Advertising disclosure: This page includes affiliate links and Google ads. We may earn a commission on purchases through these links. Commissions do not affect our editorial opinions.

Brotato Stats Guide: Armor, Harvesting and Healing Examples

Check what stats mean and where their exceptions apply through examples of damage calculations, Armor, Harvesting and healing. We also cover negative Armor and compare the effects of adding HP or defense.

🔄 Last checked 2026-10-03 🏷️ Version PC / Steam 1.1.15.4 · Crash Zone · normal runs 🎮 PC (Steam)

✍️ We compared the core mechanics and defense formulas across multiple sources and checked version changes against official announcements. The calculations are theoretical comparisons excluding rounding, Dodge and healing. On other platforms, check the descriptions in your game.

All 16 stats

StatWhat to check
Max HPRoom to survive incoming hits. Get it separately from healing.
HP RegenerationSustained healing that does not depend on hits. It does not work for characters who cannot heal, such as Golem.
Life StealA chance to heal on eligible hits. Burning, explosions and turrets do not qualify.
Damage %A percentage increase applied after flat damage scaling. Does not apply to ordinary structures.
Melee DamageAdded according to a weapon’s Melee Damage scaling. Exceptions include weapons that scale with Armor.
Ranged DamageA scaling stat for guns and other weapons. It does not increase Range.
Elemental DamageImproves attacks that scale with it and burning. Tasers also scale with Elemental Damage.
Attack SpeedHow often attacks happen. Ordinary structures need a specific effect to increase their attack speed.
Crit ChanceThe multiplier depends on the weapon. SMGs and Fists have a 1.5× multiplier, so the gain differs from a 2× weapon’s.
EngineeringImproves structure damage and healing. The Wrench’s own hit scales with Melee Damage.
RangeHow far attacks reach. For melee weapons it also changes swing time.
ArmorReduces damage taken. Reduction percentages do not simply add in proportion to the stat.
DodgeUsually capped at 60%, with character and equipment exceptions. Do not sacrifice HP on the assumption that a dodge will succeed.
SpeedUsed to avoid attack indicators and plan collection routes. Watch modification restrictions on characters such as Chunky.
LuckAffects drops and rarity. It does not guarantee that a needed offer will appear.
HarvestingMaterials and XP at the end of a wave. Its growth differs between normal runs and Endless.

Flat damage and percentages: an SMG example

A tier I SMG adds 50% of Ranged Damage to its base damage of 3. With +4 Ranged Damage, one shot before rounding deals 3 + 4 × 0.5 = 5. With only +20% Damage, it deals 3 × 1.2 = 3.6. With both, it deals 5 × 1.2 = 6.

Flat damage can have a large effect when base damage is low; percentage damage becomes more valuable as the flat contribution grows. This calculation excludes character modifiers, critical hits and enemy-side effects. Rounding also affects displayed and actual damage.

Armor and effective HP

For positive Armor A, the incoming-damage multiplier is 1 ÷ (1 + A ÷ 15). Armor 5 reduces damage by 25%, Armor 10 by 40%, and Armor 15 by 50%.

Theoretical comparison at 60 HP, without healing or Dodge
ArmorReductionEffective HP against damage before reduction
00%60
525%80
1040%100
1550%120

This comparison ignores rounding on individual attacks. Negative Armor is calculated in the separate table below. A failed dodge leaves the damage taken unchanged.

Harvesting: consider the waves remaining

At the end of a wave, you receive materials and XP equal to your Harvesting, then positive Harvesting grows by 5%. The increase is rounded up: 5 becomes 6, 20 becomes 21, and 21 becomes 23. With 10 Harvesting and no other changes, three waves pay 10 → 11 → 12, for a total of 33 materials and XP.

This example does not account for net profit after a purchase’s cost or the effect of buying damage instead. Negative Harvesting costs materials and XP and does not grow the same way. Growth modifiers from Farmer, Crown and similar effects are separate conditions.

From wave 21 in Endless, normal growth stops and Harvesting falls by 20% at the end of each wave. Do not carry normal-run investment decisions over unchanged.

When Life Steal heals

An eligible hit has a chance to restore 1 HP. After a trigger, Life Steal cannot trigger again for 0.1 seconds, giving a theoretical cap of 10 HP per second. Increasing the chance does not let healing exceed your hit frequency or this cap.

Burning, explosions and ordinary structures do not qualify. Distinguish a direct projectile hit from an explosive weapon’s blast. HP Regeneration and consumables provide other healing options while your attacks cannot reach enemies.

Negative Armor uses a different formula

When Armor A is negative, the incoming-damage multiplier is (15 − 2A) ÷ (15 − A). To compare it with HP, effective HP = Max HP × (15 − A) ÷ (15 − 2A). You cannot substitute −15 into the positive-Armor formula and use a calculation whose denominator becomes 0.

These are our own calculation examples at 60 Max HP, excluding healing, Dodge and rounding on individual attacks. At −15, for example, you take 1.5 times the original damage, so 60 ÷ 1.5 = 40. Having −15 Armor does not mean you die instantly.

At extremely negative values, the incoming-damage multiplier approaches 2. You still need to consider HP, healing and enemy damage separately; this is not a reason to buy more Armor penalties.

Negative Armor uses a different formula: calculation examples with conditions stated
Armor AIncoming-damage multiplierTheoretical effective HP at 60 HP
−525 ÷ 20 = 1.25×48
−1545 ÷ 30 = 1.5×40
−3075 ÷ 45 ≈ 1.667×36
−100215 ÷ 115 ≈ 1.870×about 32.09

Compare HP and Armor from the same starting point

At 0 Armor or above, theoretical effective HP is Max HP × (1 + Armor ÷ 15). Looking only at HP or only at damage reduction can hide the benefit of increasing the other stat.

The examples below start at 60 HP and 5 Armor, then increase one stat at a time. They are not purchase examples with fixed prices, character-specific modifiers or side effects. Check the actual offers in your game and put your final HP and Armor into the formula.

Compare HP and Armor from the same starting point: calculation examples with conditions stated
State being comparedCalculationTheoretical effective HP
Current: 60 HP / 5 Armor60 × (1 + 5 ÷ 15)80
Only +10 HP: 70 HP / 5 Armor70 × (1 + 5 ÷ 15)about 93.33 (about +13.33 from current)
Only +3 Armor: 60 HP / 8 Armor60 × (1 + 8 ÷ 15)92 (+12 from current)
Both increased: 70 HP / 8 Armor70 × (1 + 8 ÷ 15)about 107.33

Defense changes the value of healing 1 HP too

At positive 15 Armor, incoming damage is halved, so 1 HP actually restored is worth 2 damage before reduction. At −15 Armor, 1 HP is worth about 0.667 damage before reduction. This is a conversion using the defense formulas, not an effect that makes healing items trigger more often.

Even with more Life Steal, you cannot heal while eligible attacks are not connecting or while waiting for it to trigger again. Check Max HP, defense and healing methods separately rather than judging how many hits you can take in the next wave from healing alone.

  1. Check the next wave’s enemies and how much HP you lost in the previous wave.
  2. Use your Max HP and Armor after the purchase to choose the positive- or negative-Armor formula.
  3. Check what triggers your healing. Do not treat direct hits, structures and burning as interchangeable.
  4. If an offer costs you Speed or damage, check that side effect before buying too.

This theoretical comparison does not cover rounding on individual attacks, minimum damage taken, or application to new DLC or playtest versions.

Read next

🎮Popular guides for this game
  1. 1Brotato Character Tier Comparison: First Clear and Danger 5 Picks
  2. 2Brotato Build Guide: Weapons, Upgrades and Pitfalls for 8 Characters
  3. 3Brotato Guide: Practical Help with Weapons, Builds and Difficulty
  4. 4Brotato Characters: All 64 Unlocks and How to Start Building Them
  5. 5Brotato Walkthrough: Shopping and Survival from Wave 1 to 20
🔥Popular guides
  1. 1Brotato Character Tier Comparison: First Clear and Danger 5 Picks
  2. 2Dungeon Clawler Builds: 4 Early Choices and 6 Character Builds
  3. 3Brotato Build Guide: Weapons, Upgrades and Pitfalls for 8 Characters
  4. 4Everything is Crab Walkthrough — Early Decisions to Higher Pressure
  5. 5Mouthwashing Walkthrough and Collectibles Guide

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