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Brotato Apprentice Build: Beefy Student Danger 5 Endless Mode
Starting Equipment


Stat Priority
Weapons








Must-Have Items for Apprentice Build




















How to Unlock Build Components
Some items in this Apprentice Beefy Student Danger 5 Endless Mode build require unlocking before they can be used. Note that items listed in "Avoid" sections are also shown here - check the build details to see if unlocking them is necessary for this strategy.

























Why Apprentice
Apprentice is one of the best scaling characters for Danger 5 on Endless mode. It really shines with it's perks. When Apprentice levels up he gains: +2 Melee Damage +1 Ranged Damage +1 Elemental Damage +1 Engineering -2 Max HP when you level up So more exp you gain stronger you get. But -2 Max HP is bit of a strugle to deal with during early waves. Since Danger 5 spawns hordes and elites the most difficult part of the run is between wave 3-12. Wave 7 checks your mobility and attack speed, Wave 8 checks your survivability, Wave 9 checks your damage and overall scaling and if you manage to defeat boss on wave 12 you're good to go further. It's so easy to mess up your run. One wrong item and one less stat will put you in disadvantage. So it will take many attempts to do succesful run. Personally I did 30+ runs to reach wave 85 on Endless mode with Danger 5 difficulty. I wanted to punch my screen so many times. So you should be patient and there is always room to improve your runs and builds. This build is from my personal attempts to do Danger 5 Endless mode. So read, process and improve it with your own creativity.
Why harvesting is not good for endless mode
So harvesting is a nice stat. It gives you (x=Harvesting%) amount of gooblets at the end of the wave. It will be increased by 5% each wave until wave 20 and it also gives exp equal to amount of gooblets you harvest. But on endless mode things are a bit different. After wave 20 Harvesting will be decreased by 20%. So let's say you picked harvesting for your level up stats for example 10 times before wave 20. Depending on tier every upgrade will give you 5-20 Harvesting. And let's say you have few items that increases harvesting. So generally speaking you will have 180-260 Harvesting since Apprentice has no perk that increases or decreases harvesting. If you have 260 Harvesting at the wave 28 you will have - Harvesting so it will be useless stats. When it comes to endless mode it won't matter how much harvesting you have, only thing that matters is how many mobs you can kill. So in a sense we can disregard harvesting for endless mode completely. 1,2 or 3 times won't hurt to level it up on early stages but your other important stats will be less likely to scale properly onto further stages if you prioritize Harvesting. So don't make same mistake I did for over half of my endless mode attempts. Also Crown (Harvesting increases by an additional 8% at the end of a wave) will add to 20% reduction after wave 20. Which is why you should avoid this item at all cost if you want to push endless mode.
Items:

Why you should not be afraid of Curse
Ah yes! We all have experienced "Run Lost" after some buff pink glowing alien charged at us. I used to aviod this stat during the early stages of my Brotato gameplay. But after doing some runs with Creature I understood how good the tier IV Cursed weapons are. You can look for more information on Brotato Wiki but I will give you brief explanation about Curse. - Curse will affect on chance of enemy to be cursed and cursed weapons, items appear on shop. - Cursed enemies will have increased health, damage and speed. Scale of their curse buff is directly calculated by your curse stat and which wave are you on. Cursed enemies will drop more materials than normal enemies. - Cursed weapons and items will have increased buffs and decreased penalties. Curse buff ratio is between 1.5-2.1. Which means 2.1x more buff and 2.1x less penalty. Lets' take Alien Baby for example. It gives +15 Max HP, +10 % Enemy health by defualt and when it's cursed +30 Max HP, +5 % Enemy health, +2 Curse. It's very good if you're able to manage which items and weapons to prioritized to be cursed. Also Cursed Dangerous Bunny will give you +3 free rolls, Cursed Tardigrade will give you +2 damage nullification if your Curse buff ratio is 2.0. Neutral stat (white colored stat) will not be affected by curse. - Fish Hook (Locked items and weapons have a 20% chance to become cursed when leaving the shop, +1 Curse) is the item to curse your weapons and items. Also 20% chance stacks so if you're lucky and able to stack it don't be shy. Generally: This is the go to stat for you if you want to make some big upgrades on your runs. For Apprentice Curse is required for Ghost Scepter which I will explain with context in later section. There are few other items that increases Curse but only Black Flag(+1 material when you kill a cursed enemy, +10% Enemies, +10 % Enemy health, +10 % Enemy damage, +5 Curse) and Kraken's Eye(You have a 50% chance to explode for 10 (+500%Curse) damage when you get hit, +10 Max HP, +10 Curse) are worth picking but beware of Black Flag. If you're not scaled enough then you might ruin your run.
Items:



Important Stat - Max HP
For Apprentice Max HP is the most important stat for early, mid and late stages of the game due to his perk(-2 Max HP when you level up). Let's say you are level 12 on wave 10. Which means your Max HP will be decreased by 24. You start with 10 HP so it will stop at 1. So you will be 1 hit away from certain death. Plus during early stages of runs I'm positive that you won't have any decent items that increases Max HP. Which comes mostly to our level up stats we get. But we will also need another stats to scale such as attack speed and luck. That's where the Ghost Scepter (+1 Max HP for every 20/18/16/12 kills in a wave with this weapon) comes to shine. This weapons is made for only few characters and one of them is undoubtedly Apprentice. With Cursed Ghost Scepter (+1 Max HP for every 10/9/8/6 kills in a wave with this weapon) you will get even more Max HP per wave if you have decent Attack Speed. So one of the most important part of our build is to have 3x Tier IV Ghost Scepters (Cursed:Optional but prefered) before wave 15. That will ensure our survivabilty for further stages of the run. There also few key items that will help us to stack Max HP as much as possible. 1. Extra Stomach: +1 Max HP when picking up a consumable while at maximum health (max +8 per wave). If it's cursed +1 Max HP when picking up a consumable while at maximum health (max +16 per wave). Stack this as much as possible. I managed to get 2 Cursed and 1 Normal one on my run. With enough pick up range you will get 42 HP per wave. 2. Grind's Magical Leaf: +3 Max HP at the end of a wave, +1 HP Regeneration at the end of a wave, +1 % Life Steal at the end of a wave. With Cursed buff +6 Max HP at the end of a wave, +2 HP Regeneration at the end of a wave, +2 % Life Steal at the end of a wave. Not as good as Extra Stomach but helps a lot. 3. Padding: +3 Max HP, +1 Max HP for every 80 Materials you have. With Cursed Buff +6 Max HP, +2 Max HP for every 80 Materials you have. This very good item during later stages of the run. Once you have most of the items to buy stack this as much as possible. These 3 items will be your main source of Max HP during your endless mode run. So purchase, manage and stack them with care. There are few honorable mentions that increases your Max HP: 1. Potato: Since it's Tier IV item it's not recommended to buy during later stages of the run. Because it will directly affect your economy. 2. Spicy Sauce: It's nice and affordable plus extra explosion damage from consumables is useful during hordes and elite waves. Damage also Scales with your Max HP so it's nice to have during later stages where you have tons of HP. 3. Kraken's Eye: Same as Potato, buy it if it comes during early stages. 4. Panda: I've never bought it but Max HP and some luck, -5% damage is worth it price during mid stages of the run. These items are good but not that good.
Required Stats:
Items:







Important Stat - Attack Speed
Since our build is Ranged build we will need as much Attack Speed as we can get from items and level up stats. This is the stat you should prioritize during early stages of the run. Because Ghost Scepter's attack speed is 0.83s which is not that great to be honest. So in order to survive until wave 14-16 we need Attack Speed. But beware, Attack Speed has limit. It stops at 12 hits per second for ranged weapons which is 0.01s. I don't know the exact math for it's calculation but I had over 960% Attack Speed during my best run. So stack it as much as you can. There are few items you should prioritize to purchase: 1. Crystal: +5 % Attack Speed, +1 % Attack Speed every 1 second until the end of the wave Bonus is lost when taking damage, -2 Engineering. With Cursed Buff +10 % Attack Speed, +12% Attack Speed every 1 second until the end of the wave Bonus is lost when taking damage, -1 Engineering. It's the item for Attack Speed. It won't give you any Permanent stats to stack but considering if you wont take any damage during a wave that's a free 60% with cursed buff 120% attack speed after wave 20. So one of the best IMO. 2. Community Support: +1 % Attack Speed for every current living enemy, -2 Armor. With Curse Buff +2 % Attack Speed for every current living enemy, -1 Armor. I haven't really managed to count how many enemies spawned each wave during my run but I can tell you it's a lot. 3. Poisonous Tonic: +10 % Attack Speed, +5 % Crit Chance, +15 Range, -2 HP Regeneration. With Cursed buff +20 % Attack Speed, +10 % Crit Chance, +30 Range, -1 HP Regeneration. Stack it. Stack it as many as you can. Trust me. 4. Retromation's Hoodie: +2 % Attack Speed for every 1 % Dodge you have, -80 Range. With Curse buff +4 % Attack Speed for every 1 % Dodge you have, -40 Range. It's nice if you have decent amount of dodge. Since we will be stacking dodge from mid stages of the run it's very good. -80 range is not that considerable from mid to late stages so dont worry about it. 5. Improved Tools: +10 % Attack Speed, Increases the attack speed of your structures by 0% (50%Attack Speed). With Curse buff +20 % Attack Speed, Increases the attack speed of your structures by 0% (100%Attack Speed). Since we will have decent amount of engineering it's nice to increase our structure attack speed. These items will provide you with good amount of Attack Speed to scale with later stages of the run. There are few honorable mentions for more Attack Speed: 1. Gummy Berserker: Cheap, Attack Speed, Range! Nice to buy during early stages. Hell you can buy'em even mid and later stages as well. Solid 8/10 2. Banner: Knock back use basically useless stat for us so buy this as much as you want. 3. Small Magazine: -5% damage is not nice so I wouldn't recommend more than 2-4. 4. Spider: I mean it's cool but not that good for it's price since it's Tier IV item. 5. Potato: POTATO! These items are worth buying but mostly situantional. If you're truly scaling behind and need more Attack Speed then you can buy it. Other than that I'd suggest stick to level up stats.
Required Stats:
Items:









Important Stat - Ranged Damage
Since we are using ranged damage we will be stacking Ranged Damage since your weapons will scale with your Ranged Damage and Damage Stats. Also Apprentice will gain +1 Ranged Damage when he levels up so it's not that hard to stack Ranged Damage. But there are some good items you can buy to even upscale your DPS. Here is items I prioritize: 1. Alloy: +3 Melee Damage, +3 Ranged Damage, +3 Elemental Damage, +3 Engineering, +5 % Crit Chance, -6 % Dodge. With Curse buff +6 Melee Damage, +6 Ranged Damage, +6 Elemental Damage, +6 Engineering, +10 % Crit Chance, -3 % Dodge. This is the Apprentice item. Cursed buffed version is all you can ask for from an item. Stack it as many as you can. 2. Heavy Bullets: +5 Ranged Damage, +10 % Damage, +10 Range, -5 % Attack Speed, -5 % Crit Chance. With Curse buff +10 Ranged Damage, +20 % Damage, +20 Range, -2 % Attack Speed, -2 % Crit Chance. -5%,-2% attack speed won't be noticable by the time you get this item. 3. Hedgehog: +2 Melee Damage, +1 Ranged Damage, -1 HP Regeneration. With Curse buff +4 Melee Damage, +2 Ranged Damage, -1 HP Regeneration, +1 Curse. Very nice early game item. It's cheap and comes up on rolls very often. 9/10 solid item. 4. Reinforced Steel: +2 Ranged Damage, +3 Engineering, -3 % Speed. With Curse buff +4 Ranged Damage, +6 Engineering, -1 % Speed, +2 Curse. Solid item. These are the items that I have used on my succesful runs. You should also prioritize your level up stats for Ranged Damage if you are struggling to clear waves.
Required Stats:
Items:




Important Stat - Life Steal and HP Regeneration
Life Steal and HP Regeneration are stats for your recovery. I can guarentee that you will get hit on Danger 5. And depending on your items and your choice of level up stats Life Steal and HP Regeneration you will recover HP. Life Steal: You can recover 1 HP based on x% of your Life Steal. So higher the Life Steal more HP you will recover. But Life Steal can't trigger within 0.1s after succesful HP recovery. Which means with 100% Life Steal you can only recover 10 HP per second. Also your weapons have innate Life Steal % on them but our weapon of choice won't have that luxury. So we will be depending on items and level up stats. Here are the best items for Life Steal: 1. Mouse: +5 % Life Steal, +10% Enemies, -5 Harvesting. With Curse buff +10 % Life Steal, +10% Enemies, -2 Harvesting, +3 Curse. This is the item for Danger 5 if you are scaled enough. Additional +10% boosts your economy and only -5%, -2% Harvest which makes it very suitable item for mid game. 2. Octopus: +12 Max HP, +5 HP Regeneration, +3 % Life Steal, -8 % Crit Chance. With Curse buff +24 Max HP, +10 HP Regeneration, +6 % Life Steal, -4 % Crit Chance, +4 Curse. I forgot mention this item on Max HP section. This is probably one of the best items you can find from shop. Even better with Curse. 10/10 Solid. Stack'em as many as you can. 3. Whetstone: +4 % Life Steal, -3 Knockback. With Curse buff +8 % Life Steal, -1 Knockback, +2 Curse. Very good item since we won't need Knockback. 4. Ritual: +6 % Damage, +2 % Life Steal, -2 Engineering. With Curse buff +12 % Damage, +4 % Life Steal, -1 Engineering, +2 Curse. Can't complain since we get +1 Engineering everytime we level up. 7/10 solid 5. Blood Leech: +2 % Life Steal, +2 HP Regeneration, -3 Harvesting. With Curse buff +4 % Life Steal, +4 HP Regeneration, -1 Harvesting, +2 Curse. Very good late stage item. Cheap. 6. Fin: +10 % Speed, +3 % Life Steal, -8 Luck. With Curse buff +20 % Speed, +6 % Life Steal, -4 Luck, +3 Curse. Extra Speed is very nice. 7. Cape: +5 % Life Steal, +20 % Dodge, -2 Melee Damage, -2 Ranged Damage, -2 Elemental Damage. With Curse buff +10 % Life Steal, +40 % Dodge, -1 Melee Damage, -1 Ranged Damage, -1 Elemental Damage, +4 Curse. Very good item with so much dodge. Prefered with curse buff since with Fish Hook you can Curse it with chance. Stack'em 10/10 Solid choice. These are the items I personally prioritize to increase my Life Steal. HP regeneration is raw healing stat. You can see the HP Regeneration math from Wiki. This is what've understood from it. Every 11.25 HP Regeneration will heal you for 1 HP per second. So if you have 150 HP Regeneration you will heal 1 HP for every 0.07s. That means you will heal 13.44 HP per second. So if what I've understood is right then if you have 1000 HP Regeneration you will heal 88.89 HP per second. I don't know it's right or wrong but all I know is that many is better. Here is the best items for HP Regeneration: 1. Alien Baby: +8 Max HP, +3 HP Regeneration, -8 Luck. With Cursed buff +16 Max HP, +6 HP Regeneration, -4 Luck, +3 Curse. 2. Lure: +2 HP Regeneration, 2 additional loot aliens appear during the next wave, With Curse buff +4 HP Regeneration, 4 additional loot aliens appear during the next wave. 4 more crates are nice indeed. 3. Medikit: +10 HP Regeneration, +2 HP Regeneration every 5 seconds until the end of the wave, -10 Luck. With Curse buff +20 HP Regeneration, +4 HP Regeneration every 5 seconds until the end of the wave, -5 Luck, +4 Curse. What more can you ask from this item. 10/10 4. Regeneration Potion: HP Regeneration is doubled when you have less than 50% health +3 HP Regeneration. With Curse buff HP Regeneration is doubled when you have less than 50% health, +6 HP Regeneration. Higher HP Regeneration stat better this item. 5. Scarf: +4 HP Regeneration, +4 Melee Damage, +4 % Speed, +25 % Enemy Speed during the next wave. With Curse buff +8 HP Regeneration, +8 Melee Damage, +8 % Speed, +12 % Enemy Speed during the next wave, +3 Curse. Come on, it's only one wave. But seriously if you're not confident with your DPS reconsider buying this item. 6. Schmoop: +6 Max HP, +2 HP Regeneration, -2 Melee Damage, -1 Ranged Damage. With Curse buff +12 Max HP, +4 HP Regeneration, -1 Melee Damage, -1 Ranged Damage, +3 Curse. Well 1 or 2 won't hurt. These are the items I prefer for gaining more HP Regeneration.
Required Stats:
Items:













Important Stat - Damage
Damage stat affects the base damage of your weapons before they scale respectively with their corresponding stats such as Ranged Damage, Melee Damage, Engineering and Elemental Damage. So having higher damage means your weapon and items will deal more damage. I dont't think there is a compicated math behind this stat. So let's get to the items. 1. Focus: +30 % Damage, -3 % Attack Speed for every different weapon you have. With Curse buff +60 % Damage, -1 % Attack Speed for every different weapon you have, +4 Curse. This is The Holy Grail of Damage stat. Items won't get better than this. Sure -3% Attack Speed for every different weapon we have sounds harsh but at max we will only have 3 different types of weapon so -9%, -3% Attack Speed when bought. Not that bad. Buy'em Stack'em. 10/10 Solid Choice. 2. Lantern: +10 % Damage +50 Range, +15 Knockback, Knocks nearby enemies back every 3 seconds. With Curse buff +20 % Damage +100 Range, +30 Knockback, Knocks nearby enemies back every 1 seconds, +4 Curse. You see those stats, my man? Well I mean Knockback is useless but do you see the other stats? 10/10 Solid Choice. 3. Glass Canon: +25 % Damage, -3 Armor. With Curse buff +50 % Damage, -1 Armor, +3 Curse. -3 armor can be trouble some during late stage of the run because armor is pretty hard to stack but overall good item. 4. Pearl: +1 % Damage for every permanent 10 Luck you have, +3% chance of finding an extra Pearl in a crate. With Curse buff +2 % Damage for every permanent 5 Luck you have, +6% chance of finding an extra Pearl in a crate, +2 Curse. Since we will need some Luck It's decent to have. 5. Power Generator: +1 % Damage for every permanent 1 % Speed you have, -5 % Damage. With Curse buff +2 % Damage for every permanent 1 % Speed you have, -2 % Damage, +3 Curse. Since we will be stacking some speed it's decent addition to our items but remember to buy it early to mid stage of the run. 6. Cyclops Worm: +12 % Damage, -12 Range. With Curse buff +24 % Damage, -6 Range. I prefer Cursed on better since it's cheap and -6 Range is really unnoticable. 7. Vigilante Ring: +3 % Damage at the end of a wave. With Curse buff +6 % Damage at the end of a wave, +3 Curse. I love this item. I just can't have it enough. 10/10 Solid Choice. 8. Wisdom: +5 % Damage every 5 seconds until the end of the wave, -15 % Damage. With Curse buff +10 % Damage every 5 seconds until the end of the wave, -7 % Damage, +3 Curse. This is also very good item with Curse buff. You will recover your -7% Damage in 5 seconds and +113% Damage at the end of the wave. 8/10 Solid Choice. 9. Medal: +3 Max HP, +3 % Damage, +1 Armor, +3 % Speed, -4 % Crit Chance. With Curse buff +6 Max HP, +6 % Damage, +2 Armor, +6 % Speed, -2 % Crit Chance, +2 Curse. I would give Medal a medal for being very good item. Cheap and has good stats. 8/10 Solid Choice. These are the items I would prefer for Apprentice to gain more Damage Stat. Some of the items are mentioned above with other stat gaining items.
Items:









Important Stat - Armor
Armor is a late stage stat that will help your survivabilty. This stat is just shield that will absorb the damage you take. As I've read from Wiki and from ingame experience. It's not worthless stat. You will gain -6% damage reduction for every 1 armor, -40% damage reductipn for every 10 armor, -87% for every 100 armor you get. Damage reduction will be calculated as follows Total Damage=Recieved Damage * (1-1/(1+Armor/15)). For example if we have 90 Armor stat we will only recieve 86% of incoming damage. Which not that bad. Only difficulty we may face is it's pretty hard to stack it up until we have decent amount. But Armor is very useful between wave 26-40 depeding on what items we roll and how good we scale. But here are some good items to stack some Armor: 1. Exoskeleton: +3 Armor, +5 % Crit Chance, +5 Engineering, +5 % Speed, -2 HP Regeneration, -2 % Life Steal. With Curse buff +6 Armor, +10 % Crit Chance, +10 Engineering, +10 % Speed, -1 HP Regeneration, -1 % Life Steal, +4 Curse. Solid choice if you have good Life Steal and HP Regeneration. 7/10 2. Warrior Helmet: +3 Armor, +5 Max HP, -5 % Speed. With Curse buff +6 Armor, +10 Max HP, -2 % Speed, +3 Curse. Very good item for our build. 8/10 Solid Choice. 3. Barricade: +3 Knockback, +8 Armor while standing still, -5 % Speed. With Curse buff +6 Knockback, +16 Armor while standing still, -2 % Speed, +3 Curse. We may take a while to stand completely still for it's bonus but overall not that bad after certain stage of scaling.
Required Stats:
Items:



Secondary Stat - Luck
This stat is very tricky. Well it does affect item rarity but the game also automatically increase your chance to get rare items from shop after each waves. Minimum wave to encounter Tier IV item is 8th wave with 0 Luck at 0.2% chance, with 50 Luck at 0.3%, with 100 Luck at 0.5%. So in a sense it does affect higher tier item to drop but by such a small margin. So I wouldn't recommend increasing it during early stages of the run. But it's definately required stat for late stages of the run. Because it increases our chance to drop crates from mobs and trees. Here is the items I prefer to increase my Luck: 1. Metal Detector: +5% chance to double the value of picked up materials, +6 Luck, +2 Engineering, -5 % Damage. With Curse buff +10% chance to double the value of picked up materials, +12 Luck, +4 Engineering, -2 % Damage, +2 Curse. I can't fathom how much I love this item. This is the item! 10/10 Solid Choice. 2. Lucky Charm: +30 Luck, -2 Melee Damage -1 Ranged Damage. With Curse buff +60 Luck, -1 Melee Damage -1 Ranged Damage, +3 Curse. So much raw stat for such small penalty. 9/10 Solid Choice. 3. Clover: +20 Luck, +6 % Dodge, -2 % Life Steal. With Curse buff +40 Luck, +12 % Dodge, -1 % Life Steal, +3 Curse. Same as Lucky Charm so much raw stats for such small penalty. 9/10 Solid Choice. 4. Shady Potion: +20 Luck, -2 HP Regeneration. With Curse buff +40 Luck, -1 HP Regeneration, +2 Curse. Cheap, easy to stack and good stat. 10/10 Solid Choice. 5. Wolf Helmet: +10 Elemental Damage, +20 Luck, -5 Engineering. With Curse buff +20 Elemental Damage, +40 Luck, -2 Engineering, +4 Curse. Only buy this if you have Strange Book. 6/10 6. Lucky Coin: +2 Luck for every 1 % Crit Chance you have, -2 Armor. With Curse buff +4 Luck for every 1 % Crit Chance you have, -1 Armor, +4 Curse. Ver very very good if you have decent Crit Chance. 7/10 These are the go to items for me to increase my Luck stat.
Required Stats:
Items:






Secondary Stat - Dodge and Speed
When it comes to Apprentice these two stats are almost equal as in value. Both helps you to get out of overwhelming situations to recover and charge back in. Both have items that scales Important Stats with them so be generous if you have enough Important Stats. For Dodge Retromation's Hoodie (+2 % Attack Speed for every 1 % Dodge you have, -80 Range) which will give you +2% Attack Speed for every 1% Dodge you have. For Speed Power Generator (+1 % Damage for every permanent 1 % Speed you have, -5 % Damage) which will increase your Damage by +1% for every 1% Speed you have. When it comes to items to these two stats try to pick that will least affect your scaling and main stats. Overall good stats.
Items:


Primary Weapons
Weapon choice is very simple yet hard to obtain. Reason why I failed so much is that I weapons I got was not good or wasn't really good scaling weapons. Gatling Laser, Chain Gunand Minigun are the fastest ranged weapon you find in the game. Also you must have at least 2 pair of each weapon for their class bonuses. You can recycle your Ghost Scepter after you Stack enough items that increases your Max HP but 2 of them never hurts. 1. Ghost Scepter was mentioned on previous sections so I won't be talking more about it. 2. Gatling Laser: Legendary Heavy type weapon, 10(100%Ranged Damage), Attack Speed 0.073s, Pierces 3 enemies dealing -25% less damage with each pierce. Overall one of the best weapons for Ranged Damage run. With Attack Speed you have stacked until you roll this weapon it won't let you down. 3. Chain Gun: Legendary Gun type weapon. 2x3(100%Ranged Damage 100%Engineering Stat), Attack Speed 0.073s, Cooldown is 2.04s every 100 shots. Pierces 1 enemy dealing -50% less damage with each pierce. With Attack Speed you have stacked until you roll this weapon it won't let you down. 4. Minigun: Heavy Gun type weapon, Tier 4 3(75%Ranged Damage), Attack Speed 0.073s, Pierces 1/2 enemies dealing -50% less damage with each pierce. Ahh yes the classic Minigun. You can't go wrong with this weapon when it comes to Ranged Damage Builds. My personal preference would be Ghost Scepter, Gatling Laser, Chain Gun 2x each to activate weapon class bonus.
Weapons:




Weapons you should use until you roll you Primary Weapons
These are the weapons you can use until you get your Big guns. Usually best to start buying them from wave 6.
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Important Items
These are the essential items you must have as many as you can. 1. Dangerous Bunny: +1 free reroll in the shop, With Curse buff +2,+3 free reroll in the shop. This is a no brianer item to buy. 10/10 Solid 2. Tardigrade: Nullifies the damage of one hit taken every wave. With Curse buff +2 Nullifies the damage of one hit taken every wave. More you progress more shit you will have to deal so this is a life saver. 10/10 Solid Choice 3. Ricochet: Your projectiles gain +1 bounce, -25 % Damage. With Curse buff Your projectiles gain +2 bounce, -12 % Damage. This is the Holy Grail of Gun type weapons. With base perk from your Gatling Laser and Chain Gun which pierces through enemies recochet bounce will also be pierced projectile. 10/10 Solid. Buy'em Stack'em 4. Diploma: +10 Engineering +50 % XP Gain -3 Max HP. With Curse buff +20 Engineering +100 % XP Gain -1 Max HP. More you level up stronger you will become. So it's no brianer to increase your Exp Gain. 10/10 Solid 5. Peacock: +25 % XP Gain, +100 % XP Gain during the next wave, +50 % Enemy damage during the next wave. With Curse buff +50 % XP Gain, +200 % XP Gain during the next wave, +25 % Enemy damage during the next wave. It's only wave so if you're feeling confident enough it's an must have item. 7/10 Solid 6. Scar: +20 % XP Gain, -8 Range. With Curse buff +40 % XP Gain, -4 Range. Cheap and good stats. 10/10 Solid Choice. 7. Celery tea: +5 % XP Gain at the end of a wave, +50 % XP Gain during the next wave, +100 % Enemy health during the next wave. With Curse buff +10 % XP Gain at the end of a wave, +100 % XP Gain during the next wave, +50 % Enemy health during the next wave. It increases as the wave goes on so worth every gooblet you spend. Just be prepared to deal with stronger enemy during next wave. 10/10 Solid Choice. Who makes celery tea anyways? 8. Bean Teacher: +50 % XP Gain, -2 % Life Steal. With Curse buff +100 % XP Gain, -1 % Life Steal. Good item with raw stats with such little penalty. 10/10 Solid. 9. Hunting Trophy: 33% chance to gain 1 material when killing an enemy with a critical hit. With Curse buff 66% chance to gain 1 material when killing an enemy with a critical hit. This is one of main pillars to support your economy after wave 20. Stack it as many as you can. 10/10 Solid Choice. 10. Metal Detector: +5% chance to double the value of picked up materials, +6 Luck, +2 Engineering, -5 % Damage. With Curse buff +5% chance to double the value of picked up materials, +6 Luck, +2 Engineering, -5 % Damage. This item is another piller of your economy after wave 20. 10/10 Soild Choice, Buy'em Stack'em as many as you can. 11. Frozen Heart: +8 Elemental Damage, +5 % Crit Chance, Weapon damage additionally scales with 10% Elemental Damage, Burning activates 100% slower. With Curse buff +16 Elemental Damage, +10 % Crit Chance, Weapon damage additionally scales with 20% Elemental Damage, Burning activates 50% slower. Since you get +1 Elemental Damage every time you level up it's no brianer to scale it with your damage even your main damage output doesnt have anything to with elemental damage. 10/10 Solid Choice 12. Nail: +5 Engineering, Weapon damage additionally scales with 20% Engineering, -2 Ranged Damage. With Curse buff +10 Engineering, Weapon damage additionally scales with 40% Engineering, -1 Ranged Damage. This is only and the best item to scale your damage with Engineering. And you will get +1 Engineerng everytime you level up so 10/10 Solid Choice. 13. Strange Book: +1 Engineering for every permanent 1 Elemental Damage you have, -1 Melee Damage, -1 Ranged Damage. With Curse buff 21 Engineering for every permanent 1 Elemental Damage you have, -1 Melee Damage, -1 Ranged Damage. Since you are scaling your damage with both Engineering and Elemental Damage why not scale one another. 10/10 Solid Choice. 14. Treasure Map: +20% chance of finding an extra item in a crate. With Cruse buff +40% chance of finding an extra item in a crate. Very useful but not that necessary. 15. Bag: +15 materials when you pick up a crate, -1 % Speed. With Curse buff +30 materials when you pick up a crate, -1 % Speed. This is also another pillar of your economy. 10/10 Buy'em Stack'em as many as you can. 16. Baby with a Beard: One bullet dealing 1 (+100%Ranged Damage) damage is fired from an enemy corpse when they die, -50 Range. With Curse buff One bullet dealing 2 (+200%Ranged Damage) damage is fired from an enemy corpse when they die, -25 Range. This is a poor man's Ricochet so kinda useful until you find The Ricochet. 17. Alien Eyes: Shoots 6 alien eyes around you every 3 seconds dealing 6 (+50%Max HP.png) damage eac. With Curse buff Shoots 6 alien eyes around you every 3 seconds dealing 12 (+100%Max HP) damage each. More you Max HP you get and more you stack this item this will obliterate every single mob every 3 seconds. Must have and must stack. 10/10 Soild Choice
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Items to Avoid
For Apprentice most harmful items are usually limits certain Important Stats such as Handcuffs (+8 Melee Damage, +8 Ranged Damage, +8 Elemental Damage, Your Max HP is capped at its current value) which won't let you progress further than wave 16-20. So I will list every single item that ruined my run below.
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Items to Aviod due to Ghost Scepter
I've made many mistake when I tried my build. The most subtle yet devestating mistake was picking items that deals damage on chance. It was so effective that I was getting less Max HP from my Ghost Scepter than I must get to progress further. So these items are silent farts of this build!
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Items to buy or pick with careful considiration
These items are not silent killers. These items will mess up or even end you run in an instant if you're not careful enough. Buffed enemies or increased numbers should be considered after you scale the run with damage. There is a saying "Don't bite more than you can chew". So don't make same mistake I did for my runs.
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Conclusion
This build is mostly from my experience without any outside impact except Brotato Wiki. Apprentice is one of my favorite character to play just because -2 Max HP everytime you level up is that challenging. So I hope I did some help you with your build to create something even better. Hope you have a great day!
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