Simulated: every Danger level and endless, up to 400 runs per build
Apprentice builds
In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Apprentice wins most often starting with Fist (33% of runs), SMG (19% of runs), Rail Gun (16% of runs). The winning Fist runs bought Coffee, Plant, Alien Worm, Mushroom and Boxing Glove most often.
This section as JSON: /raw/builds.json
Quick answers (2)
- What is the best build for Apprentice in Brotato?
- In the site's simulation, starting with Fist: it won 133 of 400 runs on Danger 5; the winners bought Coffee, Plant, Alien Worm, Mushroom and Boxing Glove most.
- What weapon should Apprentice use?
- Fist (33% wins), SMG (19% wins), Rail Gun (16% wins).
Apprentice — what the builds are made from
- +2 Melee Damage when you level up
- +1 Ranged Damage when you level up
- +1 Elemental Damage when you level up
- +1 Engineering when you level up
- -2 Max HP when you level up
Build 1: Fist · Melee Damage
33%won 133 of 400 simulated runs on Danger 5
19.3average wave reached
Weapons the winning runs ended with
Unarmed set bonus at 6: +15 % Dodge
Items the winning runs bought most
Coffeein 50% of those runs · 20 materials
Plantin 50% of those runs · 15 materials
Alien Wormin 47% of those runs · 15 materials
Mushroomin 40% of those runs · 25 materials
Boxing Glovein 37% of those runs · 18 materials
Goat Skullin 34% of those runs · 25 materials
Turretin 34% of those runs · 15 materials
Claw Treein 32% of those runs · 20 materials
Charcoalin 32% of those runs · 20 materials
Defective Steroidsin 29% of those runs · 20 materials
Build 2: SMG · Ranged Damage
19%won 76 of 400 simulated runs on Danger 5
19.2average wave reached
Weapons the winning runs ended with
Gun set bonus at 6: +50 Range
Items the winning runs bought most
Sharp Bulletin 57% of those runs · 25 materials
Batin 41% of those runs · 20 materials
Plantin 41% of those runs · 15 materials
Featherin 39% of those runs · 18 materials
Turretin 39% of those runs · 15 materials
Coffeein 36% of those runs · 20 materials
Mutationin 36% of those runs · 25 materials
Scared Sausagein 30% of those runs · 25 materials
Injectionin 28% of those runs · 20 materials
Alien Wormin 26% of those runs · 15 materials
Build 3: Rail Gun · Ranged Damage
16%won 62 of 400 simulated runs on Danger 5
19.1average wave reached
Weapons the winning runs ended with
Gun set bonus at 6: +50 Range
Heavy set bonus at 6: +25 % Damage
Items the winning runs bought most
Sharp Bulletin 55% of those runs · 25 materials
Featherin 47% of those runs · 18 materials
Coffeein 45% of those runs · 20 materials
Turretin 44% of those runs · 15 materials
Mushroomin 42% of those runs · 25 materials
Alien Wormin 40% of those runs · 15 materials
Injectionin 29% of those runs · 20 materials
Plantin 27% of those runs · 15 materials
Batin 26% of those runs · 20 materials
Ratzillain 24% of those runs · 30 materials
Every starting weapon on Danger 5 (22)
| Weapon | Wins | Avg wave |
|---|---|---|
| Fist | 133/400 | 19.3 |
| SMG | 76/400 | 19.2 |
| Rail Gun | 62/400 | 19.1 |
| Shredder | 55/400 | 19.1 |
| Ghost Scepter | 7/40 | 19.2 |
| Ghost Flint | 6/40 | 19.1 |
| Plank | 6/40 | 19.1 |
| Medical Gun | 6/40 | 19.0 |
| Lightning Shiv | 5/40 | 19.0 |
| Ghost Axe | 4/40 | 19.1 |
| Double Barrel Shotgun | 4/40 | 19.1 |
| Icicle | 4/40 | 19.0 |
| Knife | 2/40 | 19.1 |
| Cacti Club | 2/40 | 19.0 |
| Hatchet | 2/40 | 18.8 |
| Pruner | 2/40 | 18.4 |
| Taser | 1/40 | 18.9 |
| Quarterstaff | 1/40 | 18.8 |
| Slingshot | 1/40 | 18.8 |
| Wrench | 1/40 | 18.7 |
| Screwdriver | 0/40 | 19.0 |
| Shuriken | 0/40 | 18.9 |
Endless mode
The three best Danger 5 builds, 200 endless runs each: the wave each run died on (runs stop at 100).
| Start with | Average | Median | Top 10% | Best | Longest runs bought |
|---|---|---|---|---|---|
| 21.6 | 19 | 26 | 29 | ||
| 21.1 | 19 | 26 | 35 | ||
| 20.1 | 19 | 26 | 29 |
How the simulation works
- Every Danger level and endless mode, Crash Zone; each starting weapon gets a first pass and the best ones many more runs. The game's waves (enemy groups, sizes, repeats and wave lengths from its wave files, the boss at wave 20, two on Danger 5), enemy HP and damage by wave and Danger.
- Every material dropped is picked up; it is also XP. Harvesting pays at the end of each wave and grows 5% a wave. Crates drop at the enemies' own rates (more with Luck) and give an item of the wave's tier.
- Shop: 4 slots a wave, each a weapon 35% of the time (a copy of one you hold 20%, one of the same class 35%), tier by the game's odds for the wave and Luck, prices by the game's formula; up to 3 rerolls. Two copies of a weapon combine into the next tier. Level-ups offer 4 upgrades of the game's tiers for that level.
- Purchases and level-ups are chosen greedily: whatever raises damage-to-clear and survival most per material. Damage: every weapon's DPS by the game's formulas plus pierce, bounce, burning, explosions, lightning and other on-hit projectiles, turrets, landmines and pets; 60% of the wave spent hitting; melee hits 1.5 enemies, explosions 3.
- Survival: 1% of a wave's enemies land a hit when the wave is cleared in time, more the longer they live; damage reduced by armor and dodge (the game's formulas), healed by HP regeneration and life steal. A run ends when a wave's hits exceed what the character can take. That share is the one tuned number: it was set so that the strongest builds win most Danger 5 runs, the weakest few.
- Endless: after wave 20 the game repeats waves 11–20 at 60 s each and adds int(wave ÷ 10 × 2) groups of its endless enemies; enemy HP grows by the endless factor × 2.25 and damage by the endless factor (RunData.get_endless_factor), prices and rerolls too, and harvesting shrinks 20% a wave. Runs stop at wave 100.
- Not modelled: dodging by moving, knockback, elites and hordes, curses, item effects that trigger on conditions (on dodge, on pickup, below HP…), consumables' healing, recycling and locking.
Damage model by weapon class (no run, one stat line)
Build 1: Gun · Ranged Damage
3,384 DPS from 6 weapons
Other Gun weapons for this build
Gun set bonus with 6 weapons
- +50 Range
Stat line it is judged on
40 Ranged Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
Items with the most of the build's stats per material
Coffee20 materials · +10 % Attack Speed, -2 % Damage
Ashes100 materials · +20 % Damage, +20 % Attack Speed, +100 Range
Bait25 materials · +8 % Damage
Triangle of Power65 materials · +20 % Damage, +1 Armor
Glass Cannon75 materials · +25 % Damage, -3 Armor
Injection20 materials · +7 % Damage, -2 Max HP
Knot80 materials · +15 % Damage, +15 Max HP
Focus110 materials · +30 % Damage
Build 2: Precise · Melee Damage
2,597 DPS from 6 weapons
Other Precise weapons for this build
Precise set bonus with 6 weapons
- +15 % Crit Chance
Stat line it is judged on
40 Melee Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
Items with the most of the build's stats per material
Coffee20 materials · +10 % Attack Speed, -2 % Damage
Ashes100 materials · +20 % Damage, +20 % Attack Speed, +100 Range
Bait25 materials · +8 % Damage
Triangle of Power65 materials · +20 % Damage, +1 Armor
Glass Cannon75 materials · +25 % Damage, -3 Armor
Injection20 materials · +7 % Damage, -2 Max HP
Knot80 materials · +15 % Damage, +15 Max HP
Focus110 materials · +30 % Damage
Build 3: Unarmed · Melee Damage
2,214 DPS from 6 weapons
Unarmed set bonus with 6 weapons
- +15 % Dodge
Stat line it is judged on
40 Melee Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
Items with the most of the build's stats per material
Coffee20 materials · +10 % Attack Speed, -2 % Damage
Ashes100 materials · +20 % Damage, +20 % Attack Speed, +100 Range
Bait25 materials · +8 % Damage
Triangle of Power65 materials · +20 % Damage, +1 Armor
Glass Cannon75 materials · +25 % Damage, -3 Armor
Injection20 materials · +7 % Damage, -2 Max HP
Knot80 materials · +15 % Damage, +15 Max HP
Focus110 materials · +30 % Damage
Player builds
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How the damage model works
- Stat line of a late run: 40 in the build's damage stat, 40 % Damage, 40 % Attack Speed and 10 % Crit Chance, each times the character's own gain modifier (×1.25 for +25%, none for −100%), plus the character's flat stats. A stat the character converts into damage ("+2 Melee Damage for every 1 Armor") also gets 40.
- The main weapon is one the character can start with — the one you pick at the start, buy copies of and combine up. Weapons that first appear at Tier III or IV (Minigun, the Legendary class…) are never starting weapons, so they are only alternatives. Judged at Tier IV (or the highest tier the character may hold), with the character's bonuses for that class or type. DPS as on the weapon pages: damage × projectiles × average crit ÷ cooldown; weapon effects, set bonuses, pierce and bounce not counted.
- Engineering builds deal most of their damage through structures, which the DPS leaves out: their structure items are listed apart.
- Items ranked by their plain stat changes per 100 materials of base price, weighted: the damage stat, % Damage and Attack Speed 1; % Crit Chance 0.5, Max HP 0.5, Armor 0.5, HP Regeneration 0.4, % Dodge 0.3, % Life Steal 0.3, % Speed 0.2, Luck 0.2, Harvesting 0.2; other damage stats 0. Each weight times the character's gain modifier; penalties count against the item. Items the character is never offered are left out.
- Each build is one weapon class the character starts with or is boosted for; the three with the most DPS, each with a different main weapon.