From Brotato Wiki
Last Update: Patch 1.0.0.3
Weapons
Weapons are primary damage dealers. They can be Melee or Ranged.
Most Characters can hold up to 6 weapons. Some exceptions are One Armed, who can only hold 1, Multitasker, who can hold 12, Bull, who cannot use weapons.
Rarity
Weapons come in 4 different tiers. Some weapons have a minimum tier that they can appear as. If you have two identical weapons of the same tier, you can combine them into one weapon of one higher tier.
The four Tiers are:
Scaling
= the damage scales with Melee Damage stat
= the damage scales with Ranged Damage stat
= the damage scales with Elemental Damage stat
= the damage scales with Armor stat
= the damage scales with Engineering stat
= the damage scales with Range stat
= the damage scales with Attack Speed stat
= the damage scales with your current Level
Examples
If a weapon has 80%, that means every Melee Damage stat, gives extra 0.8 more damage to that weapon. Thus if the player had 10 Melee Damage stat, that means that weapon would hit 8 more damage.
If a weapon has 50%, and player had 10 Melee Damage stat, that means that weapon would hit 5 more damage.
Lets look at Tier 4 Cacti Club:
- 50(80%) means that the weapon has 50 damage, with 80% Melee Damage stat scaling.
- If Melee Damage is 0, damage output is 50+(0*0.8)=50+0=50.
- If Melee Damage is 30, damage output is 50+(30*0.8)=50+24=74.
- (Assuming Damage stat is +0%)
For Wiki Editors
All the data on this page is pulled from Template:Weapon Data. Please change any data from there according to the weapon name.
Melee Weapons
Notes
Melee weapons hit multiple enemies at once, and return to the player after a brief delay. Their damage is affected by the Melee Damage stat.
They have two different attack types, with both able to hit multiple enemies:
- Thrust - Attacks in a straight line (e.g. Spear).
- Sweep - Attacks in a wide curve around you (e.g. Ghost Axe).
Range affects melee weapons uniquely: It only changes the melee weapon's range by half the amount, and increasing your range slightly reduces attack speed for melee weapons. See Range for more info.
Explosive weapons have different base radius for their explosions. See the Explosions page for their sizes.
Weapons List
Notes: DPS calculation do not take special effects and crits into account. The DPS formula is Damage(Scaling)/AttackSpeed.
Name | Class | Damage | Attack Speed | DPS | Crit Damage/Chance | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Primitive, Heavy |
1.66s |
x2 (3%) |
200 |
8 |
0 |
Hitting an enemy spawns 3/4/5/6 projectiles dealing 50% damage |
20 |
Default | |||
Blade |
0.98s |
x2 (10%) |
125 |
2 |
0 |
+1/+1/+1/+2 health healed from consumables |
15 |
Win a run with Multitasker | |||
Blade, Medical |
- |
- |
- |
- |
- |
- |
Default | ||||
Unarmed, Precise |
0.78s |
6.4(19.2%64.1%)/s |
x2 (10%) |
150 |
2 |
0 |
- |
15 |
Win a run with Cryptid | ||
Legendary, Precise |
- |
- |
- |
- |
- |
100% chance to gain 1 material when killing an enemy with a critical hit. +10 % Attack Speed every 5 seconds until the end of the wave |
- |
Default | |||
Legendary, Blade |
- |
- |
- |
- |
- |
Alternates between thrusting and sweeping attacks. -3 Armor for every weapon you have |
- |
Win a run with King | |||
Primitive, Medieval |
1.42s |
7.0(52.8%35.2%)/s |
x1.5 (3%) |
175 |
0 |
0 |
Alternates between thrusting and sweeping attacks |
17 |
Win a run with Apprentice | ||
Unarmed |
0.78s |
x1.5 (1%) |
150 |
15 |
0 |
10 |
Default | ||||
Unarmed, Elemental |
- |
- |
- |
- |
- |
Deals -/8x5/12x6/15x7(100%) burning damage |
- |
Default | |||
Ethereal |
1.73s |
x2 (3%) |
200 |
2 |
0 |
+1% Damage for every 20/18/16/12 kills in a wave with this weapon |
20 |
Default | |||
Ethereal |
1.23s |
x2 (3%) |
150 |
2 |
0 |
+1% Attack Speed for every 20/18/16/12 kills in a wave with this weapon |
12 |
Default | |||
Blunt, Heavy |
- |
- |
- |
- |
- |
- |
Default | ||||
Unarmed, Support |
1.01s |
x1.5 (1%) |
150 |
30 |
0 |
+3/+6/+9/+18 Harvesting |
10 |
Default | |||
Primitive |
0.68s |
7.4(147% 22.1%)/s |
x2 (3%) |
125 |
2 |
0 |
15 |
Win a run with Wildling | |||
Medieval |
1.58s |
x2 (3%) |
250 |
0 |
0 |
+2/+3/+4/+5 % Speed -10/-15/-20/-25 % Damage while standing still |
18 |
Default | |||
Precise |
1.01s |
x2.5 (20%) |
150 |
2 |
0 |
15 |
Default | ||||
Precise, Elemental |
1.01s |
x2 (5%) |
150 |
0 |
0 |
Hitting an enemy spawns a lightning projectile flying towards another random enemy that bounces -/1/2/3 times and inflicts 5/8/12/15 + (100%) damage |
15 |
Default | |||
Explosive, Elemental |
1.23s |
8.1(40%40%40%)/s |
x2 (3%) |
150 |
5 |
0 |
Hits have 25%/30%/35%/40% chance to explode. |
15 |
Default | ||
Elemental, Explosive |
- |
- |
- |
- |
- |
Hits have 25%/50% chance to explode. |
- |
Win a run with Knight | |||
Unarmed, Explosive |
- |
- |
- |
- |
- |
Hits have 25%/50% chance to explode. |
- |
Win a run with Brawler | |||
Support |
1.14s |
x1.25 (3%) |
150 |
2 |
0 |
Spawns a garden that creates a fruit every 15/14/12/10 seconds |
15 |
Default | |||
Primitive, Blunt |
1.68s |
x1.5 (10%) |
150 |
5 |
0 |
-/+1 Armor/+1 Armor, +2 Max HP/+2 Armor, +2 Max HP |
10 |
Default | |||
Medical, Precise |
1.01s |
x2 (10%) |
150 |
2 |
40% |
15 |
Default | ||||
Tool |
1.05s |
x2 (10%) |
125 |
3 |
0 |
A landmine spawns every 12s/9s/6s/3s dealing 10(100%) damage in an area |
10 |
Default | |||
Primitive |
1.52s |
x2 (3%) |
350 |
0 |
0 |
20 |
Default | ||||
Medieval, Blunt |
1.16s |
x2 (3%) |
150 |
20 |
0 |
15 |
Win a run with Masochist | ||||
Primitive |
1.25s |
x2 (3%) |
175 |
0 |
0 |
Deals +4/+6/+8/+10 base damage for every additional stick you have |
10 |
Default | |||
Blade, Medieval |
- |
- |
- |
- |
- |
Alternates between thrusting and sweeping attacks |
- |
Default | |||
Legendary, Ethereal |
- |
- |
- |
- |
- |
You take 3 damage per second (does not give invulnerability time). +3 % Damage when you take damage until the end of the wave |
- |
Default | |||
Precise |
1.01s |
x2 (20%) |
150 |
2 |
0 |
50%/56%/62%/80% to gain 1 material when killing an enemy with a critical hit with this weapon |
12 |
Default | |||
Blade, Elemental |
- |
- |
- |
- |
- |
Hitting an enemy spawns 2/4 projectiles that slow and damage enemies by 100% |
- |
Win a run with Mage | |||
Primitive, Elemental |
1.1s |
x1.5 (0%) |
175 |
20 |
0 |
Deals 3x3/5x4/8x5/12x8(100%) burning damage |
12 |
Default | |||
Tool |
1.7s |
x2 (3%) |
175 |
20 |
0 |
Spawns a Turret/Incendiary Turret/Laser Turret/Explosive Turret |
20 |
Default |
Ranged Weapons
Notes
Ranged weapons fire projectiles at enemies. Their damage is affected by the Ranged Damage stat.
Projectiles travel up to the total Range (which combines the weapon's innate range, plus the player's Range stat).
Some projectiles can pierce or bounce:
- If the weapon has no pierce, the projectile only damages only one enemy.
- If you have both pierce and bounce, projectiles only pierce after they've finished bouncing.
- Explosive ranged weapons explode for every bounce and pierce.
Weapons List
Note: DPS calculations do not take special effects and crits into account. But do account for extra projectiles. The DPS formula is Damage(Scaling)/AttackSpeed.
Name | Class | Damage | Attack Speed | DPS | Crit Damage/Chance | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Legendary, Gun |
- |
- |
- |
- |
- |
Cooldown is 4.4s every 100 shots. Pierces 1 enemy dealing -50% less damage with each pierce. |
- |
Default | |||
Precise, Medieval |
1.13s |
x1.5 (30%) |
350 |
8 |
0 |
Pierces up to 1/2/3/4 times on critical hit |
18 |
Default | |||
Gun |
1.37s |
x2 (3%) |
350 |
8 |
0 |
Pierces 2/2/2/3 enemies, dealing -30%/-30%/-30%/-30% less damage after each piercing |
20 |
Default | |||
Elemental, Heavy |
- |
- |
- |
- |
- |
Deals -/3x5/4x6/5x8(100%) burning damage Pierces 99 enemies dealing 1 damage |
- |
Default | |||
Legendary, Heavy |
- |
- |
- |
- |
- |
Pierces 3 enemies dealing -50% less damage with each pierce. |
- |
Default | |||
Ethereal |
0.98s |
x2 (3%) |
300 |
2 |
0 |
+1 Max HP for every 20/18/16/12 kills in a wave with this weapon |
15 |
Default | |||
Gun |
2.15s |
x2 (3%) |
500 |
0 |
0 |
Pierces 1 enemy dealing -25% less to the second enemy |
15 |
Default | |||
Medical, Gun |
0.95s |
x2 (3%) |
400 |
0 |
40% |
15 |
Default | ||||
Heavy, Gun |
- |
- |
- |
- |
- |
Pierces 1/2 enemies dealing -50% less damage with each pierce. |
- |
Default | |||
Heavy, Explosive |
- |
- |
- |
- |
- |
Projectiles explode on hit |
- |
Win a run with Soldier | |||
Gun, Heavy |
- |
- |
- |
- |
- |
Pierces through enemies |
- |
Win a run with Demon | |||
Gun |
1.2s |
x2 (3%) |
400 |
15 |
0 |
Pierces 1 enemy dealing -50% less to the second enemy |
10 |
Default | |||
Support |
- |
- |
- |
- |
- |
- |
Win a run with Chunky | ||||
Gun |
0.43s |
x2 (3%) |
450 |
15 |
0 |
Every 6th shot has a longer cooldown: 2.07s/1.93s/1.80s/1.67s (NOTE: the in-game tooltip is wrong) |
20 |
Default | |||
Heavy, Explosive |
- |
- |
- |
- |
- |
Projectiles explode on hit |
- |
Default | |||
Gun, Explosive |
1.3s |
x2 (3%) |
450 |
0 |
0 |
50%/65%/80%/100% chance for projectiles to explode on hit. Pierces 3 enemies dealing 100% damage |
15 |
Default | |||
Precise |
0.87s |
x1.5 (35%) |
350 |
0 |
0 |
Critical hits bounces 1/2/3/4 times |
12 |
Default | |||
Primitive |
1.22s |
x2 (3%) |
300 |
5 |
0 |
Bounces 1/2/3/4 times |
15 |
Default | |||
Gun |
0.17s |
x1.5 (1%) |
400 |
0 |
0 |
20 |
Default | ||||
Gun, Precise |
- |
- |
- |
- |
- |
Hitting an enemy spawns 5/8 projectiles dealing 5 +(10%/15%) |
- |
Win a run with Hunter | |||
Support, Elemental |
0.95s |
x2 (3%) |
200 |
0 |
0 |
Slows enemies in a radius around the projectile |
15 |
Default | |||
Elemental |
0.87s |
x2 (0%) |
350 |
10 |
0 |
Deals 3x3/5x4/8x5/12x6(100%) burning damage |
15 |
Default |
Weapon Classes
Every weapon belongs to a class (eg. Blade, Blunt, etc). Some belong to more than 1 class.
Collecting multiple weapons within the same class provides different bonuses, up to 6 weapons of the same class.
Weapons in the Shop also have a 15% chance to match an owned weapon's class (see Shop > Item & Weapon Chances for more info on this chance).
- Eg. holding Scissors, which is both Precise and Medical, makes finding other Precise and Medical weapons more likely.
- This can be helpful, to gain class bonuses and find copies of the same weapon.
- It can also be detrimental, as holding lots of weapons with different classes can dilute a shop's pool.
Weapon Classes List
Click the class name for full details on their assigned weapons.
Class | Bonuses | Weapons |
---|---|---|
Blade | (2)+1 Melee Damage 1% Life Steal (3)+2 Melee Damage 2% Life Steal (4)+3 Melee Damage 3% Life Steal (5)+4 Melee Damage 4% Life Steal (6)+5 Melee Damage 5% Life Steal |
|
Blunt | (2)+1 Armor -2% Speed (3)+1 Armor +3 Max HP -4% Speed (4)+2 Armor +3 Max HP -6% Speed (5)+2 Armor +6 Max HP -8% Speed (6)+3 Armor +6 Max HP -10% Speed |
|
Elemental | (2)+1 Elemental Damage (3)+2 Elemental Damage (4)+3 Elemental Damage (5)+4 Elemental Damage (6)+5 Elemental Damage |
|
Ethereal | (2)+6% Dodge Chance -1 Armor (3)+12% Dodge Chance -2 Armor (4)+18% Dodge Chance -3 Armor (5)+24% Dodge Chance -4 Armor (6)+30% Dodge Chance -5 Armor |
|
Explosive | (2)+5% Explosive Size (3)+10% Explosive Size (4)+15% Explosive Size (5)+20% Explosive Size (6)+25% Explosive Size |
|
Gun | (2)+10 Range (3)+20 Range (4)+30 Range (5)+40 Range (6)+50 Range |
|
Heavy | (2)+5% Damage (3)+10% Damage (4)+15% Damage (5)+20% Damage (6)+25% Damage |
|
Legendary | (2)-20 Max HP (3)-40 Max HP (4)-60 Max HP (5)-80 Max HP (6)-100 Max HP |
|
Medical | (2)+1 HP Regeneration (3)+2 HP Regeneration (4)+3 HP Regeneration (5)+4 HP Regeneration (6)+5 HP Regeneration |
|
Medieval | (2)+1 Armor (3)+1 Armor, +3% Dodge (4)+2 Armor, +3% Dodge (5)+2 Armor, +6% Dodge (6)+3 Armor, +6% Dodge |
|
Precise | (2)+3% Crit Chance (3)+6% Crit Chance (4)+9% Crit Chance (5)+12% Crit Chance (6)+15% Crit Chance |
|
Primitive | (2)+3 Max HP (3)+6 Max HP (4)+9 Max HP (5)+12 Max HP (6)+15 Max HP |
|
Support | (2)+5 Harvesting (3)+10 Harvesting (4)+15 Harvesting (5)+20 Harvesting (6)+25 Harvesting |
|
Tool | (2)+1 Engineering (3)+2 Engineering (4)+3 Engineering (5)+4 Engineering (6)+5 Engineering |
|
Unarmed | (2)+3% Dodge Chance (3)+6% Dodge Chance (4)+9% Dodge Chance (5)+12% Dodge Chance (6)+15% Dodge Chance |