Simulated: every Danger level and endless, up to 400 runs per build
Builder builds
In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Builder wins most often starting with Ghost Scepter (30% of runs), Plank (14% of runs), Laser Gun (12% of runs). The winning Ghost Scepter runs bought Turret, Sharp Bullet, Ratzilla, Plant and Alien Worm most often.
This section as JSON: /raw/builds.json
Quick answers (2)
- What is the best build for Builder in Brotato?
- In the site's simulation, starting with Ghost Scepter: it won 121 of 400 runs on Danger 5; the winners bought Turret, Sharp Bullet, Ratzilla, Plant and Alien Worm most.
- What weapon should Builder use?
- Ghost Scepter (30% wins), Plank (14% wins), Laser Gun (12% wins).
Builder — what the builds are made from
- You start with 1 Builder's Turret
- Every 5 uncollected materials are converted into 1 % Structure attack speed and 1 Structure Range at the end of a wave
- Engineering modifications are increased by 50%
- +20 Harvesting
- You can't have structures
- -30% pickup range
- Damage modifications are reduced by 75%
Build 1: Ghost Scepter · Ranged Damage
30%won 121 of 400 simulated runs on Danger 5
19.3average wave reached
Weapons the winning runs ended with
Ethereal set bonus at 6: +30 % Dodge, -5 Armor
Items the winning runs bought most
Turretin 57% of those runs · 15 materials
Sharp Bulletin 52% of those runs · 25 materials
Ratzillain 50% of those runs · 30 materials
Plantin 48% of those runs · 15 materials
Alien Wormin 40% of those runs · 15 materials
Mushroomin 40% of those runs · 25 materials
Coffeein 38% of those runs · 20 materials
Alien Eyesin 37% of those runs · 50 materials
Tylerin 32% of those runs · 62 materials
Featherin 24% of those runs · 18 materials
Build 2: Plank · Melee Damage
14%won 56 of 400 simulated runs on Danger 5
19.1average wave reached
Weapons the winning runs ended with
Explosive set bonus at 6: +25 % Explosion Size
Elemental set bonus at 6: +5 Elemental Damage
Items the winning runs bought most
Coffeein 55% of those runs · 20 materials
Plantin 54% of those runs · 15 materials
Alien Wormin 46% of those runs · 15 materials
Turretin 46% of those runs · 15 materials
Mushroomin 43% of those runs · 25 materials
Tylerin 39% of those runs · 62 materials
Pencilin 36% of those runs · 8 materials
Bookin 32% of those runs · 15 materials
Landminesin 30% of those runs · 15 materials
Duct Tapein 29% of those runs · 20 materials
Build 3: Laser Gun · Ranged Damage
12%won 49 of 400 simulated runs on Danger 5
19.1average wave reached
Weapons the winning runs ended with
Gun set bonus at 6: +50 Range
Items the winning runs bought most
Plantin 53% of those runs · 15 materials
Coffeein 53% of those runs · 20 materials
Alien Wormin 51% of those runs · 15 materials
Sharp Bulletin 47% of those runs · 25 materials
Turretin 43% of those runs · 15 materials
Mushroomin 33% of those runs · 25 materials
Insanityin 27% of those runs · 20 materials
Scared Sausagein 27% of those runs · 25 materials
Batin 24% of those runs · 20 materials
Claw Treein 22% of those runs · 20 materials
Every starting weapon on Danger 5 (14)
| Weapon | Wins | Avg wave |
|---|---|---|
| Ghost Scepter | 121/400 | 19.3 |
| Plank | 56/400 | 19.1 |
| Laser Gun | 49/400 | 19.1 |
| Rail Gun | 41/400 | 19.0 |
| Brick | 5/40 | 19.1 |
| Double Barrel Shotgun | 5/40 | 19.1 |
| SMG | 5/40 | 19.0 |
| Revolver | 4/40 | 18.9 |
| Medical Gun | 4/40 | 18.9 |
| Shredder | 2/40 | 19.1 |
| Taser | 2/40 | 18.6 |
| Flute | 1/40 | 17.1 |
| Slingshot | 0/40 | 18.9 |
| Javelin | 0/40 | 18.5 |
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 | 29 | 36 | ||
| 20.8 | 19 | 26 | 36 | ||
| 19.9 | 19 | 25 | 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: Blunt · Engineering
1,308 DPS from 6 weapons
Blunt set bonus with 6 weapons
- +3 Armor
- +6 Max HP
- -10 % Speed
Stat line it is judged on
60 Engineering
10 % Damage
40 % Attack Speed
10 % Crit Chance
20 Harvesting
Items with the most of the build's stats per material
Lighthouse80 materials · +20 Engineering
Coffee20 materials · +10 % Attack Speed, -2 % Damage
Book15 materials · +2 Engineering, +1 Elemental Damage, -1 Luck
Pencil8 materials · +1 Engineering
Shackles80 materials · +8 HP Regeneration, +8 Engineering, +80 Range
Ashes100 materials · +20 % Damage, +20 % Attack Speed, +100 Range
Diploma90 materials · +10 Engineering, -3 Max HP
Cog35 materials · +4 Engineering, -4 % Damage
Structures (their damage scales with Engineering; not in the DPS)
LandminesTier I · 15
TurretTier I · 15
Incendiary TurretTier II · 40
Medical TurretTier II · 40
Clockwork WaspTier II · 45
GardenTier II · 50
Bot-O-MineTier II · 55
TylerTier II · 62
Pocket FactoryTier II · 75
Wandering BotTier III · 60
Laser TurretTier III · 65
Improved ToolsTier III · 70
Explosive TurretTier IV · 80
Build 2: Gun · Ranged Damage
1,088 DPS from 6 weapons
Other Gun weapons for this build
Gun set bonus with 6 weapons
- +50 Range
Stat line it is judged on
10 Ranged Damage
10 % Damage
40 % Attack Speed
10 % Crit Chance
20 Harvesting
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
Banner55 materials · +20 Range, +10 % Attack Speed
Gummy Berserker25 materials · +5 % Attack Speed, +25 Range, -1 Armor
Small Magazine60 materials · +2 Ranged Damage, +10 % Attack Speed, -6 % Damage
Poisonous Tonic80 materials · +10 % Attack Speed, +5 % Crit Chance, +15 Range, -2 HP Regeneration
Improved Tools70 materials · +10 % Attack Speed
Knot80 materials · +15 % Damage, +15 Max HP
Build 3: Elemental · Engineering
935 DPS from 6 weapons
Elemental set bonus with 6 weapons
- +5 Elemental Damage
Stat line it is judged on
60 Engineering
10 % Damage
40 % Attack Speed
10 % Crit Chance
20 Harvesting
Items with the most of the build's stats per material
Lighthouse80 materials · +20 Engineering
Coffee20 materials · +10 % Attack Speed, -2 % Damage
Book15 materials · +2 Engineering, +1 Elemental Damage, -1 Luck
Pencil8 materials · +1 Engineering
Shackles80 materials · +8 HP Regeneration, +8 Engineering, +80 Range
Ashes100 materials · +20 % Damage, +20 % Attack Speed, +100 Range
Diploma90 materials · +10 Engineering, -3 Max HP
Cog35 materials · +4 Engineering, -4 % Damage
Structures (their damage scales with Engineering; not in the DPS)
LandminesTier I · 15
TurretTier I · 15
Incendiary TurretTier II · 40
Medical TurretTier II · 40
Clockwork WaspTier II · 45
GardenTier II · 50
Bot-O-MineTier II · 55
TylerTier II · 62
Pocket FactoryTier II · 75
Wandering BotTier III · 60
Laser TurretTier III · 65
Improved ToolsTier III · 70
Explosive TurretTier IV · 80
Best co-op partners
Two-player runs with each character's best solo weapon, simulated on Nightmare and Danger 5.
One-Armed100% Nightmare · 100% Danger 5
Soldier97% Nightmare · 100% Danger 5
Generalist96% Nightmare · 99% Danger 5
Brawler95% Nightmare · 100% Danger 5
Multitasker95% Nightmare · 100% Danger 5
Arms Dealer95% Nightmare · 100% Danger 5
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.