Simulated: every Danger level and endless, up to 400 runs per build
Crazy builds
In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Crazy wins most often starting with Knife (5% of runs), Claw (5% of runs), Shuriken (5% of runs). The winning Knife runs bought Mushroom, Alien Worm, Plant, Claw Tree and Defective Steroids most often.
This section as JSON: /raw/builds.json
Quick answers (2)
- What is the best build for Crazy in Brotato?
- In the site's simulation, starting with Knife: it won 21 of 400 runs on Danger 5; the winners bought Mushroom, Alien Worm, Plant, Claw Tree and Defective Steroids most.
- What weapon should Crazy use?
- Knife (5% wins), Claw (5% wins), Shuriken (5% wins).
Crazy — what the builds are made from
- +100 Range with Precise weapons
- +25 % Attack Speed
- You start with 1 Knife
- -30 % Dodge
- -10 Engineering
- -10 Ranged Damage
Build 1: Knife · Melee Damage
5%won 21 of 400 simulated runs on Danger 5
18.9average wave reached
Weapons the winning runs ended with
Precise set bonus at 6: +15 % Crit Chance
Items the winning runs bought most
Mushroomin 62% of those runs · 25 materials
Alien Wormin 52% of those runs · 15 materials
Plantin 48% of those runs · 15 materials
Claw Treein 43% of those runs · 20 materials
Defective Steroidsin 43% of those runs · 20 materials
Charcoalin 38% of those runs · 20 materials
Boxing Glovein 33% of those runs · 18 materials
Turretin 33% of those runs · 15 materials
Batin 33% of those runs · 20 materials
Cyclops Wormin 29% of those runs · 45 materials
Build 2: Claw · Melee Damage
5%won 20 of 400 simulated runs on Danger 5
19.0average wave reached
Weapons the winning runs ended with
Unarmed set bonus at 6: +15 % Dodge
Precise set bonus at 6: +15 % Crit Chance
Items the winning runs bought most
Alien Wormin 70% of those runs · 15 materials
Coffeein 60% of those runs · 20 materials
Charcoalin 55% of those runs · 20 materials
Plantin 50% of those runs · 15 materials
Goat Skullin 45% of those runs · 25 materials
Claw Treein 40% of those runs · 20 materials
Injectionin 35% of those runs · 20 materials
Mushroomin 30% of those runs · 25 materials
Head Injuryin 30% of those runs · 25 materials
Sad Tomatoin 30% of those runs · 50 materials
Build 3: Shuriken · Melee Damage
5%won 20 of 400 simulated runs on Danger 5
18.8average wave reached
Weapons the winning runs ended with
Precise set bonus at 6: +15 % Crit Chance
Items the winning runs bought most
Coffeein 50% of those runs · 20 materials
Mushroomin 45% of those runs · 25 materials
Charcoalin 45% of those runs · 20 materials
Alien Wormin 45% of those runs · 15 materials
Plantin 40% of those runs · 15 materials
Claw Treein 35% of those runs · 20 materials
Boxing Glovein 35% of those runs · 18 materials
White Flagin 35% of those runs · 40 materials
Handcuffsin 35% of those runs · 80 materials
Baitin 35% of those runs · 25 materials
Every starting weapon on Danger 5 (8)
| Weapon | Wins | Avg wave |
|---|---|---|
| Knife | 21/400 | 18.9 |
| Claw | 20/400 | 19.0 |
| Shuriken | 20/400 | 18.8 |
| Thief Dagger | 14/400 | 18.9 |
| Scissors | 1/40 | 18.8 |
| Lightning Shiv | 1/40 | 18.8 |
| Icicle | 1/40 | 18.8 |
| Sharp Tooth | 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 |
|---|---|---|---|---|---|
| 19.8 | 19 | 25 | 28 | ||
| 19.5 | 19 | 19 | 27 | ||
| 18.9 | 19 | 19 | 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: Precise · Elemental Damage
2,553 DPS from 6 weapons
Precise set bonus with 6 weapons
- +15 % Crit Chance
Stat line it is judged on
40 Elemental Damage
40 % Damage
65 % Attack Speed
10 % Crit Chance
-30 % Dodge
-10 Engineering
-10 Ranged Damage
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: Unarmed · Melee Damage
1,832 DPS from 6 weapons
Unarmed set bonus with 6 weapons
- +15 % Dodge
Stat line it is judged on
40 Melee Damage
40 % Damage
65 % Attack Speed
10 % Crit Chance
-30 % Dodge
-10 Engineering
-10 Ranged Damage
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: Medical · Melee Damage
1,090 DPS from 6 weapons
Medical set bonus with 6 weapons
- +5 HP Regeneration
Stat line it is judged on
40 Melee Damage
40 % Damage
65 % Attack Speed
10 % Crit Chance
-30 % Dodge
-10 Engineering
-10 Ranged Damage
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.