Simulated: every Danger level and endless, up to 400 runs per build
Sailor builds
In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Sailor wins most often starting with Anchor (25% of runs), Blunderbuss (8% of runs), Trident (1% of runs). The winning Anchor runs bought Turret, Plant, Alien Worm, Mushroom and Ratzilla most often.
This section as JSON: /raw/builds.json
Quick answers (2)
- What is the best build for Sailor in Brotato?
- In the site's simulation, starting with Anchor: it won 99 of 400 runs on Danger 5; the winners bought Turret, Plant, Alien Worm, Mushroom and Ratzilla most.
- What weapon should Sailor use?
- Anchor (25% wins), Blunderbuss (8% wins), Trident (1% wins).
Sailor — what the builds are made from
- +200% damage with Naval weapons against cursed enemies
- +25 Curse
- -25 % Damage
- You can only equip tier II weapons or above
- Dodge is capped at 20%
- Harvesting modifications are reduced by 100%
Build 1: Anchor · Melee Damage
25%won 99 of 400 simulated runs on Danger 5
19.2average wave reached
Weapons the winning runs ended with
Naval set bonus at 6: +5 Curse
Heavy set bonus at 6: +25 % Damage
Items the winning runs bought most
Turretin 54% of those runs · 15 materials
Plantin 53% of those runs · 15 materials
Alien Wormin 51% of those runs · 15 materials
Mushroomin 44% of those runs · 25 materials
Ratzillain 37% of those runs · 30 materials
Coffeein 33% of those runs · 20 materials
Injectionin 28% of those runs · 20 materials
Sharp Bulletin 24% of those runs · 25 materials
Corrupted Shardin 24% of those runs · 12 materials
Head Injuryin 22% of those runs · 25 materials
Build 2: Blunderbuss · Ranged Damage
8%won 30 of 400 simulated runs on Danger 5
18.9average wave reached
Weapons the winning runs ended with
Naval set bonus at 6: +5 Curse
Gun set bonus at 6: +50 Range
Items the winning runs bought most
Sharp Bulletin 60% of those runs · 25 materials
Plantin 47% of those runs · 15 materials
Coffeein 43% of those runs · 20 materials
Injectionin 40% of those runs · 20 materials
Mutationin 37% of those runs · 25 materials
Alien Wormin 37% of those runs · 15 materials
Baitin 33% of those runs · 25 materials
Handcuffsin 33% of those runs · 80 materials
Mushroomin 33% of those runs · 25 materials
Reinforced Steelin 30% of those runs · 50 materials
Build 3: Trident · Melee Damage
1%won 5 of 400 simulated runs on Danger 5
18.6average wave reached
Weapons the winning runs ended with
Naval set bonus at 6: +5 Curse
Medieval set bonus at 6: +3 Armor, +6 % Dodge
Items the winning runs bought most
Coffeein 80% of those runs · 20 materials
Plantin 80% of those runs · 15 materials
Mushroomin 60% of those runs · 25 materials
Bot-O-Minein 60% of those runs · 55 materials
Alien Wormin 60% of those runs · 15 materials
Defective Steroidsin 60% of those runs · 20 materials
Baitin 60% of those runs · 25 materials
Ball and Chainin 60% of those runs · 75 materials
Lensin 60% of those runs · 20 materials
Penguinin 40% of those runs · 25 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 |
|---|---|---|---|---|---|
| 21.6 | 19 | 29 | 36 | ||
| 19.7 | 19 | 19 | 36 | ||
| 19.0 | 19 | 19 | 28 |
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
1,146 DPS from 6 weapons
Heavy set bonus with 6 weapons
- +25 % Damage
Stat line it is judged on
40 Melee Damage
15 % Damage
40 % Attack Speed
10 % Crit Chance
25 Curse
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: Medieval · Melee Damage
1,014 DPS from 6 weapons
Medieval set bonus with 6 weapons
- +3 Armor
- +6 % Dodge
Stat line it is judged on
40 Melee Damage
15 % Damage
40 % Attack Speed
10 % Crit Chance
25 Curse
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: Gun · Ranged Damage
311 DPS from 6 weapons
Gun set bonus with 6 weapons
- +50 Range
Stat line it is judged on
40 Ranged Damage
15 % Damage
40 % Attack Speed
10 % Crit Chance
25 Curse
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.
Jack96% Nightmare · 99% Danger 5
Cyborg92% Nightmare · 97% Danger 5
Masochist90% Nightmare · 98% Danger 5
Sick90% Nightmare · 92% Danger 5
Arms Dealer87% Nightmare · 92% Danger 5
Renegade87% 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.