Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

Simulated: every Danger level and endless, up to 400 runs per build

Cyborg builds

In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Cyborg wins most often starting with SMG (70% of runs), Double Barrel Shotgun (69% of runs), Revolver (65% of runs). The winning SMG runs bought Sharp Bullet, Feather, Lens, Coffee and Alien Worm most often.

This section as JSON: /raw/builds.json

Quick answers (2)
What is the best build for Cyborg in Brotato?
In the site's simulation, starting with SMG: it won 278 of 400 runs on Danger 5; the winners bought Sharp Bullet, Feather, Lens, Coffee and Alien Worm most.
What weapon should Cyborg use?
SMG (70% wins), Double Barrel Shotgun (69% wins), Revolver (65% wins).

Cyborg — what the builds are made from

  • You start with 1 Minigun
  • Ranged Damage modifications are increased by 200%
  • 100% of your Ranged Damage are temporarily converted into Engineering halfway through a wave (1 Ranged Damage = 2 Engineering)
  • Engineering modifications are reduced by 75%
  • Melee Damage modifications are reduced by 100%
  • Elemental Damage modifications are reduced by 100%

Build 1: SMG · Ranged Damage

Build 2: Double Barrel Shotgun · Ranged Damage

Build 3: Revolver · Ranged Damage

Every starting weapon on Danger 5 (8)
WeaponWinsAvg wave
SMG278/40019.7
Double Barrel Shotgun277/40019.7
Revolver258/40019.6
Pistol226/40019.6
Plank10/4019.1
Screwdriver0/4018.8
Wrench0/4018.4
Crossbow0/4018.3

Endless mode

The three best Danger 5 builds, 200 endless runs each: the wave each run died on (runs stop at 100).

Start withAverageMedianTop 10%BestLongest runs bought
Double Barrel Shotgun25.3263538
SMG25.2262938
Revolver24.6262936
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: Tool · Engineering

6× ScrewdriverTier IV · 39 damage every 0.6s on the build's stats · 103 DPS each

621 DPS from 6 weapons

Tool set bonus with 6 weapons

  • +5 Engineering

Stat line it is judged on

  • 10 Engineering
  • 40 % Damage
  • 40 % Attack Speed
  • 10 % Crit Chance

Build 2: Gun · Ranged Damage

6× SMGTier IV · 146 damage every 0.105s on the build's stats · 1,470 DPS each

8,822 DPS from 6 weapons

Gun set bonus with 6 weapons

  • +50 Range

Stat line it is judged on

  • 120 Ranged Damage
  • 40 % Damage
  • 40 % Attack Speed
  • 10 % Crit Chance

Build 3: Precise · Ranged Damage

6× CrossbowTier IV · 109 damage every 0.8s on the build's stats · 231 DPS each

1,384 DPS from 6 weapons

Precise set bonus with 6 weapons

  • +15 % Crit Chance

Stat line it is judged on

  • 120 Ranged Damage
  • 40 % Damage
  • 40 % Attack Speed
  • 10 % Crit Chance

Best co-op partners

Two-player runs with each character's best solo weapon, simulated on Nightmare and Danger 5.

All co-op combos and how co-op scales

Player builds

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Make a Cyborg buildAll Cyborg player builds

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.