Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

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

Wildling builds

In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Wildling wins most often starting with Hatchet (5% of runs), Spear (4% of runs), Stick (4% of runs). The winning Hatchet runs bought Coffee, Alien Worm, Goat Skull, Plant and Claw Tree most often.

This section as JSON: /raw/builds.json

Quick answers (2)
What is the best build for Wildling in Brotato?
In the site's simulation, starting with Hatchet: it won 21 of 400 runs on Danger 5; the winners bought Coffee, Alien Worm, Goat Skull, Plant and Claw Tree most.
What weapon should Wildling use?
Hatchet (5% wins), Spear (4% wins), Stick (4% wins).

Wildling — what the builds are made from

  • +30 % Life Steal with Primitive weapons
  • You start with 1 Stick
  • You can’t equip weapons above tier II

Build 1: Hatchet · Melee Damage

Build 2: Spear · Melee Damage

Build 3: Stick · Melee Damage

Every starting weapon on Danger 5 (8)
WeaponWinsAvg wave
Hatchet21/40019.0
Spear15/40018.8
Stick14/40018.8
Rock13/40019.0
Cacti Club1/4018.7
Slingshot0/4018.9
Sharp Tooth0/4018.8
Quarterstaff0/4018.6

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
Hatchet19.4191926
Spear19.1191928
Stick19.1191926
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: Primitive · Melee Damage

6× HatchetTier II · 83 damage every 0.44s on the build's stats · 211 DPS each

1,268 DPS from 6 weapons

Other Primitive weapons for this build

Primitive set bonus with 6 weapons

  • +15 Max HP

Stat line it is judged on

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

Build 2: Blunt · Melee Damage

6× RockTier II · 105 damage every 1.13s on the build's stats · 104 DPS each

625 DPS from 6 weapons

Blunt set bonus with 6 weapons

  • +3 Armor
  • +6 Max HP
  • -10 % Speed

Stat line it is judged on

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

Build 3: Heavy · Melee Damage

6× Cacti ClubTier II · 76 damage every 1.11s on the build's stats · 77 DPS each

462 DPS from 6 weapons

Heavy set bonus with 6 weapons

  • +25 % Damage

Stat line it is judged on

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

Best co-op partners

Two-player runs with each character's best solo weapon, simulated on Nightmare and Danger 5.

All co-op combos and how co-op scales

Player builds

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Make a Wildling buildAll Wildling 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.