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Brotato Shop Guide: When to Lock, Reroll and Combine

Make purchase, lock, combine and reroll decisions using examples of early-shop guarantees, offer-pool weighting and material budgets.

🔄 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.

Buy → lock → reroll

  1. First, get the weapons and durability needed for the next wave.
  2. Lock only offers you need but cannot afford. Their prices carry into the next shop too.
  3. Keep enough materials to buy the offer you are looking for.
  4. Use the rest to change the offers. Check the displayed cost each time.

Hypothetical budget: With 80 materials, a needed purchase costing 50 and a reroll costing 10, you have 70 left after rerolling. If the next reroll costs 20, you will have 50 left. Paying another 30 would leave too little for the purchase, so stop. This illustrates a budget, not fixed prices you will encounter in-game.

Six core shop rules

FeatureRule
OffersFour offers per roll. The base split is 65% items and 35% weapons.
Early shopsWaves 1–2 offer two weapons and two items. Waves 3–5 guarantee at least one weapon offer.
LockingKeep an offer through the next reroll or into the next wave’s shop, at its displayed price.
RerollingNo limit on the number of rerolls, but the cost rises within the same shop. Free rerolls from Dangerous Bunny do not increase the cost.
Managing weaponsEquipped weapons can be recycled. Two copies of the same weapon at the same tier can be combined into one of the next tier, up to tier IV.
Recycling value25% of the item’s price before price modifiers. This does not let you sell purchased items at will.

Understanding weapon-offer pools

After an offer is selected to be a weapon, its candidate pool is the same weapon 20% of the time, the same class 15% and all eligible weapons 65%. The all-weapons pool can also produce the same weapon, so this is not a final 20% chance of getting a matching copy. Waves 1–5 also have extra weighting toward the same class.

Use early weapon guarantees and related-weapon weighting to get enough weapons to fight. Locking more offers leaves fewer that can change, so do not lock high-tier equipment you will not use.

Combining, recycling and character exceptions

Ordinary weapon recycling returns 25% of the price before price modifiers. This differs from freely selling purchased items. At six occupied slots, buying a matching weapon of the same tier may let you combine it directly; check whether you actually need to recycle another weapon first.

Arms Dealer loses weapons on entering a shop, and Gangster cannot lock offers. Read the character’s description before applying the normal sequence.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).