Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

Character tier list (The Abyss, Danger 5)

Every Brotato character ranked by how often its best build won 400 simulated runs on The Abyss, Danger 5. S tier in Brotato 1.1.15.4: Cyborg (100%), Multitasker (98%), Brawler (96%), Jack (95%), One-Armed (95%). A tier: Soldier, Knight, Apprentice, Masochist, Arms Dealer, Sick, Generalist, Renegade, Mutant, Diver, Ranger.

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

Full ranking

#NameTiershare of The Abyss, Danger 5 runs won
1CyborgS100%Revolver
2MultitaskerS98%Double Barrel Shotgun
3BrawlerS96%Fist
4JackS95%Revolver
5One-ArmedS95%Double Barrel Shotgun
6SoldierA95%Double Barrel Shotgun
7KnightA93%Fist
8ApprenticeA92%SMG
9MasochistA90%Ghost Axe
10Arms DealerA89%Pistol
11SickA88%SMG
12GeneralistA88%Double Barrel Shotgun
13RenegadeA82%Ghost Scepter
14MutantA80%Double Barrel Shotgun
15DiverA74%Knife
16RangerA71%Double Barrel Shotgun
17OldB71%Double Barrel Shotgun
18KingB70%Fist
19HunterB70%Double Barrel Shotgun
20ChefB65%Fist
21Well-RoundedB65%Fist
22SpeedyB65%Fist
23EntrepreneurB61%Fist
24GolemB58%Ghost Scepter
25HikerB54%Fist
26LichB52%SMG
27MageB52%Plank
28GhostB51%Ghost Axe
29WoundedB51%SMG
30BuilderB49%Brick
31DoctorB47%Scissors
32DemonC47%Ghost Scepter
33OgreC44%Fist
34SailorC42%Anchor
35GluttonC41%Fist
36GladiatorC39%Ghost Flint
37SaverC39%Fist
38LoudC39%Double Barrel Shotgun
39CreatureC39%Fist
40CuriousC38%Double Barrel Shotgun
41FarmerC38%Double Barrel Shotgun
42ChunkyC38%Ghost Scepter
43TechnomageC37%Plank
44GangsterC35%SMG
45FishermanC32%Laser Gun
46VampireC32%Double Barrel Shotgun
47CrazyC31%Claw
48EngineerD31%Plank
49CaptainD29%Fist
50LuckyD28%Fist
51RomanticD28%SMG
52VagabondD27%Revolver
53DruidD27%Ghost Scepter
54CryptidD25%Fist
55StreamerD22%Fist
56WildlingD20%Hatchet
57ArtificerD17%Plank
58BuccaneerD15%Laser Gun
59PacifistD13%Pruner
60BabyD11%Rail Gun
61DwarfD10%Wrench
62ExplorerD2%Plank
How this tier list is worked out

Each character's best starting weapon, 400 simulated runs on The Abyss, 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, in the Crash Zone and in the Abyss (Abyssal Terrors); 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 zone's 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. The character's starting items and weapons are given at the start.
  • 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, counting what an item keeps adding later (each wave, level-up or reroll) and the materials it brings back over the rest of the run. Damage: every weapon's DPS by the game's formulas plus pierce, bounce, burning, explosions (also items' explosions on hit, kill, pickup or overkill), 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.
  • Curse (Abyssal Terrors) by the game's code: enemies spawn cursed at its odds with +150% HP (+2% per Curse) and +25% damage and drop 33% more materials; shop and crate items and weapons come cursed at its odds, boosted by 40% + 2% a wave ± 30% (good values up, bad ones down, weapon damage and scaling up) with Curse of their own; Curse also speeds up endless scaling.
  • 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.
  • Steps (Hiker): the game's count, 2 per play of the 0.6 s move animation, faster with Speed, with the character moving 75% of each wave (a model number). Marking (Diver) and bonus damage against burning targets (Chef): the share of a wave's enemies the marking hits or burns reach before they die.
  • Not modelled: dodging by moving, knockback, speed (except for steps), elites and hordes, loot aliens, item effects that need standing still or moving, stealing, recycling and locking, effects that last only the next wave.