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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.

🔄 Last checked 2026-10-01 🏷️ Version PC / Steam 1.1.15.4 · Crash Zone · normal runs 🎮 PC (Steam)

✍️ We compared the core mechanics across multiple sources and checked version changes against official announcements. These builds are proposals based on those mechanics, not claims of hands-on clears or measured win rates. Other platforms may have different update schedules or mechanics; check the descriptions in your game.

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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.

Unlocks, restrictions and starting builds for 17 key characters
CharacterUnlockEffects used in the buildStarting build
Well RoundedUnlocked 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
BrawlerUnlocked 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
RangerUnlocked 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
MageUnlocked by defaultElemental 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
EngineerHave 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
KnightWin 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
BullWin 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
PacifistCollect 10,000 materials in totalGain 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
LoudKill 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.
CrazyUnlocked 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.
ExplorerDestroy 50 trees in totalMore 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.
LuckyCollect 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.
GladiatorKill 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.
OldKill 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.
MutantKill 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.
ChunkyDie for the first timeMax 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.
DoctorHeal 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.

Unlock conditions for 33 base-game characters
CharacterUnlockPurchase and build considerations
GeneralistCollect 2,000 materials in totalThree melee and three ranged weapon slots. The two flat damage stats increase one another.
MultitaskerCollect 5,000 materials in totalUp to 12 weapon slots. Equipping more weapons also increases the Damage % penalty.
WildlingKill 10,000 enemies in totalLife Steal with Primitive weapons and an extra Stick. Can equip weapons only up to tier II.
SaverCollect 20,000 materials in totalUnspent materials increase damage, but weapons and items cost more.
SickReach -5 HP RegenerationTakes self-damage every second and relies on Life Steal. A conventional HP Regeneration plan is difficult to use.
FarmerReach 200 HarvestingAdditional Harvesting growth, including growth from consumables collected at full HP. Watch the reduction to material drops.
GhostReach 60% DodgeUses Ethereal weapons and a higher Dodge cap. A large Armor penalty makes each hit dangerous.
SpeedyReach 50% SpeedSpeed also contributes to melee damage. Watch the Armor penalty while standing still.
EntrepreneurHold 3,000 materials at onceDiscounts and a Harvesting modifier. Account for losing your materials when a wave starts.
HunterReach 300 RangeUses Range and critical hits. Harvesting modifications have no effect, and the HP modifier is unfavorable.
ArtificerKill 15 enemies with a single explosionImproves explosions. Distinguish the bonus for Tool weapons from structure scaling.
Arms DealerRecycle 12 weapons during one runWeapons disappear when you enter a shop. Assemble your equipment for the next wave in every shop.
StreamerReach -20% SpeedEarns income while still and gains damage while moving. Holding materials also reduces Speed.
CyborgReach 10 Ranged Damage and have 3 structures at the same timeRanged Damage converts to Engineering halfway through a wave. Plan for the two halves separately.
GluttonPick up 20 consumables during one runConsumables explode, and picking them up at full HP improves explosions. Where you collect them affects combat.
JackKill a boss or elite in under 15 secondsFewer enemies, but they have more HP and damage. Hordes do not appear on higher Danger levels.
LichReach 100 Max HPHealing triggers an additional attack. Get ways to actually restore HP as well as weapon damage.
ApprenticeReach level 20Flat damage stats grow with each level, but Max HP falls.
CryptidFinish a wave with at least 10 living treesLiving trees contribute income and regeneration. A plan that destroys every tree does not fit.
FishermanGet 2 Bait during one runBait increases Harvesting but adds special enemies to subsequent waves.
GolemFinish a wave with 1 HPCannot heal during a wave. Reduce the number of hits you take with HP, defense and Dodge.
KingEquip 3 tier IV weapons at the same timeGains bonuses from red weapons and different red items. Watch the penalty for tier I equipment.
RenegadeGet 10 different tier I items during one runAdditional projectiles and piercing. Count different tier I items rather than duplicate copies of one item.
One ArmedWin a run on Danger 0One weapon slot. Check whether that weapon can handle both crowds and single targets.
SoldierWin a run on Danger 2Cannot attack while moving. Alternate between safe places to stop and routes to retreat.
MasochistWin a run on Danger 3Taking damage increases damage output for the rest of the wave. Do not take hits faster than you can heal.
DemonWin a run on Danger 5Spends Max HP on purchases. Keep enough durability to survive after leaving the shop.
BabyReach level 10 before wave 6Gains weapon slots instead of ordinary stat choices when leveling up. Starts with one slot.
VagabondEquip 6 different weapons at the same timeCannot equip multiple copies of one weapon. Has a character-specific effect involving shared classes across different weapons.
TechnomageReach 10 Elemental Damage and have 3 structures at the same timeElemental Damage and structures interact. Its shopping plan differs from a conventional Engineering character’s.
VampireReach 40% Life StealMissing HP increases damage, Life Steal and defense. HP Regeneration and consumable healing have major restrictions.
Beast MasterUnlock Catling Gun, Bonk Dog, Bot-O-Mine, Blazemander and LootwormCannot equip weapons and fights with Pets. You do not need to pick up all five types in one run.
WoundedWin a run on NightmareOne 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.

Unlock conditions for 14 DLC characters
CharacterUnlockCondition notes and build restrictions
SailorUnlocked with the DLCNaval 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.
CuriousUnlocked with the DLCDeal 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.
BuilderUnlocked with the DLCStarts 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.
CaptainUnlocked with the DLCOne of the five starting DLC characters. Check how empty weapon slots interact with XP.
CreatureUnlocked with the DLCOne of the five starting DLC characters. Check Curse and the changes at the end of a wave.
ChefHave at least 25 enemies burning at the same timeThis is not a cumulative count of 25. You need to keep multiple enemies burning simultaneously.
DruidPick up 250 consumables by the end of wave 20Counts 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.
DwarfHit at least 25 enemies with one melee attackThis does not mean killing 25 enemies. You need multiple enemies within the attack’s area.
GangsterReroll 10 times in one shopNot a total across the run. Prepare enough materials to cover rising costs.
DiverKill 1,000 enemies in total from more than 700 Range awayEquipping a ranged weapon is not enough; distance at the moment of the kill matters.
HikerWalk 20,000 steps in totalDo not confuse steps within a run with cumulative progress.
BuccaneerReach 100% pickup rangeThis means pickup range, not Speed or weapon Range.
OgreDeal 1,000 damage to an enemy with one attackNot total damage over a wave. Check the damage of a single attack.
RomanticWin a run with 0 CurseCheck 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.

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