Brotato Walkthrough: Shopping and Survival from Wave 1 to 20
Prepare for each stage of a run by checking weapon count, economy investment, elites and hordes, and survival in boss waves.
What to do from wave 1 to 20
These are first-clear decisions for a conventional character. Rather than setting a fixed HP target, base purchases on what went wrong in the previous wave and what is coming next.
Waves 1–2: Add more main weapons
Use the shop’s two guaranteed weapon offers and buy weapons that scale with the same stats as your main weapon. Lock only what you need but cannot afford. Rerolling first takes materials away from purchases.
Waves 3–5: Fill weapon slots and build damage
These are the last shops with at least one guaranteed weapon slot. Add main weapons toward the usual six slots. Even when buying economy upgrades, check that you can kill the next wave’s enemies. Use a character-specific plan for exceptions such as Bull.
Waves 6–10: Improve your ability to clear enemies
Compare flat damage, Damage % and Attack Speed. If you can kill enemies but lose to incoming damage, add HP, defense and healing. Do not assume wave 10 is always a boss fight.
Waves 11–12: Prepare for special waves
Elites or hordes can appear from Danger 2 onward. Read the upcoming-wave display in the shop and shore up whichever is weaker: single-target damage or crowd clearing.
Waves 13–15: Keep your main damage and add durability
Recheck weapon count, classes and structures when combining. Consider whether an economy item can pay back across the shops remaining; do not buy for tier alone.
Waves 16–19: Spend on the next difficult wave
Check the special-wave schedule on Danger 4 and above. More often, damage, healing and movement that help in the next wave take priority over Harvesting investment.
Wave 20: Choose between a kill and survival
In Crash Zone, surviving until time runs out is an alternative to killing the boss. Danger 5 has two bosses at once. Move away from attack indicators rather than losing HP to reach an attacking position.
Five checks in the shop
- The next scheduled special wave.
- Your main weapons’ scaling stats and weapon count.
- Whether you cannot kill enemies or are losing to incoming damage.
- Buy items that address the shortfall, then lock necessary items you have not bought.
- Reroll only when you can keep enough materials to buy what you need.
Level-up values
Base increases at tiers I / II / III / IV. Character-specific stat modifiers apply, so check the actual increase on the selection screen. Be aware of restricted upgrade options too.
| Stat | Base increase |
|---|---|
| Max HP | 3 / 6 / 9 / 12 |
| HP Regeneration | 2 / 3 / 4 / 5 |
| Life Steal | 1 / 2 / 3 / 4 |
| Damage | 5 / 8 / 12 / 16% |
| Melee Damage | 2 / 4 / 6 / 8 |
| Ranged Damage | 1 / 2 / 3 / 4 |
| Elemental Damage | 1 / 2 / 3 / 4 |
| Attack Speed | 5 / 10 / 15 / 20% |
| Crit Chance | 3 / 5 / 7 / 9% |
| Engineering | 2 / 3 / 4 / 5 |
| Range | 15 / 30 / 45 / 60 |
| Armor | 1 / 2 / 3 / 4 |
| Dodge | 3 / 6 / 9 / 12% |
| Speed | 3 / 6 / 9 / 12% |
| Luck | 5 / 10 / 15 / 20 |
| Harvesting | 5 / 8 / 10 / 12 |
The usual guaranteed tiers are II at level 5; III at levels 10, 15 and 20; and IV every five levels from level 25 onward. Do not apply this unchanged to characters such as Baby, whose level-ups work differently.