Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

Character tier list (Danger 5)

Every Brotato character ranked by how often its best build won 400 simulated runs on Danger 5. S tier in Brotato 1.1.15.4: Jack (90%), One-Armed (84%), Brawler (82%), Multitasker (78%), Arms Dealer (72%). A tier: Cyborg, Knight, Sick, Renegade, Masochist, Soldier, Mutant, Generalist, King, Well-Rounded, Golem.

Character tier list (Nightmare)Character tier list (Endless)Weapon tier list (Danger 5)Item tier list (Danger 5)

Full ranking

#NameTiershare of Danger 5 runs won
1JackS90%Revolver
2One-ArmedS84%Double Barrel Shotgun
3BrawlerS82%Fist
4MultitaskerS78%Fist
5Arms DealerS72%Pistol
6CyborgA70%SMG
7KnightA68%Fist
8SickA67%SMG
9RenegadeA62%Ghost Scepter
10MasochistA59%Ghost Axe
11SoldierA57%Double Barrel Shotgun
12MutantA52%Revolver
13GeneralistA49%Laser Gun
14KingA40%Fist
15Well-RoundedA37%Fist
16GolemA37%Fist
17ApprenticeB33%Fist
18RangerB31%Double Barrel Shotgun
19BuilderB30%Ghost Scepter
20OldB30%Revolver
21CreatureB28%Fist
22EntrepreneurB26%Fist
23SailorB25%Anchor
24LichB25%SMG
25HunterB22%Double Barrel Shotgun
26WoundedB22%Fist
27SpeedyB22%Fist
28DemonB20%Ghost Scepter
29RomanticB20%Fist
30DoctorB19%Medical Gun
31MageB17%Plank
32GhostC16%Ghost Flint
33CuriousC16%Double Barrel Shotgun
34GangsterC15%SMG
35GladiatorC15%Ghost Flint
36FarmerC14%Double Barrel Shotgun
37GluttonC14%Plank
38FishermanC13%Laser Gun
39OgreC13%Fist
40ChunkyC13%Ghost Scepter
41SaverC13%Fist
42VagabondC13%Laser Gun
43EngineerC12%Hammer
44CaptainC12%Revolver
45LuckyC12%Plank
46TechnomageC11%Plank
47VampireC11%SMG
48LoudD11%SMG
49ChefD9%Fist
50DruidD8%Ghost Scepter
51CrazyD5%Knife
52WildlingD5%Hatchet
53ArtificerD5%Plank
54StreamerD5%Laser Gun
55CryptidD5%Fist
56HikerD5%Fist
57DiverD4%Knife
58DwarfD3%Hammer
59PacifistD2%Taser
60BabyD2%Plank
61ExplorerD1%Cacti Club
62BuccaneerD1%Laser Gun
How this tier list is worked out

Each character's best starting weapon, 400 simulated runs on Danger 5; score = share of runs that cleared wave 20.

Tiers by rank: the top 8% are S, the next 17% A, then 25% B, 25% C and the rest D.

  • 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.