Simulated: every Danger level and endless, up to 400 runs per build
Generalist builds
In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Generalist wins most often starting with Laser Gun (49% of runs), SMG (48% of runs), Ghost Scepter (38% of runs). The winning Laser Gun runs bought Sharp Bullet, Alien Worm, Plant, Lens and Coffee most often.
This section as JSON: /raw/builds.json
Quick answers (2)
- What is the best build for Generalist in Brotato?
- In the site's simulation, starting with Laser Gun: it won 197 of 400 runs on Danger 5; the winners bought Sharp Bullet, Alien Worm, Plant, Lens and Coffee most.
- What weapon should Generalist use?
- Laser Gun (49% wins), SMG (48% wins), Ghost Scepter (38% wins).
Generalist — what the builds are made from
- +2 Melee Damage for every 1 Ranged Damage you have [+0]
- +1 Ranged Damage for every 2 Melee Damage you have [+0]
- You can only equip 3 melee weapons and 3 ranged weapons at a time
Build 1: Laser Gun · Ranged Damage
49%won 197 of 400 simulated runs on Danger 5
19.5average wave reached
Weapons the winning runs ended with
Gun set bonus at 6: +50 Range
Items the winning runs bought most
Sharp Bulletin 58% of those runs · 25 materials
Alien Wormin 47% of those runs · 15 materials
Plantin 46% of those runs · 15 materials
Lensin 45% of those runs · 20 materials
Coffeein 43% of those runs · 20 materials
Featherin 41% of those runs · 18 materials
Mushroomin 37% of those runs · 25 materials
Mutationin 33% of those runs · 25 materials
Hedgehogin 30% of those runs · 30 materials
Injectionin 28% of those runs · 20 materials
Build 2: SMG · Ranged Damage
48%won 192 of 400 simulated runs on Danger 5
19.5average wave reached
Weapons the winning runs ended with
Gun set bonus at 6: +50 Range
Items the winning runs bought most
Sharp Bulletin 60% of those runs · 25 materials
Featherin 46% of those runs · 18 materials
Coffeein 45% of those runs · 20 materials
Alien Wormin 44% of those runs · 15 materials
Lensin 39% of those runs · 20 materials
Mutationin 35% of those runs · 25 materials
Hedgehogin 35% of those runs · 30 materials
Batin 33% of those runs · 20 materials
Turretin 31% of those runs · 15 materials
Plantin 30% of those runs · 15 materials
Build 3: Ghost Scepter · Ranged Damage
38%won 150 of 400 simulated runs on Danger 5
19.4average wave reached
Weapons the winning runs ended with
Ethereal set bonus at 6: +30 % Dodge, -5 Armor
Items the winning runs bought most
Sharp Bulletin 49% of those runs · 25 materials
Featherin 46% of those runs · 18 materials
Plantin 45% of those runs · 15 materials
Lensin 43% of those runs · 20 materials
Handcuffsin 42% of those runs · 80 materials
Alien Wormin 41% of those runs · 15 materials
Turretin 37% of those runs · 15 materials
Bonk Dogin 36% of those runs · 40 materials
Hedgehogin 33% of those runs · 30 materials
Charcoalin 32% of those runs · 20 materials
Every starting weapon on Danger 5 (16)
| Weapon | Wins | Avg wave |
|---|---|---|
| Laser Gun | 197/400 | 19.5 |
| SMG | 192/400 | 19.5 |
| Ghost Scepter | 150/400 | 19.4 |
| Ghost Flint | 135/400 | 19.3 |
| Double Barrel Shotgun | 19/40 | 19.5 |
| Revolver | 17/40 | 19.4 |
| Shredder | 13/40 | 19.3 |
| Fist | 10/40 | 19.3 |
| Ghost Axe | 9/40 | 19.2 |
| Cacti Club | 8/40 | 19.2 |
| Knife | 5/40 | 19.1 |
| Spear | 4/40 | 19.1 |
| Slingshot | 4/40 | 19.0 |
| Shuriken | 2/40 | 18.6 |
| Lightning Shiv | 1/40 | 18.6 |
| Scissors | 0/40 | 19.0 |
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 |
|---|---|---|---|---|---|
| 23.3 | 25 | 27 | 36 | ||
| 23.1 | 19 | 29 | 38 | ||
| 22.5 | 19 | 28 | 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
7,432 DPS from 6 weapons
Other Gun weapons for this build
Gun set bonus with 6 weapons
- +50 Range
Stat line it is judged on
100 Ranged Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
120 Melee 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
Handcuffs80 materials · +8 Melee Damage, +8 Ranged Damage, +8 Elemental Damage
Injection20 materials · +7 % Damage, -2 Max HP
Knot80 materials · +15 % Damage, +15 Max HP
Build 2: Precise · Melee Damage
5,487 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
120 Melee Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
100 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
Handcuffs80 materials · +8 Melee Damage, +8 Ranged Damage, +8 Elemental Damage
Injection20 materials · +7 % Damage, -2 Max HP
Knot80 materials · +15 % Damage, +15 Max HP
Build 3: Unarmed · Melee Damage
3,912 DPS from 6 weapons
Unarmed set bonus with 6 weapons
- +15 % Dodge
Stat line it is judged on
120 Melee Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
100 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
Handcuffs80 materials · +8 Melee Damage, +8 Ranged Damage, +8 Elemental Damage
Injection20 materials · +7 % Damage, -2 Max HP
Knot80 materials · +15 % Damage, +15 Max HP
Best co-op partners
Two-player runs with each character's best solo weapon, simulated on Nightmare and Danger 5.
Jack100% Nightmare · 100% Danger 5
Masochist100% Nightmare · 100% Danger 5
Brawler98% Nightmare · 100% Danger 5
Cyborg97% Nightmare · 100% Danger 5
Sick97% Nightmare · 100% Danger 5
Lich97% 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.