Simulated: every Danger level and endless, up to 400 runs per build
Dwarf builds
In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Dwarf wins most often starting with Hammer (3% of runs), Brick (3% of runs), Wrench (1% of runs). The winning Hammer runs bought Esty’s Couch, Turret, Plant, Helmet and Alien Worm most often.
This section as JSON: /raw/builds.json
Quick answers (2)
- What is the best build for Dwarf in Brotato?
- In the site's simulation, starting with Hammer: it won 11 of 400 runs on Danger 5; the winners bought Esty’s Couch, Turret, Plant, Helmet and Alien Worm most.
- What weapon should Dwarf use?
- Hammer (3% wins), Brick (3% wins), Wrench (1% wins).
Dwarf — what the builds are made from
- +1 Engineering when killing at least 6 enemies with a direct weapon hit
- +1 Melee Damage for every permanent 2 Engineering you have [+0]
- You can't equip ranged weapons
- -20 % Dodge
- -100 % Attack Speed
- % Attack Speed modifications are reduced by 50%
Build 1: Hammer · Melee Damage
3%won 11 of 400 simulated runs on Danger 5
18.7average wave reached
Weapons the winning runs ended with
Blunt set bonus at 6: +3 Armor, +6 Max HP, -10 % Speed
Heavy set bonus at 6: +25 % Damage
Items the winning runs bought most
Esty’s Couchin 82% of those runs · 100 materials
Turretin 45% of those runs · 15 materials
Plantin 45% of those runs · 15 materials
Helmetin 36% of those runs · 15 materials
Alien Wormin 36% of those runs · 15 materials
Tylerin 36% of those runs · 62 materials
Little Muscley Dudein 36% of those runs · 50 materials
Mushroomin 36% of those runs · 25 materials
Fertilizerin 36% of those runs · 15 materials
Weird Foodin 27% of those runs · 20 materials
Build 2: Brick · Melee Damage
3%won 10 of 400 simulated runs on Danger 5
18.8average wave reached
Weapons the winning runs ended with
Blunt set bonus at 6: +3 Armor, +6 Max HP, -10 % Speed
Items the winning runs bought most
Esty’s Couchin 90% of those runs · 100 materials
Plantin 70% of those runs · 15 materials
Ratzillain 40% of those runs · 30 materials
Alien Tonguein 40% of those runs · 25 materials
Alien Wormin 40% of those runs · 15 materials
Claw Treein 30% of those runs · 20 materials
Bot-O-Minein 30% of those runs · 55 materials
Toxic Sludgein 30% of those runs · 20 materials
Bookin 30% of those runs · 15 materials
Jellyin 30% of those runs · 15 materials
Build 3: Wrench · Melee Damage
1%won 5 of 400 simulated runs on Danger 5
18.6average wave reached
Weapons the winning runs ended with
Tool set bonus at 6: +5 Engineering
Items the winning runs bought most
Plantin 100% of those runs · 15 materials
Alien Wormin 80% of those runs · 15 materials
Tylerin 80% of those runs · 62 materials
Bookin 80% of those runs · 15 materials
Lighthousein 80% of those runs · 80 materials
Scarin 60% of those runs · 25 materials
Bonk Dogin 60% of those runs · 40 materials
Helmetin 40% of those runs · 15 materials
Defective Steroidsin 40% of those runs · 20 materials
Cogin 40% of those runs · 35 materials
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 |
|---|---|---|---|---|---|
| 19.1 | 19 | 19 | 29 | ||
| 18.9 | 19 | 19 | 26 | ||
| 18.8 | 19 | 19 | 26 |
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: Heavy · Melee Damage
1,243 DPS from 6 weapons
Other Heavy weapons for this build
Heavy set bonus with 6 weapons
- +25 % Damage
Stat line it is judged on
60 Melee Damage
40 % Damage
-80 % Attack Speed
10 % Crit Chance
40 Engineering
-20 % Dodge
Items with the most of the build's stats per material
Lighthouse80 materials · +20 Engineering
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
Ashes100 materials · +20 % Damage, +20 % Attack Speed, +100 Range
Knot80 materials · +15 % Damage, +15 Max HP
Focus110 materials · +30 % Damage
Build 2: Blunt · Melee Damage
971 DPS from 6 weapons
Other Blunt weapons for this build
Blunt set bonus with 6 weapons
- +3 Armor
- +6 Max HP
- -10 % Speed
Stat line it is judged on
60 Melee Damage
40 % Damage
-80 % Attack Speed
10 % Crit Chance
40 Engineering
-20 % Dodge
Items with the most of the build's stats per material
Lighthouse80 materials · +20 Engineering
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
Ashes100 materials · +20 % Damage, +20 % Attack Speed, +100 Range
Knot80 materials · +15 % Damage, +15 Max HP
Focus110 materials · +30 % Damage
Build 3: Tool · Melee Damage
356 DPS from 6 weapons
Tool set bonus with 6 weapons
- +5 Engineering
Stat line it is judged on
60 Melee Damage
40 % Damage
-80 % Attack Speed
10 % Crit Chance
40 Engineering
-20 % Dodge
Items with the most of the build's stats per material
Lighthouse80 materials · +20 Engineering
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
Ashes100 materials · +20 % Damage, +20 % Attack Speed, +100 Range
Knot80 materials · +15 % Damage, +15 Max HP
Focus110 materials · +30 % Damage
Best co-op partners
Two-player runs with each character's best solo weapon, simulated on Nightmare and Danger 5.
One-Armed89% Nightmare · 96% Danger 5
Masochist82% Nightmare · 82% Danger 5
Arms Dealer78% Nightmare · 93% Danger 5
Multitasker78% Nightmare · 92% Danger 5
Generalist77% Nightmare · 92% Danger 5
Soldier77% Nightmare · 88% 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.