Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

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)

Full ranking

#NameTiershare of winning runs that bought it
1Alien WormS39%15 materials
2PlantS37%15 materials
3CoffeeS36%20 materials
4TurretS35%15 materials
5Sharp BulletS35%25 materials
6MushroomS29%25 materials
7FeatherS23%18 materials
8InjectionS18%20 materials
9LensS17%20 materials
10BatA13%20 materials
11CharcoalA13%20 materials
12RatzillaA10%30 materials
13MutationA10%25 materials
14Defective SteroidsA10%20 materials
15Goat SkullA9%25 materials
16Head InjuryA8%25 materials
17Claw TreeA7%20 materials
18HandcuffsA6%80 materials
19Boxing GloveA5%18 materials
20Scared SausageA4%25 materials
21Alien EyesA4%50 materials
22TylerA3%62 materials
23PenguinA3%25 materials
24HelmetA3%15 materials
25BaitA3%25 materials
26BookA3%15 materials
27White FlagA3%40 materials
28Corrupted ShardA3%12 materials
29HedgehogB3%30 materials
30LandminesB3%15 materials
31Bonk DogB3%40 materials
32Small MagazineB2%60 materials
33Cyclops WormB2%45 materials
34Duct TapeB2%20 materials
35Weird GhostB2%12 materials
36Reinforced SteelB2%50 materials
37ButterflyB2%30 materials
38Fresh MeatB2%25 materials
39InsanityB1%20 materials
40Leather VestB1%45 materials
41Esty’s CouchB1%100 materials
42Toxic SludgeB1%20 materials
43CakeB1%15 materials
44CandleB1%65 materials
45Peaceful BeeB1%18 materials
46MasteryB1%55 materials
47PencilB1%8 materials
48WhetstoneB1%40 materials
49Triangle of PowerB1%65 materials
50DynamiteB1%20 materials
51Gummy BerserkerB1%25 materials
52BeanieB0%20 materials
53Broken MouthB0%25 materials
54Little Muscley DudeB0%50 materials
55Fuel TankB0%45 materials
56Terrified OnionC0%15 materials
57ScarC0%25 materials
58LighthouseC0%80 materials
59ShacklesC0%80 materials
60JellyC0%15 materials
61Power GeneratorC0%65 materials
62Boiling WaterC0%30 materials
63KnotC0%80 materials
64BandanaC0%75 materials
65Blood LeechC0%45 materials
66FertilizerC0%15 materials
67LemonadeC0%15 materials
68Baby ElephantC0%22 materials
69Ball and ChainC0%75 materials
70Baby GeckoC0%18 materials
71BlindfoldC0%45 materials
72Ugly ToothC0%25 materials
73Sad TomatoC0%50 materials
74BagC0%15 materials
75Weird FoodC0%20 materials
76Lost DuckC0%25 materials
77CouponC0%15 materials
78CogC0%35 materials
79Catling GunC0%34 materials
80Bot-O-MineC0%55 materials
81Small FishC0%18 materials
82BannerC0%55 materials
83Propeller HatD0%28 materials
84TreeD0%15 materials
85LureD0%34 materials
86Metal PlateD0%40 materials
87RitualD0%60 materials
88Retromation’s HoodieD0%110 materials
89WhistleD0%25 materials
90Black BeltD0%50 materials
91ScarfD0%80 materials
92Glass CannonD0%75 materials
93Treasure MapD0%35 materials
94Alien TongueD0%25 materials
95GlassesD0%20 materials
96SnailD0%40 materials
97CampfireD0%40 materials
98CoralD0%40 materials
99SaltwaterD0%50 materials
100MammothD0%110 materials
101Incendiary TurretD0%40 materials
102SnakeD0%25 materials
103Fish HookD0%35 materials
104WheelbarrowD0%40 materials
105Alien MagicD0%85 materials
106Rip and TearD0%65 materials
107RiposteD0%40 materials
108Gentle AlienD0%30 materials
109GardenD0%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.