Brotato Characters: All 64 Unlocks and How to Start Building Them
Search unlock conditions for 50 base-game characters and 14 from Abyssal Terrors. Find key effects and starting plans for 17 characters, with detailed build examples for eight.
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Showing 64 characters
Unlocks and starting builds
This covers starting builds for 17 key base-game characters. Distinguish cumulative kills, materials and destroyed trees from conditions within one wave and wins on a specified Danger level. The effects column lists what matters for building these characters, rather than every character effect.
| Character | Unlock | Effects used in the build | Starting build |
|---|---|---|---|
| Well Rounded | Unlocked by default | +5 Max HP, +5% Speed and +8 Harvesting. No character-specific weapon-type restriction. | Build around SMGs and add more copies. Favor weapons that scale with Ranged Damage. Detailed build |
| Brawler | Unlocked by default | +50% Attack Speed with Unarmed weapons, an extra Fist and +15% Dodge. -50 Range and -50 Ranged Damage. | Start with a Fist and add Unarmed weapons. Use Hands for economic support without replacing your main damage sources. Detailed build |
| Ranger | Unlocked by default | +50 Range and an extra Pistol. Ranged Damage modifications are increased by 50%; Max HP modifications are reduced by 25%. Cannot equip melee weapons. | Start with an SMG. Use the extra Pistol for early damage, then decide which guns to keep once your main weapons are in place. Detailed build |
| Mage | Unlocked by default | Elemental Damage modifications are increased by 25%. Starts with Snake and Scared Sausage. Melee and Ranged Damage modifications are reduced by 100%; Engineering modifications are reduced by 50%. | This example uses Tasers for slowing and Elemental Damage. Check the scaling stat even when a weapon looks like a ranged weapon. Detailed build |
| Engineer | Have 5 turrets on the map at the same time | +10 Engineering, Engineering modifications increased by 25%, an extra Wrench and structures that spawn close together. Damage modifications are reduced by 50%. | Build around Wrenches to add structures. The Wrench’s melee hit and its turret’s attacks scale separately. Detailed build |
| Knight | Win a run on Danger 4 | +3 Armor and +2 Melee Damage per point of Armor. Can equip only melee weapons of tier II or higher. Attack Speed modifications are reduced by 50%; Harvesting modifications are reduced by 80%. | Use weapons that scale with Melee Damage. Spiky Shield is also an option if unlocked, but the shield itself scales with Armor. Detailed build |
| Bull | Win a run on Danger 1 | +20 HP, +15 HP Regeneration with its modifications increased by 50%, and +10 Armor. Explodes when hit and cannot equip weapons. | No weapon slots. The explosion scales with Melee, Ranged and Elemental Damage. A conventional Attack Speed and Range plan does not apply. Detailed build |
| Pacifist | Collect 10,000 materials in total | Gain 0.65 materials and XP for each living enemy at the end of a wave. Starts with Lumberjack Shirt. -100% Damage and -100 Engineering. | Consider support weapons such as Hands to knock enemies back and open paths. Your shopping goals differ from a kill-focused build. Detailed build |
| Loud | Kill 5,000 enemies in total | +30% Damage, +50% enemies and -3 Harvesting at the end of each wave. | Build enough crowd-clearing damage to handle the additional enemies first. |
| Crazy | Unlocked by default | +100 Range with Precise weapons, +25% Attack Speed and an extra Knife. -30% Dodge, -10 Engineering and -10 Ranged Damage. | Build around Precise weapons. Cover the Dodge penalty with HP, defense and healing too. |
| Explorer | Destroy 50 trees in total | More trees, Lumberjack Shirt, +10% Speed, +50% pickup range, +33% map size, +25% enemies and +10% enemy speed. -50% materials from enemies and -40% Damage. | Plan a collection route instead of chasing trees into dangerous crowds. |
| Lucky | Collect 300 materials in total | +100 Luck with Luck modifications increased by 25%. Picking up a material has a 75% chance to trigger a Luck-scaling attack. -60% Attack Speed and -50% XP Gain. | Collecting materials contributes to damage, but you still need weapon damage. |
| Gladiator | Kill 20,000 enemies in total | +20% Attack Speed per different weapon and +5 Melee Damage. Cannot equip ranged weapons. -40% Attack Speed and -30 Luck. | Use the character bonus with different weapons that share Melee Damage scaling. |
| Old | Kill 300 enemies in total | -25% enemy speed, +10 Harvesting, -33% map size, -10% enemies and -10% Speed. | Compensate for the smaller movement area with crowd clearing or knockback. |
| Mutant | Kill 2,000 enemies in total | -66% XP required to level up and +50% item prices. | Build damage through level-ups and limit shop purchases to what you need. |
| Chunky | Die for the first time | Max HP modifications are increased by 25%; +1% Damage per 3 Max HP and +3 HP recovered from consumables. -100% Life Steal; HP Regeneration and Dodge modifications are reduced by 50%, and Speed modifications by 100%. | Build around HP and consumables. HP increases Damage %, not the Melee Damage stat. |
| Doctor | Heal 200 HP in one wave | +200% Attack Speed with Medical weapons; +5 HP Regeneration with its modifications increased by 100%; +5 Harvesting. -100% Attack Speed; Armor modifications are reduced by 50%. | Use Medical weapons and add damage and HP as well as healing. |
Avoid unlock-condition mix-ups
- Engineer requires five turrets at the same time. Do not reduce their number too far by combining weapons.
- Doctor requires 200 HP healed within one wave. Merely having healing items at full HP will not get you there. Create opportunities to heal during a normal run rather than dying while forcing damage.
- Bull and Knight require wins on the specified Danger levels. Reaching partway through a run does not unlock them.
- Win on Nightmare to unlock Wounded, then win on any difficulty with Wounded to unlock Rail Gun. Check the order of the new unlocks too.
The other 33 base-game characters: unlocks and purchase restrictions
This is an index of unlock conditions and starting considerations for builds. Distinguish one-wave, one-run, cumulative and simultaneous conditions, and keep enough strength to survive the next wave before pursuing an unlock.
| Character | Unlock | Purchase and build considerations |
|---|---|---|
| Generalist | Collect 2,000 materials in total | Three melee and three ranged weapon slots. The two flat damage stats increase one another. |
| Multitasker | Collect 5,000 materials in total | Up to 12 weapon slots. Equipping more weapons also increases the Damage % penalty. |
| Wildling | Kill 10,000 enemies in total | Life Steal with Primitive weapons and an extra Stick. Can equip weapons only up to tier II. |
| Saver | Collect 20,000 materials in total | Unspent materials increase damage, but weapons and items cost more. |
| Sick | Reach -5 HP Regeneration | Takes self-damage every second and relies on Life Steal. A conventional HP Regeneration plan is difficult to use. |
| Farmer | Reach 200 Harvesting | Additional Harvesting growth, including growth from consumables collected at full HP. Watch the reduction to material drops. |
| Ghost | Reach 60% Dodge | Uses Ethereal weapons and a higher Dodge cap. A large Armor penalty makes each hit dangerous. |
| Speedy | Reach 50% Speed | Speed also contributes to melee damage. Watch the Armor penalty while standing still. |
| Entrepreneur | Hold 3,000 materials at once | Discounts and a Harvesting modifier. Account for losing your materials when a wave starts. |
| Hunter | Reach 300 Range | Uses Range and critical hits. Harvesting modifications have no effect, and the HP modifier is unfavorable. |
| Artificer | Kill 15 enemies with a single explosion | Improves explosions. Distinguish the bonus for Tool weapons from structure scaling. |
| Arms Dealer | Recycle 12 weapons during one run | Weapons disappear when you enter a shop. Assemble your equipment for the next wave in every shop. |
| Streamer | Reach -20% Speed | Earns income while still and gains damage while moving. Holding materials also reduces Speed. |
| Cyborg | Reach 10 Ranged Damage and have 3 structures at the same time | Ranged Damage converts to Engineering halfway through a wave. Plan for the two halves separately. |
| Glutton | Pick up 20 consumables during one run | Consumables explode, and picking them up at full HP improves explosions. Where you collect them affects combat. |
| Jack | Kill a boss or elite in under 15 seconds | Fewer enemies, but they have more HP and damage. Hordes do not appear on higher Danger levels. |
| Lich | Reach 100 Max HP | Healing triggers an additional attack. Get ways to actually restore HP as well as weapon damage. |
| Apprentice | Reach level 20 | Flat damage stats grow with each level, but Max HP falls. |
| Cryptid | Finish a wave with at least 10 living trees | Living trees contribute income and regeneration. A plan that destroys every tree does not fit. |
| Fisherman | Get 2 Bait during one run | Bait increases Harvesting but adds special enemies to subsequent waves. |
| Golem | Finish a wave with 1 HP | Cannot heal during a wave. Reduce the number of hits you take with HP, defense and Dodge. |
| King | Equip 3 tier IV weapons at the same time | Gains bonuses from red weapons and different red items. Watch the penalty for tier I equipment. |
| Renegade | Get 10 different tier I items during one run | Additional projectiles and piercing. Count different tier I items rather than duplicate copies of one item. |
| One Armed | Win a run on Danger 0 | One weapon slot. Check whether that weapon can handle both crowds and single targets. |
| Soldier | Win a run on Danger 2 | Cannot attack while moving. Alternate between safe places to stop and routes to retreat. |
| Masochist | Win a run on Danger 3 | Taking damage increases damage output for the rest of the wave. Do not take hits faster than you can heal. |
| Demon | Win a run on Danger 5 | Spends Max HP on purchases. Keep enough durability to survive after leaving the shop. |
| Baby | Reach level 10 before wave 6 | Gains weapon slots instead of ordinary stat choices when leveling up. Starts with one slot. |
| Vagabond | Equip 6 different weapons at the same time | Cannot equip multiple copies of one weapon. Has a character-specific effect involving shared classes across different weapons. |
| Technomage | Reach 10 Elemental Damage and have 3 structures at the same time | Elemental Damage and structures interact. Its shopping plan differs from a conventional Engineering character’s. |
| Vampire | Reach 40% Life Steal | Missing HP increases damage, Life Steal and defense. HP Regeneration and consumable healing have major restrictions. |
| Beast Master | Unlock Catling Gun, Bonk Dog, Bot-O-Mine, Blazemander and Lootworm | Cannot equip weapons and fights with Pets. You do not need to pick up all five types in one run. |
| Wounded | Win a run on Nightmare | One unblocked hit is fatal. The starting Tardigrade negates one hit each wave, but after it is used, a plan to survive through HP and defense does not work. |
Abyssal Terrors: 14 character unlocks
These 14 characters require the Abyssal Terrors DLC. Five are available immediately and nine require unlocks. We also outline build restrictions for Sailor, Curious, Builder, Druid and Romantic. Full numerical effect lists and DLC-specific builds are still being checked.
| Character | Unlock | Condition notes and build restrictions |
|---|---|---|
| Sailor | Unlocked with the DLC | Naval weapons and cursed enemies work together to increase damage. Dodge is capped at 20%, and Harvesting modifications have no effect. Do not reuse a conventional Harvesting build. |
| Curious | Unlocked with the DLC | Deal with additional Loot Aliens. Each duplicate copy of a weapon or item gives -10% Damage. Build with different equipment rather than assuming six copies of one weapon. |
| Builder | Unlocked with the DLC | Starts with a special turret and cannot have other structures. Every 5 uncollected materials at the end of a wave give +1% structure attack speed and +1 structure range. Weigh collecting materials against growth. |
| Captain | Unlocked with the DLC | One of the five starting DLC characters. Check how empty weapon slots interact with XP. |
| Creature | Unlocked with the DLC | One of the five starting DLC characters. Check Curse and the changes at the end of a wave. |
| Chef | Have at least 25 enemies burning at the same time | This is not a cumulative count of 25. You need to keep multiple enemies burning simultaneously. |
| Druid | Pick up 250 consumables by the end of wave 20 | Counts pickups, not HP healed. Fruits grow Luck, but poisonous fruits deal self-damage that ignores Armor and Dodge. Starts with large HP Regeneration and Life Steal penalties. |
| Dwarf | Hit at least 25 enemies with one melee attack | This does not mean killing 25 enemies. You need multiple enemies within the attack’s area. |
| Gangster | Reroll 10 times in one shop | Not a total across the run. Prepare enough materials to cover rising costs. |
| Diver | Kill 1,000 enemies in total from more than 700 Range away | Equipping a ranged weapon is not enough; distance at the moment of the kill matters. |
| Hiker | Walk 20,000 steps in total | Do not confuse steps within a run with cumulative progress. |
| Buccaneer | Reach 100% pickup range | This means pickup range, not Speed or weapon Range. |
| Ogre | Deal 1,000 damage to an enemy with one attack | Not total damage over a wave. Check the damage of a single attack. |
| Romantic | Win a run with 0 Curse | Check the final value. Hitting enemies below 25% HP can charm them for 8 seconds. Curse increases each wave; every 5 Curse gives -3% Damage and -1 Armor. |