Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

Weapon tier list (Danger 5)

Every Brotato starting weapon ranked by how often the three characters who do best with it win simulated Danger 5 runs. S tier in Brotato 1.1.15.4: Fist (76%), Revolver (76%), Double Barrel Shotgun (75%), SMG (71%), Laser Gun (68%). A tier: Hatchet, Rail Gun, Pistol, Ghost Axe, Spiky Shield, Knife, Icicle, Taser, Claw.

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

Full ranking

#NameTieraverage win share of its best 3 characters
1FistS76%28 characters
2RevolverS76%20 characters
3Double Barrel ShotgunS75%29 characters
4SMGS71%25 characters
5Laser GunS68%12 characters
6HatchetA65%23 characters
7Rail GunA65%14 characters
8PistolA59%20 characters
9Ghost AxeA54%17 characters
10Spiky ShieldA53%14 characters
11KnifeA51%25 characters
12IcicleA51%28 characters
13TaserA50%25 characters
14ClawA46%16 characters
15PlankB46%30 characters
16Ghost ScepterB43%14 characters
17StickB41%22 characters
18SpearB40%18 characters
19Cacti ClubB40%28 characters
20Lightning ShivB38%22 characters
21ShredderB38%20 characters
22RockB35%19 characters
23Ghost FlintB34%20 characters
24ShurikenB34%16 characters
25WrenchB31%20 characters
26Rocket LauncherB31%1 characters
27CrossbowB28%19 characters
28Jousting LanceC25%13 characters
29AnchorC25%1 characters
30ScissorsC24%16 characters
31Medical GunC24%10 characters
32QuarterstaffC23%17 characters
33FireballC20%1 characters
34SlingshotC18%23 characters
35Sharp ToothC18%15 characters
36ChopperC16%20 characters
37HammerC16%4 characters
38PrunerC14%22 characters
39Thief DaggerC11%19 characters
40BlunderbussC8%1 characters
41Vorpal SwordC6%2 characters
42SwordD6%2 characters
43BrickD6%5 characters
44ScrewdriverD5%19 characters
45JavelinD3%5 characters
46Potato ThrowerD2%1 characters
47TridentD1%1 characters
48SickleD1%2 characters
49FluteD1%5 characters
50MaceD1%1 characters
51Hiking PoleD0%1 characters
52Circular SawD0%1 characters
53LuteD0%4 characters
54SpoonD0%3 characters
How this tier list is worked out

For every weapon a character can start with: the share of Danger 5 runs won starting with it; score = the average of its three best characters.

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.