Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

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

Streamer builds

In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Streamer wins most often starting with Laser Gun (5% of runs), Fist (3% of runs), SMG (3% of runs). The winning Laser Gun runs bought Plant, Feather, Sharp Bullet, Weird Ghost and Mutation most often.

This section as JSON: /raw/builds.json

Quick answers (2)
What is the best build for Streamer in Brotato?
In the site's simulation, starting with Laser Gun: it won 18 of 400 runs on Danger 5; the winners bought Plant, Feather, Sharp Bullet, Weird Ghost and Mutation most.
What weapon should Streamer use?
Laser Gun (5% wins), Fist (3% wins), SMG (3% wins).

Streamer — what the builds are made from

  • +3% of your materials (+25 max) per second while standing still
  • +40 % Damage while moving
  • +40 % Attack Speed while moving
  • +2 Armor for every 1 Structure you have [+0]
  • -50% materials dropped
  • -1 % Damage for every 15 Materials you have [+0]
  • -1 % Speed for every 30 Materials you have [+0]

Build 1: Laser Gun · Ranged Damage

Build 2: Fist · Melee Damage

Build 3: SMG · Ranged Damage

Every starting weapon on Danger 5 (24)
WeaponWinsAvg wave
Laser Gun18/40018.5
Fist12/40018.1
SMG12/40018.1
Medical Gun4/40017.4
Plank2/4016.3
Revolver1/4018.7
Double Barrel Shotgun1/4017.8
Pistol1/4017.5
Ghost Flint1/4017.5
Slingshot1/4017.4
Ghost Scepter0/4018.1
Spiky Shield0/4017.6
Wrench0/4017.6
Shredder0/4017.4
Screwdriver0/4017.2
Ghost Axe0/4017.0
Cacti Club0/4016.5
Stick0/4016.4
Spear0/4016.4
Icicle0/4015.4
Scissors0/4015.3
Pruner0/4015.1
Crossbow0/4014.4
Taser0/4014.2

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
Laser Gun18.7191929
SMG18.7191929
Fist18.6191926
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 · 73 damage every 0.6s on the build's stats · 194 DPS each

1,162 DPS from 6 weapons

Tool set bonus with 6 weapons

  • +5 Engineering

Stat line it is judged on

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

Build 2: Gun · Ranged Damage

Stat line it is judged on

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

Build 3: Unarmed · Melee Damage

6× FistTier IV · 146 damage every 0.42s on the build's stats · 369 DPS each

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

Player builds

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Make a Streamer buildAll Streamer 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.