Simulated: every Danger level and endless, up to 400 runs per build
King builds
In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), King wins most often starting with Fist (40% of runs), Rocket Launcher (31% of runs), Double Barrel Shotgun (29% of runs). The winning Fist runs bought Coffee, Plant, Charcoal, Goat Skull and Turret most often.
This section as JSON: /raw/builds.json
Quick answers (2)
- What is the best build for King in Brotato?
- In the site's simulation, starting with Fist: it won 158 of 400 runs on Danger 5; the winners bought Coffee, Plant, Charcoal, Goat Skull and Turret most.
- What weapon should King use?
- Fist (40% wins), Rocket Launcher (31% wins), Double Barrel Shotgun (29% wins).
King — what the builds are made from
- +50 Luck
- +25 % Damage for every Tier IV weapon you have [+0]
- +25 % Attack Speed for every Tier IV weapon you have [+0]
- +5 Max HP for every different Tier IV item you have [+0]
- -15 % Damage for every Tier I weapon you have [+0]
- -15 % Attack Speed for every Tier I weapon you have [+0]
- -2 Max HP for every different Tier I item you have [+0]
Build 1: Fist · Melee Damage
40%won 158 of 400 simulated runs on Danger 5
19.4average wave reached
Weapons the winning runs ended with
Unarmed set bonus at 6: +15 % Dodge
Items the winning runs bought most
Coffeein 46% of those runs · 20 materials
Plantin 44% of those runs · 15 materials
Charcoalin 38% of those runs · 20 materials
Goat Skullin 37% of those runs · 25 materials
Turretin 35% of those runs · 15 materials
Alien Wormin 35% of those runs · 15 materials
Mushroomin 34% of those runs · 25 materials
Defective Steroidsin 28% of those runs · 20 materials
Ratzillain 25% of those runs · 30 materials
Baitin 24% of those runs · 25 materials
Build 2: Rocket Launcher · Ranged Damage
31%won 123 of 400 simulated runs on Danger 5
19.3average wave reached
Weapons the winning runs ended with
Heavy set bonus at 6: +25 % Damage
Explosive set bonus at 6: +25 % Explosion Size
Items the winning runs bought most
Plantin 51% of those runs · 15 materials
Dynamitein 45% of those runs · 20 materials
Alien Wormin 41% of those runs · 15 materials
Coffeein 37% of those runs · 20 materials
Mushroomin 33% of those runs · 25 materials
Turretin 31% of those runs · 15 materials
Featherin 25% of those runs · 18 materials
Ratzillain 23% of those runs · 30 materials
Sharp Bulletin 22% of those runs · 25 materials
Penguinin 20% of those runs · 25 materials
Build 3: Double Barrel Shotgun · Ranged Damage
29%won 116 of 400 simulated runs on Danger 5
19.3average wave reached
Weapons the winning runs ended with
Gun set bonus at 6: +50 Range
Items the winning runs bought most
Sharp Bulletin 54% of those runs · 25 materials
Alien Wormin 41% of those runs · 15 materials
Coffeein 41% of those runs · 20 materials
Mushroomin 33% of those runs · 25 materials
Handcuffsin 30% of those runs · 80 materials
Featherin 29% of those runs · 18 materials
Plantin 29% of those runs · 15 materials
Batin 28% of those runs · 20 materials
Turretin 27% of those runs · 15 materials
Injectionin 21% of those runs · 20 materials
Every starting weapon on Danger 5 (20)
| Weapon | Wins | Avg wave |
|---|---|---|
| Fist | 158/400 | 19.4 |
| Rocket Launcher | 123/400 | 19.3 |
| Double Barrel Shotgun | 116/400 | 19.3 |
| Ghost Axe | 88/400 | 19.2 |
| Fireball | 8/40 | 19.2 |
| Knife | 7/40 | 19.2 |
| Hammer | 6/40 | 19.1 |
| Pistol | 6/40 | 19.1 |
| SMG | 6/40 | 19.1 |
| Spiky Shield | 5/40 | 19.1 |
| Lightning Shiv | 5/40 | 18.9 |
| Taser | 4/40 | 18.9 |
| Hatchet | 3/40 | 19.1 |
| Plank | 3/40 | 18.9 |
| Vorpal Sword | 2/40 | 18.9 |
| Sword | 1/40 | 19.0 |
| Crossbow | 1/40 | 19.0 |
| Circular Saw | 0/40 | 19.0 |
| Spear | 0/40 | 19.0 |
| Jousting Lance | 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 |
|---|---|---|---|---|---|
| 22.8 | 25 | 26 | 29 | ||
| 22.1 | 19 | 26 | 36 | ||
| 21.9 | 19 | 29 | 35 |
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
3,384 DPS from 6 weapons
Other Gun weapons for this build
Gun set bonus with 6 weapons
- +50 Range
Stat line it is judged on
40 Ranged Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
50 Luck
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: Precise · Melee Damage
2,597 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
40 Melee Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
50 Luck
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: Unarmed · Melee Damage
2,214 DPS from 6 weapons
Unarmed set bonus with 6 weapons
- +15 % Dodge
Stat line it is judged on
40 Melee Damage
40 % Damage
40 % Attack Speed
10 % Crit Chance
50 Luck
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
Best co-op partners
Two-player runs with each character's best solo weapon, simulated on Nightmare and Danger 5.
Jack99% Nightmare · 100% Danger 5
Brawler99% Nightmare · 100% Danger 5
Masochist97% Nightmare · 100% Danger 5
Sick97% Nightmare · 100% Danger 5
One-Armed97% Nightmare · 100% Danger 5
Cyborg96% 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.