
| Tool | 4 | War Hammer | 102.6 | 255 |
| Medical | 3 | Medical Gun | 62.5 | 122 |
| Musical | 2 | Flute | 19.2 | 165 |
Three rows jump out. Blade contains the single best weapon in the game and has 8 members to draw from. Ethereal has only 4 members but a 208.3 DPS ceiling through Scythe. Musical has 2 weapons and a 19.2 DPS ceiling at 165 gold, which is the weakest top-end in the table by a factor of three.
The big four classes and what they are for
Gun (14 weapons). The widest pool and the most flexible price ladder. Pistol starts at 10 gold with 10 DPS, SMG at 20 with 18 DPS and 400 range, Revolver at 20 with 21.3 DPS and 450 range. At T4 the class tops out at Obliterator’s 123.8 DPS, but the practical Gun carry is Pistol at 57.5 DPS for 91 gold — 0.632 DPS per gold, the best ratio in the class.
Heavy (13 weapons). Overlaps Gun on Minigun, Obliterator and Rail Gun, and Explosive on Grenade Launcher, Nuclear Launcher and Rocket Launcher. That overlap is the class’s real value: a Heavy build can slot Gun weapons without breaking tag synergy. Top DPS is Gatling Laser at 137.
Elemental (12 weapons). Split almost evenly between melee (Flaming Brass Knuckles, Lightning Shiv, Plasma Sledge, Thunder Sword, Torch, Plank) and ranged (Fireball, Flamethrower, Icicle, Particle Accelerator, Taser, Wand). Six and six. That balance means an Elemental run can choose its engagement distance instead of being forced into it.
Blade (8 weapons). The premium class. Excalibur at 303, Captain’s Sword at 84.2, Sword at 66.3, Vorpal Sword at 57.9. Every Blade weapon in the table has a tier-4 version, and five of the eight clear 55 DPS there. Four of them start at T3 or later, so an early Blade slot still needs a bridge weapon.
The narrow classes and their trade
Ethereal (4 weapons). Ghost Axe, Ghost Flint, Ghost Scepter, Scythe. The spread inside the class is enormous: Scythe sits at 208.3 DPS while Ghost Flint sits at 18.9. A 4-weapon pool means the shop either offers you the good one or offers you nothing.
Tool (4 weapons). Chainsaw, Screwdriver, War Hammer, Wrench. This is the Engineering class, and three of its four members are deliberately low-damage: Wrench tops out at 16.1 DPS, Screwdriver at 22.7, Chainsaw at 34.2. War Hammer is the exception at 102.6 DPS — it also carries the Blunt tag. Those three low-damage tools are not supposed to carry a run; they exist to trigger structure and perk effects, which is why Engineer’s perk line reduces Damage modifications by 50% but boosts Engineering modifications by 25%.
Medical (3 weapons). Circular Saw, Medical Gun, Scissors. Medical Gun’s 62.5 DPS at 122 gold is respectable for a 3-weapon class, and it is ranged, which matters because the class has no long-reach alternative.
Musical (2 weapons). Lute and Flute. Flute’s tier-4 DPS of 19.2 at 165 gold is the lowest ceiling of any class. Lute is tagged Musical/Support, so it can slot into a Support build without being a Musical build.
Naval (5 weapons). Anchor, Blunderbuss, Captain’s Sword, Harpoon Gun, Trident. Captain’s Sword at 84.2 is the class carry, and the class’s Abyssal Terrors association means it mostly appears on DLC runs.
Single-tag versus dual-tag weapons
Twenty-nine of the 79 weapons carry exactly one class tag, 49 carry two, and one (Brass Knuckles) carries none — a placeholder entry. The single-tag group is a specific mix: cheap all-tier staples such as Brick (Blunt), Fist (Unarmed), Pistol and SMG (Gun), Spear and Stick (Primitive), Knife (Precise), Wrench and Screwdriver (Tool); the entire Ethereal trio of Ghost Axe, Ghost Flint and Ghost Scepter; and rare drops like Flute (Musical) and Spoon (Blunt).
Dual tags are why loadouts can bridge classes. Sword is Blade/Medieval, so it counts for both a Blade stat line and a Medieval perk. Quarterstaff is Medieval/Primitive. Thunder Sword is Blade/Elemental, which makes it the cheapest way to run a Blade shell with Elemental scaling.
The practical rule: count your weapons’ tags before you buy a stat. If three of your four weapons share Blade, a Melee Damage upgrade multiplies three slots. If two share Blade and two share Elemental, the same upgrade multiplies two. Tag density is the multiplier, not tag presence.
Matching a class to a real character
The character data makes class choice concrete, because several characters hard-restrict it.
- 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”. Knight forces you into Blade, Blunt, Medieval or Heavy and forbids the 31 ranged weapons entirely.
- Wildling — “+30% Life Steal with Primitive weapons”, “You start with 1 Stick”, “You can’t equip weapons above tier II”. Primitive has 10 weapons and all four tiers, so the restriction is survivable — but T4 damage is off the table.
- Engineer — “+10 Engineering”, “You start with 1 Wrench”, “Damage modifications are reduced by 50%”. Tool is the only class that makes sense, and you should expect low sheet DPS.
- Cyborg — “You start with 1 Minigun”, “Ranged Damage modifications are increased by 200%”, “Melee Damage modifications are reduced by 100%”. Gun/Heavy only; a melee weapon is a dead slot.
- Captain — “+60% XP Gain for every free weapon slot you have”, “+100% stats gained from level upgrades”. Captain rewards leaving slots empty, which inverts the usual “fill every slot” rule and makes cheap one-tag weapons better than expensive dual-tag ones.
Building a loadout from the table
Start with the class cap, then work down. If your class ceiling is under 60 DPS at T4 — Support, Musical, Precise — plan on four to six weapons because no single slot will carry the wave. If your ceiling is over 120 DPS — Blade, Heavy, Elemental, Explosive, Unarmed, Ethereal, Gun and Legendary — three weapons plus a utility slot is usually enough, and the spare slot can hold a Support or Medical weapon for sustain.
Then respect the tier column. A class whose best weapon starts at T3 or T4 (Captain’s Sword, Chainsaw, Minigun, Sniper Gun, Scythe, Excalibur) needs a bridge weapon for waves 1–8. That bridge is almost always a cheap all-tier weapon from a shared tag: Pistol for Gun, Fist for Unarmed, Brick for Blunt, Hatchet for Primitive, Slingshot for Primitive ranged.
Where to go next
Browse the full weapon database to filter all 79 entries by class, then check best weapons tier list for the cross-class DPS ranking. For the stat side of the multiplier, read stats explained and how to get more damage. If you already know your class, best builds and synergies has loadouts assembled around each tag.