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(Explained "D1" in First Wave Column)
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All enemies start with their base health, and then gain the +hp/wave for each wave after the first. So a Tree has 10 hp during the first wave, and gains +5 hp thereafter. Pursuers don't show up before wave 11. But at wave 11 they should up with 10 HP + 10x24 HP = 250 HP. (It is 40% higher for Danger 5 in both cases.) The damage follows the exact same calculations, while the Speed doesn't change with Wave or Danger level.
All enemies start with their base health, and then gain the +hp/wave for each wave after the first. So a Tree has 10 hp during the first wave, and gains +5 hp thereafter. Pursuers don't show up before wave 11. But at wave 11 they should up with 10 HP + 10x24 HP = 250 HP. (It is 40% higher for Danger 5 in both cases.) The damage follows the exact same calculations, while the Speed doesn't change with Wave or Danger level.


"D" in first wave column stand for danger levels. As Danger 1 adds more enemies, they only start spawning for Danger 1 and up. Higher Danger levels can also change the first wave the enemy can start spawning. For example, "13 D1:8" means that the enemy can start spawning at wave 13+ on danger 0, but on Danger 1 that can happen at wave 8+.
=== Enemy Maximum ===
 
Waves have a maximum of 100 enemies that can be on screen at once. If this Number is exceeded when an enemy spawns in, a random enemy on the map dies without dropping loot. So try to avoid this happening, or you'll lose out on [[Materials]].
 
The only exception is [[Pacifist]], who still gains 0.65 Materials for each despawned enemy.
 
Despawned enemies actually count as dying and can trigger items such as: {{MiniIconbox|name=Baby with a Beard}},{{MiniIconbox|name=Cyberball}}, and {{MiniIconbox|name=Rip and Tear}}.


==Enemies==
==Enemies==
"D" in first wave column stand for danger levels. As Danger 1 adds more enemies, they only start spawning for Danger 1 and up. Higher Danger levels can also change the first wave the enemy can start spawning. For example, "13 D1:8" means that the enemy can start spawning at wave 13+ on danger 0, but on Danger 1 that can happen at wave 8+.


<table class="wikitable sortable jquery-tablesorter" style="width: 100%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<table class="wikitable sortable jquery-tablesorter" style="width: 100%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
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</tr>
</tr>
<tr>
<tr>
<td id="Tree">[[File:Tree.png|100x100px]]<br>Tree</td>
<td id="Tree">[[File:Tree.png|100x100px]]<br>[[Trees|Tree]]</td>
<td>
<td>
Neutral, drops fruit or [[Crate]] on death as well as a higher amount of money.
Neutral, drops fruit or [[Crate]] on death as well as a higher amount of money.
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<td>0</td>
<td>0</td>
<td>3</td>
<td>3</td>
<td>100% </td>
<td>{{Color|color=pastelgreen|text=100%}} </td>
<td>20%</td>
<td>20%</td>
<td>1</td>
<td>1</td>
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<tr>
<tr>
<td id="Fly">[[File:Fly.png|100x100px]]<br>Fly</td>
<td id="Fly">[[File:Fly.png|100x100px]]<br>Fly</td>
<td>Moves around player, fires projectiles near player that deals damage </td>
<td>Moves around player.
Fires projectiles in random directions when hit by the player's projectiles. Melee Weapons can safely hit the Fly without spawning Projectiles.
</td>
<td>15 </td>
<td>15 </td>
<td>4.0</td>
<td>4.0</td>
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<tr>
<tr>
<td id="Corrupted Tree">[[File:Corrupted Tree.png|100x100px]]<br>Corrupted Tree</td>
<td id="Corrupted Tree">[[File:Corrupted Tree.png|100x100px]]<br>Corrupted Tree</td>
<td>Stands in place, creates circling projectiles that deals damage</td>
<td>{{Color|color=pastelred|text=No longer spawns in the Game. But exists in Gamefiles.}} <br> Stands in place, creates circling projectiles that deals damage</td>
<td>15</td>
<td>15</td>
<td>13.0 </td>
<td>13.0 </td>
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<td>1</td>
<td>1</td>
<td> 1.1</td>
<td> 1.1</td>
<td> 0</td>
<td> {{Color|color=pastelred|text=0}}</td>
<td> 0% </td>
<td> {{Color|color=pastelred|text=0%}} </td>
<td>0% </td>
<td>{{Color|color=pastelred|text=0%}} </td>
<td>D1 : 15</td>
<td>D1 : 15</td>
<td>9</td>
<td>9</td>
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<td id="Looter">[[File:Looter.png|100x100px]]<br>Looter</td>
<td id="Looter">[[File:Looter.png|100x100px]]<br>Looter</td>
<td>
<td>
Runs away from the character, drops container and extra loot on death<br>''Spawn chance: 10%''
Runs away from the character, drops a [[Loot Crate]] and 8 [[Materials]] on death<br>''Has 10% chance to spawn 25 seconds into a wave, and every 25 seconds thereafter.''
</td>
</td>
<td> 50</td>
<td> 50</td>
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<td>0.85</td>
<td>0.85</td>
<td> 8</td>
<td> 8</td>
<td> 100%</td>
<td> {{Color|color=pastelgreen|text=100%}}</td>
<td>100%</td>
<td>{{Color|color=pastelgreen|text=100%}}</td>
<td> 1</td>
<td> 1</td>
<td>13</td>
<td>13</td>
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<td>0.25 </td>
<td>0.25 </td>
<td>1</td>
<td>1</td>
<td>0%</td>
<td>{{Color|color=pastelred|text=0%}}</td>
<td> 0%</td>
<td> {{Color|color=pastelred|text=0%}}</td>
<td> D1:7 </td>
<td> D1:7 </td>
<td>23 </td>
<td>23 </td>
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<td>D1 : 10</td>
<td>D1 : 10</td>
<td>25</td>
<td>25</td>
</tr>
<tr>
<td id="Lamprey">[[File:Enemy 26.png|100x100px]]<br>Lamprey </td>
<td>Spawns on the wave [[Bait]] is bought. Follows the player, charges to the player every 1.5 seconds, shooting projectiles to its left and right during the charge</td>
<td>30 </td>
<td>15.0</td>
<td>350</td>
<td>1</td>
<td>0.75</td>
<td>1</td>
<td>1%</td>
<td>1% </td>
<td></td>
<td>26</td>
</tr>
</tr>
</table>
</table>
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==Elites (Danger 2+)==  
==Elites (Danger 2+)==  


Elites spawn at Elite Waves and drop legendary containers on death containing tier 4 items (Legendaries).
Elites spawn at [[Elite and Horde Waves|Elite Waves]] and drop legendary [[Loot Crate|Loot Crates]] on death containing a guaranteed tier 4 item (Legendary).


Mutations happen at either a Health percentage or when time is up. For example, Rhino's first mutation happens either when it is at 60% HP or after 25 seconds whichever comes first.
Mutations happen at either a Health percentage or when time is up. For example, Rhino's first mutation happens either when it is at 60% HP or after 25 seconds whichever comes first.
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==Bosses (Wave 20)==
==Bosses (Wave 20)==
On Wave 20, one of the two bosses appears at random. On danger 5, both bosses appear with 75% of their original health, but the Danger 5 modifier increases that health by 40%, as seen below.


<table class="wikitable sortable jquery-tablesorter" style="width: 100%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<table class="wikitable sortable jquery-tablesorter" style="width: 100%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
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<th style="font-weight: bold; color: #eee; background-color: rgb(220, 220, 220, 0.2); text-align: center; vertical-align: middle; width: 5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Health </th>
<th style="font-weight: bold; color: #eee; background-color: rgb(220, 220, 220, 0.2); text-align: center; vertical-align: middle; width: 5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Health </th>
<th style="font-weight: bold; color: #eee; background-color: rgb(220, 220, 220, 0.2); text-align: center; vertical-align: middle; width: 5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Speed</th>
<th style="font-weight: bold; color: #eee; background-color: rgb(220, 220, 220, 0.2); text-align: center; vertical-align: middle; width: 5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Speed</th>
<th style="font-weight: bold; color: #eee; background-color: rgb(220, 220, 220, 0.2); text-align: center; vertical-align: middle; width: 5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Damage</th>
<th style="font-weight: bold; color: #eee; background-color: rgb(220, 220, 220, 0.2); text-align: center; vertical-align: middle; width: 5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Damage</th>
<th style="font-weight: bold; color: #eee; background-color: rgb(220, 220, 220, 0.2); text-align: center; vertical-align: middle; width: 1%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">ID†</th>
<th style="font-weight: bold; color: #eee; background-color: rgb(220, 220, 220, 0.2); text-align: center; vertical-align: middle; width: 1%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">ID†</th>
</tr>
</tr>
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</td>
</td>
<td>
<td>
29900<br>D5:22425
29900<br>D5:31395
</td>
</td>
<td>300 </td>
<td> 300 </td>
<td>29.5 </td>
<td>29.5 </td>
<td>10</td>
<td>10</td>
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</td>
</td>
<td>
<td>
29900<br>D5:22425
29900<br>D5:31395
</td>
</td>
<td>
<td>
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† '''ID''' ''= Enemy number in the game's code''
† '''ID''' ''= Enemy number in the game's code''


 
==Waves ==
==Waves==
There are 20 waves in total. The last wave always has a boss (or two on [[Dangers|Danger 5]]).
There are 20 waves in total. The last wave always has a boss (or two on [[Dangers|Danger 5]]).


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</tr>
</tr>
</table>
</table>
Note that in [[Endless Mode]], wave 20 only lasts 60 seconds. And every wave after wave 20 also lasts 60 seconds.


==Related Items==
==Related Items==

Revision as of 10:12, 20 March 2023

Introduction

Here is a list of the stats of all enemies in the game.

The Hit Points, Damage, and Speed of enemies along with types of enemies that spawns are influenced by the Difficulty settings of the game. Read about Danger Levels to find out more details on this.

Some enemies, spawns with a random movement speed. For example a Baby Alien can spawn with a movement speed between 200 and 300. And a Fly between 325 and 375. You can see the range for each enemy.

As a reference for speed, your own base speed is 450.


All enemies start with their base health, and then gain the +hp/wave for each wave after the first. So a Tree has 10 hp during the first wave, and gains +5 hp thereafter. Pursuers don't show up before wave 11. But at wave 11 they should up with 10 HP + 10x24 HP = 250 HP. (It is 40% higher for Danger 5 in both cases.) The damage follows the exact same calculations, while the Speed doesn't change with Wave or Danger level.

Enemy Maximum

Waves have a maximum of 100 enemies that can be on screen at once. If this Number is exceeded when an enemy spawns in, a random enemy on the map dies without dropping loot. So try to avoid this happening, or you'll lose out on Materials.

The only exception is Pacifist, who still gains 0.65 Materials for each despawned enemy.

Despawned enemies actually count as dying and can trigger items such as: Baby with a Beard.png Baby with a Beard,Cyberball.png Cyberball, and Rip and Tear.png Rip and Tear.

Enemies

"D" in first wave column stand for danger levels. As Danger 1 adds more enemies, they only start spawning for Danger 1 and up. Higher Danger levels can also change the first wave the enemy can start spawning. For example, "13 D1:8" means that the enemy can start spawning at wave 13+ on danger 0, but on Danger 1 that can happen at wave 8+.

Name Behavior Health +hp/wave Speed Damage +dmg/wave Coins Dropped Food Drop Rate Container Drop Rate First Wave ID†
Tree.png
Tree

Neutral, drops fruit or Crate on death as well as a higher amount of money.

10 5 0 0 0 3 100% 20% 1 -
Baby Alien.png
Baby Alien
Chases the character, deals damage on touch 3 2.0 200-300 1 0.6 1 1% 1% 1 1
Chaser.png
Chaser
Chases the character, deals damage on touch, spawns in groups 1 1.0 380 1 0.6 1 2% 3% 2 2
Spitter.png
Spitter
Runs away from the character if too close, fires projectiles that deal damage on hit 8 1.0 200 1 0.6 1 3% 10% 4 3
Charger.png
Charger
Chases the character, can charge with cooldown of 2.5-3.5 seconds, damages on touch 4 2.5 400 1 0.85 1 1% 1% 6 4
Pursuer.png
Pursuer
Chases the character, damages on touch, keeps getting faster each second 10 24.0 150, charging up to 600 1 1.2 3 3% 3% 11 5
Bruiser.png
Bruiser
Chases the character, can charge with cooldown of 2.5-3.5 seconds, damages on touch 20 11.0 300 2 0.85 3 3% 3% 8 6
Buffer.png
Buffer
Runs away from the character, Buffs other enemies' health by 150%, damage by 25%, and speed by 50% 20 3.0 150 1 0.6 2 1% 1% 16 7
Fly.png
Fly
Moves around player.

Fires projectiles in random directions when hit by the player's projectiles. Melee Weapons can safely hit the Fly without spawning Projectiles.

15 4.0 325-375 1 0.85 1 1% 1% D1 : 4 8
Corrupted Tree.png
Corrupted Tree
No longer spawns in the Game. But exists in Gamefiles.
Stands in place, creates circling projectiles that deals damage
15 13.0 0 1 1.1 0 0% 0% D1 : 15 9
Healer.png
Healer
Moves around enemies, healing enemies around it for 100(increasing by 10 each wave 10 8.0 400 1 0.85 2 3% 3% D1 : 7 12
Looter.png
Looter

Runs away from the character, drops a Loot Crate and 8 Materials on death
Has 10% chance to spawn 25 seconds into a wave, and every 25 seconds thereafter.

50 25 300-400 1 0.85 8 100% 100% 1 13
Helmet Alien.png
Helmet Alien
Chases the character, deals damage on touch 8 3.0 225-275 1 1.0 1 1% 1%

13
D1 : 10

14
Fin Alien.png
Fin Alien
Chases the character, deals damage on touch 12 2.0 400 1 1.0 1 2% 3%

15
D1 : 9

15
Spawner.png
Spawner
Spawns 3 Junkie Aliens on death 10 1.0 120 1 0.85 1 1% 1% 14 16
Junkie.png
Junkie
Moves around player, fires projectiles near player that deals damage 20 5.0 350 1 1.0 1 1% 1% 14 17
Horned Bruiser.png
Horned Bruiser
Chases the character, can charge with cooldown of 2.5-3.5 seconds, damages on touch 30 22.0 300 1 1.15 3 3% 3%

13
D1 : 8

18
Horned Charger.png
Horned Charger
Chases the character, can charge with cooldown of 2.5-3.5 seconds, damages on touch 12 5.0 425 1 1.1 1 1% 1% 18 19
Slasher Egg.png
Slasher Egg
Stays still, dies and spawns a Slasher after 5 seconds unless killed 5 3.0 0 1 0.25 1 0% 0% D1:7 23
Slasher.png
Slasher
Follows the character, runs away if too close, slashes vertically dealing damage from medium range 50 25.0 250-300 1 1.15 3 1% 1% D1 : 4 24
Tentacle.png
Tentacle
Follows the character, runs away if too close, attacks in "V" shape from medium range 100 20.0 175 1 1.0 1 1% 1% D1 : 10 25
Enemy 26.png
Lamprey
Spawns on the wave Bait is bought. Follows the player, charges to the player every 1.5 seconds, shooting projectiles to its left and right during the charge 30 15.0 350 1 0.75 1 1% 1% 26

Elites (Danger 2+)

Elites spawn at Elite Waves and drop legendary Loot Crates on death containing a guaranteed tier 4 item (Legendary).

Mutations happen at either a Health percentage or when time is up. For example, Rhino's first mutation happens either when it is at 60% HP or after 25 seconds whichever comes first.

Elites only have 75% health when spawning on Wave 11 or 12.

Name Behavior Health +Health per wave Speed Damage +Damage per wave Coins Dropped First Wave ID†
Rhino.png
Rhino

Mutation 0:

Charges to the player every 2 seconds, shooting projectiles to its left and right during the charge

Mutation 1(60%HP/25 sec):

Charges to the player every 1.3 seconds for shorter distance, shooting projectiles to its left and right during the charge, at the start of its charge fires extra 2 projectiles

1 750.0 250 1 1.5 10 Elite Waves 20
Butcher.png
Butcher

Mutation 0:

Slashes 4 times every 1.25 seconds around the player pointing to the player.

Mutation 1(70%HP/25 sec):

Slashes 8 times every second in a random pattern around the player in a large area.

Mutation 2(40%HP/40 sec):

Slashes 3 times every 0.75 seconds around the player randomly in a large area that deals 33% less damage.

1 750.0 200 1 1.5 10 Elite Waves 21
Monk.png
Monk

Mutation 0: Spawns 15 Slasher Eggs
Mutation 1(10 sec): Shoots 5 projectiles each second to the player
Mutation 2(30 sec): Last 10 seconds, runs away from the player, spawning Tentacles
Returns to Mutation 1

1 700.0 350 1 1.5 10 Elite Waves 22

Bosses (Wave 20)

On Wave 20, one of the two bosses appears at random. On danger 5, both bosses appear with 75% of their original health, but the Danger 5 modifier increases that health by 40%, as seen below.


Name Behavior Health Speed Damage ID†
Predator.png
Predator

Mutation 0:
Chases the player and dashes. It also surrounds itself in several projectiles that circle the boss.

Mutation 1(50%HP/45 sec):
No longer dashes but starts to emit projectiles in every direction every so often.

29900
D5:31395

300 29.5 10
Invoker.png
Invoker

Mutation 0:Every two seconds creates a area of projectiles around the players that spawn after a second of priming.

Mutation 1(60%HP/30 sec):
More projectiles spawn in a much wider area around the player.

Mutation 2(40%HP/60 sec):
Damage and Speed increases by 150%, runs all around the area and creates a circle of projectiles around the player.

29900
D5:31395

Mutation 0 and 1: 200
Mutation 2: 500

Mutation 0 and 1: 29.5
Mutation 2: 73

11

ID = Enemy number in the game's code

Waves

There are 20 waves in total. The last wave always has a boss (or two on Danger 5).

Wave 1234567891011121314151617181920
Duration (sec) 202530354045505560<<<<<<<<<<90

Note that in Endless Mode, wave 20 only lasts 60 seconds. And every wave after wave 20 also lasts 60 seconds.

Related Items

Some items can change the number of enemies, and their speed. For more info, see these Item Tags:


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