Item tier list (Danger 5)
Brotato items ranked by how often winning simulated Danger 5 runs bought them, across every character's best builds. S tier in Brotato 1.1.15.4: Alien Worm (39%), Plant (37%), Coffee (36%), Turret (35%), Sharp Bullet (35%), Mushroom (29%), Feather (23%), Injection (18%), Lens (17%). A tier: Bat, Charcoal, Ratzilla, Mutation, Defective Steroids, Goat Skull, Head Injury, Claw Tree, Handcuffs, Boxing Glove, Scared Sausage, Alien Eyes, Tyler, Penguin, Helmet, Bait, Book, White Flag, Corrupted Shard.
Character tier list (Danger 5)Character tier list (Nightmare)Character tier list (Endless)Weapon tier list (Danger 5)
Hedgehog3%
Landmines3%
Bonk Dog3%
Small Magazine2%
Cyclops Worm2%
Duct Tape2%
Weird Ghost2%
Reinforced Steel2%
Butterfly2%
Fresh Meat2%
Insanity1%
Leather Vest1%
Esty’s Couch1%
Toxic Sludge1%
Cake1%
Candle1%
Peaceful Bee1%
Mastery1%
Pencil1%
Whetstone1%
Triangle of Power1%
Dynamite1%
Gummy Berserker1%
Beanie0%
Broken Mouth0%
Little Muscley Dude0%
Fuel Tank0%
Propeller Hat0%
Tree0%
Lure0%
Metal Plate0%
Ritual0%
Retromation’s Hoodie0%
Whistle0%
Black Belt0%
Scarf0%
Glass Cannon0%
Treasure Map0%
Alien Tongue0%
Glasses0%
Snail0%
Campfire0%
Coral0%
Saltwater0%
Mammoth0%
Incendiary Turret0%
Snake0%
Fish Hook0%
Wheelbarrow0%
Alien Magic0%
Rip and Tear0%
Riposte0%
Gentle Alien0%
Garden0%
Full ranking
| # | Name | Tier | share of winning runs that bought it | |
|---|---|---|---|---|
| 1 | S | 39% | 15 materials | |
| 2 | S | 37% | 15 materials | |
| 3 | S | 36% | 20 materials | |
| 4 | S | 35% | 15 materials | |
| 5 | S | 35% | 25 materials | |
| 6 | S | 29% | 25 materials | |
| 7 | S | 23% | 18 materials | |
| 8 | S | 18% | 20 materials | |
| 9 | S | 17% | 20 materials | |
| 10 | A | 13% | 20 materials | |
| 11 | A | 13% | 20 materials | |
| 12 | A | 10% | 30 materials | |
| 13 | A | 10% | 25 materials | |
| 14 | A | 10% | 20 materials | |
| 15 | A | 9% | 25 materials | |
| 16 | A | 8% | 25 materials | |
| 17 | A | 7% | 20 materials | |
| 18 | A | 6% | 80 materials | |
| 19 | A | 5% | 18 materials | |
| 20 | A | 4% | 25 materials | |
| 21 | A | 4% | 50 materials | |
| 22 | A | 3% | 62 materials | |
| 23 | A | 3% | 25 materials | |
| 24 | A | 3% | 15 materials | |
| 25 | A | 3% | 25 materials | |
| 26 | A | 3% | 15 materials | |
| 27 | A | 3% | 40 materials | |
| 28 | A | 3% | 12 materials | |
| 29 | B | 3% | 30 materials | |
| 30 | B | 3% | 15 materials | |
| 31 | B | 3% | 40 materials | |
| 32 | B | 2% | 60 materials | |
| 33 | B | 2% | 45 materials | |
| 34 | B | 2% | 20 materials | |
| 35 | B | 2% | 12 materials | |
| 36 | B | 2% | 50 materials | |
| 37 | B | 2% | 30 materials | |
| 38 | B | 2% | 25 materials | |
| 39 | B | 1% | 20 materials | |
| 40 | B | 1% | 45 materials | |
| 41 | B | 1% | 100 materials | |
| 42 | B | 1% | 20 materials | |
| 43 | B | 1% | 15 materials | |
| 44 | B | 1% | 65 materials | |
| 45 | B | 1% | 18 materials | |
| 46 | B | 1% | 55 materials | |
| 47 | B | 1% | 8 materials | |
| 48 | B | 1% | 40 materials | |
| 49 | B | 1% | 65 materials | |
| 50 | B | 1% | 20 materials | |
| 51 | B | 1% | 25 materials | |
| 52 | B | 0% | 20 materials | |
| 53 | B | 0% | 25 materials | |
| 54 | B | 0% | 50 materials | |
| 55 | B | 0% | 45 materials | |
| 56 | C | 0% | 15 materials | |
| 57 | C | 0% | 25 materials | |
| 58 | C | 0% | 80 materials | |
| 59 | C | 0% | 80 materials | |
| 60 | C | 0% | 15 materials | |
| 61 | C | 0% | 65 materials | |
| 62 | C | 0% | 30 materials | |
| 63 | C | 0% | 80 materials | |
| 64 | C | 0% | 75 materials | |
| 65 | C | 0% | 45 materials | |
| 66 | C | 0% | 15 materials | |
| 67 | C | 0% | 15 materials | |
| 68 | C | 0% | 22 materials | |
| 69 | C | 0% | 75 materials | |
| 70 | C | 0% | 18 materials | |
| 71 | C | 0% | 45 materials | |
| 72 | C | 0% | 25 materials | |
| 73 | C | 0% | 50 materials | |
| 74 | C | 0% | 15 materials | |
| 75 | C | 0% | 20 materials | |
| 76 | C | 0% | 25 materials | |
| 77 | C | 0% | 15 materials | |
| 78 | C | 0% | 35 materials | |
| 79 | C | 0% | 34 materials | |
| 80 | C | 0% | 55 materials | |
| 81 | C | 0% | 18 materials | |
| 82 | C | 0% | 55 materials | |
| 83 | D | 0% | 28 materials | |
| 84 | D | 0% | 15 materials | |
| 85 | D | 0% | 34 materials | |
| 86 | D | 0% | 40 materials | |
| 87 | D | 0% | 60 materials | |
| 88 | D | 0% | 110 materials | |
| 89 | D | 0% | 25 materials | |
| 90 | D | 0% | 50 materials | |
| 91 | D | 0% | 80 materials | |
| 92 | D | 0% | 75 materials | |
| 93 | D | 0% | 35 materials | |
| 94 | D | 0% | 25 materials | |
| 95 | D | 0% | 20 materials | |
| 96 | D | 0% | 40 materials | |
| 97 | D | 0% | 40 materials | |
| 98 | D | 0% | 40 materials | |
| 99 | D | 0% | 50 materials | |
| 100 | D | 0% | 110 materials | |
| 101 | D | 0% | 40 materials | |
| 102 | D | 0% | 25 materials | |
| 103 | D | 0% | 35 materials | |
| 104 | D | 0% | 40 materials | |
| 105 | D | 0% | 85 materials | |
| 106 | D | 0% | 65 materials | |
| 107 | D | 0% | 40 materials | |
| 108 | D | 0% | 30 materials | |
| 109 | D | 0% | 50 materials |
How this tier list is worked out
Every character's best four builds on Danger 5: for each item, the share of their winning runs that bought it (weighted by wins). Items no winning run bought most often are left out.
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.