Brotato Character Guide with Tier List
The guide aimed for new and intermediate players to help them understand how each character should be built and played.
Updated by ArosRising in Brotato
About the Author
This character guide was made by ArosRising, who has played Brotato for over 500 hours, completed the game with every character, and has an in-depth understanding of the game's mechanics.
The original content is available in a Google Sheet, which has other Brotato guides and useful links. Join ArosRising's community on Discord to ask questions or share your ideas.
Introduction
This Brotato characters guide aims to explain how characters work, and how their mechanics interact with the game. The guide also gives you a guideline for which weapons to go for, what items to look for, and which stats to invest in.
There are many ways to play Brotato, and even the most experienced players have wildly different opinions on how to best play a character. The builds I give in this guide are solid and can beat Danger 5 with all characters, but that doesn't mean that there aren't other builds out there. Keep your mind open. Learn from multiple people, and see what works with your personal playstyle.
I hope you enjoy the guide. Please leave me feedback on corrections, grammar, suggestions and more. I wish to make this guide into the best version it can be.
Character Tierlist
Each character is ranked in two categories: difficulty reflects how easy it is to understand and learn to play, while tier indicates how strong and enjoyable the character is.
Generic Build stats
For each character I will talk about how they have different goals for their stats. If I don't mention something, you can largely assume it just follows the generic demands for whatever weapon and build you're doing.
Note that the “correct” amount of stats often depends on which items and upgrades you are offered. Some games you're just showered with good attack speed options left and right, while in others you have to reroll hard to find anything.
You are not going to fulfill every single stat goal, but rather it is a general idea for what numbers you should aim for. And the stat goals are very loose. Don't take them as strict rules.
Once you have the amount listed, the stat becomes a lower priority. While on the other hand, if you're severely below the range in a certain stat, it is time to get it up for the boss and elite fights.
The Stats For Endgame:
- Max HP: 60-80 Ranged / 70-100 Melee
- HP Regen: 0 / 20-40 (You can go below 0 and rely on life stealing)
- Life Steal: 0 / 15-30% (You can go below 0 and rely on HP Regen)
- %Damage: 50-100% (Engineering builds can ignore dmg)
- Melee Dmg: 0 / 30-60
- Ranged Dmg: 0 / 15-30
- Elemental Dmg: 0 / 20-50
- Attack Speed: 60-120%
- Crit Chance: 0% / 10-30% / 100% (if your weapon has bonuses with crit, like knife go 100%, if your weapon has 1.5 multiplier like SMG or Fist, go 0%.
- Engineering: 0 / 30+
- Range: Whatever (I like having at least 250-300 total range on ranged weapons, and I want more. On melee, I can go lower, but it's nice to reach the 175-200 range.)
- Armor: 10-25 (Armor is great in all builds)
- Dodge: 0 / 20-30% / 60% (Dodge gets better the more you have, sometimes you just dump it)
- Speed: 10-30% (Important to keep you alive, some builds go way higher than 30%)
- Luck: 20-60 (Luck gives more chests, more consumables, better upgrades and items. It is nice to invest in early as an economy stat)
- Harvesting: 50+ (Gives both XP and Money, very powerful to get early)
Newer players tend to undervalue Economy stats (Luck and Harvesting), and they tend to forget their defenses. Remember to get a solid method of healing. For beginners this means investing into HP Regen or Life Steal (Or both even).
I don't get +30 Luck and +50 Harvesting in every game. But getting above that value is good. Unlike other stats, Economy stats should be gotten early, so if you didn't get a lot of Luck/Harvesting before the later waves, then just forget about it.
Unlocks
Some of the Items and Weapons that I mention in this guide need to be unlocked before you can use them. You unlock Items and Weapons by winning a game on any difficulty with the different characters. Each character has their own unlock. You can see a list of the Unlocks on the Wiki.
If you plan to play a specific play style often, then you should look through the list and unlock the items that are great for that build. For example, if you want to play engineering, you should unlock the good engineering items: (Explosive Shell, Robot Arm, Compass, Improved Tools)
Some Powerful unlocks that come to mind:
- Anvil - Win with Arms Dealer
- Hunting Trophy - Win with Crazy
- Community Support - Win with Streamer
- Improved Tools - Win with Cyborg
- Tentacle - Win with Lich
- Nuclear Launcher - Win with Soldier
- Lure - Win with Fisherman
- Fairy - Win with Renegade
These are just a few. There are many other powerful unlocks.
Item Tags
Many Characters are tagged for certain types of items. That means that you have an increased chance to find those items in the shops and in crates.
You can find more info on Item Tags on the Brotato Wiki.
Characters
There are 62 Characters available in Brotato, including the ones you get from Abyssal Terrors DLC.
Clicking on the character icon opens a Wiki page that includes stats, starting weapons, and instructions on how to unlock the character.
Well Rounded
- SMG is one of the most basic and easy builds. Just get 6 SMGs, get as much ranged damage as possible, and some %dmg and a bit of attack speed. Works well with life steal.
- Slingshot - Great option. Scales equally well with all offensive stats, and gives that +15 Max HP early to help you survive.
- Stick - a cheap melee weapon that has an insane start, and gives +15 Max HP from the weapon class bonus. Might want to skip crit due to the 1.5 Modifier.
- Icicle - A powerful Crit elemental weapon. Icicle is really strong later on with its 3x crit multiplier, and a powerful tier 4 upgrade. Look for synergy items like Ice cube, Frozen heart, and Snowball.
Other good options:
- Shotgun - Another good ranged option like the SMG. A bit more slow and bulky, but it melts crowds of enemies. You want a ton of Ranged damage with it.
- Fist - good all around weapon. If going fist, you might not want Crit due to the 1.5 Modifier. And you will want to build dodge due to the +15% from the set bonus.
- Taser is a pretty decent Elemental damage option. It gives a ton of early harvesting. Make sure you keep up in DPS early.
- Wrench - The Engineering Option. Well rounded's stats are decent for an engineering build.
Well Rounded can make everything work.
There isn't much to say about the Well Rounded. It can do well with any build or weapon, as the bonuses are very general. The Harvesting boosts your eco, and the HP and Speed sets your defenses up for the early game. This gives you the freedom to fully commit to any build you want.
See the general strategy guide for more advice on how to generally play the game.
Brawler
I just go full Fists. I don't recommend picking up Hands.
I'm not a big fan of Claws on Brawler, since they don't gain extra damage from the 50% attack speed bonus you have with Unarmed Weapons. They only scale with your Attack speed stat. They also need Crit, while Fists have terrible critical hits. If you're going Claws, I recommend only going claws. The two weapons don't mix too well.
The Brawler is one of the stronger melee characters in my experience. The cheap fists, early attack speed and dodge sends you out of the gate with a lot of power. The fists scale well into the late game, and the easy access to 60% dodge makes the brawler very tanky later.
As the Brawler, the build is quite simple. You're going Fists. Later, you add Burning Brass Knuckles and Power Fists to the mix.
Flaming Brass Knuckles actually have a significantly bigger hit box than Fist or Power Fist, so I'm a fan of buying them for that reason. Otherwise, it is quite expensive, and it puts a ton of elemental weapons into your shop's Weapon pool.
- Dodge: You start with 15% dodge and gain another 15% from the unarmed weapons set bonus. You should look to get the last 30% sooner rather than later, as it will make you very tanky.
- Armor & Max HP: Just because you have dodge, is not an excuse not to get a good amount of armor. The Brawler will often get hit. So have a good amount of Defensive stats.
- Melee Damage: Get some melee damage early to help boost your fists. Fists scale well into the late game, so you don't need too much Melee damage later.
- Attack Speed: You get the first 50% attack speed for free. So you don't need to strive for it like you do on other characters, but I still want more than 50%.
- Speed: If you have really short range, Speed actually becomes important to help you clear enemies. It is also generally good at helping you survive. I recommend somewhere around +20% +40%. You can even get more.
- Range: You might want to get your range back up a bit, as it helps staying on bosses and clears more enemies. But some prefer to instead just get really low range, as it gives you more attack speed. Find out what works for you
- Crit: The fists all have 1.5 crit damage multipliers. So I often dump the crit stat, so that I can buy the good items. If you're going for a Claw build, then it is a different story.
- HP Regen: I prefer HP regen over life steal. Consumable healing, like always, is great.
- Adrenaline is powerful for Brawler. Look for it.
- Dump Crit items: If you're dumping crit, look for Goat Skull, Medal, Bowler's Hat, and Octopus.
- Dump Life Steal Items: If you're dumping Life Steal, look for: Plant, Bean Teacher, Clover, Robot Arm, Exoskeleton.
- Plastic explosives and Dynamite become powerful once 3 or more of your weapons are power fists. That's rarely the case.
- Scarf - Lovely stats for you, so if you can handle one hard round, this is neat.
Crazy
All the starting weapons are pretty decent, but my favorites are:
- Lightning Shiv - Awesome weapon, get both melee and Elemental damage. It clears the map and feels like a ranged build.
- Shuriken - Strong weapon once you get going. The +25% attack speed helps you early, and Crazy finds more crit items.
- Claw - Starts out strong with the +25% attack speed. Stack a ton of Attack speed and crit, and it will destroy most enemies.
- Icicle - Allows for a ranged elemental build. Can melt elites and bosses later on.
- Thief Dagger - Earns you extra money for a snowball run.
The other options, but I'm not the biggest fan of these:
- Knife - Kind of like Claw. Higher damage per hit, but attacks slower. I prefer Claw. A fine build, though.
- Sharp Tooth: Doesn't have any synergy with crit. Just isn't really a weapon for crazy.
- Scissors: It doesn't deal enough damage, and the healing doesn't make up for that. You can add one to the build for life steal if you want, but I don't recommend it, as you will see more scissors in the shop if you pick one up, and less of the more important weapons. But it isn't a terrible choice if you're really lacking healing midgame.
As Crazy, your melee weapons are basically ranged, since you gain 100 range. Normally, changes to the range stat are halved for melee weapons, but the starting +100 isn't for crazy. So it is like starting with +200 range when using melee weapons. Crazy can start with different precision weapons that are great with Critical builds and Crazy is tagged for crit items, so more will show up.
- Sell your Knife: If I'm going Lightning Shiv, Shuriken, or Icicle, I'm selling my starting Knife as soon as I get into the first shop. Having a knife means the shop will try to sell you more knives instead of the other weapon that you actually want. You can mix with Thief Dagger, but honestly, I just sell that knife.
- Elemental Build: If you're going for an elemental build, with shiv or Icicle, crazy is already at -30% dodge, so you can pick up Toxic sludge and Alloy for some efficient stats. Also look for the Frozen heart, which is powerful for that build.
- Get to 100% Crit: All the precise weapons except Lightning shiv have additional benefits from crit. (higher multiplier, money, more hits). You want to get to 100% crit. So for example the Red/Tier 4 shuriken have a base crit chance of 45%. So you need 55% Crit chance to max that build out. And you get 15% from the precise bonus. So you actually only need to get 40% Crit from Shop and upgrades.
- Gaining Crit: Crit is easiest to get through Items. It can be fine to take a random higher tier crit upgrade. But generally you're getting more value by taking upgrades like attack speed or Armor. Crit has plenty of powerful crit items that are covered below.
- Don't go Dodge: You start with -30% Dodge. It is not worth it to go for dodge. Just leave it in the negatives and pick up -dodge items like, Toxic sludge (Lightning shiv), Alloy, Little Frog, Weird Food.
- Armor: Since you're not going dodge, remember to pack a healthy amount of Armor.
- Melee Damage/ Elemental Damage - Knife, Shuriken, scissors and Thief dagger all want a ton of melee damage. For Claw, Attack speed is better. And lightning Shiv needs both melee and elemental damage. Knife and scissors can really benefit from getting some melee damage early in the game to get your damage started.
- Negative Range items: Since you have effectively +200 range with melee weapons, you can dump it and still be fine. Cyclops Worm, Head injury, Beanie, Little Muscley Dude, Scar, Gnome are items to look for.
- Good Crit Items for Crazy: Sun glasses and insanity are the bread and butter for building crit. Alloy is just great for you since you're not building dodge. Poisonous tonic is also often a good pickup.
- Situational Crit: Claw tree is good on the melee crit builds. Elemental bracelet is ok on lightning shiv, but actually good on Icicle.
- Bad Crit items: Blindfold isn't worth it since you don't get Dodge.
One of the good things about a crit build, is that you have several items that are insane if you have a ton of crit. You want all of these.
- Hunting Trophies: One of the best items in the game when you have a crit build. This is the unlock for Crazy, and it can earn you tons of money.
- Tentacles: Gives a chance to heal when killing enemies with a crit. Unlocked by winning on the Lich.
- Lucky Coin: A legendary that gives you 2 luck for each 1% crit you have. A really powerful way to gain 100+ luck for cheap.
- Giant Belt: This belt makes critical hits deal bonus damage depending on the Current HP of the Enemy. This is super powerful on a 100% crit build.
Ranger
My Picks:
- SMG is the most common choice. Look for a sharp bullet. Stack a ton of Ranged Damage. Get some life steal.
- Shotgun - Also great - insane with ranged damage, and it comes with all the piercing you need. Needs more attack speed.
- Revolver is also a great choice. Relies less on Ranged damage, tho it still scales well with it. Wants sharp bullet,
- Shredder also works. Can also be mixed into the other guns if you want something to handle crowds.
- Slingshot - Since you can't find melee weapons, your shop will show you a lot of slingshots. Gives some early HP, which helps you survive your downside, loves the +50 range, and you can make them deal a ton of damage.
You can go Pistol or Laser build for a challenge.
- Crossbow: The Ranger is also one of the better options for a Crossbow build. However, the crossbow's Ranged Damage scaling is still so awful that you shouldn't get ranged damage even with the +50%. (You do start with 50 range, are tagged for range, and only see ranged options, so it has some advantages.)
The Ranger is the basic ranged character. While having less HP is rough, the +50% ranged damage along with only seeing ranged weapons in the shop are strong benefits. The +50 range is a fine additional bonus.
- Sell your Starting Pistol: Consider selling your starting Pistol, as it causes the shop to show you more pistols instead of what other weapons you might be going for.
- Look for Weapons with good scaling: Since ranged damage is buffed for you, look for weapons that scale well with ranged damage: SMG, Shotgun, Minigun, Obliterator, Shredder.
- Guns, unlike many other weapon classes, can mix well. Having some Shredders/Shotguns for Horde Clear, and SMGs for single target damage can work well. Try to combine guns that work with your stats. (SMG's are bad with Crit, Pistol doesn't scale that well with ranged damage) However, you don't have to, and 6 of the same gun might even be the strongest option depending on what the shop offers you.
- Glass Cannon: Ranger is a common character to go glass cannon on. That said, don't let the -25% Max HP trick you. You still need Max HP, even if you go glass cannon. Unless you have some tardigrades, you should at least be able to handle a hit from a boss. If you're a newer player, I wouldn't try to go glass cannon.
- Healing: Ranger tends to not take that much damage, and instead relies on dealing damage. So my favorite healing is consumable healing here, since it heals you in big bursts. HP Regen can be fine, and same with Lifesteal if you're using SMGs.
- Guns - Dump Range: If you're going for a gun based build, you'll have more than enough range and you might dump it in order to buy Blindfold, Cyclops Worm, Retromation's Hoodie, Scar.
- Ranged Damage: You get +50%. Ranged damage is already one of the strongest stats. On Ranger it is insanely strong. The easiest way to get Ranged is through upgrades. So look out for them.
- Look for ranged damage: Lens, feather, and Small magazine are the bread and butter. Always buy. Alloy, Honey, reinforced stell, and Wheat are also fine/good. Handcuffs - You want to find this later in the game when you can lock your Max HP. Heavy bullet, if you find it, is amazing.
- Baby with a Beard: This item is insanely powerful on ranger since you'll stack a ton of ranged damage.
- Tardigrade: Tardigrade can be a great option if you're going for Glass Cannon.
- Triangle of Power is also a fine option if you plan to not take a lot of damage.
- Crystal: good attack speed option if you plan on not getting hit.
- Torture: Torture gives a ton of Max HP and gives you more than enough healing for the run. Can be a great pickup if you find it before you've invested in defenses.
Mage
The best starting choices are:
- Icicle - The most straightforward elemental weapon. It deals good damage and scales well with crit. Just get them to tier 4 and they will melt things.
- Lightning Shiv can deal amazing damage with the bouncing lightning, and the bouncing projectiles now spread burn since the new patch 1.0.1.3. However, mage can't increase its melee damage attack, so you're not super well protected from enemies walking into you.
- Taser gives a powerful slow that can nearly stop elites and bosses. It also comes with the support tag, which gives you early harvesting. Tasers can struggle to clear the map, so you need to pick up some early elemental damage, attack speed and %DMG. Look for a sharp bullet, or get better at spreading flames.
SMG and Shotguns are kinda joke weapons. You can't get any ranged damage, so they're just good for spreading flames.
Higher Tier Weapons:
There are several powerful elemental weapons that you can find later into the run:
- Flamethrower - Tier 2 - One of the iconic elemental weapons. Fires piercing flames at a high rate that sets enemies on fire, but deals little direct damage. Works super well with life steal, ugly tooth, and some knockback.
- Fireball - Tier 2 - Weak explosion that sets all targets on fire. Nice alternative to flamethrower.
- Thundersword - Tier 3 - A mix between lightning shiv and the Sword. Nice pickup for taser or shiv builds.
- Plasma Sledge - Tier 3 - Explosive heavy hit hammer. Better on melee builds, but can still be a fun addition to your build, if you want.
- Particle Accelerator - Tier 3 - Slow, big damage laser beam that scales with engineering and elemental? Slows and sets enemies on fire? It is expensive, but can be a nice addition to your build.
- Nuclear Launcher - Tier 3 - One of the best weapons in the game. Does scale with elemental damage. I would just buy it in most builds.
The Mage is a very strong elemental character. You get a +25% multiplier to your elemental damage, and you get to start with the two powerful burn items: Scared Sausage and Snake. This sets you up for a burn focused elemental build.
- Elemental damage: As the Mage, you need to stack elemental damage. Elemental damage is best found through items, but upgrades are also fine. Especially if you're offered an elemental damage upgrade of a higher tier than the other upgrades.
- Healing: Burn doesn't trigger life steal, but it is super powerful with the flamethrower, as its fast attack speed and pierce will trigger life steal very often. Otherwise, I would go for HP regen in general. In both cases, I want consumable Healing.
- Dodge: Consider if you're going dodge. Peaceful bee is quite good if you do, Toxic sludge and Alloy are great if you don't.
- Engineering: A tech with mage, is that you can pick up Scared Sausages and Some Turrets. Turrets can spread fire with sausage, which then hits multiple enemies with Snakes. If you have several turrets and a Tyler, you can really have flames spreading all over the map. Pocket Factory is also super powerful for this reason. Landmines also spread flames. But remember that your Engineering stat is -50% so don't bother increasing it.
- Melee Damage/Ranged Damage Downsides: Fertilizer, Peaceful bee, Shmoop and Lucky charm, have downsides that don't matter to you. So they become potentially powerful items.
- Snowball: Snowball gives +1 Elemental damage when you get an item with elemental damage, from the shop or crate.
- Elemental DMG Items: Toxic Sludge, Fuel Tank, Handcuffs, Gnome, Wolf Helmet are the items I'm looking for to get elemental damage. Boiling water is fine and perhaps the cleanest way to get elemental damage.
- Ugly Tooth is really powerful with Burn, as it slows down enemies while they burn to death. The Flamethrower is great at stacking the slow along with the burn.
- Pierce/Bounce: When using Taser or Wand, look for Bandana and Ricochet. Getting Piercing or Bouncing is great. And each hit can spread burn.
- Sharp Bullet is also very powerful, since the actual damage of the hit doesn't matter as much, since you spread flames. This is a S-Tier item for Taser and Wand. It is also quite good on Lightning shiv, but I would avoid it on Icicle.
- Scared Sausage: If you are using weapons that don't automatically spread fire on hit, then you should pick up more scared sausage. (Taser, Lightning shiv). Otherwise, it isn't worth buying them. Structures also spread fire with this item. Btw, sausages add a secret +1 to all your burn damage for each sausage you have.
- Snakes are great. When you have a snake, everytime you light an enemy on fire, it can spread the fire to another enemy. There is diminishing usefulness to snakes. Once you have 2, you're likely to already be lighting enough enemies on fire.
- Eye Surgery makes your burn tick every 0.8/0.6 Seconds. Giving you +25%/66% Burn DPS. The +1 Elemental damage also helps. If you have Snowball, it becomes an easy buy.
- Strange Book: Strange book gives 50% of the regular amount for mage, but you have a ton of elemental damage. So if you have some structures or Particle Accelerators, you can pick up the book.
- Ice Cube - Just +10% damage for you. Nice pickup.
Chunky
- Pruner works well with the +3 Healing from consumables. And can really do damage if you find spicy sauces. The Harvesting bonus is awesome. My go-to. (remember to get enough melee damage if you're using pruner)
- Stick - Great weapon that comes with +15 Max HP.
- Choppers give additional healing from consumables, and scales with your max HP. At Tier 4, the 30% Max HP scaling means you can really lean into it.
- Spiky Shield, as the armor stacking is great on Chunky, and you ignore the -10% speed of the blunt tag. Good knockback keeps you safe.
- Shotgun/Shredder/Revolver - puts you at range, which can be a big help if you're having trouble surviving with Chunky's healing in Melee. Actually quite powerful.
Alternative Options:
- Spoon - Worse Chopper, except the Fire / Crit gimmick.
- Rocks are also playable. Gives some nice Armor + HP bonuses. But it isn't the strongest weapon in general.
- Ghost Scepter - A fun option with an awesome late game. You need to focus on getting enough damage early to keep if you go this route.
Chunky is a difficult character to learn. You have so many stats that don't work for you, and you heal by eating consumables, and generally by having more max HP. You need to learn to navigate the battlefield locked at 100% speed without taking too much damage.
Chunky can be quite powerful once you learn the movement and what stats to get. Max Hp, Armor, Attack speed, and Luck are your most important stats.
- Keep your DPS up: Dead enemies don't deal damage. It is easy to get sidetracked by Max HP, Armor, Consumable Healing etc. keep your DPS high on Chunky, just like with other characters. If you fall behind on DPS, you lose out on Materials, and it becomes exponentially harder to avoid damage.
- Learn to sidestep enemies. Since you're stuck on default Speed, you'll have to learn to dodge projectiles and charging enemies at that speed. All these things can be done at default speed, but it requires you to learn the attack patterns.
- Watch out for Ranged Enemies: Chunky is slow and uses melee weapons. This means that it can be difficult to kill the spitters and buffers. Make sure you chase down the enemies that keep a distance to you, so they don't stack up. You also need to be vigilant on wave 7, since it can be hard to reach the eggs in time.
- Consumable Healing: This is your Main way of surviving. Learn to manage your consumption. Leave consumables on the ground until you need them. Get more Healing with Weird food and Lemonade. Get more fruits with Gardens and Luck.
- Luck Based Build: Chunky has a bigger chance of seeing items that give Luck, give Consumable healing (Lemonade, Weird Food), or Baby Elephant, Cyberball. This sets Chunky up for a Luck based build. You want Luck for more Consumables dropped by enemies. So if you have a ton of Luck, then Baby Elephant and Cyberball can deal tons of damage. You also have extra %dmg from your HP. But remember that this is an option, not a requirement. You'll be more than fine without going for Cyberball/Elephant.
- Max HP: Max HP is great for you, and also provides a good amount of %Damage. There are some items and weapons that deal damage based on your Max HP, which can be fine. But I wouldn't tunnel vision on Max HP. You still need other stats.
- Dead Stats: You can't really use HP Regen, Life Steal, Dodge, or Speed. That is going to affect how you evaluate items a lot.
- Armor, not Dodge: Since you can't really go for dodge, armor becomes super important to increase your Effective HP. Having armor increases the value of your healing. Luckily, some armor items have negative speed as their downside, making them easy pickups for Chunky.
- Healing: Life steal is a dead stat to you and HP regen is halved. So look for other methods of healing. Lemonade and weird food are great for more consumable healing. There are also Items that can provide alternative healing options
- Luck: Chunky is tagged for Luck, and Luck increases the amount of Consumable dropped by enemies. So get more luck. Shady potion is awesome for you.
- % Damage: You'll get a lot of this through your Max HP. So you don't need to worry about it. But I would still pick up the great items and upgrades you see along the way.
- Max HP Items: Broken mouth is great, Acid is also pretty good. Since you're ignoring the downsides of those items. Not a fan of alien worm. Medal is also worse. But Little Muscley Dude is great as always
- Baby Elephant / Cyberball - Since you're tagged for luck, and might be stacking luck, these can be good. Chunky has the option to go for a luck based build if you find enough of these. So look out for that option.
Speed
- Negative Speed Items: You can use Items with Speed downsides without losing anything. Look for Helmet, Warrior Helmet, Barricade, Statue, Mammoth, Big arms.
- Shackles has no downside for you. 80 Range is pretty powerful. And if you're using engineering for some reason, that's a free additional bonus.
- Ugly Tooth & Snail: You can't increase your own speed, but you can slow down enemies. These also have speed as downsides, making them excellent for you. Especially ugly tooth is a must to keep up with Elites and Bosses.
Healing Options
- Lemonade and weird food - Consumable Healing is your bread and Butter. You need to buy them.
- Jerky - +3 Consumable healing is awesome. But I'm not sure I want to delay Chunky's core healing to over 4 seconds.
- Gardens are quite good on Chunky. Solid healing.
- Alternative healing includes Cute monkey, Healing turret, and Torture.
- Tentacles can also be powerful if you have some crit.
- Goblet: This is awesome for you. Really helps you sustain when fighting a ton of enemies.
Max HP Build
- Alien Eyes can be strong if you stack max HP
- Spicy Sauce can become good if you manage to stack them, and extra powerful if you're using Pruner as a weapon.
Other
- Stone Skin - This can be powerful, but you don't get +%dmg from the Max HP. So I want at least 16-18+ Armor.
- Baby Alien - If you're doing well on the Damage side, this is a nice +15 Max HP.
- Maybe not Padding - You don't get %DMG from the Temporary Max HP. So padding isn't doing much.
- Honey - You ignore both downside, so it is great for the ranged build.
- Not power Generator - C'mon.
Old
Old is pretty vanilla when it comes to weapons. The character specific abilities don't affect weapons much.
- Shotgun - The tightly packed enemies line up perfectly for the shotgun to mow them down.
- Revolver - Is just a generally good weapon.
- Pruner - provides a ton of healing and gives the support tag, while being a decent weapon at higher tiers.
- Sickle - Scales with Harvesting, which you have a bit extra of. Mixes with Pruner if you want.
- Icicle - Powerful elemental option. Get some attack speed, crit, and elemental damage. And it will shred enemies later on, which is nice for dealing with elites in a small area.
Other Options
The defining feature for Old is the small map and slow enemies. The small map makes engineering more powerful, as the randomly placed turrets end up being close together anyway.
- So Wrench is a powerful option, along with Screwdriver as a fun option to try.
- Taser is also fine if you want an elemental build.
But any weapons can work, as the bonuses aren't limiting the Old from any build. Melee weapons like the slowed enemies, as you can dance around them without being hit. Explosive weapons can also become very powerful.
There isn't much to say about Old. It is a different experience playing on a smaller map, but the slower enemies make it easier to handle. Get used to sidestep projectiles, since you don't have as much space to dodge in. Especially for Elites and bosses.
As the Old, it is easy to avoid taking damage, as everything moves slower, giving you more reaction time. However, the smaller map means you can't kite enemies around the map as easily.
- Don't fall behind on damage: You need to keep the map clear.
- Tank up for the Mid Game: Once you get to wave 10+, enemies are going to spawn all around you. At this point, you are going to need to up your defenses a bit.
- Turrets: Even if you're not going engineering, picking up Incendiary turret and Medical turret can be an option since the battlefield is so small.
- Economy: Build up your harvesting and economy early so you have enough power to handle the later waves where it is harder to evade enemies.
- Get Speed: Get your speed back up. Don't stay at -10%. Leverage your ability to outmaneuver your enemies.
Lucky
- Lute - Insane with Lucky. Scales with Luck. So you can just stack it and have lutes hitting for several hundreds of Damage. Likely Lucky's Best weapon.
- Stick is cheap, and works fine at your slow attack speed. It gives a strong start, and doesn't require a lot of melee damage, allowing you to focus more on %dmg.
- Slingshot is a decent ranged option. The bounces work very well combined with your luck damage. However, you can fall behind on damage if you don't find enough Elephants/Cyberballs.
- Chopper: Chopper grants a ton of consumable healing, which is powerful on Lucky. Chopper can struggle a bit with the damage and range, especially early. But it scales with your Max HP, which means you can skip melee damage for the most part.
Other Options:
- Flute - It deals a ton of damage and scales with luck. You can stack luck like crazy. But the slow attack speed makes it rough. Mix it with lutes for an easy time.
- Screwdriver - Some people also like screwdriver because it damages enemies all over the map, just like your Luck damage, and you can largely ignore the -60% attack speed.
- Fist is another fine melee option. It is fast, and mostly ignores the negative attack speed debuff. However, it has a shorter range, and requires a bit of melee damage early.
- Pruner - Gives harvesting and Gardens, You can mix with Sickles for more DPS. But there's stronger options.
Weapon Mixing: As Lucky, it might be worth it to not invest in flat damage and crit at all. In that case, you can freely combine ranged weapons with melee weapons. Due to your luck, high level weapons show up early in the shop. Adding a Tier 3 spear to your slingshots can give you extra area clear and be a cost-efficient investment. Experiment and try what works for you. However, if you're using sticks, you should just use 6 sticks.
Lucky revolves around the luck stat. You start with 125 luck and you should stack it higher. The idea is to use your ability to deal damage when you pick up material, along with the items Cyberball and Baby Elephant to deal intense luck based damage. You should buy all the cyberballs and Baby elephants you see. You then pick up a lot of % Damage and Luck to scale this.
Baby elephants and Cyberballs trigger independently. This means that whenever you pick up materials, or kill an enemy, the game rolls the 25% chance for each of that item you have. So if you have 3 Cyberballs, you roll 25% three times, and an enemy is chosen and hit 0, 1, 2, or up to 3 times by the damage depending on how many rolls succeed. (That does mean some diminishing returns due to hitting the same enemy with way too much damage and just doing overkill damage.)Don't let Materials Pile up. There is a maximum of 50 Materials that can be on the ground at once. If more would be dropped, the value is instead added to other materials already on the ground. So you lose out on Baby Elephant damage when this happens.
On Negative Attack Speed:
It is worth noting that negative attack speed doesn't work like positive attack speed. Weapons have several hidden stats that determine their attack speed, (Weapon cooldown, Recoil, and range) and negative attack speed only affects one of these stats, while positive attack speed works with all of them. A normal slingshot has a cooldown of 1.22 seconds, while for Lucky it has 1.77 seconds. Normal fists have 0.78 vs 0.92, Stick - 1.25 vs 1.68. So that means picking up 60% attack speed only gives: (slingshot 45% dps increase, Fist 18%, Stick 34%) Instead of the 100%/40% =150% DPS increase you would've expected. When you then account for the fact that attack speed doesn't affect your luck damage, it might not be worth it to go into attack speed at all.
Conclusion: Since negative attack speed doesn't do too much, you should either stay at the negative 60%. (You can even lower it further). Or you should attempt to get it to at least +50% positive attack speed to get the real benefits, if you stop around at 0% attack speed, it is a waste.
In general, Ranged builds are hurt more from the negative Attack Speed. So melee builds, I don't mind tanking my Attack speed even lower.
- Boost your XP Gain: The high amounts of luck means you'll find more crates and higher tier items, boosting your economy, but it comes at a cost of -50% exp. You can pick up some Scars or bean teachers to bring you back up to 100%. Those items are extra effective on you. (2.5 scars double your exp gain, normally it takes 5). So make sure you look for Scars and Bean Teachers especially.
- %Damage will scale both the damage you deal with your weapons, and with your luck abilities. Super important stat for Lucky.
- Flat Damage and Crit: These damage stats don't increase your luck damage, and the weapons you're using, stick, Lance, Lute, slingshot, don't scale particularly well with flat damage, so you can ship out on most, except the really good offers. For Crit, I like just dumping it on Lucky.
- Speed is useful for surviving and picking up materials faster. Get speed early and a good amount.
- Ignore Life Steal: Your luck damage does not life steal, and your slower attack speed means that life steal is weaker. So in addition to my consumable healing, I look for powerful HP Regen options such as Plant, Fairy, etc.
- Consumable Healing: The high amount of luck means you'll find a lot of consumables. So look for lemonade and Weird food. It can end up being your main form of healing early and mid-game.
- Jerky - Great if you want Consumable healing to go from burst healing into your main healing source. I like it on Lucky and in general.
- Cauldron - Gives a ton of Pickup Range and a good damage boost. You're seeing a ton of consumables, so it is great.
- Treasure Map: You're seeing more Crates, so Treasure map can be quite worth it.
- Pearl: This is just awesome on you. Buy each pearl you see. Easy +17-30% damage.
- Pickup Range / Auto Collect: Look for items that help your pickup range. Alien tongue, and maybe Little frog, if you're not going dodge You don't need much, but the first +30% to +50% is decent. I also love Baby Gecko and Sifd's Relic.
Negative Attack Speed.
If you stay at negative attack speed, several good item options open up for you.
- Bowler Hat, Defective Steroids, Missile - good stats for the price.
- Baby Squid - Great source of HP Regen. And life steal isn't the best for you, so that's perfect.
- Small Fish - Gives a multiplicative 10% damage bonus (75% HP or higher) which is great for your Luck Damage.
- Stone Skin - When you ignore the downside, it doesn't take much for Stone Skin to be worth it.
- Focus - Trade a bit of attack speed for a massive amount of %Damage. Always take.
- Ball and Chain - Works with Blunderbuss. And you're unlikely to have weapons faster than 0.75 sec. It gives great stats.
Mutant

- -66% XP required to level up
- +50% Items Price
Difficulty: Medium
Tier: B
Mutant's ability to gain more upgrades work well with most weapons.
However, a few weapons stick out.
- SMG, Double Barrel Shotgun - Upgrades are the easiest way to get ranged damage, and these weapons are insane if you can get enough ranged damage with them.
- Quarterstaff - Scales with your level and gives XP gain. It is a powerful melee option for Mutant.
Other options
- Stick - Great weapon.
- Revolver - Good weapon.
- Lightning Shiv - Good weapon
- Icicle - Nice Ranged Elemental option.
The Mutant has only two abilities. Items cost 50% more, and levels require less experience.
This means you'll end up as perhaps level 33 instead of 23. Or something like that. Especially in the early game, the levels will come fast, and you can expect to level up 2-3 times each wave.
- Mutant was changed from +200% XP gain to levels requiring -66% XP on the 1.1.0.0 Patch. The patch didn't change how many levels you would get per default, but it made + XP gain items much better on Mutant. Before they were bad, now they're quite good.
Understanding Good Upgrades
Some stats are easier to find on items than others. %Damage is easier to get through items compared to attack speed.
- Generally, Attack Speed, Armor, Ranged Damage, are hard to come by efficiently in items.
- %Damage, Max HP, Luck, Melee Damage, Harvest, Life Steal, Elemental Damage are easier to get through items.
But this is just a loose rule of thumb. You still pick up the good attack speed items like coffee, and if you're offered a higher tier upgrade in Max HP, you'll also take that. Consider it a tie-breaker.
- Buy your Weapons: Since everything is so expensive, your weapons will take up most of your shopping money. So just lock items early in the shop and focus on getting to 6 weapons for the most part.
- Harvesting gives both money and Exp, Investing in harvest helps later in the game so you still can afford items, when the upgrades slow down. Since the Exp from Harvesting is tripled, harvesting is the real way for you to gain extra levels.
- Manage your Rerolls: Reroll costs for level ups are shared for each wave. So if you have 3 level ups after a wave, you should be careful not to reroll too hard on the first level up, since it will also increase the price of rerolling for the next two levels.
For Mutant, you'll spend more money on rerolling upgrades, and all items are more expensive, so it is really limited how many items you can get. For this weapon as the Mutant, you should have a high standard for which items you buy. I often skip those middle of the road items I otherwise would've had picked up and instead just buy the good stuff.
- Buy XP items: Since the Change, Mutant is now great with XP gain items.
- Decomposing Flesh/ Baby Squid - You gain a ton of levels. So buy these for a ton of stats.
- Barnacle - It will curse you a ton, but the extra stats are quite worth it.
Generalist

- +2 Melee Damage for every 1 Ranged Damage you have
- +1 Ranged Damage for every 2 Melee Damage you have
- You can only equip 3 melee weapons and 3 ranged weapons at a time
Difficulty: Hard
Tier: B
As the Generalist, you need to pick both a melee and a ranged weapon at least, since you can only have 3 of each. Due to your ability, the generalist ends up with a higher amount of melee/ranged damage. So look for weapons that scale well with flat damage.
Melee Weapons:
- Cacti Club - You actually make the spines fired do quite a bit of damage.
- Spear - Basically works like a ranged weapon, making it easier to fire all your weapons at the same time. Combines well with Javelin
Ranged Weapons:
- SMG or Shotgun are superb since they scale really well with ranged damage.
- Revolver is also surprisingly great when matched with a weapon like spear.
- Slingshot is a powerful weapon, and primitive, making it give extra hp with your melee weapons, and making it easier to find the weapons together.
- Javelin - The new option. Primitive, so it mixes well with Cacti and Spear. And it scales quite well with melee damage.
Other Combos
- Knife / Shuriken - A Crit based combo that can be fun to explore. Both weapons scale with melee, but that doesn't make any difference. You still can use good ranged upgrades and items to pump your melee damage.
- Lightning Shiv / Icicle - Start Shiv, and you basically end up ignoring your character's abilities… I don't recommend it aside for fun^^
Higher Tier Weapons
You can find some nice weapons later on in the shop.
- Harpoon - Scales with Both Melee and Ranged Damage, making it a really high DPS weapon for you.
- Trident - upgraded version of spear
- Sword / Thunder Sword / Captain's sword - Just strong melee weapons.
The Generalist Is forced to use 3 Melee and 3 Ranged Weapons, but in your Melee and Ranged Damage Stats are linked together. This helps you get more of the better upgrades/items and you gain a ton when you find items that give both Melee and Ranged Damage.
Otherwise, the generalist is pretty straightforward.
I don't find Generalist to be very strong, since having to have such a mix of weapons is often a downside. It is harder to get the right mix of stats, when your weapons scale very differently. For example, Spears don't need a ton of Melee damage, while SMGs do want a ton of Ranged damage. If Generalist feels very strong in your hands, it might be because you're doing some funky weapon combinations on other builds anyway, and it might also be because you're not getting enough flat damage. Generalist certainly helps you get a ton of flat damage.
Melee / Ranged Damage is important, but don't let it cloud your judgment. You shouldn't be buying the bad sources of Melee / Ranged Damage, in fact, you should have standards. One of the powerful points of the Generalist is that you have double the options. You can choose the Highest tier between Melee / Range DMG Upgrades. And you can buy the best items that grant melee and ranged Damage. So with that many options, don't be tricked into buying garbage sources of Damage like Mutation or Riposte.
- Healing: If you're using Cacti club + SMG life steal can be good. I mostly Default to HP Regen.
- Look for Hybrid Items: Look for items that give both Melee and Ranged damage, as their values are doubled for you: Hedgehog, Wheat, Big Arms, Handcuffs, Alloy.
- Double Damage Downsides: Watch out for items with melee or ranged damage downside. Especially those with both as a downside like Peaceful bee, Lucky charm, or Shmoop.
- Item Based Damage: Rip and Tear and Baby with a beard tend to be good with you since you stack a lot of flat damage.
Loud

- +30% Damage
- +50% Enemies
- -3 Harvesting at the end of a wave
Difficulty: Medium
Tier: S
So many choices!
Melee is often a bit easier, since they handle crowds of enemies better.
- Thief Dagger gives you a ton of money and causes you to scale out of control.
- Spear or Jousting lance are great for long range melee builds.
- Lightning shiv - Tons of bounces will kill everything
Ranged options require you to keep up in attack speed, piercing, bouncing to handle enemies.
- Shotgun - Mows down the crowds. Stack ranged damage, and attack speed. Shotgun can handle the crowds and got the DPS.
- Shredder - The explosion builds easily deals with the additional enemies.
- SMG - If you stack a ton of ranged damage. Get to 34%/51% attack speed. Get sharp bullet.
- Slingshot - Solid weapon that makes it super safe if you get ahead on damage.
Other options
- Ghost Axes or Ghost Flints for insane fun stacking. But a bit harder to get going.
- Javelin - Add some spears to help with hordes and crowds. Javelin provides a ton of DPS.
- Icicle - Elemental Option. Struggles early with handling the crowds, so I'm not the biggest fan. You can however find other elemental weapons to aid it.
Honestly, most builds can work. As long as the weapon is able to handle the number of enemies.
Loud most deal with the hordes of enemies that spawn. Use weapons that can hit multiple targets. More enemies mean more money and exp. Loud can gain insane amounts of money. All you need to do is to deal enough damage, and your late game will be amazing.
Watch out for waves like on Crash zone wave 7, where the extra enemies can mean a large amount of eggs spawning. Or Wave 9 on Abyss.
You'll need all the same stats as a regular build, but there are a few stats that are a bit stronger than normally on Loud.
- Attack Speed: Generally always a nice stat, but extra nice on Loud since it helps keep up with the extra enemies. Keep it high and it will keep you safe.
- Crit Build - Tentacle healing on Crit kill, and Hunting Trophy granting gold scale really well with extra enemies. So the Critical Hit based build becomes quite a bit better.
- Negative Harvesting has no increments. So it won't grow aside from the -3 each round (So if you have -100 Harvesting, it becomes -103 at the end of the wave, not 108). Negative harvesting also doesn't take away XP. So it isn't too bad.
- Positive Harvesting: Loud can go into positive harvesting. Buying fertilizer or a tractor might still be worth it, but generally you can ignore harvesting in favor of just focusing on dealing enough damage to kill all enemies. Unlike on other Characters, Harvesting is a Luxury on Loud.
- Healing - More enemies means that Life steal and consumable healing is better. Especially consumable healing. You're also seeing the mouse item more often, making life steal better. But in all cases, I will invest in Consumable healing.
- Luck: I like Luck on Loud. You have the extra money early to throw at luck. And it just helps you scale completely out of control, and boosts your healing.
- Hunting Trophy / Black Flag - These can give you soo much gold on a Crit/Curse build. Look out for them. It is worth going into those builds for them.
- More Enemies: Pick up Gentle aliens and Mice for more enemies, if you can handle it. These can lead to some of the most fun runs in the game. Gentle alien is especially powerful, since it grants a ton of useful stats. So if you like more enemies, it is a great item.
- Piercing/Bounce: Bandana and Ricochet can help your ranged weapons clear the enemies. Sharp Bullet is also an option.
- Rip and Tear and Baby with A Beard are really powerful on Loud.
- Luck Damage: Cyberball and Baby Elephant's damage scale with the number of enemies. Since Loud has +30% and a strong economy, it is easy for Loud to reach a point where you have a ton of Luck, Damage and those items. It can be a powerful way to clear the map. But worth noting it doesn't work with Crit.
- Goblet: Gives a ton of healing when you have so many enemies. Can really carry your healing.
- Decomposing Flesh: You like Life steal and gain a ton of levels. Great if you find it early.
Multitasker

- +20% Damage
- You can equip up to 12 weapons at a time
- -5% Damage for every weapon you have
Difficulty: Medium
Tier: B
There are many good options for starting weapons for the Multitasker. It is a lot of fun to try all the different builds with 12 Weapons
It is worth noting that you'll end up spending a ton of money on weapons, and you have to focus on fixing your %dmg early, so weapons that require a ton of ranged damage, melee damage, or crit to function can struggle a bit to get going.
- Stick is the strongest option, as its ability gives crazy base damage. You don't need to worry about Melee damage at all. It's also a cheap weapon, which is nice since multitasker can buy so many.
- Jousting Lance - Also quite nice, gives you 24-40% ish Speed when you have 12, so you don't have to worry as much about speed, range, or melee damage. It also sets you up for a strong power generator.
- Slingshot is a very strong ranged option. Just get enough of the different damage stats, and it will keep you safe.
- Spear got a great range and is a good option.
- Hiking pole - a Spear with harvesting weapon class. Once you get to 12, you'll start really stacking range stat. Since you get the flat damage for free, you can focus on %dmg.
- Shotgun, SMG can be great, since they scale so well with ranged damage, that you don't need them higher than tier 1.
- Revolver - solid at tier 1. Doesn't require as much ranged damage, so it is easier to get going.
- Laser Gun - Actually fine when you have 12 weapons. Mixes quite well with Revolver and other guns. Multitasker can really go for a gun mix.
Other Options
- Wrench is also fine, as it ignores the Damage penalty. You can let your %Dmg go to -100% if you want, since your turrets are unaffected. You can add some Screwdrivers to the mix if you want.
- Chopper is a fun meme for +12 healing from consumables.
- Icicle - similar to the gun builds, but are slightly harder to find due to two weapon classes, and it doesn't have other weapons to mix with, unless you want to add lightning shiv and tasers. (which is actually decent, but can be a bit weird with the range)
- Taser, Lightning Shiv, are also quite good for an elemental build.
Generally, you can go with most options.
The multitasker can wield up to 12 weapons at the cost of losing 5% Damage for each weapon picked up. You start with +15% while at 1 weapon, but you'll end at -40%. That's harsh.
This can really be a bit of a trap. If doing a weapon mix build, you might end up buying a ton of weapons, while at the same time losing %dmg fast. You'll often also spend your money super fast in these cases. And that's exactly when you'll get stuck at -30% to -40% Damage and no money. Make sure you pick up the available %damage items such as head injury or injection. And also get some good %dmg upgrades.
- Stat Increases are more impactful than upgrading weapons: When you have 12 weapons, getting +10% damage or attack speed might make for a bigger damage increase than upgrading one of the weapons. This can be a hard balance, since Multitasker easily can end up spending all their money on weapons. Make sure you haven't forgotten a stat.
- Weapons are far away from you: The more weapons you have, the further they are positioned from the center of your body. As a result, short ranged melee weapons often have trouble attacking enemies on the opposite side of you. Making elites harder to focus down. You either need to keep your range stat higher, or better yet, learn to move closer to the enemies, such that the weapons get their turn to hit. Outside of elites, this can be an advantage, because it gives extra range to the weapon in its direction, and it means that you have weapons ready to attack in different directions.
- Weapon Set Bonuses: If you mix weapons, you will get more set bonuses. It might be worth it in some cases. (never with sticks tho). But this is very niche, and your first priority is to make sure your weapons scale with the same stats and have similar range.
- %Damage items: I'm buying Head injuries, Gentle Aliens, Cyclops Worms. Give me all of it.
- Glass Cannon - This isn't the most cost-efficient item. But if I'm into the negative with %Dmg, I'm happy to pick this up.
- Power Generator can really be a powerful pickup.
- Jelly / Spider - If you do some janky weapon mixing, these can give a ton of stats.
Wildling

- +30% Life Steal with Primitive weapons
- You start with 1 Stick
- You can't equip weapons above tier 2
Difficulty: Very Easy
Tier: C
- Sticks are likely the best choice, as you start with an extra stick and it is a great weapon.
Other options
- Spear - Longer range version of the Stick.
- Hatchet - a weapon that doesn't scale that much with tiers, so it doesn't mind being tier 2. Stack a ton of attack speed a get a bit of range.
- Quarterstaff - another decent melee option. Get some more xp gain, and enjoy the good weapon classes.
- Slingshot - Bouncing ranged option. Safe, works well with life steal, but you gotta try to keep up in damage since you can't go above tier 2.
- Javelin - Same as slingshot but with melee damage. A bit easier to keep up in damage.
- Note that your 30% life steal doesn't count for scaling Sharp Tooth's Damage, making it a quite poor option.
- Cacti Club - the spines can life steal with the ability, so there's a bit of synergy there. But Cacti club isn't a great weapon.
Starting with +30% lifesteal, and the +15 HP from primitive Weapons, makes for a very tanky character. Wildling got a strong early game, but their late game is kinda capped from the Tier 2 limit. So we have to work around that.
- UP your DPS stats: Your weapons can only go to tier 2. This limits your late game DPS output. (but saves you money, especially with sticks, which are cheap) You need a high amount of %Dmg, Attack speed, Flat damage, and Crit to keep up. Secondary damage such as Rip and Tear can also help, or Baby with a beard for ranged.
- Economy: Use your strong early game to invest in your Economy. Get Harvest, Luck, Bags, Recycling machine, Trees. This will help you scale the late game. Piggy bank, Tractor, Crown. Go big. We want to scale out of control.
- Defensive Stats: I like getting a lot of armor, and maxing out Dodge on Wildling. It's useful for melee builds that struggle to clear the map quickly.
- Healing: You already got 30% life steal. So I wouldn't invest in more. Just get Hp Regen and Consumable Healing. You're gonna get hit.
Pacifist

- Gain 0.65 material and XP for every living enemy at the end of a wave
- You start with 1 Lumberjack Shirt
- -100% Damage
- -100 Engineering
Difficulty: Hard
Tier: B
Hand is the strongest option for the good protection, and great harvest it provides. I usually don't care to upgrade them beyond tier 2. You're not getting that much. But if done early enough, the harvesting might pay off.
Pruner is also quite decent. And it mixes well with hand. Getting the early healing boost can help you get past the early waves where you might struggle.
I like to add 1 Taser at some point to the build. It helps slowing down enemies, even the ones that are resistant to knockback. However, adding the taser to the build also makes elemental damage show up in the shop, so there's a benefit to waiting a bit with adding it.
The Pacifist attempts a quite different playstyle: Pacifism. You gain 0.65 Money and Exp for each enemy that is alive on the map when the wave ends And also for each despawned enemy.
There is a maximum of 100 enemies that can exist on the map at once. When more spawns, the weakest enemy despawns (Changed with the DLC patch). The pacifist still gains materials in that case. Even if an enemy would drop 3 materials, you still only gain 0.65 Materials from it.
This might seem weak, but when you take into account that you gain materials from all enemies, while other builds miss out on materials from the enemies they weren't able to kill. And also that enemies don't have a 100% drop rate of materials.
You can read more details on Materials on the Brotato Wiki.
Tanking up.
The Game for Pacifist is unfair. Enemies stay alive, and the game becomes a bullet hell. The game plan is for that not to matter. You Stack Armor, get to 60% dodge, have a ton of speed, and then get as much healing as you can.
Then it doesn't matter at all, you can just run around and survive anything. That's the Gameplan.
- Moving in Circles: As the Pacifist, you need to constantly put enemies behind you, so you end up running in big circles around the map. Don't weave back and forth. This would cause you to get swarmed by charging enemies.
- Crowd-Locking: Enemies can block each other and there is no way for a faster enemy to get past a wall of slower enemies. This means that if you can gather a big group of small mobs, and slow them down with Tasers or the very powerful Ugly Tooth, you can lock Slicers, Elites, Charging enemies inside a wall of slow mobs. This is super powerful, especially against charging elites and bosses. You can run in circles around the crowd to keep it stuck in the middle of the map.
- Flamethrower: One common and super powerful strategy is to buy a flamethrower in the shop if you see one. Then combine the flamethrower with Ugly tooth, Fried rice, and some life steal. That will provide endless healing, making the run super easy.
- Despawning: You get money from enemies that despawn. But recently the code was changed and now weaker enemies despawn first instead of random. This makes it quite a bit harder for you, and means that Mouse/Gentle alien is worse.
- The New Map - Abyss. This one is quite a bit harder. While you don't experience Wave 7 and 14 of the old map, you now have to deal with the anglerfish chasing you down endlessly.
No Offensive Stats:
As the pacifist, you can skip investing in damage, flat damage, crit, and attack speed. To survive, you must invest in your Defenses instead. This means Max Dodge, Tons of Armor, HP Regen, and Speed. If you do that, you'll win.
- Speed: Speed is super important for Pacifist. You cannot kill spawning eggs, elites, or other dangerous enemies, so you need to have enough speed to put those enemies behind you. I want to increase it to +5%/+10% for the early waves, and I want a ton of it for the boss fight. At least 40%+. Wave 7 on Crash Zone and Wave 8 on the Abyss are quite hard and it helps to have at least 10%-15% speed here.
- Max HP - It is important to get some Max HP early, so you don't die in a few hits. But it shouldn't be your main plan for surviving. That said, I still want it higher than on a regular run.
- Dodge - A great way to become 150% harder to kill, when you have 60% dodge. You get 9-15% Dodge from the Hands Set bonus, and You need to get it to 60% during the mid game, Wave 11-16.
- Armor is your other damage mitigation stats. Every 15 Armor means it takes 100% more dmg to kill you. (so 30 armor is 67% damage reduction, meaning it takes 3 times as much damage to kill you.) This then is multiplied with the 150% extra from dodge. So 60% dodge and 15 Armor means it takes 5 times the damage to kill you. This also means any healing you do is worth 5 times more.
- This is why I recommend going heavy into healing + Damage mitigation rather than more Max HP.
- HP Regeneration - This is your Bread and Butter. This is how you stay alive throughout a long wave. I would want 40-60 on a solid run.
- Attack Speed: I'm not super interested in investing in Attack Speed compared to other stats. But I'll take the great options I'm offered. Coffee, Hoodie, or Community Support. We don't need a lot of attack speed for DPS, but getting more does make your weapons more consistent at applying slow and knockback.
- Consumable Healing: You don't kill enemies, so you'll see very few consumables. If you're not using 2+ Pruners, I wouldn't bother with consumable healing (It becomes good if you have 2+ Gardens). And if I'm not using pruners, I will take Alien worms.
- Luck: Since you don't kill enemies, you miss out on a lot of the value of luck. You don't get the consumable drops, and you don't get more crates from enemies. So you can mostly ignore luck.
- Curse: Curse is awful on you, since there's a ton of items you can't use, and your weapons don't benefit from being cursed. Also, you don't kill cursed enemies so you miss out on the +33% Materials. Finally, Cursing a Narwhal or Anglerfish can be your death. They aren't going anywhere, and now you have to deal with a boosted enemy all wave. Luckily you have the means to avoid getting any curse. So don't.
- Ugly Tooth is a key item for the pacifist. Always lock it or buy it when you see it. Snail is also decent. Being able to slow crowds of enemies, and slow down elites is super powerful. But note that it doesn't slow down the actual charges of enemies.
- Harvest + Crown: Even with your ability, you can expect to earn less money and exp per wave. So look for harvest items to make up for the difference. Crown and Tractors are excellent pick-ups early- and mid-game. You ignore the downside of many of these items.
- Harvesting items that reduce damage are also great: Peaceful bee, fertilizer, bowler hat.
- Negative Dmg, Tank items that reduce your damage are great: Metal Plate, Shmoop, Cape, Cake.
- Community support is actually quite powerful, and can single handedly supply you with all the attack speed you need.
- HP Regeneration: Look for Plant, Fairy, Octopus, And Medikit (Which is insane for you), Regeneration Potion, Sad Tomato, Shmoop, Shackles.
- Baby Squid - Quite great if you can find it early. Pacifist didn't get much from the DLC sadly.
- Life steal: You can dump life steal, to pick up Plant, Clover, Bean Teacher. However if you don't run into those items, You can pick up some life steal, since it can actually be okay with Hand, or if you get flamethrower. If you do, Look for Mouse, Cape, Whetstone, Fin. And perhaps Blood Leech on the later waves. But you'll be more than fine to dump it. An early Decomposing Flesh is also a reason to move into life steal.
- Stone Skin - If you get to 15+ armor, this becomes a good source of Max HP.
- Ghost Outfit - Amazing for you. The downsides are bad, but the extra dodge...
- Alien Baby - You ignore the downside, nice cheap +15 Max HP.
- Knot - I don't even upgrade my weapons to tier 4 on pacifist, so this can be an easy +15 Max HP.
- Wandering Bot - Wandering Bot is a bit expensive, But I find it quite useful. It is able to slow enemies by 300 speed for a split second, with the enemies regaining the speed quickly. The bot can “stun” enemies for enough time for you to run safely past them while they're slowed. It also hits the front of a crowd of enemies, causing a huge traffic jam for the enemies behind.
- More/Less Enemies - With the Change to the code, despawning enemies now makes the map harder, so you might want less enemies. But it still costs you in terms of economy. I'm not sure where I stand on it now, but I'm certainly less hot on Gentle Alien and Mouse after this change.
Useless Items for Pacifist
- Any items that give dump stats: That's Crit, %Dmg, any Flat damage, engineering, and so on.
- Items that relies on killing enemies
- Loot Crate synergy - You get less crates, so unless you've found 5 tree items, these items are bad: Bag, Recycling Machine, Treasure map.
- Consumable Healing. Same story. Can be fine if you have trees or Gardens. But otherwise not worth a lot. Penguin isn't great for the same reason.
- Killing Enemies: You're not triggering Hunting Trophy or Tentacle. Goblet is also out. Lure too.
- Material Pickup - You're barely picking up materials: Metal Detector doesn't work with your ability. Starfish is also awful, Cute Monkey.
- Any Curse Item: You don't want Curse at all. So don't buy Barnacle, Fish Hook, Black Flag. You get the idea.
- Med Turret - Only heals for 1 since you have -100 Engineering. Also you run too much.
Ghost

- +10 Damage with Ethereal weapons
- +30% Dodge
- Dodge is capped at 90%
- -100 Armor
Difficulty: Hard
Tier: D
All three starting weapons are fine. You can go 6 Axes, Flint, or Scepters, or mix. You can mix Flint and Axes for a melee build that gives both %Dmg and Attack speed.
- 2-2-2 Mixed Build: Some players also like going 2-2-2 of each weapon early for a good stat mix. Rely on your +10 Damage to make this viable. You don't need more Ranged Damage for this build. If you are mixing, start with Axe, as it is more expensive.
- Ghost Scepter Build: Personally I like going 6 scepters, since it gives you a ton of HP for the late game. However, the build requires you to stack a lot of DPS to keep up with the enemies. You need a sharp bullet, tons of attack speed, and some ranged damage + good amount of %dmg. On this build you can basically forego defensive stats due to the amount of Max HP you have. Like a weird golem run.
Your gameplay is to get maxed dodge, while using ghost weapons to farm stats. You have to get more Max hp to compensate for your armor.
Ghost can be a bit scary to play, because a few unlucky hits can end the run if you have too little Max HP. Dodging 90% of the time can make you careless, because it seems like you can just stand in a crowd of enemies and just
- Switch Weapons Late game: The Ghost weapons have terrible DPS, so you can replace them late game for other weapons. But if you do, remember that you lose 6% dodge, due to the set bonus. So make sure you don't go under 90%
- Legendary Weapons: Ghost weapons aren't the best late game, so if you can find a legendary weapon late game, it can be a super powerful dps upgrade. Scythe is also an ethereal weapon, making it easier to show up. Excalibur's Armor downside is meaningless to the Ghost, making it a super powerful option.
Dodge and Ghost
You start with 30% dodge, and gain another 30% from the Ghost weapons. It is very important to get to 90% dodge, as being hit 40% of the time is 4 times worse than being hit 10% of the time. But you don't need to rush it. During the early game, you can survive without the dodge, while you get your stats and economy going. But I want to be at 90% for the midgame.
At 90% Dodge, and -100 Armor, the ghost has 534% effective Hit Points, which is the same as a character with 0% dodge and 65 armor. So you are technically quite tanky. But there are several downsides. Since you take 0 damage from dodges, it often makes you feel immortal, since you are at 100% hit points… Until you aren't. Don't let Hybris get you. Play safely, even if you're at full hp.
- Don't need to buy stat: When using Ghost Axe, you don't have to buy %Dmg. Same with Ghost Flint and Attack Speed, and Ghost Scepter with Max HP. (If you mix the weapons you might still want to buy the better options for those stats.)
- Consumable healing is very powerful on Ghost, since you can store consumable healing on the ground until you take damage. Look for lemonades. If you have enough dodge, you can pick up some weird food. It is worth the -2 Dodge.
- Luck: If you rely on Consumable healing, consider getting slightly more luck.
- Max HP: You need a larger Max HP to compensate for the randomness of dodge. You should be able to take at least 2 hits in a row. You can expect the end bosses to deal about 56 damage with their projectiles. If you have under 112 hp, you can be killed by two hits in a row. If you have under 90 max HP, it becomes hard to heal above the 56 that you need to survive another hit. (Melee Hits are 77 Dmg, so oof)
- Negative Armor: Unlike positive armor, Negative armor has huge diminishing returns. Being at -90, -100, or -120 Armor makes no difference at all. It is the difference between taking 87% or 88% Extra damage. - This means you can pick up all the negative armor you want. And that you shouldn't try to increase your armor.
- Negative armor items are a good pickup: Gambling Token, Glass Cannon, Sunglasses, Wheelbarrow, Community Support. You ignore the downside.
- Tardigrade was made for Ghost. But it still only saves you from 1 hit. It can be a fine addition if you're not that tanky. But if you have 150+ hp, it isn't that good.
- Fertilizer, Peaceful Bee: I like picking up some early negative melee damage items which are Fertilizer and Peaceful Bee. You start with +10, so you'll be fine. The stats of those two items are great for you.
- Adrenaline is Insane on Ghost, always buy, even if you already have maxed Dodge.
- Not Riposte: I'm not a big Fan of Riposte, it barely does any damage, but you can try it out if you want. It is fine from a crate for the melee damage. On a Ghost axe build, you can stack Riposte for some meme boss damage potential.
- Not Armor Items: Avoid items that mostly give armor: Leather Vest, Metal Plate, Warrior Helmet.
- Not Stone Skin: And whatever you do, don't buy Stone Skin… It will instantly put your Max HP to 1.
Speedy

- +30% Speed
- +1 Melee Damage for every 2% Speed you have
- -100 Armor while standing still
- -3 Armor
Difficulty: Medium
Tier: A
- Shuriken - Scales quite well with melee damage. The weapon clears the map nicely, making it easier to run around at full speed. Remember to get the Crit maxed out. The tier 4 version has 45% innate crit, so you need 55% to get it to 100%.
- Jousting Lance - Seems like the Perfect fit for speedy. Scales with speed, gives speed. Certainly really powerful. But it also only scales 50% with melee damage. Still, it is really powerful with speedy. Just don't stand still.
- Spear - Longer range and better melee scaling. Spear is a viable alternative to the Jousting lance.
Speedy starts out fast and with a lot of damage. So it is a good opportunity to go glass cannon. Get more attack speed, %Dmg, weapons. Invest in Harvest and Luck. And then worry about defense later.
The main things to learn about speedy, is to navigate at high speeds, and not to stand still. Once you get these down, speedy is just a character that starts with a bunch of free stats.
- Fix your Armor: Having Negative armor hurts. You should aim to get that -3 into a normal 10-20 range later in the game.
- Don't invest in melee damage: Since you get melee damage from speed, you don't need to invest in it. Only pick up the best of the best melee damage you're offered. Otherwise focus on other stats.
- Don't stand still. If you hold down both the left and the right button at the same time, you'll stop. So be careful how you move.
- Power Generator is overpowered on you. Always buy.
- Max Speed While getting more speed gives you melee damage, you shouldn't push yourself above a speed you can handle. If you go too high, you might just start running into stuff and die. I would recommend 50-100% speed.
Entrepreneur

- -25% Items Price
- Harvesting modifications are increased by 50%
- Gain 25% more materials from recycling items
- -100% of your materials at the start of waves
- Damage modifications are reduced by 50%
Difficulty: Hard
Tier: S
Support Weapons:
These get the +50% harvesting, which is insanely strong. If in doubt, this is a great choice.
- Sickle - The new Hotness, a support weapon which scales with Harvesting for its damage. This can reach insane DPS for entrepreneur. But it might need a bit of range to help it out. The sickle is broken for Entrepreneur.
- Pruner - Gives a good amount of healing early, which will get you through, you can pivot to sickles after.
- Hiking Stick - Support weapon with spear range, decent early game. It will scale its own base damage by increasing its range, so you get around the -50% downside, and you can buy more range to help it.
- Quarterstaff - I would take this and hope to find Spear, Lance, Trident, and other powerful melee weapons and just run a mixed build. Note that it scales with levels, which you'll have a ton of.
- Wrench - Allows you to ignore the -50% damage downside, since structures don't use those stats. You can look at the Engineer character for more details on how to build an engineering build.
Other options:
- Crossbow - Uses range, crit and attack speed a lot. So it isn't punished as much by the -50% damage.
- Thief Dagger - Can be fun for a high roll money run, but it makes your early game even weaker. And -50% Damage is rough here.
- Icicle - A strong elemental option. Scales well with tiers, so you can focus on getting weapons to scale your DPS.
- Taser/Lute - Support weapons. So they're still powerful options.
You have -50% modifier to damage. So weapons that scale heavily with flat damage are worse. For example, Shotgun.
The Entrepreneur is a quite difficult economic character. You lose all your gold at the start of each wave, so you have to spend it all at each shop. But once it gets going, Entrepreneur is one of the strongest characters in the game.
- Weak early game: Your early game is quite weak. You start with less money, you have to invest in harvesting, and your Dmg gains are halved. So just make sure you pick up enough weapons early to handle the waves, and make it out alive. The harvesting will carry you later!
- Spend all your money: You lose all the materials you have at the beginning of each wave. So you need to buy items and reroll until all your money is gone. You need to learn when to buy a bad item, and when to take a really expensive reroll.
- Recycling: Normally you get 25% back when recycling. Entrepreneur gets 50%. If you buy Recycling Machine, it becomes 85%. Consider getting more luck for crates at this point. It is worth noting that your lower shop prices also lower the recycling value. This also means you can switch weapons a bit cheaper
- Buying out the Shop: While the rerolls are expensive, you can instead buy out all the items to get a free reroll. If there are weapons in the shop, you can recycle them and get 50-85% of the money back.
- Get harvesting: You need to invest in harvest and get an insane economy to make up for your downsides. Look for harvesting in the early upgrades and items. Fertilizer is amazing.
- Damage Stats: When Flat damage and % Damage is halved, Attack speed and crit becomes stronger options to scale your damage. Since you have to spend all your money each shop, you often end up with a lot of random items, and in turn, stats. So you're less likely to have dump stats.
- Secondary Dmg Stats: Pumpkin, Dynamite and the like, are also halved in effect. (But they are still good in the right situations)
- Crown: The best item you can find. Any Harvesting you gain from Crown is also increased by 50%, allowing you to spiral out of control if you find the Crown Early.
- Harvesting Items: Fertilizer, Tractor, Blood Donation, Bowler Hat, Wheat, Wheelbarrow. You need to buy these and stack up your Harvesting.
- Recycling Machine: This brings the recycling value from 50% to 85%. Making recycling Crates super powerful on the Entrepreneur.
- Economy Items: You are tagged for them. Buy any Coupon, Dangerous Bunny, Bag you see.
- Lure: Entrepreneur gains additional money from recycling Crates. Making Lure really powerful, if you manage to get enough damage to handle it.
- Not Piggybank: Piggybank makes you gain 20% of your materials at the beginning of a wave, but Entrepreneur loses 100%. So with Piggy Bank you just lose 80% instead. Don't Buy Piggy Bank on Entrepreneur.
- Fish Hook - Since you end up rerolling all your money away, you often have good items locked for the next shop, making Fish hook quite decent.
- Baby Squid/Decomposing Flesh/Barnacle - Entrepreneur usually gets a ton of levels due to the large amount of harvesting. So consider items that center around leveling up.
Engineer

- +10 Engineering
- Engineering modifications are increased by 25%
- You start with 1 Wrench
- Structures spawn close to each other
- Damage modifications are reduced by 50%
Difficulty: Medium
Tier: B
Wrench is the way to go. Screwdriver can also be powerful. Regular weapons aren't a good experience.
The plan is to just get a bunch of turrets, engineering stat, and then just tank up so you can survive.
The Nest: Your Turrets spawn in a cluster somewhere on the Map. This is your Nest. It will protect you, but it also means that you're weaker away from it. If you're playing with screwdrivers, you'll have more weapon DPS, and also have more mines around the map. But engineering is most often played with wrenches. So...
You will have to survive, evading enemies under your turrets. So pick up good amounts of speed, HP regen (Or Luck and Consumable Healing), Armor and dodge.
It might be worth reading the Wiki Page on Structures.
- Tier 2 turrets' burn doesn't stack. So you might want to upgrade your wrenches past blue, instead of having 6 blue wrenches. The Engineer's Ability to make Turrets cluster really makes Blue turrets worse in general.
- Primary Stats: Structures - Landmines and Turrets don't work with primary stats. So you can ignore Crit and %Dmg. The exception is of course the Engineering stat, which increases the base damage of landmines and Turrets.
- Improved Tools: Another exception is Improved tools, which lets your Structures scale with 50% of your Attack Speed. While 50% might not seem great, it is super powerful since it adds a whole new multiplier to your damage output.
- Engineering Upgrades: Items are the more efficient source of engineering. Though the +2 tier 1 engineering upgrade is decent. So take that +3 Armor over +4 Engineering when choosing upgrades. Rely on Items instead.
- Healing: Life Steal is useless on you. So I like getting HP Regen and Consumable Healing.
- Economy: Engineer has a powerful start. So I like getting the Harvesting engine going.
The Engineering Archetype has a lot of key items to look out for. Many items can affect your turrets. Getting the right items can improve your run drastically.
- Engineering Items often have downsides that don't matter to you. They are quite cost-efficient and should be your main source of engineering. Look for Pencil, Toolbox, Cog, Compass, Metal Detector, Shackles, Exoskeleton, Robot Arm, Diploma.
- Turret Items: Look for the turrets in the shop: Tyler, Healing turret, and the other turrets are great. They are a way for you to scale beyond the 6 turrets you have from your weapon slots.
- Pocket Factory can also be really powerful, but it requires you to leave the engineering Nest. If you have multiple tree items, it becomes good. But I also want a lumberjack shirt to make sure I can kill the trees quickly. On screwdriver builds, this isn't an issue.
- Shackles: Shackles are insanely powerful on engineering builds for the +8 Engineering and the +8 HP Regeneration. So find out how much speed you're comfortable with for the endgame. I like having 20-25%. Others like higher.
- Metal Detector: I think this item is quite underrated. Just from the +6 and +2 Engineering, you're already getting a fine deal. But the +5% material drops usually means +10 to +25 money and harvesting per wave. I really like it on Engineering builds.
- Economy: Since you dump all those stats, many defense and economy items become better: Bowler hat, Cape, fertilizer, Lucky Charm, Metal Plate, Panda, Peaceful bee, Shmoop, Tractor.
- Ugly Tooth works with your turrets (and landmines) and keeps enemies within range of your turrets for longer, and makes it easier to dodge enemies.
- Sharp Bullet: Since Engineer has -50% Dmg modifications, sharp bullet only reduces the piercing damage by 10%. (So the pierce will do 40% damage on the pierce). I'm very happy to pick up Sharp bullet, since it boosts Tier 1 and Tier 4 Turrets. Tier 2 turrets are unaffected, and tier 3 is slightly nerfed.
- Bandana and Ricochet are amazing for you if you are using Wrenches. The -%damage doesn't matter, so you pick these up cheaply. If you already have Sharp Bullet, Bandana isn't very good, but Ricochet is still super powerful.
- Explosives: Both Landmines and the Tier 4 Turret scale with Explosive damage and size. So look for Dynamites, Explosive Shells, and Plastic Explosives. I will lock and buy dynamites in the early game even though their damage is halved on engineer, because this is a super important way to scale your turrets late game, and crazy powerful for landmines in general.
Explorer
Explorer has several starting options.
- Shredders are a neat choice, as they are great at killing trees and large groups of enemies. You can easily make up for the -40% damage with explosion damage. Look to upgrade with Rocket Launcher and Nuclear Launcher later.
- Sticks, as they will deal a lot of damage early and are cheap. Helping you get through the rough start.
- Cacti Club gives +25% damage, and +15 Max HP with the Set Bonus, which is fantastic for you. The spines also cuts down trees all over the map.
Other Options:
- Screwdriver - Going for an engineering build can also be quite strong. The early game isn't the best, but if you find pocket factory, it can be insanely strong. Picking up Wrenches is also fine.
- Choppers can be fun for the insane Consumable Healing. However, the short range and low damage makes it hard to clear the large groups of enemies.
- Taser can be good for an elemental build, but has a rough start. You won't be killing a lot of enemies, but the Support Tag will boost your income. Pick up Flamethrowers later. You can also mix in an early torch for knockback and spreading fire. Pocket Factory is insane with burn builds if you can find Scared Sausage.
- Pacifist: Explorer can also go for a more pacifist playstyle. Start with Taser, build some hands. You just focus on defensive stats and farm trees. Remember to stack some harvesting.
The explorer can feel like playing a different game. The map is huge, there are more enemies, but they drop less materials. You start with -40% damage. Most importantly, there is a ton of trees spawning.
For the Explorer, your first goal each wave is to move around and kill trees for profit. Killing enemies is still a good source of income, but it isn't your first priority.
For Explorer, some items are really important. Bags and Recycling Machine are completely busted on you, and you should be looking for them. Once you have them, you begin earning much more money.
Trees: You start with +12 to your tree stat, which is the same as having 12 of the tree item. That means that every 10 seconds, 4-5 trees will spawn. Normally, trees spawn each 10 seconds into the wave. So you get the first spawn after 10 seconds and the next after 20. Explorer has an ability that makes the first wave of trees spawn at the beginning of the wave. The next spawn is still after 20 seconds.
You can read more on the wiki on odds for tree spawning.
Have Area Damage: More enemies spawn, and you deal less damage. That often causes big groups of enemies to pile up in the middle of the map as you move around them. Make sure your build has a way of dealing with them.
- Consumable healing: Each tree drops a consumable. More enemies spawn, and the -50% materials doesn't apply to consumable drops. So yeah, a mega ton of consumables drop. This is your primary form of healing. You better be buying every lemonade and weird food you see. Or I'm taking away your Brotato privileges. Adding some HP regen or life steal is also fine. I mostly go HP Regen.
- Big Map, Fast Speed: The Map is huge. This makes the Speed stat much stronger. On one side it allows you to get to more trees, and also collect more materials. But the huge map also means larger gaps in between enemies. Note that some elite abilities have limited range, and you can just completely outrun the danger of a lot of the elites. I like getting the Speed
- %DMG: You start with -40% Damage. You should attempt to get this fixed, otherwise you'll struggle to deal damage. Negative %Dmg is very punishing.
- Recycling Machine: Is insanely powerful - it increases the amount items recycle for from 25 to 25%+35% = 60%. This makes it much stronger than the tool tip might seem. Explorer recycles a lot of items from crates, and this provides 140% more money from that.
- Bag: Bags can catapult your run into easy mode. They can provide you with so much money.
- Tree: Even if you already have a lot, more trees is still awesome, because you are built to take advantage of it.
- Explosions: If going shredders/screwdrivers look for Plastic Explosives, Explosive Shells, Dynamite
- Power generator: You lack %DMG, but have a ton of Speed. Quite the match.
- Pocket Factory: Pocket Factory is great. It spawns turrets for every tree, which means it will spawn 4-5 turrets every 10 seconds for you. Even if you don't go for Engineering, that's still a good amount of free damage. And the turrets also kill trees for you.
- Lighthouse - Pocket Factory counts as 1 structure even if you spawn 100 turrets. So you can take Lighthouse if you have pocket factory for the +19 Engineering, which is quite worth it.
- Engineering Burn Builds: Explorer can do some cool things by combining Engineering and Elemental build. A regular melee or ranged build will also do fine, if not better, but this is fun. Understanding how these builds function is key to make Explorer be super strong. Key players are items like Pocket factory - spawns turrets when you kill trees, Strange Book - converts elemental damage into engineering. And Snake - spreads the flames.
- Treasure Map - You're getting Crates all the time, so treasure maps are likely to pay themselves off.
Doctor
As the Doctor, you have 2 options. Melee build, where you go Scissors. Here, you can hope for the Circular Saw, which is basically just much stronger scissors.
For Medigun, you hope to pick up a bandana, Sharp Bullet, or ricochet to help with the area clear. Baby with a beard can also do it.
Attack Speed: The +200% attack speed and -100% cancel out, so you have +100% with medical weapons. You have -100% with all other weapons. So stick with medical weapons.
You can still pick up more Attack speed, but the value is effectively halved, since you're already attacking at double speed. Medigun needs it more than Scissors/Circular Saw.
- Great Healing: You'll have a lot of Life steal from your weapons. And your HP Regen is doubled. You can dump the life steal stat with little to no loss, since your weapons basically already max it out (It can only trigger once per 0.1 second). Since you have so much healing from the get go, I don't focus much on healing early.
- What Healing to get. I still want to end up with a lot of HP Regen in the late game. So I'm looking for Plant, and some of the big HP Regen items later.
- You can dump Consumable healing for some alien worms, if you don't want to use consumable healing.
- DPS Stats Ranged: When using Medigun, it has a quite high base damage for a ranged weapon, so ranged damage isn't super important. Focus on getting %DMG. Get crit from insanity and Sunglasses. Then look for some ranged damage and Attack speed when you see a good option.
- DPS Stats Melee: When using Scissors or Circular saw, they have super low base damage, but scale well with melee damage. So Stack melee damage like crazy. Scissors and Saw both have some base Crit, so don't focus on that. %Dmg is also important.
- Armor/Dodge: Your survivability is lacking due to the half armor. You should still pick up the good armor options. And aim for 60% dodge. Dodge is going to be your best source of Damage mitigation during the later waves and boss fight.
- Max HP: Since your armor is halved, I like to have a bit higher Max HP, so that I'm not instantly killed in two hits before my healing can kick in and save me. It also helps prevent unlucky dodge streaks from killing you.
- Attack Speed Breakpoints: The Attack speed skill got some breakpoints. You start at 100%. There's a big increase at 101% You always want to at least pick that one up. There's still a good amount of benefit to be gained from going higher, but there's diminishing returns at play.
- Weird Ghost and Sad Tomato are good, since you quickly heal back up to full.
- Blood Donation can give you a ton of harvesting, and you can easily sustain the damage. Bloody hand is also great for this reason.
- Regeneration potion is super powerful if you can find it. Makes you heal 4 per tick while 50% or lower.
- Fairy and Medikit are just generally insane HP Regen Items.
- Not Rip and Tear's. Explosions can mess with your lifesteal. So I'm out.
- Baby with a Beard: This is neat on the other hand, since it helps a medigun build clear the stage.
Hunter
The Hunter was made for Crossbows, and Crossbows were made for the Hunter.
That said, Shuriken is decent and Thief Dagger / Spear can be fun.
The hunter is one of the best glass cannons. Your Hit Points are crippled, but you can dish out immense damage at long range.
Hunter can be a hard character to learn, since you'll need to be evading projectiles and not get hit. You can rely on your damage and range to keep yourself safe, but Elites and Bosses can be tough.
Most builds start with Crossbow. You have a
- Sniper Gun: If you're going crossbows, you can pick up sniper rifles along the way. Sniper Gun is a super powerful weapon. But you need a lot of range, and it only has a base Crit Chance of 20%, so you'll need more Crit. Also, Sniper Gun requires you to have at least 1 piercing or Bounce before it is good, so have that in mind. But if you manage to get these things, Snipers can outperform crossbows by a ton! But there are also cases where you don't need it. So it isn't always worth the investment.
- Healing: With this Patch, I'm going HP Regen + Consumables. Banner will put you into negative Life steal anyway.
- Consumable Healing: You can get some extra luck and get consumable Healing with Weird Food and Lemonade. This means that you'll have powerful healing fruits saved up around the map, which is great for glass cannon builds.
- Range instead of Ranged Damage: Range is much better than Ranged damage for Crossbows. If you pick +2 ranged damage upgrade, it only gives +1 damage with the crossbow, however the same tier +30 range upgrade gives +3 damage and +3% damage. In the case of Sniper Gun, it is even more extreme.
- Range if not Crossbow: If you're using other weapons, that don't scale their damage with Range, you shouldn't value Range very highly. The +10% %Dmg is neat, but not enough. And if you already have +100, it should cover a lot of your needs. However, Hunter is still low HP, so it might be a tactic to pick up more of the good Range stat options you see and get to +200ish, where you effectively are playing a ranged build with melee weapons.
- It is important to get to 100% crit, so your weapons pierce/bounce on each hit, but don't take a 3% crit upgrade over 10% attack speed. You'll get there, stay efficient with your choices.
- Crit needed: Red/Tier 4 Crossbow has 45% crit, so you need to aim for 55%. Same for Shuriken. Thief Dagger is 40%.
- Attack Speed: Crossbows don't get better attack speed as they are upgraded, and are pretty slow, so you need to get more attack speed to compensate.
- Dodge & Defense: Dodge can sometimes struggle when you have lower Max HP. Since it takes fewer hits to kill you, you're more prone to unlucky streaks of not dodging. Also, Hunter is usually busy with getting enough offensive stats. Just stick with some armor and a good amount of Max HP.
- Range: If you're using Crossbow, you need to look for Glasses, Wings, Baby Gecko, Banner, poisonous tonic, night goggles. Tons of great options. I'm not big on scope.
- Shackles: This is insane for you. 80 Range and 8 HP Regen is great.
- You can't harvest. This is a major downside, as it is a very powerful stat. But it also allows you to pick up items like Bat, Blood Leech, and Rip and Tear with no downsides. Look out for hunting trophies, which can make up for your worse economy
- Non-Harvesting Economy: Also look out for other economy boosting items like bags, trees, Recycling Machine. Getting some luck can also help.
- Tentacles are a super powerful way to heal if you can find them. Basically an always buy on crit builds.
- Tardigrade: If you're going glass cannon, Tardigrade can be powerful.
- Glass Cannon: If you're going glass cannon, gummy berserker, Community support, and Glass cannon can be powerful items to allow you to kill everything before you take a hit.
- Crystal: The newest addition for a Glass cannon build - Getting a ton of attack speed is amazing for hunter.
Artificer
- Shredder is the default option. Good safe ranged damage. Get a bit of ranged damage early. And try to get some attack speed.
- Plank is also quite good. It takes a little more skill to not get hit, but you can stack elemental damage for some huge explosions.
- Wrench: Artificer got updated to have +100% damage with tools. So you can use wrench and screwdriver now! Your explosive turrets just have +175% damage since they're not affected by regular %Dmg. So the goal is just to upgrade your wrenches to Tier 4 as fast as you dare.
- Screwdriver: Perhaps one of the most fun builds in the game. Try it out. Your mines deal +175% damage. The key to winning with screwdrivers is to get some explosion size. But also don't forget to stack some engineering.
Higher Tier Explosive Weapons: When you're using plank and shredder, you want to be looking out for the powerful higher tier explosive weapons you can find in the shop: Rocket Launcher, Nuclear Launcher, Power Fist, and Plasma Sledgehammer. These are really powerful. Shredder is mostly looking for the ranged options, while plank is fine with the melee options and the nuke.
The Artificer is a bit of a glass cannon centered around explosions.
You have -100% damage but deal 175% extra explosion damage. So that means you deal 75% bonus damage with explosive weapons, but 1 damage with all non-explosive weapons. You can stack elemental damage for bigger explosions.
But these powerful upsides come at the detrimental downside of -50% armor modification.
So stick with explosions. Use Dynamite and Explosive Shells as your main source of bonus damage. Since you already start with +75%. %Damage is otherwise a low priority. No matter what build, attack speed is super powerful and is the key stat to increase. Crit also works with explosions, so it is useful in all builds
The plan is to just blow up all enemies with a rather glass cannon build.
- Explosion Opacity: You can scale the opacity of Explosions in the gameplay menu. This is very useful, so that you don't get blinded by all those explosions.
- % Damage: You start with +175% - 100% = +75% DMG while using explosive weapons. So %DMG is already a lower priority. You can find really cheap Explosive damage through Dynamite, which you should be buying. Regular %DMG options aren't as effective, or needed, so I would skip many of them.
- Attack Speed: I really like attack speed. Works great with all weapons, and it really helps those long cooldown weapons protect you better. Try to get a good amount of it throughout the game.
- Flat Damage: Both Plank and Shredder like some flat damage early to get their base damage up, so look for some Ranged Damage. On Plank I'm mostly looking for melee or elemental damage. However, Rocket Launchers and Nuclear launchers scale much less with flat damage, so if you get some of those, flat damage stops being important.
- Elemental Damage: Getting Explosion Size through elemental damage can be decent if you're picking up the good elemental items, but don't buy every +elemental damage you see. The benefit is good, but don't bend over backwards to get it. Plastic explosives are more efficient. But it is fun to see how big your explosions can get. So I don't blame you if you just go crazy.
- Planks: However, if you use Planks, you can scale with elemental damage, and then pick up Strange Book for even more scaling. So in that case, go crazy. Nuclear launchers And Plasma Sledgehammers also scale with Elemental Damage, making it even better.
- Healing: Avoid Life steal. It doesn't work with explosions. Rely on HP Regeneration and consumable healing.
- Defenses: Normally, Armor is the strongest defensive stat. For you it is halved. I still want some armor. So you should still look for some of the stronger options. If you see a higher tier upgrade, or leather armor for example. You can go into Dodge if you want to be more tanky, and also get a bit more Max HP. But on the other hand, Artificer can also just be a bit of a glass cannon. On melee builds, it is harder to get away with glass builds.
- Crit: Critical hits work with weapon explosions, but not Spicy Sauce or Rip and Tear. So it is just about as effective as on other builds. Except that crits might be quite overkill on the High damage per hit of the Tier 2+ Explosive weapons. A Plasma Sledgehammer or nuclear launcher already kills most enemies in a single hit. So I wouldn't invest too much into crit unless you get some of the synergy items such as Hunting Trophy or Tentacle.
- Handcuffs: Look for Handcuffs late game. They are quite powerful for double +8 stats.
- Spicy Sauce can actually do some good damage, if you manage to stack them. But the first one isn't superb.
- Rip and Tear can become crazy on plank builds with a lot of melee damage, if you manage to get multiple.
- Bandana and Ricochet are great with Rocket Launchers and Nukes, as they explode on each hit. But aren't good with Shredders. Sharp bullet should be avoided if you have shredders. But it is good with the Launchers.
- Avoid Secondary Damage: Baby with a beard, Alien Eyes, Cyberball all suffer the -100% damage. So you shouldn't get them.
- Honey: Amazing for the Size, damage and +3 Ranged damage if you're doing shredders and even Rocket Launchers.
- Frozen Heart: Burning is useless for you anyway since you have -100% damage. But damn 8 Elemental damage and +5% crit is crazy good. That's +32% explosion size.
Arms Dealer
Your weapons are destroyed when entering each shop, so you'll have to pick up somewhat random weapons each round. There are however some things to note.
- Weapon Classes: When you pick up a Weapon, you'll have a good chance to see more of that weapon, and to see more weapons with the same Weapon Class. So consider which weapons you pick up.
- Get Enough Weapons: One of the most common mistakes is to not get enough weapons for the next wave. Being too picky can result in your death. You want to enter the waves with 6 weapons.
- Locking Weapons: Once you have enough weapons, you can lock a good weapon for the next wave, setting you up to see more of the same weapon and the same weapon class next shop.
As the Arms Dealer, you have to build the weapons you use each round. In the beginning you'll have a lot of money, and the weapons are cheap, but it quickly becomes quite expensive to have to find weapons on each round.
The idea is to find a path: Melee, Ranged, Elemental. Engineering is hard to make work, since there are so few weapons, and since engineering doesn't benefit from the +33% dmg.
You can also combine several of the builds.
- Melee: The Easiest and strongest. There's more melee weapons, so it is harder to get in trouble in the shop. Melee weapons also cleave enemies, which is super powerful if you're behind. Any melee weapon can do if you just got a ton of melee damage.
- Ranged: Another option. You have fewer weapon options, so this build revolves around locking a gun for the next shop for insurance. SMG and Shotguns can super carry with your +33% ranged damage, and shredder can solo big crowds of enemies.
- Elemental: Elemental got some new toys in the newest patch, but there's still very few weapons to find. However, once you've got some Scared sausages and snakes, suddenly you don't even need weapons to do an elemental build. I like Elemental as my secondary build on top of a melee build.
The easiest path, and strongest, is going for a melee based build. It is easier to build for melee weapons, and they are better at clearing a wave when behind. You can spice it up with adding some Elemental Damage and Scared Sausage. There is room for cool hybrid builds on arms dealer, but if you're struggling, you might just be better off going pure melee.
- The Support Start: You can start the 2-3 shops, or wave 2-4 with using 6 support weapons. This is more than enough damage to clear the wave. And the +25 Harvesting gives you 25 extra money and exp, and a permanent 1-2 Harvesting. So I will pick up any support weapon and hope to see pruners. 6 support weapons can easily clear the first waves and net you some extra money.
- Good Economy, Strong Early: Between 30 Harvest and Dangerous Bunny, you have a strong economy, which counteracts all the shopping for weapons. Your Early game will be strong, since you can have 6 weapons from wave 2. Make sure to invest in your economy so you don't fall behind when the Prices of weapons catch up. Later in the game you're wasting a ton of money at each shop to get weapons.
- Remember the fundamentals: There's a ton of cool items that you can pick up on Arms Dealer. But remember that your core strategy is to have 6 decent weapons that scale with Melee or Ranged damage. Then have a ton of either ranged or melee damage.
Go with the Flow of the Shop: While Arms Dealer can do some really mean Luck or Burn builds, the shop won't give that to you each run. Keep your eyes open to what you're given, and make the best of it.
- +33% Damage Modification: you have a +33% damage modifier to all damage. This includes %Dmg, Melee Damage, Ranged Damage, and Elemental. It also includes secondary Damage stats such as boss damage, explosive damage, or piercing damage.
- Healing: Since you can't rely on having weapons that work with life steal, I tend to avoid it. Rely more on HP Regeneration and Consumable healing, since these are constant between waves.
- Luck helps to find higher tier Weapons, and boosts your Economy. It also provides more consumable healing. It also sets you up for Luck Damage. So it can be a good option. I like getting a bit early during our strong early game. If I then go for luck damage, I might scale it higher.
- Harvesting: You start with 30 Harvesting, but I want more. Arms Dealer is strong early, but can struggle later. Investing in harvesting can even this out.
- Defenses: You're often playing a very mixed melee build. This makes it hard to rely on your weapons knocking enemies back, or killing them. So you're taking a bit more hits, and you might have weak waves where you struggle with clearing. So building tanky can help a lot here. If you managed to get a good economy, I would get the regular defensive stats, but also Max out Dodge.
- Knockback - I like keeping this positive. Have +3 to +6. Helps you stay safe. Getting above +10 can begin to interfere with your ability to kill enemies as weapons with innate knockback begins launching enemies away.
For Arms Dealer it can be nice to have some secondary damage. Or Item based damage to help you clear the waves. It helps you stay strong between waves, should you have an awful shop.
- Rip and Tear / Baby with a Beard: These are really powerful if you're building melee/ranged damage. They can cover you on waves where you have weak weapons.
- Luck Damage: Cyberball and Baby Elephant can deal good damage with Arms Dealer due to your +33% damage modifications. It's also secondary damage you can rely on between waves.
- Hybrid Items: If you're building towards multiple damage types, you should look for hybrid items such as Alloy, Handcuffs, gnome, or Hedgehog.
- Crown: You start with +30 Harvesting, so Crown is often worth it.
- Elemental Burn Build: If you get Scared Sausage and Some Snakes, you can stack elemental damage, and all weapons will work for you. In this case, also get turrets and landmines.
- Blue Turret / Incendiary Turret: Even without Engineering, this turret can do a lot of damage on its own. So buying one can be a nice bit of secondary damage.
- Other Turrets: Turrets spread flames if you have scared sausage, so if you have that with some elemental damage and snakes, even a regular turret can dish out a ton of damage if you have the synergy.
- Different Weapons: You often have 3-6 different weapons. So look for items like Jelly or Spider that rewards having different weapons.
- Elemental Build Items: If you've dipped into the Elemental build, then there's a ton of powerful options. Ice cube - can be triggered by the scared sausage.
- Knot: Knot prevents you from recycling weapons and from combining weapons. However, you can still buy new weapons. So it is quite a bit of stats for arms dealer. Not being able to combine is still bad, but it might just be worth it for the +15 max HP and +15% damage.
- Sunken Bell: Deals a ton of damage on Arms Dealer. And it is quite useful should you have a few bad waves where you're struggling to clear. Just have a bell and go to 40% hp during the last seconds of the wave.
- Bone Dice: You reroll a ton, and like %Dmg. So I don't mind getting some Bone Dice. Just remember to buy a bit more Max HP to compensate.
- Spyglass: Did someone say reroll a ton? Spyglasses are great on Arms Dealer. Makes it easier to secure good enough weapons.
Streamer
There are a lot of starting weapons. Some are terrible. A lot of the melee options are really rough. Here's my favorite ones.
- SMG - Super strong and protects you well. But you have to get that ranged damage.
- Slingshot - Safe option that clears the map with fewer requirements. Quite safe. Scales well with all damage. But it also leaves materials from kills all over the map.
- Wrench - Really powerful, but slightly more difficult to get going. But you can just freely scale out of Control, since your structures ignore the -%Dmg. Also, Wrenches and structures grant 2 armor, so it's really nice.
- Stick - The melee option. Stick got enough range and good base damage. It is cheap, allowing you to get the materials rolling by standing still. Melee streamer is a bit more difficult than Ranged. So try your hand at what works for you.
Other:
- Revolver is also a powerful option with its good DPS and Knockback. However the reloading really sucks when you're standing still.
The Streamer is one of the harder characters to play. I've put him in D Tier because most newer players struggle with the Streamer. But the Streamer can be really powerful if you get the playstyle down.
You gain money when standing still, and a huge combat bonus while moving. However enemies drop less materials and exp, and standing still doesn't grant XP. So you will be behind on XP, but you can earn tons of money to make up for it. And the combat bonus while moving is powerful.
Don't Stutter Step - Kill enemies and then stand still.
There is a delay from when you begin to stand still, to where you begin to gain money. So you want to switch between moving and standing still as little as possible. Start each wave by standing still for as long as you can. Then, once you are attacked, you begin to move and stay moving for that +40% attack speed and damage. You keep moving until the extra Damage output has cleared the battlefield. Only stop if you see that you have an opening where you can get 2-3 or more ticks of income.
Manage your Gold.
You need to manage the amount of money you hold. If you spend all your money in the shop, each income tick only gives +1 gold. You need 67 gold for +2, 100 for +3, and so on. So try to keep a decent amount leftover, as much as you can get away with. But be careful, as you lose %dmg and speed when you hold more material. Managing this balance takes some tries.
It takes 834 Gold to max the gold income of 25 per second, 1500 gold if you can stand still all 60 seconds. If you have piggy bank, it is 695 Gold.
Dmg% and Speed.
You lose both of these Stats as you hold more gold. You lose 3.33% Speed per 100 gold, and 6.66% damage. You need to be wary of this. If you stack too much gold during a wave, it can prevent you from moving at all. And it can also mean that you stop being able to deal damage. And you can't get rid of materials during a wave, so be careful.
- Buy additional %Dmg and Speed Stats. You have to focus on getting enough of these stats. Consider that you will be hovering around 200-1000 gold for a lot of the game, so you'll need more than usual of these stats to keep up.
- Engineering: If you're playing Engineering, you can ignore %Dmg. Speed might still be important. Unless you manage to break the game and earn enough gold to be invincible.
- Elites/Bosses - You can spend your gold before a boss/elite wave. This will return your %Dmg and Speed to normal, and with your 40% Attack Speed/DMG bonus while moving, you have a good shot at beating the elite/bosses.
- Mouse Aim: If you're a bit more advanced, you can attempt to manually aim your weapons. Ranged weapons fire about 50 range longer than they target, so you can reach enemies keeping a distance to you from further away, or strike spitters as they come towards you, before they fire. If you're a newer player, this might just get you killed, tho.
- Armor: You are tagged for structures, and you should get your armor from buying structures. Doesn't matter if you're going engineering or using 6 SMGs. Buy those cheap structures. You don't have to buy Armor items or spend upgrades on it. Landmines, turrets, etc are super cheap for +2 armor.
- Dodge: Depends on your build. If I'm going SMG, I don't need it since I have so much armor. But for example, wrench builds can break the game if you get a head, and simply be at -100% speed. For those builds, I would go dodge. Otherwise, you don't need it.
- Harvesting: Unlike Harvesting and Materials dropped, your money ability only gives money, not exp. So while you make tons of money, you'll be down on exp. Getting Harvesting can help here.
- Piggybank: It's great. You save up materials before the start of each wave anyway. So it's just free gold.
- Structures: Turrets, Landmines, Gardens, Wandering Bots all give you +2 armor, making them good pickups. Even if just for the armor.
- Improved Tools: If you have a good amount of structures, this is quite a fine item, even if you're not doing engineering.
- Candle and White Flag can actually make sense on Streamer, since you mostly care about standing still, and enemies only drop half the materials. But I'm mostly looking for them in a crate. Don't want to pay too much for it.
- Wisdom: While I'm generally not a big fan of Wisdom, it can be useful on Streamer, since your Damage % naturally decreases throughout a wave, as you gather more materials. So the High bonus late in the wave is very welcome.
- Baby Gecko / Sifd's Relic: If you get to the point where you can stand still for the most of the game, getting auto pickup for materials is pretty nice.
- Standing Still Items: These can be great if you manage to get to the point where you stand still most of the game. But if you're relying on moving around a lot, they aren't the best. Statue with its +40% attack speed can really help you be able to deal enough damage while standing still, but it also means that moving doesn't do much for you, since you have +40% either way. Still, the statue is powerful.
- Not Stone Skin: Stone Skin sadly doesn't work with the Armor gained from structures.
- Pocket Factory: Pocket Factory is finally fixed and gives +2 armor. Still not the most impressive item unless you have trees or are going for an engineering build.
Cyborg
- You start with 1 Minigun
- Ranged Damage modifications are increased by 200%
- 100% of your Ranged Damage are temporarily converted into Engineering halfway through a wave (1 Ranged Damage = 2 Engineering)
- Engineering modifications are reduced by 75%
- Melee modifications are reduced by 100%
- Elemental modifications are reduced by 100%
Difficulty: Medium
Tier: A
You start with a Minigun. That is powerful. But you also get to choose a weapon.
I like to start with one of the Engineering weapons that I plan to be going with: Wrench, Plank, or Screwdriver.
Otherwise, you're not guaranteed to find an engineering weapon. On the other hand, Minigun provides the Gun tag, which will supply your shop with more ranged weapons.
I like to find some SMGs or Shotguns instead of starting with them. You want weapons that scale hard with Ranged Damage.
- Fun Crossbow Build: You can also choose crossbow and sell your Minigun, and just go for a range build, meaning you have no abilities as a character. This isn't a good build, btw.
The Cyborg has +200% Ranged Damage for half of the Wave, and then that ranged damage is converted into twice that much engineering.
So that means every time you buy 1 ranged damage, you get 3. Which is then turned into 6 Engineering at half-way through the wave. The Clock timer at the center top turns Blue when this happens.
So you need a mix of ranged weapons and engineering weapons.
I like having 1-2 ranged weapons, and 4-5 engineering weapons. More engineering weapons means better crowd clear and safer second half of the round, while more ranged weapons means easier times with elite and boss waves. I like combining some engineering weapons just before an elite wave and pick up an extra ranged weapon. And when you get the boss wave, you just want to have as many ranged damage weapons as possible.
For your Ranged weapons, SMGs are really strong. They will take down elites, and with the insane ranged damage, they can handle even large crowds of enemies. Shotgun is also a decent option. Other ranged weapons can also work. Miniguns, Gatling Gun, or the Insane Chain Gun are also options. (Chain gun scales with both Ranged Damage and Engineering, making it busted on you.)
You can also pick up a weapon like Rocket Launcher and Nuclear Launcher, which don't scale well with Ranged Damage, but in return offer a lot of power in the Engineering Phase.
For the Engineering weapons, try the different options. Wrench gives you ranged turrets which keeps you safe, along with a ton of knockback on your wrenches. Screwdrivers gives a mix of melee damage and mines
- Elite/Boss Slayer: Cyborg is rather good against elite and Boss waves, since the insane Ranged Damage scaling and single target damage of the ranged weapons are typically able to kill the Boss/Elite during the Ranged Phase.
- Boss Wave: I often stock up on ranged weapons in the last shop. Engineering weapons don't do much here. You want the bosses dead before 45 seconds have passed.
- What stats to get? Consider which stats actually benefit both of your weapon types. Primary stats do not affect structures. And SMGs have a bad critical hit multiplier, so I like to skip Crit if i'm using that and haven't upgraded my Minigun.
- %Dmg/Attack Speed: You still these. Depending on the amount of ranged weapons you go with.
- Ranged Damage. Yeah, just saying it another time here. TONS OF RANGED DAMAGE. ALL OF IT.
- Healing: I prefer HP Regen over Life steal on Cyborg on this patch. The Minigun is good with life steal, but if you're only using 1-2 ranged weapons it just isn't enough. Consumable healing, good as always.
- Don't take Engineering: Be careful! You have -75% Engineering modifications, so don't pick up engineering stat. Only get it through ranged damage.
- Can't go Melee/Elemental: In the same vein, you have -100% Melee and elemental damage, so you can't scale plank and screwdriver with those stats, you won't be able to use Strange Book.
- Knockback: I like getting some knockback from Coil or Boxing glove. It makes your minigun protect you in the second half.
Cyborg has a ton of specific interactions with items. You're tagged for structures, so expect a ton of them to show up in the shop, along with ranged damage, your other tag.
- Sharp Bullet/Bandana/Ricochet - If you're using wrenches, then getting more Bounces/piercing for your weapons + turrets is high on the list. Minigun already comes with a default 1/2 piercing for tier 3 / 4. So picking up sharp bullet hurts it.
- Improved Tools: If you have already beaten Cyborg, you have Access to the Improved tools, which lets your Turrets and Landmines scale with 50% of your attack speed.
- Buy Turrets: Pickup as many turrets as you can find, and landmines. These will help you a lot during the Engineering phase.
- Pocket Factory is great on Cyborg, since it lets you stack up turrets during the first half of the wave, just in time for your Engineering Phase.
- Explosives: No matter which Engineering Weapon you choose, you'll be using explosions. Landmines, Explosive Turrets, or Plank. So look out for Dynamites and Plastic Explosives.
- Honey: Extra shoutout to this item. 3 Ranged damage and extra explosion size and damage? It couldn't get much better.
- Lumberjack Shirt can be useful for killing trees during the second half, since your ranged weapons don't do much now.
- Nail: This might seem awful on the surface. -2 Ranged damage hurts, and the +5 engineering is -75%. But that's to try to nerf this item for Cyborg. This is absolutely busted for you. Say you have 8=24 Ranged damage, For minigun 3 that's 13 Dmg per Hit. (0 %Dmg). Now during the second half, this becomes 48 Engineering, which makes Minigun deal 11 Dmg per hit. That might not seem too great, but remember that a regular character with 8 ranged damage would only deal 5 dmg per hit with Minigun. So you can just switch to 6 Ranged Weapons and win.
- Clockwork Wasp: A really powerful item for engineering build. The +5 Speed alone is worth a lot of the price. Getting +10% attack and spawning speed on your structures is amazing for the price. Mines especially benefit from wasp, since mines can only spawn on whole seconds, and it rounds down. So Screwdriver spawn times with 1 wasp becomes 12/9/6/3 into 10/8/5/2.
- Improved tools: Decent item. There's a limit to how much attack speed you want on your weapons. Minigun maxes out at 21%. While SMG has breakpoints at 1%/34%/51% you can aim for. So 10% attack speed, and maybe 10-25% attack speed for your structures is quite a decent deal.
- Pile of Books: The +3 Engineering is reduced by 75%, and Both Minigun and SMG aren't good with Crit. So I think i'm skipping this unless you got a super rich run where you can build crit.
Glutton
There are some of the starting weapons that actually work well with Glutton's abilities.
- Pruner spawns Gardens that Spawns Consumables (So you explode more often). With a Pruner build, you can gather large amounts of % Explosion damage. And Pruners Scale with Melee damage just like your Innate ability. This is my Go-to.
- Shredder is a pretty strong weapon in itself, and it likes the extra explosive damage. The Downside is that you have to build both Ranged and melee damage if you want to scale both Shredder and your own Explosion.
- Plank both scales with Melee damage and Explosive Damage.
I'm not a big fan of the other options. But they can work:
- Chopper: Gives you more Consumable healing, but it doesn't scale well with melee damage, and it doesn't spawn consumables, or scale with explosion damage.
- Thief Dagger: Can allow you to earn some cash to make up for the +25% shop prices. But your explosions will steal the kills from the daggers.
- Screwdriver: You get a ton of explosive damage for the mines.
The best explosive weapons can only be gotten at higher Tiers later in the game. Rocket Launcher, Nuclear Launcher, Plasma Hammer, Power Fist. All are great, and I would pick them up later in the game. (Depending on if I'm going Melee or Ranged Build). Pruner especially can be upgraded quite a bit by picking up some explosive weapons. Note that Rocket Launcher and Nuke are great even on melee builds, since they have such high base damage.
Glutton is a quite fun and unique Character. You create a huge explosion whenever you pick up a Consumable. Furthermore, you gain 1% Explosive Damage if you had full HP when you picked up the Consumable. This creates a fun, but difficult mini-game where you navigate around the map, trying to not take damage, while picking up consumables. This then clears up enemies around you.
The Explosions scale with 500% of your Melee damage, and can be boosted by Spicy sauce, causing it to also scale with 100%/200%/300%/400% of your Max HP. (Super weird and bugged interaction, where the damage from spicy sauce is just added to your larger explosion). Later in the game, the explosions can deal 1000-3000 damage, which makes them instantly kill annoying tanky enemies such as Armored bruiser, Pursuers, Tentacles, etc. Glutton doesn't care if that tentacle with the red buff has 1000+ HP, it is gone.
If you're using Pruners, you'll rely more on your explosions to clear enemies, while if you're using explosive weapons, you'll rely more on those.
Elites/Bosses: Your Explosions can wreck Elites and Bosses. Try to lure them close to your gardens, and time the explosions so that you hit them.
- Melee Damage: It is important to pick up some Melee damage early, as it empowers your own explosion by 500% of the Value. The base damage of the explosion is 10, so you need to increase it so that it kills most enemies in one hit. This will keep you much safer.
- HP Regen, Not Life Steal: Explosions don't trigger life steal. So I would go HP regen most of the time. (Life steal can still be ok with Shredder) Having HP Regen helps you not lose Explosion damage to not having full hp.
- % Damage: If you're using Explosive weapons, you can rely on dynamites and your ability to gain %DMG. If you're using Pruner, you'll want a bit of %Damage early to scale your DPS.
- XP Gain: Since you start at 75% Xp gain, the first couple of XP gain items you pick up are extra impactful. Try to get it to at least 120%, Scar, Bean Teacher, Black Belt are all fine options.
- Luck: Luck gives more consumable drops, but since you already start with +50, I wouldn't prioritize it at all. You don't really need more.
- Penguins: Gives HP regen when picking up consumables at Max HP. Perfect for you. Buy all you see.
- Consumable Healing: Getting increased consumable healing, Lemonade and Weird food, is super powerful on you, and will cause you to gain more Explosive damage, since it takes fewer consumables to fully heal you.
- Additional Consumables: Look for Gardens and Tree items. They spawn additional Consumables.
- Improved Tools: The Improved Tools Item can help your gardens spawn consumables much faster if you have attack speed. Insane for the pruner build. But it can also be useful if you have 1-2 gardens. You don't need much use of the ability before it becomes a fine item.
- Hybrid Items: If you use Planks or Shredders, look for items that increase multiple damage types like Hedgehog, Gnome, Alloy, or Big Arms.
- Explosive Damage: Dynamite is good for you if you're using Shredder/Plank, since you won't get as many consumables. But if you're using Pruners, you'll get plenty of explosive damage, so Dynamite might not be necessary.
- Explosive Size: This stat is insane for Glutton. Get Plastic Explosives and Explosive Shells.
- Rip and Tear can deal a lot of damage on Glutton if you have a melee focused build. I recommend it. The more you stack, the stronger it gets.
- Spicy Sauce is really powerful - Spicy sauce scales in a weird way with Glutton, and it just adds its damage to the same explosion as the one you make when you pick up consumables. And it does this 100% of the time, not just 25%. This makes Spicy Sauce a great way to scale your Explosion, especially if you're using Shredder, Chopper, or any weapon that does not scale well with melee damage.
Jack
The cookie cutter option is either Laser Gun or Revolver. I like mixing both together, since that means you get to buy more of the weapons you see in the shop.
Other Options:
- Jousting Lance has also been quite powerful, as it has the range and speed to keep you safe.
- Stick is also a decent option. Just a really powerful melee weapon.
Jack's intense Enemies means that some weapons just aren't great. So you might have a bad time with some of the other options.
Jack is one of the hardest characters in the game for newer players. While there might be fewer enemies, the amount of bosses and elites are the same. (and You'll only face elite waves). And while you have +125% bonus damage to elites and bosses, it doesn't make up for the +175% hp they have, and you have nothing to protect you against the +35% extra damage they deal. So, Jack will test your ability to dodge elite and boss abilities.
Jack's Economy
- More than 30% enemies actually: The “30%” enemies is actually more than it seems, since everytime a group of enemies spawn around the map, there is a minimum of 1 spawned enemy. So if 2 enemies would have spawned, you would still face 1 enemy. (so only 50% down here)
- The Material Bug (Important!): This bug has thankfully been fixed, and you can now let 50 Materials be on the ground like other characters.
If you manage to actually kill the enemies that spawn and collect the materials in time, Jack is one of the richest characters. The plan is to use this economic advantage to get ahead for when the bosses spawn.
Deadly Elites & Bosses: Elites are much stronger for Jack. Harder to kill, and they hurt more. Horde waves don't spawn for Jack, so get ready to face Elites every game. Learn the patterns of attack, and be ready. Jack is usually never more than 2-4 hits from death.
- Focus on DPS: I like to focus on just dealing a ton of damage. This will make it easier to not take damage, and it makes you rich.
- Crit: On one hand, crit has less overkill because enemies have much higher HP. But on the other hand, you're not going to be able to make a strong use of the Crit synergy items like Tentacle/Hunting Trophy since they scale with the amount of enemies.
- Defenses: I like going a bit of glass cannon on Jack. Since you take fewer, but stronger hits, Dodge becomes much more unreliable. So I sometimes skip it, though Jack often has a good enough economy to get it late game. Glass cannon or not, You'll need to tank up for the later half of the game.
- Speed: You want to get your speed up. There are fewer enemies on the map, giving you more room to move around. Also, more speed allows you to better avoid Elite/Boss projectile Attacks.
- Healing: You're using slow weapons on a few enemies. That means no life steal. HP regen is great as usual. Consumable healing is a nice addition here. On one hand, fewer consumables spawn due to the fewer enemies, but trees still give consumables. Jack takes damage in bursts, so the burst healing from consumables is really useful.
- Avoid item damage: There are many items that become less powerful with less enemies. Baby with a beard, Cyberball, and Rip and Tear come to mind.
- Baby Elephant still works like normal, but again, it requires a ton of luck to do good damage.
- Get more Enemies: Since your biggest issues are Elite and Boss Waves, you can pick up Gentle Alien and Mouse to increase the amount of enemies you encounter. While this will make the game harder, you also gain tons of extra materials from those enemies, making the Elite and Bosses waves relatively less scary. Going from 25% to 30% represents somewhere around 7.5%-10% More enemies when you account for how the spawns work.
- Avoid fewer Enemies: Reversely, I would avoid Candle and White flag, as it will cause you to gain less materials. (but you can pick them up for wave 20 in some of the last shops)
- Silver Bullets and Giant Belt - Since you already have +125% Damage against elites and Bosses, Silver bullet isn't as impactful. But it can still be powerful, since Elites and Bosses can be your main issue.
- Lumberjack Shirt is quite powerful on jack, since the regular amount of trees spawn, but their HP is increased by 250%. But you might just be killing them in one shot if you have Laser guns.
- Lure? The amount of Loot hoarders spawned is affected by your less enemies. So only 1 will spawn, 93% of the time. But it will drop 24 materials on death, making it worth it. But it can also be super hard to kill.
- Bait - Quite safe on Jack, since the DLC patch, the Bait can't randomly spawn 5 lamprays.
- Triangle of Power - I also love this one, since Jack tends to take fewer hits than other characters, but each hit doing more damage. Perfect item for a ranged class cannon build.
Lich
The Lich has several interesting options. But some of them are less ideal than it seems on the surface.
My favorite options are Stick and Slingshot. Both are primitive, which gives you +15 Max HP out of the gate, which really helps your early game go smoothly.
- Stick is cheap and has amazing base damage, so you can skip buying Melee damage.
- Slingshot is a powerful weapon, and its “single target damage to multiple enemies around the map” style of damage works very well with your HP based Damage, as they can clear the map together.
- Hatchet is also a fine option. You don't need melee damage, and can just stack Attack speed for DPS. It starts weak, but gets stronger in the late game, which is perfect for Lich, who has a strong early game.
Other Options
- Chopper is actually pretty decent. The extra consumable healing isn't at its best here, but the Choppers scale with your Max HP, meaning that you once again can skip Melee Damage. Fun if you're going for that Max HP build.
- SMG seems good with Lifesteal, but it is really hurt by the -50% Damage modifications. Still a powerful weapon tho.
- Scissors and Medical Gun both have great innate life steal, but the -50% modifications really hurt them. And they have terrible DPS on their own. Also, you can just pick up some extra life steal and have enough with other weapons. That said, scissors are still a fine option.
- Crossbow can avoid the DMG modifications by going Crit and Range. Can be a decent choice actually, but the start is a bit slow, and you need to focus on getting attack speed, range, and crit instead of playing around your Ability. Make sure you get some range early.
- Ghost Scepter: This one can be fun, but it is really hard to it running. It allows you to stack HP like crazy. The issue is keeping up in DPS. Sharp Bullet really helps, and you also need a ton of attack speed. Your Damage Ability also helps keeping up in DPS. A bit harder, but quite fun.
- Pruner: Good weapon, but you don't need the vast amount of consumable healing, and the -50% really hurts when it comes to getting enough DPS.
As the Lich, you have a good deal of Healing right from the start. You also have a damaging ability that helps you keep up with clearing enemies.
Stay Below Full HP: You want to be using your Healing Damage Ability at all times. So you will want to intentionally take damage from time to time, to stay below Max HP. But be careful not to get too low HP and die from an unexpected hit.
-50% Dmg: The -50% damage modifications is a really hard penalty. It affects %Dmg, Melee damage, ranged damage, Elemental Damage, even Explosive damage and Piercing damage. Nevertheless, you still have to increase your % Damage, since it both benefits your weapon and your HP ability. But you should take this into account. It does affect how much melee/Ranged Damage you should pick up.
Two Builds: To me, there are two different mindsets to play Lich with. You can take the free healing stats and damage ability, and then just play somewhat normally. Or you can really try to lean into the damage ability by stacking Max HP, Healing, and %Dmg.
- Boost your Weapons: Your ability to deal damage when healing is powerful, but you're still going to be doing the majority of your damage with your weapons. So don't forget to get Attack speed and a bit of Crit.
- How often you heal: Lich doesn't care about how much you heal, but rather how often. So you can dump consumable healing and take Alien Worm.
- Additional Healing from Items like Cute Monkey and Tentacle is also quite good at triggering your Ability more often.
- Potato Thrower can actually be a nice late game tech for Lich if you're doing Ghost Scepters, or another ranged build and you have enough Max HP
- Healing: You start with +10 to life steal and HP Regen. So you can't really dump, either. I recommend stacking both. It will trigger your ability a lot.
- Damage: Since %DMG and Flat damage are halved, you need to adjust accordingly. If you're using Sticks, it means you can basically skip Melee Damage. But if you're Using SMG's you still need to pack some Ranged Damage. Attack Speed and Crit are still at full power and are ways to increase your DPS. But they don't affect your damage ability.
- Defense: Lich can be in a bit of a weird situation - Max HP and healing increase your DPS, and you might be tanky enough just from that. I recommend some armor since it is so great. But you might not need more to survive, so you can often just skip dodge. Especially on ranged builds.
- Tank Build: If you're using melee weapons, Lich can really go for a tank build. If you have a ton of healing, ton of armor and maxed Dodge, you can basically let enemies walk all over you, while your Melee weapons get to crush the crowds of...
- Legendary items: There are tons of super powerful Legendary Items that are amazing on Lich. Regeneration Potion, Grind's Magical Leaf, Extra Stomach, Medikit, and more.
- Plant: This is great even though it reduces your Life steal.
- Torture: Don't take Torture, as it will nerf your Damage dealing ability to only happens once per second.
- Jerky: The New Jerky item from the DLC is perfect for Lich. Not only does it give a ton of extra healing, it also splits the healing into many instances, triggering your ability multiple times.
- Lower your starting health: Sad Tomato and Weird Ghost are good items for Lich, since you can easily heal the downside, and the damage at the start of the round actually means you just deal more damage.
- Bloody Hand and Blood Donation are amazing for you. You can easily handle the Damage per second, and might even welcome it. And with the downside gone, you're left with the amazing stats. Scythe is Similarly quite a beast on Lich.
The Max HP Build
- Alien Eyes can be quite decent with Lich, since you gather a good deal of Max HP. I like it more on ranged builds, where you might have piercing for it, and where the projectiles are more useful to your damage output. If you're going for a Max HP build, it can really deal good damage.
- Spicy Sauce - Mostly for max HP build. Spicy Sauce gets much stronger when you have 2+ of them, so you need to stack them if you're going for them. They can become quite strong. But it isn't an efficient source of Max HP on its own. You're paying for the ability.
Apprentice
Apprentice is a Treat. So many powerful choices.
- SMG and Shotgun are super powerful just due to how strong the Ranged damage increase is.
- Cacti Club or Lightning Shiv for some hybrid scaling. Both also spread Flames with Scared Sausage on the projectiles they spawn.
- Slingshot is a super powerful weapon, and the +15 Max HP really helps. And the Bounces spread burn in a powerful way. Safe option.
- Wrench can be powerful for some engineering where you also deal good melee damage, and your turrets set people on fire. Get those Scared Sausages.
Other:
- Fighting Stick is fine, since you like getting exp Gain. At Tier 4, you'll get 3.25 DMG per level when you include the 2 melee damage! But it isn't super interesting compared to other options.
- Ghost Scepter is also surprisingly ok. The Max HP gained is super helpful, and the Ranged Damage you gain helps you keep up in damage. You still need that Sharp bullet and tons of Attack speed. Later, you can switch to basically any weapon you want.
Any weapon can be fun with Apprentice. And you can combine many different weapons if you want.
The Apprentice is quite simple. You gain all damage types on level up. But at the cost of -2 Max HP. Normally you gain +1 Max HP on level up, so now you instead lose one HP. This might not seem like much, but it adds up quickly and can reduce you to being a very fragile Brotato.
The Apprentice is by its nature a glass cannon, you'll gain tons of damage for free, but you'll have to look for HP items to stay alive. Your Hybrid Stat gain also means you can combine multiple damage types to deal with your enemies. That means multiscaling weapons, while picking up turrets and burning enemies with scared sausage.
- Get XP Gain: Leveling up has a lot of value for you. So pick up Scars, Bean teacher, etc. Make sure you gain a ton of levels!
- Don't invest in expensive flat damage. You gain a lot of flat damage from your ability. So you should only get the good options that you're offered. If your damage comes from multiple damage types, you might want to just rely on the Flat damage you get from your ability.
- Get Max HP: You're constantly losing Max HP. Make sure you get some Cake and Break your Mouth (Broken Mouth Item). Weird Ghost can be quite powerful, since you're often at the point where you'll die in one hit anyway.
- Defenses: You often end up just being a glass cannon, as you fight to keep your Max HP up. So just get a bit of armor when you can. Skipping out on dodge is fine.
- Delayed Healing. Since you're a glass cannon that relies on killing enemies before they damage you, you should just rely on the healing provided by consumables for the early parts of the game. Then in the later parts of the game you can invest in Life steal or HP Regen as normal. But generally speaking, those stats won't be as important for you.
- Negative HP Build: a fun build/challenge people often try is going into negative Max HP with Apprentice. You can freely pick up items with Max HP as a downside. Even if you have -50 HP, you'll enter the Wave with 1 Max HP. (don't get armor or dodge, or healing at all.) Just Tardigrades.
Since you have all that flat damage, items that scale with those types of flat damage are quite cool.
- Tardigrade: Tardigrade can be quite powerful for Apprentice if you end up having very low Max HP.
- Look for Hybrid items: Look for items like Alloy or Handcuffs that give multiple damage types you need.
- Pick up Burn: You gain a lot of Elemental damage, so pick up Scared Sausage and Snake, so your attack spreads burn.
- Pick up Turrets: You gain a lot of Engineering, meaning that turrets deal some real damage. Turrets can also spread burn with Scared Sausage, so that is a potent combo. Same with landmines.
- Baby with a Beard/Rip and Tear: These can be neat for additional ability to clear the map. I'm not the biggest fan of Rip and Tear. But I like Baby with a beard. However, if you already are clearing the map with all that burn. You might not want to invest in these.
Cryptid
- More trees spawn (+6)
- Gain 12 material and XP for every living tree at the end of a wave
- +3 HP Regeneration for every current living tree
- Dodge is capped at 70%
- +3 Attack Speed until the end of the wave when you dodge an attack
- -100% Life Steal
- -100 Range
- -50% materials dropped from enemies
Difficulty: Medium
Tier: A
Cryptid is really geared towards a melee build. You don't want to harm the trees that spawn, and you get HP Regen, while you can't Life steal. Ranged weapons are often great with life steal, and they'll pop the trees. So I suggest Melee. Engineering is also a problem for the same reason, since turrets will pop trees all over the map.
- Fist - Functions well at low Range, good dps, and gives +15% dodge chance to help you get to 70%.
- Thief Dagger - These daggers will earn you tons of money. Cryptid gets a ton of money early, which helps you get going, and then Thief dagger can help you scale into the late game, if you struggle keeping trees alive.
- Stick - A safe and powerful weapon. Good range if the other options are a bit hard for you. Not a lot of synergy, but just good.
- Claw - The Cryptid's own unlock is quite powerful on cryptid, as it both gives dodge, and scales super well with the +3% attack speed you gain from dodging.
- Hand (Pacifist) - Cryptid is quite good at a pacifist build. Most of your money comes from Trees anyway, and hands allow you to move freely around the map without killing trees.
- Jousting Lance can also do wonders if you can figure out how to use it well. Same with SMG. But they take a bit more skill to pull off.
The Cryptid tries to survive while running around the map, avoiding the trees. Your ability to move around the map becomes limited the longer the wave goes on, as more trees spawn.
As the Cryptid, you'll have a very strong economy as long as you can manage to keep trees alive, and it can really make you have a great early game. Cryptid also has a super powerful late game with the 70% dodge cap, bonus attack speed, and free HP Regeneration. Generally a powerful character.
- Keep the Trees alive: Cryptid Gains 12 Materials and XP per tree that is alive at the end of the round. Trees only drop 3 materials, and have a 20% chance to drop a crate. (That chance decreases for every crate that drops during a wave). It isn't worth it to kill trees. The crate drops won't cover it. Also, you're losing HP Regen.
- But don't be afraid to kill trees: During the later waves, especially if you've bought some of the tree items (Which you should), the map will be covered in trees. Don't be afraid to kill a tree or two to keep a path open. It isn't worth dying for 9-18 Materials.
- Avoid Ranged and Engineering: Explosions, Turrets, Long Range weapons will often pop trees without your consent. So it is best to avoid picking up these, including long range melee weapons like spears.
- Range: You have -100 range by default. This helps you not kill trees by accident, but also makes it harder to hit enemies. Learn what amount of range you're comfortable with. If you don't have enough attack speed, enemies might hit you, before your weapons can react and hit the enemies. Simply make sure you have enough attack speed or get more range. Whatever suits you.
- Build Dodge: Cryptid gains attack speed when dodging, and has a dodge maximum of 70%. This is stronger than it might sound. 60% dodge means you can take 150% more damage before dying, since only 40% of the attacks hit. 70% Dodge means you can take 233% more damage before dying, making it way stronger. And don't leave it at 63-67% dodge or something. GET IT TO 70%!!
- Luck: Cryptid has less reason to build luck. You won't be killing trees, which is where a lot of the crates come from. I still like the good Luck options, Lost Duck, Clover, etc. But I'm less willing to invest in it.
- Consumable Healing: Cryptid can't life steal. But I like to get consumable healing, since it allows you to use all the trees as health packs during elite and Boss fights. Later in the game, you End up killing a lot of trees anyway.
Pacifist Build:
- Just get 6 hands, don't get tasers, since they have awful range, and will kill trees.
- Focus on getting speed up for wave 6-7, then you just build your dodge up.
- Look for Max HP and Armor as well. More HP Regen is also welcome.
- Look for the Ugly tooth and Wandering bot, two stables of the Pacifist archetype.
- Dump Luck and Consumable healing on this build.
- Move in circles around the Map. You can still kill trees with Hands. So try to dodge them a bit. But don't risk your life for a tree. Just kill them, it doesn't matter. And don't buy Lumberjack Shirt
- Trees - This is the best item you can find in the shop.
- Tagged Items: You're tagged for Dodge and Exploration. At the Tier 1 items, this means Peaceful Bees, Trees, Bags, and Lumberjack shirt. So if you buy Lumberjack Shirt, you'll see more of the other 3 items. Which all 3 are great items. So for that reason I actually like to buy the shirt, if i'm killing trees in 1-2 hits anyway.
- Dodge Items - Get those peaceful bees. You're gonna see a ton of them. Otherwise the Key dodge items to look for are: Blindfold - if doing crit build, Clover, Leather west, Adrenaline, are all insane on you. Gambling token is a meh item you sometimes buy to get your dodge finished, it isn't as cost efficient as the others, but it gets the job done.
- Sad Tomato can be spicy, since trees don't spawn in the beginning, making it hard to heal early. But it is still good.
- Standstill: Cryptid can have issues moving around the map, and can become super tanky with Hp Regen and Dodge. So Barricade, Chameleon, and Statue can be a possible build in some cases if using short range weapons like claw or fist. But these items, as always, can be a trap that gets you killed. So be careful.
- Consumable Healing: Weird food is a broken item. So even though it reduces your Dodge, I'm buying it everytime. Also look for the Lemonade
- HP Regen: You'll get a lot of HP Regen from Trees, so you don't need to be desperate for HP Regen: Look for Plant, Fairy, Lure, Mammoth, Medikit, Regeneration Potion.
Fisherman
You are welcome to experiment with different weapons on the Fisherman, but there are two options that most default to:
Stick - Cheap and high base damage. With the % Damage from the baits, the Stick deals immense damage without further investment. I like getting some range on Sticks.
Spear - Allows you to cut deep in the ranks of the Lampreys that spawn at the beginning of the wave.
Both of these are also primitive, providing you with super useful early Max HP to get the ball rolling on the bait.
Ranged weapons in general struggle to deal with the big burst of charging enemies.
Shredder can be a fine alternative. You can pick up rocket launchers and nuclear launchers later. Shredder does have a weaker early game. But once you get past the hurdle, it becomes very safe later in the game.
The Fisherman is a very difficult, high risk, but high power character. Your Shop always sells the bait item for 1 gold, but how many can you survive to buy without dying?
Your entire game revolves around buying the bait item, and learning how to handle all the enemies it spawns.
Each Bait costs 1 gold, gives 8% dmg, +2 Harvesting, and spawns enemies that drop materials. It is an insanely good investment. But Lampreys also spawns throughout the wave depending on the number of Baits you have. So while you become super strong, so will the challenge you face.
- Temper your Greed - You don't need to buy 5+ Baits each round to beat the game. 2-3 can be enough. Maybe you become stronger and can handle more.
- Boss & Elite Waves - These become quite Easy for the Fisherman. With the insane amount of damage you deal, Bosses and Elites melt in seconds. If you're nervous about winning the wave, you can simply skip out on buying baits in the shop before the Boss wave or elites waves. So instead of 30 lampreys spawning, you'll just instantly murder the Elite.
- Learn the Patterns of the Lampreys - Lampreys are quite tanky, and will chase towards you, charging you every few seconds. When they charge, they will fire 2 projectiles, one to each side in a V shape at the start and at the end of each charge. You can learn to predict and dodge these.
- Healing: As the Fisherman I find myself taking tons of damage. So I like getting a good amount of healing, so I don't die to the Lampreys spawning throughout the wave. Life steal can be ok, but you're killing enemies in 1 hit, so it isn't the best. You have a lot of enemies spawning, so Luck + Consumable healing is a good option. Since you take damage from the start of the wave, HP Regen is also awesome on Fisherman.
In order to survive on Fisherman, you need to learn to how to move and decode the Lamprays
- Wall Hugging - You can stutter step along the wall. The Lampreys will charge you, and you can just move slightly to the side, and they slide into the wall where you can just kill them. The projectiles are also quite easy to dodge from this position.
- Standing In a Corner - If you are using sticks, and have a good amount of attack speed (maybe 60+%), you can stand in a corner and have your sticks just kill any incoming Lampreys as they charge you. The projectiles will be fired away from you, keeping you safe.
- %Dmg from Bait - You're going to have 200%-800% damage from baits depending on how crazy you are with the baits. You don't need to invest in %Dmg. so don't buy it from other items or from upgrades. You can take items with negative damage without worrying.
- Max HP - Fisherman needs both a good amount of Healing, but also above average Max HP to handle the early torrent of enemies.
- Speed: There are multiple ways to handle this. On a stick build I actually like being at 0 speed, since I've got the exact play pattern against the lampreys down for this speed. But having higher speed can get you to a point where you can outrun Lampreys which can be useful. Figure out what you like. I'm not really scared of elites or bosses on fisherman, so I don't need the usual speed for that.
- Attack speed is important for keeping up with the swarm of enemies that spawn during the later waves. I really want a lot of attack speed to protect me in the midgame when tons of enemies spawn.
- Healing: Life steal can be decent since so many enemies spawn. I also like HP Regen, so I might go for both, since you need a lot of healing. Consumable healing is also boosted from all the extra enemies.
- Crit: Crit is kinda bad on the surface - you one shot enemies for the most part, meaning it doesn't really do anything for you. But both hunting trophies and tentacles are really powerful and can justify you going into crit.
- Harvesting: I'm not worried about harvesting on scaling. You just need to be able to survive to win. So I'm mostly getting harvesting from baits. But I might still pick up stuff like tractor, crown, or fertilizer.
- Negative %DMG. You have %DMG to spare, so look for: Cake, Metal Plate, Insanity, Coffee (duh). (Bandana, Ricochet, Small Magazine for ranged)
- Dangerous Bunny: The Free Reroll is super powerful on Fisherman, since it means more bait, but also allows you to see more items in general. Since your shop basically only has 3 slots, this is needed. Buy all 3 if you can.
- Lure: The item unlocked by Fisherman happens to be quite awesome on him. Fisherman can use the HP Regen, and has absolutely no issues killing any looters with the insane DPS you'll have. And the Crates are super nice, since you see less items.
- Less Enemies - Since your Economy is based on Harvesting, and enemies drop less materials, you're more interested in reducing the amount of enemies that spawn. Avoid Gentle Alien and Mouse, and perhaps you might even want to buy Candle and White Flag. But if you're confident, just go crazy, get more enemies, have fun. Less enemies means your Baits spawn less enemies which is important.
- Crown: Since you've got so much Harvesting, Crown is just a powerful item for you.
- Rip and Tear can provide some insanely powerful explosions, since it scales with melee damage and %Dmg. The item gets much stronger the more of them you have. It can help you clear the crowds of enemies easier.
- Ranged Build: For the Shredder build - look for Explosion size (Plastic Explosive and explosive Shells) and Bandana.
- Difficult Start of Wave - For the Fisherman, the start of the wave is always deadly. So avoid items like Sad Tomato, Weird Ghost, and Wisdom which will depower you during the beginning of the wave.
- Whetstone - This item can pull me into life steal build. And knockback is useless for fisherman anyway.
- Consumable Healing: Look for Lemonade, Weird Food. They are really powerful.
- HP Regen: Look for Plant, Fairy, Medikit, Regeneration Potion. And more.
Golem
The Golem has several interesting options.
Powerful Options
- Stick - Super solid melee weapon for the Golem.
- Slingshot - Great Ranged Option.
- Revolver - Also Great.
- Spiky Shield - Decent melee option, since it scales with Armor.
Ranged Options are nice if you struggle with taking too much damage when playing golems.
Other options:
- Chopper - You got a lot of Max HP, but you can't benefit from the additional consumable healing. So I prefer Spiky Shield or Stick.
- Hatchet / Fist - Generally decent melee weapons.
- Rock - gives a lot of Armor and HP, but isn't the greatest weapon.
The Golem cannot Heal. But instead, you gain +33% more Max HP and Armor. So you want to stack those stats to survive. The Golem can play kind of like a more extreme version of Chunky.
In the early waves you will breeze through with your 39 starting health, but as waves become longer and longer, the lack of healing becomes a bigger downside. Learn how to move carefully and avoid stray projectiles and not walk into damage. Some damage is unavoidable, but you'll have the Max HP to handle that.
If you're struggling with not taking damage in melee, switching to a ranged build can be easier.
- Strong Early Game: The Golem has a super strong early game, and it is hard to die in the first 5 waves. Use this to invest in harvesting and other forms of economy. It will help you out later in the game.
- Falling below 50% - When you lose more than 50% of your HP, you gain +40% attack speed and +20% movement speed. This is a powerful boost that can help you outpace enemies, or keep up in damage output.
- Going below 50% - Sometimes you might choose to go below 50% on purpose to activate the boost. The main reason for doing so is to increase your Damage output. Especially with ranged Weapons. It can give you the boost you need if you want to kill an elite. But it is dangerous. Once you go below 50%, you can't get that HP back, so the strategy will kill you sometimes.
Golem's Offensive stats are quite vanilla, but the defense is built with more Max HP and Armor instead of Healing.
- Max HP: 100-300 (More for melee builds)
- HP Regen + Life Steal: Dump, since they don't work for you.
- Armor: 20-50 (More with Melee, especially spiky shield)
- Dodge: If I'm going ranged, I'm probably not bothering with dodge. Just get enough damage, and your Armor + HP will be enough.
- Speed: Your +20% panic bottom speed helps you in elite/boss fights, and other situations, but you still need a bit of speed, like 10-20% to prevent you getting chased down all the time, taking unnecessary damage.
- Luck: With no Consumable healing, Luck isn't a great stat for golem. I'm only taking higher tier upgrades and Crate items. I'm not gonna invest in it.
- Ignore Downsides: Since you can't heal, that also means that any items that have negative healing as a downside become good. Broken Mouth, Shady potion, Clover, Banner, Bean Teacher, Poisonous Tonic.
- HP Scaling: The golem can reach a large amount of Max HP. Items such as Alien Eyes, Spicy Sauce, or the weapon Potato Thrower can become quite powerful.
- Cheap Max HP: Torture and Alien Worm are actually really cheap Max HP, since their downsides normally are really severe.
- Stone Skin: The Golem Unlock Stone Skin, which gives Max HP equal to your Armor, can be quite good if you have 20+ armor.
- Good Armor/HP Items: These are the items I'm otherwise looking for: Broken Mouth, Leather armor, Medal, Metal Plate,
- Avoid items that damage you: Blood donation, Bloody Hand, Scythe aren't good on Golem since you can't gain the HP back. Nothing more annoying than noticing that you have 20 HP left, but there are 22 seconds left of the wave.
- Maybe not Power Generator - The temporary +20% speed from going below 50% HP doesn't give 20% Damage, sadly. That said Power Generator can still be a fine item if you get your regular speed up to 25% or higher.
- Don't Buy Weird Ghost. Just don't. Sad Tomato is also a bad idea.
- Not Extra Stomach: It can only give you Max HP if you haven't been hit yet.
King
- +50 Luck
- +25 % Damage for every Tier IV weapon you have
- +25% Attack Speed for every Tier IV weapon you have
- +5 Max HP for every different Tier IV item you have
- -15% Damage for every Tier I weapon you have
- -15% Attack Speed for every Tier I weapon you have
- -2 Max HP for every different Tier I item you have
- Starting weapons are Tier II
Difficulty: Hard
Tier: A
There are multiple strategies for start weapons with King.
- Sword or Circular Saw - These are super powerful weapons, but since they can't be found as tier 1 weapons, they force you to buy other weapons and mix. I think it is a decent, but a bit of risky start. You start with the weapon and hope to instantly pick up other weapons. Sword has an advantage since you can find Lance and Fighting stick with its weapon class. But otherwise you have to get lucky.
- Spear - Super solid weapon, really strong late game, but can be a bit hard to navigate the early game. Perhaps the safest choice.
- Pistol - Pistol has insanely high base damage, and is super cheap. So you can just focus on buying weapons, and not worry too much about scaling your DPS, since getting Tier 4 Weapons will give you 150% %Dmg and Attack Speed.
- Fist - Super Cheap, High Base Damage Later.
King isn't really bound to any build, melee, ranged, etc., but I often end up in melee, since melee weapons are better at clearing the wave when you're behind. And if you have 1-2 tier 1 weapons, you'll be behind.
The King has a rough start, but an insane late game. Consider what you buy, and try to combine weapons. Once you get 1-2 Tier 4 Weapons, you'll have tons of stats and the game will be easy.
- Reconsider your Tier 1 Items: The first copy of each Tier 1 item has a -2 Max HP tagged along with its effect. This makes most items you buy terrible. I still buy items like Bag, Tree, Coffee, Coupon, and Broken Mouth. And then maybe some archetype items like Snake, Ugly Tooth, or Sharp Bullet. But really limit how many you buy.
- Only the first copy tho: It is only the first copy of each Tier 1 Item that gives -2 HP, so once you have gotten the first one, you can buy away when you see the item again.
- Focus on buying weapons: Since you have a ton of stats waiting for you when you reach Tier 4 Weapons, you should focus on reaching that goal. Your shop is going to show you a lot of tempting tier 2-3 Items. But be picky about which items you buy, and make sure you buy the weapons and get enough rerolls in with each shop.
- Be ready for the mid-game: Mid-game can be a killer with its elites and stronger enemies. Try to make sure your build comes online so you're ready. If you haven't yet gotten a tier 4 Weapon, and you're down 10 HP from tier 1 items, the first Elite can easily murder you. King gets offered a ton of tier 2-3 items, which while good, can distract you from getting enough weapons.
- Get some early Max HP: Since you lose a bit of Max HP from buying Tier 1 Items, you want to get some extra Max HP early to compensate.
- Always combine above Tier 1: As King, you want to combine Tier 1 Weapons as soon as possible, even if it means going below 6 weapons. The -15% Attack Speed and Dmg penalty is very harsh. Having one Tier 1 weapon while waiting to upgrade it is fine. But you don't want more.
- Mixing Weapons: King benefits a lot from getting to Tier 4 Weapons, so mixing weapons, meaning you're using maybe 2-3 different weapons, can get you there faster. Using 4-6 different weapons is also the point where it begins to become harder to combine weapons.
- You still want to mix weapons that go well together. So make sure they scale with the same stats, play nice together. (Shuriken's chip damage doesn't do much in a melee build, for example)
- Look for Tier 4 items. You gain +5 Max HP from each Tier 4 item. This is quite a bonus, so you'll be willing to buy more Tier 4 items than normally.
- HP Items: Outside of maybe broken mouth, you're not getting all the tier 1 Max HP items, and you might be down some hp from buying tier 1 items. Late game, Tier 4 items will cover you. But early-mid, you want to pick up a Padding/Acid. Stone armor is also great if you're stacking armor.
- Cyberball & Baby Elephant: King starts with 50 Luck, so if you're using ranged weapons, which tend to like the chip damage of Cyberball more, then Cyberball can be a good pickup since it is tier 2. You also get +150% Damage, so it can really become dangerous. Baby elephant can also be fine. But it is weaker than cyberball and Tier 1. Mind that these are quite expensive, so they aren't a priority for me in the early game.
- Jerky - If you're skipping lemonade and Weird food, this doubles your consumable healing and is great. I wouldn't mind maybe going into Weird food a bit later on, since it is so powerful.
- Not Fairy - King is one of the few characters where the fairy is awful.
The Key for king is that you need to get some Max HP early, but then Late, Tier 4 items will help you get to what you need.
You should still get a bit of attack speed early, but otherwise you can focus on Flat damage and other stats. Getting up to 150% attack speed and %Dmg means that those are fewer priorities late game.
- Max HP: - You lose 2 from Tier 1 items, but gain 5 from Tier 4. Make sure you have enough early. Then later, Tier 4 items will cover your late game.
- %Damage & Attack Speed: - You can get 150% from Tier 4 Weapons. You should still get a bit of attack speed early, but otherwise you can focus on Flat damage and other stats.
- Luck: You start with 50. That is all you need. If you got a luck damage build going, you can invest more, otherwise it is a low priority.
Renegade
You have +2 Projectiles and +1 Piercing, so you optimally want weapons that have only 1 base projectile, and no piercing, or a good piercing damage modifier.
Generally speaking, Renegade won't have issues with their weapons being able to deal with hordes of enemies, but the -80% Damage modifier means you'll have to play catch up to deal enough damage.
The Guns:
- SMG: Full benefit, tons of life steal and damage. The 1 damage minimum becomes powerful here. Pick up a ton of ranged damage, go for 6 SMGs. Get at least 34% attack speed. Get some life steal. Awesome build.
- Revolver: Full benefit, good knockback. Mix with Laser, round out your stats. Super solid.
- Laser Gun: the 25% Piercing loss is neat, and the overkill damage isn't a problem.
Mixing these three guns is also quite powerful, revolvers and laser guns especially mix well. Otherwise, 6 SMGs is a great build.
Shopping: You can't have melee weapons, so see a ton of the weapons you want if you go for a weapon in a weapon class with mostly melee weapons. For example the Primitive weapon class only has Slingshot and Javelin as ranged option, so when the shop shows a weapon of the same weapon class, you'll have 1/2 of getting the weapon you want. Instead of 1/7 with guns.
- Flute - Chance to instant kill and gain an ally is quite powerful with the triple projectiles. Only one Ranged weapon in the Weapon class pool, so you'll see a ton of flutes.
- Javelin - You're wasting a bit of piercing, but it is a quite strong weapon. Also there's only 2 ranged weapons in the pool. So you get a ton. Insane with Curse
- Slingshot / Shuriken - Fun bouncing options. Shuriken needs crit.
- Icicle - elemental option, needs crit, great with curse.
Other options:
- Crossbow - decent ranged option. 3 weapons in the shop pool.
- Shredder is also quite neat.
Some Notes:
Ghost scepter - can be fun. Renegade fixes the Scepter's issue with dealing with multiple enemies, but you'll need to fight to keep up with the DPS needed.
Shotgun/Taser - Renegade wants to avoid weapons with multiple projectiles, since you don't get the 3x damage output.
Wand - Burn Damage really suffers from the Damage modification, but the Piercing and Projectiles really spread the flames well. Not a great choice.
The Renegade is super powerful once you learn the playstyle. Your weapons fire in random directions, and deal tiny amounts of damage, but the triple projectiles and Piercing allows even single target guns to clear out crowds of enemies.
You gain +10% (+2% reduced) damage from buying new Tier 1 items. This is how you're getting %Dmg. Don't waste your upgrades on it. In the first 3-5 shops, you don't want to lock or buy bad Tier 1 items. Just do like on any other character and only buy the good ones.
But once the midgame of wave 7+ hits, you begin collecting tier 1 items, and you shouldn't be shy to buy items that do nothing. Once you hit the late game you might even want to pick up items that are bad for you. (But don't buy -1 Ranged Damage items).
- Tier 1 Items: There are a Total of 54 Tier 1 Items to be found. That is a total of +540% damage, or +108% Damage after the -80% modifications.
- % Damage: Since all Tier 1 items have +10% damage, all other sources of % damage pale in comparison. Why would you pay so much for a cyclops worm, when every Tier 1 item gives the same? In the same vein, items like Metal plate and Insanity also become better since the negative % Damage is also reduced by 80%.
- Ranged Damage / Attack Speed / Crit: These are the offensive stats you need to look for to multiply your damage output. Crit is slightly better on Renegade since you don't overkill as much, but on the other hand, SMG has a terrible 1.5 Crit multiplier.
- Life Steal: Renegade is super powerful with life steal, since the triple projectiles with piercing offers 6x the chance to trigger life steal. Even a few % can heal you a lot. Especially if you're using SMGs. That said, This is currently a HP Regen meta. So I would likely get both.
- Crit: Critical hits are slightly better on Renegade, since your attacks deal less damage, there is less overkill. So it can be a solid way to increase your DPS. However, Ranged Damage and Attack Speed are still more cost-efficient ways to gain DPS. But Crit is a decent Third. Worth noting that SMG has a 1.5 Crit multiplier, so I would really avoid investing in crit here.
- Curse: Several of your weapon options are quite good with curse: Shuriken, Javelin, Crossbow, Icicle. Consider going into curse if you're using one of those.
- Buy Turrets in the Shop: Turrets are super powerful with Renegade. Structures Ignores the -80% damage, but still benefit from the +2 Projectiles and Piercing. Look for the Tier 1 and 2 Turrets in the shop and Pocket Factory. But you can't equip Melee weapons, so forget about that wrench dream.
- Medical Turret: This turret also gains +2 projectiles, and it will heal you 9 HP! Insanely powerful.
- Secondary Damage: Secondary Damage such as Cyberball, Alien Eyes, Baby with a Beard, Rip and Tear are all quite useless on Renegade, since the -80% damage really kills it and they don't benefit from the +2 Projectiles. I would just avoid them.
- Bandana/Ricochet - You ignore the downside of these items, and especially getting bouncing attacks is insane for you since they have perfect aim.
- Avoid Sharp Bullet. Since you already have +1 Piercing, this means you go from doing 100% + 50% dmg and instead do 100% + 30% + 9%. So you lose damage from buying Sharp Bullet.
- Fairy: The Unlock from Renegade, Fairy, is insanely powerful on Renegade and worth it to pick up even if you're not going HP Regeneration. (You're buying plant and mushroom anyway at some point.)
- Giant's Belt can be insanely powerful with Renegade due to the number of projectiles. But it requires you to either have crit, or be ready to build some. However, it doesn't take a lot of crit (10-20%) Before the belt becomes insane.
One Armed
As One Armed, you are limited to only one weapon. So choose Wisely. You can switch it out later if you find, for example, a Nuclear Launcher, or even better, a legendary weapon like Chain Gun. You have many options but the following stick out.
The easiest options are:
- Lightning Shiv, the easiest option: The melee part can be quite scary, but it spawns projectiles for each enemy hit, so if you stab into 10 enemies, that is up to 10 bouncing lightning strikes spawned. Lightning Shiv can easily clear the screen and can't fall behind, unlike other weapons. Remember to get both elemental damage and melee damage.
- Slingshot. Decent and Easy Option, Can struggle with clearing enemies mid-late game.
- SMG (my favorite but difficult): SMG Maxes out its attack speed at 201% Attack speed. So get that. Then just stack a ton of ranged damage and look for a baby with a beard, bandana, or ricochet. The SMG build can high roll out of existence, but it isn't very reliable.
There are also some fun options.
- Ghost Axe scales double damage. Fun build, but hard to survive. Switch to a better weapon later in the game.
- Plank is also a fun option. But harder.
- Hatchet starts out with a ton of base damage due to your 200% attack speed. Boost its range, and it can work quite well. It is fast and scales well with melee damage.
- Shredder isn't bad either.
The One armed can only use one weapon. But you are given some really powerful buffs to compensate. +200% attack speed and all damage you pick up is doubled. One armed can do some insane builds if you are lucky, but also struggle with surviving and dealing enough damage.
One Armed is considered one of the hardest characters. A lot of weapons are traps, since they aren't able to protect you or clear the map alone. So make sure you've chosen one of the suggested weapons. You have to learn to evade enemies while your weapon does its job. You can't expect your weapons to kill every enemy coming for you.
- One armed is tagged for +damage items. And they are good for you. You need to get a lot of %Dmg and Flat damage to keep up with the enemies. You save money by not having to buy weapons. Invest that money in damage.
- Luck Damage: One Armed is also a very good option for a luck build, since you are looking for the extra secondary damage, and you have +100% Damage scaling, so you can really make those Cyberballs and Baby Elephants hurt.
- Healing: With one Weapon, life steal isn't the best option for you. Consumable Healing + HP Regen is the way to go
- Attack speed isn't that important for you. Going from 100% to 110% attack speed means +10% DPS. Going from 300% to 310% means +3,33%. So take this into account when buying items. Coffee becomes +3,33% DPS, -4%. Instead of the normal 10%, -2%.
- The 201% Attack Speed breakpoint & above. It turns out that every weapon in the game has a Big breakpoint at 201% attack speed. So I recommend picking up a level 1 Attack speed upgrade or similar, such that you have at least 201%. You can look up Attack speed breakpoints with my Multitool calculator.
- Crit: You're likely killing most enemies in one hit. So Crit is in many cases wasted. Maybe you can pick up some of the good options, but otherwise I just stick to DMG% and Flat Damage, since they are doubled. If you find a Hunting trophy or some tentacles, it could become attractive.
- Speed: Having a good amount of speed helps protect you when that one weapon fails. For example, lightning shiv likes having a decent amount of speed.
- Range: Since you only have 1 weapon, it is centered on you, which means it has less range. If you're using something like Lightning shiv you need to boost its range for extra safety.
- Secondary damage items can be very powerful: Baby with a Beard, Rip and Tear. These can help you clear up the hordes of enemies and you can scale them very well. Baby with A Beard especially is insane on One armed.
- Piercing/Bounce: Items like Bandana and Ricochet that allow you to hit more targets. This makes them critical on builds With SMG, since it only hits 1 target normally, and the item also really empowers Baby with a Beard. The Doubled -%Dmg might seem scary, but remember you're seeing a ton of +%dmg items, and it takes the same amount of head injuries/ Injections to make up for a ricochet, Doubled or not.
- Not Sharp Bullet: The -20% Piercing Damage is doubled(-40%), so the second hit deals only 10% damage. So I would avoid Sharp Bullet unless I have a Pumpkin coming up.
- Wandering Bot: I find this one to be quite useful on lightning shiv builds, or other melee. Its ability to stop enemies around you is key to giving your weapon enough time to attack again and wreck the enemy before it hits you.
- All damage is doubled. Even dynamite (+30% dmg, great with shredder), Pumpkin (-30% is all you need for shotguns), Silver Bullet gives +50% for you.
Bull
You can't have Weapons.
You don't have weapons. Instead, you have a very powerful explosion. You also start with very powerful defensive Stats. The plan is to build up your defenses, and the damage of your Explosion.
Get enough speed to where you can control when you want to collide with the enemies. Aim for the enemies that deal low damage to you. Herd enemies into a big group and then clean them out. Bull can be difficult until you learn the ropes.
- 4 Items Per shop: Since you can't wield weapons, you'll see 4 items per shop. This also means you should be quite picky with which items you buy. Because you'll see a lot. Just because an item gives you the stats you want, doesn't mean that it is good enough to buy. Especially be critical of items that offer damage. Lens giving +1 ranged damage is simply not good enough, you can find so much better.
- Don't be at full HP: Make sure you're using your regeneration. Being at full hit points is kind of a waste. You want to herd enemies, and constantly trim them down in efficient explosions while staying at a healthy amount of hp, but not full.
- Elites, Bosses: It can be difficult to kill bosses and elites on Bull, unless you are doing well. In many cases, you just want to be focusing on surviving and also farming the wave.
- Horde Waves: Horde waves are rough. Having some speed and enough armor + regen is key. With so many enemies spawning, you're going to take hits, and it is hard to control. But try to weave between the enemies as much as you can to reduce the frequency of getting hit.
Crash Zone
- Wave 7 Eggs: Remember to search for the eggs in wave 7. You can kill them by walking into them, but once they hatch, they become difficult for Bull to handle.
- Wave 11-12 - Pursuers - can be outrun, but you can also herd them into a group and kill them by walking into weaker enemies.
- Wave 14 - Spawner...
Abyss
- Wave 5 Buffers
- Wave 9 Hammerhead sharks: These can overwhelm the map. If you got the damage, take them out quickly, otherwise...
- Armor and HP Regeneration is your bread and butter. Get as much of both as you can carry. Max HP isn't as important. You pick up max HP through Alien Magic, Alien Worm, Medal, Warrior Helmet, Little Muscley Dude, Defective Steroids. Don't pick it up alone, Get it in good deals with other stats.
- Speed is whatever you put on top of bread and butter. It allows you to choose when you get hit. Buy those Beanies, Medal, Compass for speed. Having 6-10% for Wave 7-9 helps a lot. I like having 15-20% for the later waves at least. Having 40%+ can be nice for the boss fight.
- Useless Stats: Range, Engineering, Attack speed, Life Steal, Crit, are dump stats. This scrambles which items are useful. Take your time to think about what items and stats you actually need.
- Dodge: Once you get to wave 15+, the game is mostly about surviving. So you can go into dodge to help survive longer, and especially during the boss fight. However, it messes with your explosions. So I mostly skip it. If you have self damage, you can get into it.
- What Damage to get: Elemental, Ranged, and Melee Damage all increase the damage of your explosion. But Melee damage comes at half the price of the other two. So a tier 2 Melee upgrade with +4 melee damage is better than a tier 3 elemental damage upgrade.
- Luck: Luck is okay. It gives extra healing and helps you get some of the powerful higher tier healing/Explosion items. But on the other hand, I'm also buying Mushroom and Alien Magic. Luck is also hard to get into because the downside of Shady potion and Lucky duck are rough.
- Blood Donation: One of the most powerful Items you can get is Blood Donation. It makes you explode every second. Once you have that, you can go for dodge. Otherwise, you might not want dodge, as it prevents you from exploding when you want. Bloody Hand is also worthwhile just for the effect, even though life steal is useless on bull.
- Explosive Items: Dynamite, Plastic explosion, and Explosive Shells all work with your explosion. They are extremely powerful for you. Dynamite is by far the best way to get % Damage for you. If you get enough Dynamite, you can skip out on normal damage items.
- Rip and Tear, especially if you stack them, can be powerful pickups. It can create powerful chain explosions that clear out any stragglers that might be just outside your radius. And the chain explosions also kill bigger enemies that survived your main explosion. If you pick up Rip and Tears, it is time to focus on melee damage for your damage, more than you already did.
- Dumping Crit: Your Explosion only scales 1.5 times with Crit, but it already deals enough damage to kill most small enemies. I tend to allow my crit to go into big minus, so I can pick up efficient items such as: Goat Skull, Medal, Compass (if you need the speed), and Bowler Hat.
- Core Tier 1 Items: Look for Plant, Mushroom, Defective Steroids, Goat Skull, Toxic Sludge, Beanie. Propeller Hat is also good.
- Insane HP Regen Items: Medikit, Regeneration potion, and Fairy are all completely insane for Bull and can keep you alive through some insane situations.
- Generally speaking I find myself having more than plenty of damage with Bull, so I'm not afraid of taking items like cute monkey or lost duck, as the effect is strong and you can recover the damage. Same thing with metal plate or tractor.
- But skip Broken Mouth and Hedgehog. The minus HP regen is not worth it.
- Stone Skin: I want to be stacking Armor on Bull, so Stone Skin quickly becomes amazing.
- Small Fish: A 10% multiplier to your explosion damage. And you ignore the downside.
- Baby Squid: +1 HP Regen per level. This is awesome for you. And you ignore the downside.
- Coral: Can be quite a meme build if you manage to stack a few with a barricade. But otherwise I'm never standing still, so it is horrible. Don't get baited.
- Sunken Bell: Sunken Bell basically makes a super version of your explosion. It scales with the same stats as your explosion, but + engineering, so it will deal quite a bit of damage. I quite like sunken bell, especially if you're slightly behind, or struggling to clear the screen. If you're getting swarmed by enemies, this will clear the screen for anything but the strongest enemies, and will give you some time to heal up before taking damage again. And it helps you gain more materials by blowing up a ton of enemies. If you're focusing on surviving, you might not actually get to
- Kraken Eye: Triggers by the same things as your regular explosion, so it is a decent addition if you want more damage. But I'm not the biggest fan of going curse on Bull, since you can't find any cursed weapons, which is usually the best reason to go for curse.
- Jerky: I like having the healing spread out on Bull. And +3 Consumable healing is awesome.
- Ball and Chain. You don't have any weapons, so this is just free +3 Armor and +15% Damage.
- Knot. Same story, just free +15 Max HP and +15% damage.
- Frozen Heart: Just an easy +8 to your damage stats.
- Not Ice cube: Sadly, Ice cube doesn't work with your explosion :(
Soldier
- Shotgun, SMG, and Revolver are all premium choices. If using Shotgun or SMG, you have to focus on getting a ton of ranged damage.
- Crossbow, Laser Gun, and Taser can also work. Soldier can pull most weapons off due to the insane starting stats.
The Soldier comes with a lot of firepower and strong abilities. The downside is major. You cannot attack while moving, so you want to stand still and fire. You only count as moving while you are holding down a movement button. The moment you release it, you count as standing still. So if you move around and dodge by tapping the moment keys instead of holding them down, you can shoot while moving. This movement is called "Stutter Stepping".
Once you learn the stutter stepping, Soldier becomes one of the most powerful characters in the game.
- You have additional knockback. Which keeps you quite safe. Spawned projectiles and turrets also use knockback, and are quite bugged. So be mindful of rogue enemies being pushed around if you have that.
- Pickup Range: You start with a ton of pickup range. It is really a neat thing to have. You don't have to wander around the map and pick up materials. Don't buy more pick up range. You already have enough. Also, Consumable healing comes flying towards you.
- Get more Speed: You start with +10% speed, but it is a good idea to get more, unless you're going for Etsy's Couch Standstill build. If you have enough speed, the stutter stepping won't make you slower than normal.
- Life Steal: Life steal can be worth it on Soldier depending on your weapon. Still a 50/50% on which healing you're going for.
- Ranged Damage: Since you already have 50% dmg and Attack speed, make sure to get ranged damage early to balance it out for greater DPS. Especially since the Soldier's weapons scale well with ranged damage. Ranged damage will be your most efficient stat until you have gotten a lot of it.
- HP Regen vs Life Steal: Soldier with SMG or Shotgun is quite good with life steal, but HP Regen is often just the better Choice.
- Standstill items: The Standstill items have been buffed, and are now quite good. Statue is basically always super cost-efficient on Soldier, since you can only fire while standing still. So I would buy it nearly always. But don't let it drop your speed too low. Barricade and Chameleon can also be quite good, since you stand still more often. But don't make it your strategy to get hit. And you're also likely to be moving while you're
- Esty's Couch: You can't rely on hoping to find this legendary, and I tend to lose when I get it. It is mostly a trap.
Masochist
- Scissors - Very strong option - you heal much more from the innate life steal. But you need to get a ton of melee damage for this build. Look for Circular Saws as a weapon upgrade.
- Spiky Shield - Perhaps the strongest option, unlocked by winning with Masochist. You can ignore the melee damage and just stack armor. Super hard damage potential, but the knockback can make it a bit harder to use.
- Rock is also quite decent.
- Shotgun is also an option. Just get some early life steal and ranged damage.
- Not a big fan of the rest, but they're doable.
- Try to play with Ghost Scepter if you want to torment yourself.
The masochist must take damage to deal damage. Each time you take damage, you gain +5% dmg for the rest of the wave. You start off each wave dealing 1 damage, and at the end of the wave one-shotting everything. To allow you to take such damage, you start with insane tanky stats. Once you understand how to take damage and build tanky enough, Masochist becomes one of the strongest characters in the game, since you can survive anything while dealing insane damage.
The plan is to stack lots of armor, some Max HP and get a ton of Healing, so you can take the damage.
- Manage your HP. You want to be below Max HP for most of the wave, so that you're getting the most out of your healing. You want to start the wave by getting hit as much as possible, so you can begin dealing damage. Be careful with going too low. You don't want to be at the point where 1-2 hits can kill you, since accidents can happen.
- Manual aim: Sometimes at the start of the wave, I manually aim my weapons to attack behind me, so I can walk into an enemy without killing them. This usually allows them to get a couple of hits in.
% Damage
Masochist starts with -100% damage during the beginning of a wave. You gain +5% Damage whenever you take damage. I used to just buy as much -%Dmg items I could find, since the Ability makes up for that. But if I don't have something like Blood donation or Bloody hand (which damages you each second), giving me endless %Dmg, I want to actually increase my %Dmg. Masochist don't struggle at the end of the wave either way. And just getting your %DMG to -80% can really make the beginning of each wave much easier to handle, as you can actually kill enemies.
- Dumping %DMG. If you choose to Dump %Dmg:. Look for items with negative %DMG - Coffee, Insanity, Metal Plate, Small Magazine, Propeller Hat, Tractor. And so on.
- There are also players that go and invest in %dmg, so that you don't start each wave being unable to kill anything. This strategy is perhaps better if you don't find Bloody Hand or Blood Donation. I've had success with both tactics.
- Round out your DPS Stats: You still need Attack speed, flat damage (unless spiked shield), and a bit of Crit (not on scissors, it already got more than you need)
- Healing Over Max HP: You want to take damage all the way through the wave. Healing in any form is more important than Max HP. You already start with a good amount of Max HP. You still want more Max HP than the average character, tho.
- Speed: Remember to pick up some speed, so you can choose which enemies hit you. Seek out the enemies that deal least damage and use them to pump up your %Dmg. But you don't need as much as for example a squishy ranged build. I like 10% for early-mid, and 20% for later. Some like to have more and that's fine.
- Life Steal: Since you end up attacking enemies while not dealing damage early in each wave, it sets you up for some good life steal. On masochist I like going both HP regen and LIfe Steal.
- Dodge: Dodge makes you more tanky, but it doesn't allow you to get hit more, and it slows down your ability to stack %Dmg. I would rather invest in other defensive stats. If you have found Blood Donation/Bloody hand, you can go for it. But you might not need it at all.
- Luck: Masochist has great benefit from some nice Epic and Legendary items, and loves some consumable healing. Making Luck a neat pickup if you find a good source for it. Lucky Duck
- Blood Donation is insane for you. The +40 harvest is great, the damage each second is greater. During the 60 sec of a wave it is gonna build you towards 300% damage, with more in the boss battles. If you get blood donation, you can start building dodge. Otherwise Don't get dodge, as you need to take hits.
- Bloody Hand is also amazing for this reason. The stats it gives is also Awesome.
- Whetstone: Awesome source of lifesteal, and you might like having less knockback, especially for Spiked Shields.
- Healing Options: Cute Monkey (If not Ranged), Weird Food, Lemonade are all great. Tentacle is great if you have some crit.
- HP Regeneration has some insane items at Higher Tiers: Fairy, Medikit, Regeneration Potion. All are insanely strong. But I would avoid Sad tomato in many cases, since Masochist likes to take damage from the beginning of the wave.
- Not Wisdom: You already are strong late in the wave, and weak early. You don't need an item to make this more extreme.
Knight
Sword is the strongest starting option. Spear is also good.
Hammer is also fine, but the slow attack speed makes it a rough experience.
Jousting Lance doesn't scale well with melee damage, so I would skip it.
I don't recommend Spiky Shield or Torch.
Knight will generally work fine with most weapons.
As the Knight, you have several insane upsides. You start with a tier 2 weapon, and all weapons you find are tier 2+, and you can only find Melee weapons. This makes your shop highly efficient, but the downside is that you cannot boost your economy with harvest. You gain insane amounts of free damage as you stack armor, but your attack speed is halved. This turns out to be a good deal, as the Knight is one of the strongest melee characters.
Weapon Mixing:
There are many ways to build the Knight, as you can combine and add any of the good melee weapons to your setup. Maybe a spear for some range, or a Plasma Sledgehammer for insane area clear. My personal favorite is 4 swords and 2 Circular Saws. The Saw has 100% scaling, fast attack speed, lots of life steal, innate crit, and good range. It is insane with Knight. The Different Fists are also good options. 6 Spears are also powerful. It is hard to go wrong here. You can basically look at the Gladiator list and take a hint for which weapons that are great to add.
- Healing: I'm going for HP Regen and Consumable Healing. Your weapons are too slow and heavy for life steal. Get your life steal from Circular Saw.
- Get Melee Damage mostly from Armor: Ignore melee damage except if it is really cheap/efficient. You'll get more than enough from picking up armor.
- Attack Speed: Even if your Attack Speed is halved, you should still get some Attack Speed. You should still pick up higher tier attack speed upgrades and Coffee.
- Crit: I'm not huge on Crit for Knight. You're killing a lot of enemies in one hit, so that's a lot of wasted damage. I might still pick up an insanity here and there. But if I get offered Medals, I'm dumping crit.
- Dodge: Going dodge is an option. Pick up leather vests, Blindfold, Cape, Adrenaline, Clover and Higher Tier Upgrades. But if you feel tanky enough, you can skip it and just focus on Armor.
- Luck: Luck Provides a form of economy and healing for knight, which is neat when you can't get harvesting. So I value Luck Slightly higher on knight.
- Economy items: You can still invest in economy items. Look for the evergreen Bag, Tree, Recycling Machine, Lure.
- Negative Harvesting: -80% Harvest might as well be 100%. Just ignore it and buy items that grant negative Harvest. (Mouse, Bat, Leech, Rip and Tear)
- Stone Skin (Golem unlock) is great on knight. The Attack speed downside is halved, and you're already stacking a ton of armor.
- Armor items to skip: I like everything except: Helmet, Duct Tape, Triangle of Power, I Skip these.
- Melee damage: I would honestly only buy Mastery, Little Muscley Dude, Mammoth. Rest is skipped.
- Small Fish - Downside halved, you often want to go for one-shotting enemies.
- Baby Squid - Halve the downside and you like the HP Regen.
- Ball and Chain - You got low attack speed and wield slow weapons. Ball and chain is often just crazy good.
- Jelly/Spider - I find it easy to end up with a mix of weapons. These items become decent if you have 3+ different weapons.
Demon
The biggest weakness of the Demon is the bad starting weapons. So one option is simply to sell your starting weapon and look for something better.
The Demon likes to have 1 hp for a good part of the game. So using ranged weapons makes it a bit easier.
- Ghost Scepter is powerful, and guarantees a powerful late game. But it struggles to clear the waves early. Look for attack speed and sharp bullet. This is my preferred weapon. If you're a newer player, you might struggle with this option.
- Thief Dagger is also insanely powerful late game. It is melee so you can't go as crazy with the shopping, since it's harder to survive with 1 hp.
- Lightning Shiv is a very powerful and user-friendly option. Stack Melee and elemental damage, and it will have no issues clearing the map.
- Taser can also be a fine option.
Other
- You can start with Torch and hope to find a Slingshot, Spear, or Stick. The primitive Set bonus is insane with the Demon. Then Sell the Torch. This won't always work out, tho.
- You can also just buy a good gun like a Revolver or SMG. Demon has a lot of leeway in the first shop.
The Demon can be hard to understand how to use, but is one of the most broken characters in the game. You abuse the early shops to get ahead, and then you just manage your Max HP at a safe level later. In the endgame, you should be super strong and be able to handle the bosses with ease.
Spending HP
You can spend your hit points to buy items. That means you can also spend the 10 HP points you start with to buy extra items. It is worth noting that Weapons/Items are really cheap during the first 1-3 shops, and so is rerolling. So often the plan is to buy items until you have 0-1 HP left. (If you have 0 or less hp when starting a wave, your hp becomes 1 for the wave, but you still have to earn those HP back before your HP increases to 2 or higher. So no free HP.)
So, your economic advantages: 13 money turns into HP, which can buy up to 20 money worth per HP.
You can spend up to an extra 10 HP, or up to 200 money. And finally, during the early waves, you can buy Max HP items for less HP than they give.
HP items: A broken mouth costs 2 Max HP early, but gives 5 Max HP. So that is free 41-60 money at the cost of -1 HP regen. Same with Alien Worm, Cake, Weird Ghost, Acid.
This can cascade into a shopping spree early, where you just buy tons of weapons and good items while gaining HP.
- Item prices: You buy items using Max HP instead of materials (Item price is 1 HP per each started 20 gold. So, an item costing 1-20 gold = 1 HP. An item that costs 61-80 gold = 4 HP)
- Shop to 1 HP: Early game, I like to stay at 1 HP for optimal shopping, then switching wave 6-10 into normal Max HP. Late game, you should save up Max HP, since you get it very efficiently.
- Buying out the Shop: During the First 1-3 shops, you got plenty of Max HP, and you're often limited by your materials. So when it costs 7-10 materials to reroll, then you can simply buy all the items and weapons in the shop, and it will make the reroll free. If you could use 2-3 of the Weapons/Items in the shop, then this might only cost you 1-2 HP to reroll. And you can sell the weapon back for a bit of materials.
- HP Upgrades: During the early game, hp upgrades are super powerful, since they are essentially a bag of cash you can spend. And during the early game, you can get a lot of stats for 3 hp in the shop.
- Don't Reroll all your materials away. The demon uses HP to Buy, and Materials to reroll. So I sometimes see players spend all their materials to reroll in the midgame. (It's fine for the first couple of shops). You gotta save that material, since it is converted into Max HP at the end of each wave.
- Piggy Bank: The Demon is often not able to spend all their materials each round, since it keeps half, and only uses it for refreshing. So a piggy bank can be good. Also, don't over refresh, since keeping more material means more Max HP for the next round.
- Spicy Sauce/Alien Eyes: These can deal a good amount of damage if you get multiple of them and a ton of HP. Not needed, but can be a cool addition.
- HP items: They start out strong. Being pure profit, then later they become useless.
- Max HP: In the early game, you spend most of it. Then in the midgame you keep a comfortable amount of it. Then in the late game, you let it stack high. 100-300 Max HP isn't unheard off. But you don't need that much.
- Economy Stats: I like to abuse the insane early game power to stock up on harvesting, luck, and XP gain.
Baby
Stick: This is the best weapon by far for Baby. Stick gets more base damage for each other stick you have. A Tier 1 Stick will have 100 base damage if you have 24 of them.
Rock: Ton Classes give +21 Max HP, 3 Armor, and -10 Speed. So that's covering your defensive needs early, if you can just get the speed fixed. Rocks also give - / 1 Armor / 1 Armor, 2 Max HP / 2 Armor, 2 Max HP per rock. So stacking a ton of tier 2-3 rocks really buffs you up. Rock also got insane base damage. So playing rock will cover your need for Melee Damage, Armor, And Max HP. So you just need some attack speed and %dmg. They're also super cheap. Still, it is quite a bit worse than Stick.
Wrench/Screwdriver - Engineering gets most of their stuff from the shop, and engineering doesn't need as many primary stats to scale its damage. I would go for a mix to get more weapons.
Quarterstaff - Decent Weapon, gives XP gain. - I would want to pick up stronger weapons later on.
Random BS Go! - Start with some decent weapon (Quarterstaff got good classes), then just pick up other good melee weapons. Then you just add high tier good melee weapons to the mix. Here's a picture. I also added rocket launcher because it doesn't need ranged damage to be great.
If you're doing this build, look for the items Jelly and Spider, since they give bonuses based on how many different weapons you have. The new Captain's Sword can also be quite strong if you fall behind on weapons.
The Baby is a weird character. You don't get upgrade stats, and instead you get more and more Weapon Slots.
To help combat this, you have +12 Harvesting and -20% Shop prices.
- Upgrades after 24 Weapon Max: Once you Max out your Weapon slots, you begin getting Regular Upgrades with Stats. It can be worth it to try to get to level 25, since this means a guaranteed Tier 4 Upgrade.
Baby struggles to get enough stats. You don't have access to stats from upgrades for the most part, and you end up spending a ton of your money on weapons.
This means that you can easily end up with 20 weapons, but not enough %DMG and Attack speed. Keep in mind that once you have 15+ weapons, getting more stats can often give better value for the money compared to buying the 16th weapon.
Secondly, I often find myself very low on defense, since I cover that mostly through upgrades. Be careful with skipping the good defensive options, like warrior's helmet and metal plate.
- Rare Stats: Armor, Attack Speed, and Ranged damage. These can be difficult to come by from items. (Ranged damage got easier with the new update.)
- Healing: Healing comes mostly from items, so it isn't a big issue for Baby. Consumable healing is great as always. But Lifesteal also is great, because you can have so many weapons. So outside of an engineering build, I would consider getting a bit of life steal from the good sources, Early decomposing flesh, or a whetstone if you're willing to dump knockback.
You don't have access to Upgrades (Unless you level up like crazy) So that means you have to get all of your needs from Items.
- Exp Items: You level up slowly. Pick up Scars, Bean Teachers, early Celery Tea, a pea cock. You name it. Getting 50-1000% Exp is really nice. Worth noting that it might be more fun than strong to reach 20+ weapon slots.
- Coupon: With 5 coupons you can stack the prices down to 55%. That's really powerful. So look out for Coupons in the shop.
- Jelly/Spider - Baby sometimes have many different weapons.
- Bone Dice - I find myself rerolling a lot on Baby. So this is a great way to get a ton of %damage. Just remember to get some extra Max HP.
Shopping for Stats
- Attack speed: Important stat, though having multiple weapons helps. I've found myself looking towards banner often on baby, as I'm struggling to get enough attack speed. You get coffee and the other good items ofc. The extra range is also nice when you have so many weapons.
- Armor/Dodge. Armor is key, so I'm buying every Metal Plate/Medal/Leather Vest I'm seeing. That also puts me into dodge a bit. And you can get some. But it is super hard to fill up dodge without access to upgrades.
Vagabond
- Cacti Club has been the go-to starting weapon for the early +15 max HP, and especially the +25% damage.
- Spear - Great weapon for melee mix builds.
- Quarterstaff - Two strong classes. Sets you up for more weapons.
- Lightning Shiv - Great if you can get it to Tier 4. Not
The Vagabond is a bit of a weird one. Similar to Gladiator, you are rewarded for getting different weapons. But here you can't have two of the same.
- Each weapon contributes to all weapon classes you have. So if you have 4 weapons, it will count you as having 4 weapons in each weapon class you have at least 1 weapon in.
- Collect weapon classes: You want to have as many weapon classes, and you want the strong weapon classes. A lot of them give 5 upgrades worth of stats. And most are good. Primitive, Medieval, Heavy, Blade, Precise, Unarmed, Support are the ones I really want to fill out.
- Dual weapon class weapons: Weapons can have 1 or 2 weapon classes. Look for the weapons that have two. But also remember that the weapon has to be good.
- Get to 6 weapons fast: You need to get to 6 weapons to get the weapon class bonuses. Don't be afraid of picking up cheap, weak weapons that you'll sell later.
- Blunt is also nice because all the weapons are dual classed. And it fixes your armor. But the negative speed hurts, and it isn't giving you a lot of upgrades once you account for the negatives.
- Bad weapon classes: Gun with 50 Range, Elemental if you don't use elemental, tools, explosive, medical. These are some of the Weaker class bonuses. So if you're getting them, it should be for the good weapon. The Naval class's +5 Curse is also weak, but you're getting other classes with it and a strong weapon.
- Melee. You're likely going to be playing melee. There are more weapons, and most of the juicy weapon classes are primarily melee. You can pick up awesome ranged weapons later like a Nuke or something. But it is easier to focus on one damage type, so you're not buying Melee, Ranged, and Elemental damage.
- Secret ability - Can't find lower tier weapons: Vagabond has a secret ability that means you can't see lower tier versions of the weapon you have from the weapon pool. So if you have a tier 3 Fist, Tier 1-2 fists are removed from the weapon pool. This helps you combine weapons, and improves your shop. Once the Weapon is tier 4, it won't show up at all.
- Look for high tier weapons: While we can sit down and write a list of the perfect combination of weapons that covers the most Weapon classes, in practice it comes down to what the shop gives you. If the shop offers an early, good Tier 3 weapon, then you take that.
- Weapon Classes: See the Wiki for a list of Weapon Classes.
Heavy:
The Heavy +25% DMG is super powerful
Cacti Club - I'm often starting with this weapon. Only for the Tags. It is the only Heavy Tier 1 weapon. But it is also the worst.
Look for Hammer or Rocket launcher as possible replacements, Flamethrower or nuclear launcher are also options.
Support:
Not a must, but a nice 12.5 harvesting. Get in early, then you can leave later.
- I'm looking for Pruner/Lute to get me in.
- You can level a Pruner up, and it will be an okay melee weapon with the garden on the side. Otherwise I would want to replace the weapon class later on once it has served the purpose with the harvesting.
- Lute, even with Both classes being halved, is quite great. Gives you a lot of economy while it acts as a damage multiplier.
- Sickle, Taser, Hand aren't too great. Hiking Pole won't do much for you in the long run, but is an okay starter weapon with a decent base damage.
Precision:
I want Precision, I'm looking at 3 weapons.
- Lightning Shiv - two classes. The precision is more important than the elemental. But shiv is also really strong when leveled up.
- Claw: Gives 15% dodge on the side. Fine DPS.
- Scissors: gives life steal and 5 HP regen. Sets you up for Circular Saw.
Medieval:
3 Armor and 6% dodge. Insane set. I want it.
Here we have some fine options.
- Sword is likely my Best in slot if I can get it, and I don't have another blade.
- I like Lance. It is a good weapon, but it doesn't come with another class. It is decent in the slot.
- Quarterstaff and Spiky Shield are also okay. Especially if they're your link to their other weapon class. And Quarterstaff becomes quite the weapon once it is tier 4.
Primitive:
You usually don't have to worry about getting a primitive weapon. Especially if you do the Cactus Start.
- You get this from Cacti Club, Quarterstaff, or Spear.
Blunt:
I don't seek this out, but it does give some good stats.
- If you get Hammer, you're getting blunt.
- Spiky Shield is a decent weapon. I'm not too impressed by rock, tho it is a cheap and quick way to tank up.
Legendary:
- What are you doing? That's -100 Max HP. Come on.
An ideal setup would look something like:
- Hammer, Rocket launcher or Flamethrower for the Heavy (Bonus Blunt on hammer).
- Circular Saw or Sword for Blade.
- Spear for Primitive
- Claw/Fist/Flaming Knuckles for Unarmed.
- Quarterstaff or Lance if you don't have Sword.
- Lightning Shiv - can skip if you got Claw or scissors.
You'll take what the shop gives you, so your setup will switch a few weapons around.
- Finally, any high tier items like Nuke, Powerfist, Thunder Sword, Particle Accelerator.
Vagabond gets a lot of free stats from the sets. With a good setup you're looking at: 25% DMG, 21 Max HP. 5 Melee damage, 5% life steal, 6 Armor, 21% dodge, 15% crit, -10% speed.
This sets you up for the early game.
- Speed and Attack Speed: These are two core stats that you're not getting from the classes. And if you have blunt, you'll be at -10% speed. Make sure you get these covered.
- Crit: Notice that the 15% crit can either be all the crit you need, and you don't need to invest further, or it can be your opening to go for a crit build. Look at your weapons. You'll often have 1-3 with less than 2 crit damage multipliers.
- Armor: You start with -5 Armor, because you're going to get 3-6 for free from classes. Be a bit careful early. As a melee class with a weapon mix, you can expect to get hit, so get plenty of armor.
- Dodge: Again, you're taking some hits, and you'll have 15% from unarmed and 6% from medieval. So it is well worth it to get to 60% for Vagabond and be really tanky.
- Luck & Harvesting: These are reduced by 50%. So they're mostly not worth bothering with outside a random tier 3 upgrade or crate item. Picking up a Support tag weapon is still great, tho.
- The Jelly item you unlock on Vagabond is beyond insane for you. 6 Max HP for this cheap is unheard of.
- Spider: Similarly, the Gladiator's Spider is also amazing for you.
- Recycling Machine: This can be valuable if you happen to have some trees, and if you'll be selling weapons later.
TechnoMage
- Icicle: The new and cool elemental weapon. It works well with crit, ice cube, and frozen heart. You can pick up pile of Books if doing a crit run. Quite powerful weapon, but single target. You can combine it with Lightning shiv, Flamethrowers, or Fireball. But Full icicle build can also work fine.
- Taser is decent. You start with +4 elemental damage and 2 turrets. This helps tasers keep up in damage. Get to 6 tasers. Enjoy the +25 harvesting fixing your shop prices. Then you can branch into other elemental weapons such as Flamethrower, Icicle, and Fireball. Tasers also deal decent damage.
- Lightning Shiv - Just a solid weapon. Lightning Shivs are powerful when upgraded to higher tiers.
Playstyles:
- Elemental Focus - Just play like a mage, use 6 elemental weapons. Cheap structures give +2 elemental damage and spread fire with scared sausage. This has been the most common and powerful playstyle.
- Engineering Focus - Play like the Engineer. Your weapons are Wrenches/Screwdrivers, but you can get a ton of attack speed by buying elemental damage. This build loves Strange Book and frozen heart. - I've found this playstyle to be a bit weaker.
- Mad Hybrid - Have you gone mad? You can just do both at the same time? Well, it might not be the most effective style, but it's fun.
Generally, I've seen Technomage played mostly as an elemental character. You'll start with 2 turrets and +4 elemental damage. Structures give +2 elemental damage, so they become pretty good pickups.
- Burn - Scared Sausage: Any playstyle with the Technomage will end up with a ton of elemental damage, so you should be making advantage.
Your Stats are going to depend on which build you're going for.
As the Elemental build, you want offensive stats. %DMG and Attack speed are standard, Elemental Damage you get from structures. And then if you're going Icicle, you'll want crit.
- No engineering stat for the Elemental build: If you're going for the elemental build. It isn't worth buying +engineering items for the most part. There's exceptions like Alloy or strange book. Your structures can deal damage by spreading fire with Scared Sausage instead.
Engineering build
See other engineering characters for more details, but you can skip out on Attack speed and Crit. Unless you have pile of books. Also you don't need improved tools since you get structure attack speed from elemental damage.
Other than that, you want more tanky stats as an engineer. But also, since you might want to get scared sausages and lean into some burn spreading, and perhaps even have an elemental weapon, you'll want to keep a decent %Dmg stat.
- Turrets. You should be picking up every cheap turret for the +2 elemental. Landmines too.
- Tyler - Great turret. Scales with both engineering and elemental and can apply a ton of fire.
- Bouncing & Piercing. Several Elemental weapons are great with extra hits. Shiv, taser, wand, fireball, all love a sharp bullet. Icicle already got piercing, but it will take a bandana
- Strange Book - This doesn't count the elemental damage you have from your structures. But it is still quite good. You'll often have some good structures, and this can add a good chunk of damage to those.
- Pile of Books/Improved tools: If you're going the engineer build, these are fine build around items. If you're going the elemental build, I'm less excited. Remember that you're gaining structure speed from your elemental damage, so Improved tools aren't as good for you.
- Can't get negative Melee & Ranged Damage: This opens up a ton of decent options. Fertilizer, Peaceful bee, Schmoop, and Lucky Charm become a bit better. (Fuel tank, strange book, elemental bracelets too!)
Vampire
Sharp tooth: Can reach some insane damage numbers when you're on low hit points. Not a weapon I'm super impressed with outside of vamp, but good on Vampire.
Spiky Shield: You gain armor on lower hp, and shield offers more armor and HP. The big hit box of the shield and knockback gives it more control in the risky melee playstyle of the vampire, but the knockback also makes it harder to control when you get hit.
Stick: A strong and easy melee weapon. The +15 Max HP from primitive helps the early waves.
Lightning Shiv: A really strong weapon. Shiv also is better with life steal than the other melee options.
SMG: If you want a ranged option, SMG is always there. It lifesteals a ton, and you can just take damage if you're falling behind on clear. Powerful option.
The Vampire is a character that relies on taking damage. Similar to Lich, Bull, and Masochist. You start with -60% Damage and have reduced Max HP, but you gain %Damage, Armor, and Life steal the lower your current HP is.
Here's A table over the stats gained:

The Sweet Spot
Looking at the table, I see a sweet-spot around 50% to 33% HP. Within this range, you deal a ton of bonus damage, have decent armor, and enough Life Steal that you can rely on it.
So during the Wave I want to run into enemies or projectiles to stay within that range. But it isn't easy, because once you get low, you begin to life steal a ton. And if you get too low, or put yourself in too much danger, you can easily die, since you are running around at low HP.
I've seen people just stay at full hp during a wave, and then struggle to clear a wave. Remember, you need to clear the waves and collect the money. So you gotta get low. But don't get cocky and get yourself killed by trying to be at 10% HP.
- Life Steal: You get up to 33% Life stealing from your ability. So unless you're going sharp tooth, it isn't something you need to stack endlessly. Still, you're aiming to float at about 50% HP, which is 16% life steal. If you're using melee weapons, you probably want some more. If you're using SMG, you don't need that much. If you're using Sharp tooth, you want a ton.
- Max HP: Yes it is reduced by 25%, but the more Max HP you have, the safer it is to juggle your HP at lower amounts. Vampire gains a ton of stats, so the biggest issue is dying to unexpected damage. If you get a ton of Max HP, it becomes much easier.
- Armor: You want some extra armor. It makes your healing go further, and it helps you control how much damage you take.
- Dodge: I don't like Dodge early on, especially on Vampire, since it interferes with your ability to control your current HP. But later on, the Melee builds like having dodge. It makes you super tanky in the later waves.
- % Damage: Looking at the table, Vampire actually has a ton of innate %dmg when you're at lower Hp. So it isn't a priority for me. But I would still get the good options.
- Attack Speed: Nice to get. You already got some %dmg, and it boosts your life steal.
- Luck: Luck has much less value for Vampire. You can't heal from consumables, so the biggest upside is gone.
- Ignore Max HP Downsides: Consumable healing and HP Regen are dump stats for you. That opens you up for Alien Worm and Broken mouth as two options that both are more efficient than Cake. Also you can pick up Weird ghost and quickly life steal your way back.
- Alternative Healing: You can't use HP Regen or Consumables. But Life steal can sometimes be a bit unreliable as your sole source of Healing. So there are options. Cute Monkey gives healing for collecting materials. Tentacles are awesome if you're heavy into crit. Med turrets can also provide healing on demand. If you're doing the ranged build, you don't need this.
- Goblet: You ignore the downside, and this really provides a ton of healing.
- Blood Donation: Taking damage isn't actually that great. It makes it harder to control your HP. However, the +40 Harvesting is insane, and you can handle it. Take it if you see it early, and it will carry you onwards. However, I don't fault you for skipping it if you're not comfortable with it.
- Bloody Hand: This is just great, at this point you don't mind the 1 Damage. Bloody hand just wins the game.
- Poisonous Tonic: You ignore the downside, and it gives decent stats.
- Decomposing Flesh: It isn't like you have super synergy with your own unlock, but an early Decomposing Flesh just gives a ton of Stats over the duration of a game.
New DLC Characters
The texts are in a process of copying from Google Sheet. You can read the new 14 characters guide following this link.
Links
Original Brotato Character Guide by ArosRising:
https://docs.google.com/document/d/1EfW2UVO55TejfiSRUObuuZ5FmA2lmgD2lQrJBnQW6hY/
Brotato Gameplay Guide by ArosRising:
https://docs.google.com/document/d/1-c33h4oZwmWj3ZOz4xp0HN4vIyMXxOwGK8Rm8e4mfKE/
The Brotato Wiki:
https://brotato.wiki.spellsandguns.com/Brotato_Wiki








































