Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

Character tier list (Nightmare)

Every Brotato character ranked by how often its best build won 400 simulated runs on Nightmare. S tier in Brotato 1.1.15.4: One-Armed (81%), Jack (79%), Brawler (73%), Multitasker (70%), Cyborg (60%). A tier: Sick, Masochist, Arms Dealer, Soldier, Knight, Renegade, Generalist, Mutant, King, Entrepreneur, Ranger.

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

Full ranking

#NameTiershare of Nightmare runs won
1One-ArmedS81%Double Barrel Shotgun
2JackS79%Laser Gun
3BrawlerS73%Fist
4MultitaskerS70%SMG
5CyborgS60%Double Barrel Shotgun
6SickA57%SMG
7MasochistA53%Ghost Axe
8Arms DealerA51%Pistol
9SoldierA50%SMG
10KnightA47%Fist
11RenegadeA41%Ghost Scepter
12GeneralistA38%Double Barrel Shotgun
13MutantA30%SMG
14KingA28%Rocket Launcher
15EntrepreneurA24%Fist
16RangerA24%Double Barrel Shotgun
17OldB23%Double Barrel Shotgun
18GolemB22%Ghost Scepter
19SailorB22%Anchor
20HunterB19%Double Barrel Shotgun
21Well-RoundedB19%Double Barrel Shotgun
22LichB19%Ghost Scepter
23ApprenticeB18%Fist
24SpeedyB17%Fist
25CreatureB17%Fist
26RomanticB16%SMG
27BuilderB15%Ghost Scepter
28DemonB14%Ghost Axe
29WoundedB13%SMG
30GangsterB12%Double Barrel Shotgun
31MageB12%Plank
32GladiatorC12%Ghost Flint
33EngineerC11%Hammer
34GluttonC11%Plank
35CuriousC11%Double Barrel Shotgun
36LoudC10%SMG
37DoctorC10%Medical Gun
38CaptainC9%Revolver
39SaverC9%Fist
40FishermanC8%Laser Gun
41VagabondC8%Revolver
42TechnomageC8%Plank
43VampireC8%SMG
44OgreC8%Fist
45GhostC8%Ghost Axe
46FarmerC7%Double Barrel Shotgun
47LuckyC7%Plank
48ChunkyD6%Ghost Scepter
49ChefD5%Fist
50DruidD5%Ghost Scepter
51CrazyD4%Icicle
52WildlingD3%Rock
53ArtificerD3%Plank
54DiverD2%Knife
55StreamerD2%Double Barrel Shotgun
56DwarfD2%Brick
57PacifistD1%Taser
58BuccaneerD1%Brick
59HikerD1%Fist
60CryptidD1%Ghost Flint
61BabyD1%Screwdriver
62ExplorerD0%Wrench
How this tier list is worked out

Each character's best starting weapon, 400 simulated runs on Nightmare; 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.