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  3. Brotato>
  4. Weapons

All 78 Weapons and Their Stats in Brotato

Updated on November 1, 2026 (3 days ago)

Brotato is a top-down arena shooter where a potato fights waves of alien enemies, and weapons are how it deals damage. The game has a long list of them, from melee blades and saws to ranged guns like SMGs, shotguns and flamethrowers. Most runs begin with a starting weapon, and you add more between waves as you go. Knowing how weapons work and where they come from will help you build a stronger run.

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Showing 47 of 78 items.

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Type

Melee

47 items

Anchor

A heavy Naval melee weapon that scales with both Melee Damage and Curse.

Type
Melee
Classes
Naval, Heavy
Tiers
Tier II–IV
Damage (Scaling)
Tier II: 45 (100% Melee Damage, 75% Curse); Tier III: 70 (125% Melee Damage, 100% Curse); Tier IV: 110 (150% Melee Damage, 125% Curse)
Attack Interval
Tier II: 1.92 s; Tier III: 1.86 s; Tier IV: 1.81 s
Crit
3% chance, ×1.5 damage
Range
Tier II: 175; Tier III: 200; Tier IV: 225
Base Price
Tier II: 48, Tier III: 90, Tier IV: 175 materials
Special Stats
-
Reload
-
Effects
-
How to Unlock
Available from the start
Game Content
Abyssal Terrors

Brick

A cheap Blunt weapon that hits with Melee Damage and Engineering and can break into a pile of materials.

Type
Melee
Classes
Blunt
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 30 (50% Melee Damage, 50% Engineering); Tier II: 60 (65% Melee Damage, 65% Engineering); Tier III: 90 (80% Melee Damage, 80% Engineering); Tier IV: 120 (100% Melee Damage, 100% Engineering)
Attack Interval
1.39 s
Crit
3% chance, ×1.5 damage
Range
150
Base Price
Tier I: 6, Tier II: 14, Tier III: 22, Tier IV: 40 materials
Special Stats
-
Reload
-
Effects
Tier I: Has a 1% chance to break and drop 10 materials on hit; Tier II: Has a 1% chance to break and drop 30 materials on hit; Tier III: Has a 1% chance to break and drop 75 materials on hit; Tier IV: Has a 1% chance to break and drop 200 materials on hit
How to Unlock
Available from the start
Game Content
Abyssal Terrors

Cacti Club

A heavy club that sprays small ranged projectiles every time it hits.

Type
Melee
Classes
Primitive, Heavy
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 15 (80% Melee Damage); Tier II: 20 (85% Melee Damage); Tier III: 35 (90% Melee Damage); Tier IV: 60 (100% Melee Damage)
Attack Interval
Tier I: 1.66 s; Tier II: 1.58 s; Tier III: 1.51 s; Tier IV: 1.36 s
Crit
3% chance, ×2 damage
Range
200
Base Price
Tier I: 20, Tier II: 39, Tier III: 74, Tier IV: 149 materials
Special Stats
-
Reload
-
Effects
Tier I: Hitting an enemy spawns 3 projectiles dealing 1 (+60% Ranged Damage) damage; Tier II: Hitting an enemy spawns 4 projectiles dealing 2 (+70% Ranged Damage) damage; Tier III: Hitting an enemy spawns 5 projectiles dealing 3 (+80% Ranged Damage) damage; Tier IV: Hitting an enemy spawns 6 projectiles dealing 4 (+100% Ranged Damage) damage
How to Unlock
Available from the start
Game Content
Base game

Captain’s Sword

A Naval blade that hits harder for every empty weapon slot you leave open.

Type
Melee
Classes
Naval, Blade
Tiers
Tier III–IV
Damage (Scaling)
Tier III: 50 (100% Melee Damage, 100% Curse); Tier IV: 80 (125% Melee Damage, 125% Curse)
Attack Interval
Tier III: 1.03 s; Tier IV: 0.95 s
Crit
3% chance, ×2 damage
Range
200
Base Price
Tier III: 110, Tier IV: 210 materials
Special Stats
alternates its attack pattern
Reload
-
Effects
Tier III: Deals +25 Damage for every free weapon slot you have; Tier IV: Deals +50 Damage for every free weapon slot you have
How to Unlock
Win a run with Captain
Game Content
Abyssal Terrors

Chainsaw

A Tool blade that heals you on hit and shreds a share of an enemy's current health.

Type
Melee
Classes
Blade, Tool
Tiers
Tier III–IV
Damage (Scaling)
Tier III: 10 (75% Melee Damage, 75% Engineering, 75% Life Steal); Tier IV: 20 (100% Melee Damage, 100% Engineering, 100% Life Steal)
Attack Interval
Tier III: 0.53 s; Tier IV: 0.56 s
Crit
3% chance, ×1.5 damage
Range
Tier III: 175; Tier IV: 200
Base Price
Tier III: 112, Tier IV: 242 materials
Special Stats
Tier III: 15% life steal; Tier IV: 30% life steal
Reload
Tier III: Every 30 shots, cooldown ×40; Tier IV: Every 40 shots, cooldown ×30
Effects
Tier III: Deals 10% of an enemy’s current health as bonus damage (1% for bosses and elites); Tier IV: Deals 20% of an enemy’s current health as bonus damage (2% for bosses and elites)
How to Unlock
Available from the start
Game Content
Abyssal Terrors

Chopper

A Blade that also makes healing consumables restore more HP.

Type
Melee
Classes
Blade
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 6 (50% Melee Damage, 15% Max HP); Tier II: 12 (50% Melee Damage, 20% Max HP); Tier III: 18 (50% Melee Damage, 25% Max HP); Tier IV: 30 (50% Melee Damage, 30% Max HP)
Attack Interval
Tier I: 0.99 s; Tier II: 0.98 s; Tier III: 0.96 s; Tier IV: 0.89 s
Crit
Tier I: 10% chance, ×2 damage; Tier II: 15% chance, ×2 damage; Tier III: 20% chance, ×2 damage; Tier IV: 25% chance, ×2 damage
Range
Tier I: 135; Tier II: 150; Tier III: 165; Tier IV: 180
Base Price
Tier I: 15, Tier II: 31, Tier III: 61, Tier IV: 122 materials
Special Stats
-
Reload
-
Effects
Tier I: +1 HP recovered from consumables; Tier II: +1 HP recovered from consumables; Tier III: +1 HP recovered from consumables; Tier IV: +2 HP recovered from consumables
How to Unlock
Win a run with Multitasker
Game Content
Base game

Circular Saw

A Medical blade with very high life steal for staying healthy in melee.

Type
Melee
Classes
Blade, Medical
Tiers
Tier II–IV
Damage (Scaling)
Tier II: 10 (100% Melee Damage); Tier III: 15 (100% Melee Damage); Tier IV: 25 (100% Melee Damage)
Attack Interval
Tier II: 0.72 s; Tier III: 0.67 s; Tier IV: 0.62 s
Crit
Tier II: 5% chance, ×2 damage; Tier III: 10% chance, ×2 damage; Tier IV: 20% chance, ×2 damage
Range
175
Base Price
Tier II: 46, Tier III: 86, Tier IV: 173 materials
Special Stats
Tier II: 45% life steal; Tier III: 50% life steal; Tier IV: 60% life steal
Reload
-
Effects
-
How to Unlock
Available from the start
Game Content
Base game

Claw

An Unarmed and Precise weapon that scales with both Attack Speed and Melee Damage.

Type
Melee
Classes
Unarmed, Precise
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 5 (15% Attack Speed, 50% Melee Damage); Tier II: 10 (20% Attack Speed, 50% Melee Damage); Tier III: 15 (25% Attack Speed, 50% Melee Damage); Tier IV: 25 (30% Attack Speed, 50% Melee Damage)
Attack Interval
Tier I: 0.78 s; Tier II: 0.74 s; Tier III: 0.69 s; Tier IV: 0.61 s
Crit
Tier I: 10% chance, ×2 damage; Tier II: 15% chance, ×2.15 damage; Tier III: 20% chance, ×2.3 damage; Tier IV: 25% chance, ×2.5 damage
Range
150
Base Price
Tier I: 15, Tier II: 28, Tier III: 55, Tier IV: 110 materials
Special Stats
-
Reload
-
Effects
-
How to Unlock
Win a run with Cryptid
Game Content
Base game

DEX-troyer

A Legendary melee weapon that can explode on hit and fires bouncing lightning.

Type
Melee
Classes
Legendary, Explosive
Tiers
Tier IV only
Damage (Scaling)
100 (100% Melee Damage, 100% Engineering)
Attack Interval
1.33 s
Crit
3% chance, ×2 damage
Range
400
Base Price
Tier IV: 315 materials
Special Stats
-
Reload
-
Effects
50% chance to explode on hit; Hitting an enemy spawns a lightning projectile that bounces 5 times and deals 30 (+100% Elemental Damage) damage
How to Unlock
Available from the start
Game Content
Base game

Drill

A Legendary Precise weapon that speeds up through the wave and earns materials from crit kills.

Type
Melee
Classes
Legendary, Precise
Tiers
Tier IV only
Damage (Scaling)
10 (100% Melee Damage, 100% Engineering)
Attack Interval
0.45 s
Crit
50% chance, ×2.5 damage
Range
100
Base Price
Tier IV: 250 materials
Special Stats
-
Reload
-
Effects
100% chance to gain 1 material when killing an enemy with a critical hit; +10 % Attack Speed every 5 seconds until the end of the wave
How to Unlock
Available from the start
Game Content
Base game

Excalibur

A Legendary blade with huge damage that lowers your Armor for every weapon you carry.

Type
Melee
Classes
Legendary, Blade
Tiers
Tier IV only
Damage (Scaling)
200 (200% Melee Damage, 200% Max HP)
Attack Interval
0.66 s
Crit
10% chance, ×2.5 damage
Range
200
Base Price
Tier IV: 230 materials
Special Stats
alternates its attack pattern
Reload
-
Effects
-2 Armor for every weapon you have
How to Unlock
Win a run with King
Game Content
Base game

Fist

The basic Unarmed weapon, quick and short-ranged.

Type
Melee
Classes
Unarmed
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 8 (100% Melee Damage); Tier II: 16 (100% Melee Damage); Tier III: 32 (100% Melee Damage); Tier IV: 64 (100% Melee Damage)
Attack Interval
Tier I: 0.78 s; Tier II: 0.73 s; Tier III: 0.69 s; Tier IV: 0.59 s
Crit
1% chance, ×1.5 damage
Range
150
Base Price
Tier I: 10, Tier II: 22, Tier III: 45, Tier IV: 91 materials
Special Stats
-
Reload
-
Effects
-
How to Unlock
Available from the start
Game Content
Base game

Flaming Brass Knuckles

Unarmed Elemental knuckles that set enemies on fire.

Type
Melee
Classes
Unarmed, Elemental
Tiers
Tier II–IV
Damage (Scaling)
Tier II: 20 (100% Melee Damage); Tier III: 40 (100% Melee Damage); Tier IV: 80 (100% Melee Damage)
Attack Interval
Tier II: 0.73 s; Tier III: 0.69 s; Tier IV: 0.59 s
Crit
1% chance, ×1.5 damage
Range
150
Base Price
Tier II: 46, Tier III: 86, Tier IV: 173 materials
Special Stats
-
Reload
-
Effects
Tier II: Deals 5x10 (+100% Elemental Damage) burning damage; Tier III: Deals 6x15 (+100% Elemental Damage) burning damage; Tier IV: Deals 7x18 (+100% Elemental Damage) burning damage
How to Unlock
Available from the start
Game Content
Base game

Ghost Axe

An Ethereal axe that gains Damage as you rack up kills with it during a wave.

Type
Melee
Classes
Ethereal
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 12 (100% Melee Damage); Tier II: 18 (100% Melee Damage); Tier III: 24 (100% Melee Damage); Tier IV: 40 (100% Melee Damage)
Attack Interval
Tier I: 1.73 s; Tier II: 1.66 s; Tier III: 1.58 s; Tier IV: 1.51 s
Crit
3% chance, ×2 damage
Range
200
Base Price
Tier I: 20, Tier II: 39, Tier III: 74, Tier IV: 149 materials
Special Stats
-
Reload
-
Effects
Tier I: +1 % Damage for every 20 enemies you kill during a wave with this weapon; Tier II: +1 % Damage for every 18 enemies you kill during a wave with this weapon; Tier III: +1 % Damage for every 16 enemies you kill during a wave with this weapon; Tier IV: +1 % Damage for every 12 enemies you kill during a wave with this weapon
How to Unlock
Available from the start
Game Content
Base game

Ghost Flint

An Ethereal weapon that gains Attack Speed as you rack up kills with it during a wave.

Type
Melee
Classes
Ethereal
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 6 (100% Melee Damage); Tier II: 9 (100% Melee Damage); Tier III: 12 (100% Melee Damage); Tier IV: 20 (100% Melee Damage)
Attack Interval
Tier I: 1.25 s; Tier II: 1.19 s; Tier III: 1.12 s; Tier IV: 1.06 s
Crit
3% chance, ×2 damage
Range
Tier I: 170; Tier II: 180; Tier III: 190; Tier IV: 200
Base Price
Tier I: 12, Tier II: 26, Tier III: 52, Tier IV: 105 materials
Special Stats
-
Reload
-
Effects
Tier I: +1 % Attack Speed for every 20 enemies you kill during a wave with this weapon; Tier II: +1 % Attack Speed for every 18 enemies you kill during a wave with this weapon; Tier III: +1 % Attack Speed for every 16 enemies you kill during a wave with this weapon; Tier IV: +1 % Attack Speed for every 12 enemies you kill during a wave with this weapon
How to Unlock
Available from the start
Game Content
Base game

Hammer

A slow Blunt and Heavy weapon that hits hard and knocks enemies back.

Type
Melee
Classes
Blunt, Heavy
Tiers
Tier II–IV
Damage (Scaling)
Tier II: 40 (150% Melee Damage); Tier III: 75 (175% Melee Damage); Tier IV: 120 (200% Melee Damage)
Attack Interval
Tier II: 1.67 s; Tier III: 1.59 s; Tier IV: 1.5 s
Crit
3% chance, ×1.75 damage
Range
175
Base Price
Tier II: 46, Tier III: 86, Tier IV: 151 materials
Special Stats
-
Reload
-
Effects
Tier II: +2 Knockback; Tier III: +4 Knockback; Tier IV: +6 Knockback
How to Unlock
Available from the start
Game Content
Base game

Hand

A Support weapon that adds Harvesting while you carry it.

Type
Melee
Classes
Unarmed, Support
Tiers
Tier I–IV
Damage (Scaling)
1 (50% Melee Damage)
Attack Interval
Tier I: 1.01 s; Tier II: 0.93 s; Tier III: 0.86 s; Tier IV: 0.71 s
Crit
1% chance, ×1.5 damage
Range
150
Base Price
Tier I: 10, Tier II: 22, Tier III: 45, Tier IV: 91 materials
Special Stats
-
Reload
-
Effects
Tier I: +3 Harvesting; Tier II: +6 Harvesting; Tier III: +12 Harvesting; Tier IV: +25 Harvesting
How to Unlock
Available from the start
Game Content
Base game

Hatchet

A simple Primitive weapon with short reach.

Type
Melee
Classes
Primitive
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 7 (100% Melee Damage, 20% Attack Speed); Tier II: 11 (100% Melee Damage, 20% Attack Speed); Tier III: 22 (100% Melee Damage, 20% Attack Speed); Tier IV: 45 (100% Melee Damage, 20% Attack Speed)
Attack Interval
Tier I: 0.68 s; Tier II: 0.67 s; Tier III: 0.65 s; Tier IV: 0.63 s
Crit
3% chance, ×2 damage
Range
125
Base Price
Tier I: 10, Tier II: 22, Tier III: 45, Tier IV: 91 materials
Special Stats
-
Reload
-
Effects
-
How to Unlock
Win a run with Wildling
Game Content
Base game

Hiking Pole

A Support weapon that gains Range the more you walk during a wave.

Type
Melee
Classes
Support
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 12 (50% Melee Damage, 10% Range); Tier II: 18 (50% Melee Damage, 12% Range); Tier III: 24 (50% Melee Damage, 15% Range); Tier IV: 30 (50% Melee Damage, 20% Range)
Attack Interval
Tier I: 1.42 s; Tier II: 1.34 s; Tier III: 1.25 s; Tier IV: 1.17 s
Crit
3% chance, ×1.5 damage
Range
175
Base Price
Tier I: 17, Tier II: 34, Tier III: 66, Tier IV: 130 materials
Special Stats
-
Reload
-
Effects
Tier I: +1 Range for every 70 steps you take during a wave; Tier II: +1 Range for every 60 steps you take during a wave; Tier III: +1 Range for every 50 steps you take during a wave; Tier IV: +1 Range for every 40 steps you take during a wave
How to Unlock
Available from the start
Game Content
Abyssal Terrors

Jousting Lance

A long-reach Medieval lance that adds Speed but loses damage when you stand still.

Type
Melee
Classes
Medieval
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 20 (50% Melee Damage, 30% Speed); Tier II: 25 (50% Melee Damage, 35% Speed); Tier III: 30 (50% Melee Damage, 40% Speed); Tier IV: 50 (50% Melee Damage, 50% Speed)
Attack Interval
Tier I: 1.58 s; Tier II: 1.5 s; Tier III: 1.42 s; Tier IV: 1.33 s
Crit
3% chance, ×2 damage
Range
250
Base Price
Tier I: 20, Tier II: 36, Tier III: 72, Tier IV: 132 materials
Special Stats
-
Reload
-
Effects
Tier I: +2 % Speed; -10 % Damage while standing still; Tier II: +3 % Speed; -15 % Damage while standing still; Tier III: +4 % Speed; -20 % Damage while standing still; Tier IV: +5 % Speed; -25 % Damage while standing still
How to Unlock
Available from the start
Game Content
Base game

Knife

A fast Precise blade that relies on critical hits.

Type
Melee
Classes
Precise
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 9 (80% Melee Damage); Tier II: 13 (80% Melee Damage); Tier III: 18 (80% Melee Damage); Tier IV: 25 (80% Melee Damage)
Attack Interval
Tier I: 0.98 s; Tier II: 0.91 s; Tier III: 0.84 s; Tier IV: 0.76 s
Crit
Tier I: 20% chance, ×2.5 damage; Tier II: 30% chance, ×3 damage; Tier III: 40% chance, ×3.5 damage; Tier IV: 50% chance, ×4 damage
Range
150
Base Price
Tier I: 10, Tier II: 22, Tier III: 45, Tier IV: 91 materials
Special Stats
-
Reload
-
Effects
-
How to Unlock
Available from the start
Game Content
Base game

Lightning Shiv

A Precise and Elemental blade that fires bouncing lightning on hit.

Type
Melee
Classes
Precise, Elemental
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 3 (80% Melee Damage); Tier II: 6 (80% Melee Damage); Tier III: 9 (80% Melee Damage); Tier IV: 15 (80% Melee Damage)
Attack Interval
Tier I: 1.01 s; Tier II: 0.93 s; Tier III: 0.86 s; Tier IV: 0.78 s
Crit
Tier I: 4% chance, ×2 damage; Tier II: 6% chance, ×2 damage; Tier III: 8% chance, ×2 damage; Tier IV: 10% chance, ×2 damage
Range
150
Base Price
Tier I: 18, Tier II: 36, Tier III: 66, Tier IV: 142 materials
Special Stats
-
Reload
-
Effects
Tier I: Hitting an enemy spawns a lightning projectile that bounces 1 time and deals 5 (+80% Elemental Damage) damage; Tier II: Hitting an enemy spawns a lightning projectile that bounces 2 times and deals 6 (+80% Elemental Damage) damage; Tier III: Hitting an enemy spawns a lightning projectile that bounces 3 times and deals 8 (+80% Elemental Damage) damage; Tier IV: Hitting an enemy spawns a lightning projectile that bounces 4 times and deals 11 (+80% Elemental Damage) damage
How to Unlock
Available from the start
Game Content
Base game

Lute

A Musical support weapon that makes enemies it hits take more damage for a few seconds.

Type
Melee
Classes
Musical, Support
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 4 (50% Melee Damage, 10% Luck); Tier II: 8 (50% Melee Damage, 15% Luck); Tier III: 12 (50% Melee Damage, 20% Luck); Tier IV: 16 (50% Melee Damage, 25% Luck)
Attack Interval
Tier I: 1.31 s; Tier II: 1.25 s; Tier III: 1.2 s; Tier IV: 1.14 s
Crit
3% chance, ×1.5 damage
Range
Tier I: 150; Tier II: 175; Tier III: 200; Tier IV: 225
Base Price
Tier I: 15, Tier II: 31, Tier III: 61, Tier IV: 122 materials
Special Stats
-
Reload
-
Effects
Tier I: Enemies hit take 10% more damage for 3 seconds (max: 30%); Tier II: Enemies hit take 10% more damage for 3 seconds (max: 50%); Tier III: Enemies hit take 10% more damage for 3 seconds (max: 70%); Tier IV: Enemies hit take 10% more damage for 3 seconds (max: 100%)
How to Unlock
Available from the start
Game Content
Abyssal Terrors

Mace

A Heavy Medieval weapon that trades a little Attack Speed for big hits.

Type
Melee
Classes
Heavy, Medieval
Tiers
Tier II–IV
Damage (Scaling)
Tier II: 40 (100% Melee Damage); Tier III: 60 (100% Melee Damage); Tier IV: 100 (100% Melee Damage)
Attack Interval
Tier II: 1.39 s; Tier III: 1.31 s; Tier IV: 1.23 s
Crit
Tier II: 4% chance, ×1.5 damage; Tier III: 8% chance, ×1.5 damage; Tier IV: 12% chance, ×1.5 damage
Range
150
Base Price
Tier II: 46, Tier III: 92, Tier IV: 185 materials
Special Stats
-
Reload
-
Effects
Tier II: -3 % Attack Speed; Tier III: -6 % Attack Speed; Tier IV: -10 % Attack Speed
How to Unlock
Win a run with Ogre
Game Content
Abyssal Terrors

Plank

An Elemental and Explosive plank with a chance to explode on hit.

Type
Melee
Classes
Explosive, Elemental
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 10 (60% Melee Damage, 60% Elemental Damage, 60% Engineering); Tier II: 15 (70% Melee Damage, 70% Elemental Damage, 70% Engineering); Tier III: 20 (80% Melee Damage, 80% Elemental Damage, 80% Engineering); Tier IV: 30 (90% Melee Damage, 90% Elemental Damage, 90% Engineering)
Attack Interval
Tier I: 1.23 s; Tier II: 1.14 s; Tier III: 1.06 s; Tier IV: 0.98 s
Crit
3% chance, ×2 damage
Range
150
Base Price
Tier I: 15, Tier II: 31, Tier III: 61, Tier IV: 122 materials
Special Stats
-
Reload
-
Effects
Tier I: 25% chance to explode on hit; Tier II: 30% chance to explode on hit; Tier III: 40% chance to explode on hit; Tier IV: 50% chance to explode on hit
How to Unlock
Available from the start
Game Content
Base game

Plasma Sledge

A high-tier Elemental hammer with a chance to explode on hit.

Type
Melee
Classes
Elemental, Explosive
Tiers
Tier III–IV
Damage (Scaling)
Tier III: 80 (150% Melee Damage, 150% Elemental Damage); Tier IV: 120 (200% Melee Damage, 200% Elemental Damage)
Attack Interval
Tier III: 1.55 s; Tier IV: 1.49 s
Crit
3% chance, ×1.75 damage
Range
175
Base Price
Tier III: 136, Tier IV: 272 materials
Special Stats
-
Reload
-
Effects
Tier III: 25% chance to explode on hit; Tier IV: 50% chance to explode on hit
How to Unlock
Win a run with Knight
Game Content
Base game

Power Fist

An Unarmed Explosive fist with a chance to explode on hit.

Type
Melee
Classes
Unarmed, Explosive
Tiers
Tier III–IV
Damage (Scaling)
Tier III: 40 (100% Melee Damage); Tier IV: 80 (100% Melee Damage)
Attack Interval
Tier III: 0.69 s; Tier IV: 0.59 s
Crit
1% chance, ×1.5 damage
Range
150
Base Price
Tier III: 110, Tier IV: 221 materials
Special Stats
-
Reload
-
Effects
Tier III: 25% chance to explode on hit; Tier IV: 50% chance to explode on hit
How to Unlock
Win a run with Brawler
Game Content
Base game

Pruner

A Support tool that grows a garden that drops healing fruit.

Type
Melee
Classes
Support
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 10 (50% Melee Damage); Tier II: 15 (65% Melee Damage); Tier III: 20 (80% Melee Damage); Tier IV: 25 (100% Melee Damage)
Attack Interval
Tier I: 1.14 s; Tier II: 1.06 s; Tier III: 0.98 s; Tier IV: 0.89 s
Crit
Tier I: 3% chance, ×1.25 damage; Tier II: 6% chance, ×1.5 damage; Tier III: 9% chance, ×1.75 damage; Tier IV: 12% chance, ×2 damage
Range
150
Base Price
Tier I: 15, Tier II: 28, Tier III: 52, Tier IV: 95 materials
Special Stats
-
Reload
-
Effects
Tier I: Spawns a garden that creates a fruit every 15 seconds; Tier II: Spawns a garden that creates a fruit every 14 seconds; Tier III: Spawns a garden that creates a fruit every 12 seconds; Tier IV: Spawns a garden that creates a fruit every 10 seconds
How to Unlock
Available from the start
Game Content
Base game

Quarterstaff

A Primitive and Medieval staff that alternates attacks and adds XP Gain.

Type
Melee
Classes
Primitive, Medieval
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 10 (75% Player Level, 50% Melee Damage); Tier II: 15 (85% Player Level, 65% Melee Damage); Tier III: 20 (100% Player Level, 80% Melee Damage); Tier IV: 30 (125% Player Level, 100% Melee Damage)
Attack Interval
Tier I: 1.42 s; Tier II: 1.25 s; Tier III: 1.09 s; Tier IV: 0.92 s
Crit
3% chance, ×1.5 damage
Range
175
Base Price
Tier I: 15, Tier II: 31, Tier III: 61, Tier IV: 122 materials
Special Stats
alternates its attack pattern
Reload
-
Effects
Tier I: +2 % XP Gain; Tier II: +5 % XP Gain; Tier III: +9 % XP Gain; Tier IV: +15 % XP Gain
How to Unlock
Win a run with Apprentice
Game Content
Base game

Rock

A Primitive and Blunt weapon that adds Armor from Tier II.

Type
Melee
Classes
Primitive, Blunt
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 20 (100% Melee Damage); Tier II: 35 (100% Melee Damage); Tier III: 50 (100% Melee Damage); Tier IV: 70 (100% Melee Damage)
Attack Interval
Tier I: 1.68 s; Tier II: 1.61 s; Tier III: 1.53 s; Tier IV: 1.46 s
Crit
Tier I: 10% chance, ×1.5 damage; Tier II: 15% chance, ×1.5 damage; Tier III: 20% chance, ×1.5 damage; Tier IV: 25% chance, ×1.5 damage
Range
150
Base Price
Tier I: 10, Tier II: 22, Tier III: 45, Tier IV: 91 materials
Special Stats
-
Reload
-
Effects
Tier II: +1 Armor; Tier III: +1 Armor; +2 Max HP; Tier IV: +2 Armor; +2 Max HP
How to Unlock
Available from the start
Game Content
Base game

Scissors

A Medical and Precise blade with strong life steal.

Type
Melee
Classes
Medical, Precise
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 5 (80% Melee Damage); Tier II: 10 (80% Melee Damage); Tier III: 15 (80% Melee Damage); Tier IV: 20 (80% Melee Damage)
Attack Interval
Tier I: 1.01 s; Tier II: 0.98 s; Tier III: 0.94 s; Tier IV: 0.86 s
Crit
Tier I: 10% chance, ×2 damage; Tier II: 12% chance, ×2.15 damage; Tier III: 15% chance, ×2.3 damage; Tier IV: 20% chance, ×2.5 damage
Range
150
Base Price
Tier I: 15, Tier II: 31, Tier III: 61, Tier IV: 122 materials
Special Stats
Tier I: 40% life steal; Tier II: 45% life steal; Tier III: 50% life steal; Tier IV: 60% life steal
Reload
-
Effects
-
How to Unlock
Available from the start
Game Content
Base game

Screwdriver

A Tool that keeps dropping landmines that scale with Engineering.

Type
Melee
Classes
Tool
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 8 (50% Melee Damage, 50% Engineering); Tier II: 12 (50% Melee Damage, 60% Engineering); Tier III: 16 (50% Melee Damage, 70% Engineering); Tier IV: 20 (50% Melee Damage, 80% Engineering)
Attack Interval
Tier I: 1.06 s; Tier II: 1.01 s; Tier III: 0.98 s; Tier IV: 0.88 s
Crit
Tier I: 10% chance, ×2 damage; Tier II: 15% chance, ×2.15 damage; Tier III: 20% chance, ×2.3 damage; Tier IV: 30% chance, ×2.5 damage
Range
135
Base Price
Tier I: 10, Tier II: 22, Tier III: 45, Tier IV: 91 materials
Special Stats
-
Reload
-
Effects
Tier I: A landmine spawns every 12 seconds dealing 10 (+100% Engineering) damage in an area; Tier II: A landmine spawns every 9 seconds dealing 10 (+100% Engineering) damage in an area; Tier III: A landmine spawns every 6 seconds dealing 10 (+100% Engineering) damage in an area; Tier IV: A landmine spawns every 3 seconds dealing 10 (+100% Engineering) damage in an area
How to Unlock
Available from the start
Game Content
Base game

Scythe

A Legendary Ethereal weapon with full life steal that drains your health over time.

Type
Melee
Classes
Legendary, Ethereal
Tiers
Tier IV only
Damage (Scaling)
150 (100% Melee Damage, 100% Life Steal)
Attack Interval
0.72 s
Crit
3% chance, ×2 damage
Range
250
Base Price
Tier IV: 285 materials
Special Stats
100% life steal
Reload
-
Effects
You take 3 damage per second (does not give invulnerability time); +3 % Damage when you take damage until the end of the wave
How to Unlock
Available from the start
Game Content
Base game

Sharp Tooth

A Primitive and Precise weapon that gains life steal as your health drops.

Type
Melee
Classes
Primitive, Precise
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 5 (50% Melee Damage, 50% Life Steal); Tier II: 8 (50% Melee Damage, 65% Life Steal); Tier III: 11 (50% Melee Damage, 80% Life Steal); Tier IV: 15 (50% Melee Damage, 100% Life Steal)
Attack Interval
Tier I: 1.14 s; Tier II: 1.07 s; Tier III: 1 s; Tier IV: 0.93 s
Crit
Tier I: 3% chance, ×2 damage; Tier II: 6% chance, ×2.15 damage; Tier III: 9% chance, ×2.3 damage; Tier IV: 12% chance, ×2.5 damage
Range
Tier I: 150; Tier II: 160; Tier III: 170; Tier IV: 180
Base Price
Tier I: 12, Tier II: 26, Tier III: 52, Tier IV: 105 materials
Special Stats
-
Reload
-
Effects
Tier I: +1 % Life Steal for every 25% of missing health; Tier II: +1 % Life Steal for every 20% of missing health; Tier III: +1 % Life Steal for every 15% of missing health; Tier IV: +1 % Life Steal for every 10% of missing health
How to Unlock
Available from the start
Game Content
Base game

Sickle

A Support weapon that deals extra damage to enemies on low health.

Type
Melee
Classes
Support
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 5 (80% Melee Damage, 10% Harvesting); Tier II: 8 (80% Melee Damage, 15% Harvesting); Tier III: 12 (80% Melee Damage, 20% Harvesting); Tier IV: 15 (80% Melee Damage, 25% Harvesting)
Attack Interval
Tier I: 0.87 s; Tier II: 0.82 s; Tier III: 0.77 s; Tier IV: 0.7 s
Crit
3% chance, ×2 damage
Range
125
Base Price
Tier I: 15, Tier II: 31, Tier III: 61, Tier IV: 122 materials
Special Stats
-
Reload
-
Effects
Tier I: +20% damage against targets below 30% health; Tier II: +30% damage against targets below 30% health; Tier III: +40% damage against targets below 30% health; Tier IV: +50% damage against targets below 30% health
How to Unlock
Available from the start
Game Content
Abyssal Terrors

Spear

A Primitive spear with very long melee reach.

Type
Melee
Classes
Primitive
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 15 (100% Melee Damage); Tier II: 25 (100% Melee Damage); Tier III: 40 (100% Melee Damage); Tier IV: 60 (100% Melee Damage)
Attack Interval
Tier I: 1.53 s; Tier II: 1.4 s; Tier III: 1.28 s; Tier IV: 1.24 s
Crit
3% chance, ×2 damage
Range
Tier I: 350; Tier II: 375; Tier III: 400; Tier IV: 500
Base Price
Tier I: 20, Tier II: 39, Tier III: 74, Tier IV: 149 materials
Special Stats
-
Reload
-
Effects
-
How to Unlock
Available from the start
Game Content
Base game

Spiky Shield

A Medieval and Blunt shield whose damage scales with your Armor.

Type
Melee
Classes
Medieval, Blunt
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 10 (100% Armor); Tier II: 15 (125% Armor); Tier III: 20 (150% Armor); Tier IV: 30 (200% Armor)
Attack Interval
Tier I: 1.16 s; Tier II: 1.16 s; Tier III: 1.16 s; Tier IV: 1.01 s
Crit
3% chance, ×2 damage
Range
150
Base Price
Tier I: 15, Tier II: 31, Tier III: 61, Tier IV: 122 materials
Special Stats
-
Reload
-
Effects
-
How to Unlock
Win a run with Masochist
Game Content
Base game

Spoon

A Blunt weapon that always crits against burning enemies.

Type
Melee
Classes
Blunt
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 10 (50% Melee Damage, 15% Max HP); Tier II: 15 (50% Melee Damage, 20% Max HP); Tier III: 20 (50% Melee Damage, 25% Max HP); Tier IV: 25 (50% Melee Damage, 30% Max HP)
Attack Interval
Tier I: 1.06 s; Tier II: 0.99 s; Tier III: 0.93 s; Tier IV: 0.86 s
Crit
Tier I: 0% chance, ×2 damage; Tier II: 0% chance, ×2.25 damage; Tier III: 0% chance, ×2.5 damage; Tier IV: 0% chance, ×3 damage
Range
Tier I: 150; Tier II: 165; Tier III: 180; Tier IV: 200
Base Price
Tier I: 15, Tier II: 31, Tier III: 61, Tier IV: 122 materials
Special Stats
-
Reload
-
Effects
Always crits when hitting burning targets
How to Unlock
Win a run with Chef
Game Content
Abyssal Terrors

Stick

A cheap Primitive weapon that gets stronger for every other Stick you carry.

Type
Melee
Classes
Primitive
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 8 (100% Melee Damage); Tier II: 9 (100% Melee Damage); Tier III: 10 (100% Melee Damage); Tier IV: 12 (100% Melee Damage)
Attack Interval
Tier I: 1.29 s; Tier II: 1.22 s; Tier III: 1.15 s; Tier IV: 1.09 s
Crit
3% chance, ×1.5 damage
Range
175
Base Price
Tier I: 10, Tier II: 22, Tier III: 45, Tier IV: 91 materials
Special Stats
-
Reload
-
Effects
Tier I: Deals +4 Damage for every additional Stick you have; Tier II: Deals +6 Damage for every additional Stick you have; Tier III: Deals +8 Damage for every additional Stick you have; Tier IV: Deals +10 Damage for every additional Stick you have
How to Unlock
Available from the start
Game Content
Base game

Sword

A Blade and Medieval sword that alternates its swing pattern.

Type
Melee
Classes
Blade, Medieval
Tiers
Tier II–IV
Damage (Scaling)
Tier II: 30 (100% Melee Damage); Tier III: 45 (100% Melee Damage); Tier IV: 65 (100% Melee Damage)
Attack Interval
Tier II: 1.28 s; Tier III: 1.13 s; Tier IV: 0.98 s
Crit
3% chance, ×2 damage
Range
200
Base Price
Tier II: 51, Tier III: 95, Tier IV: 190 materials
Special Stats
alternates its attack pattern
Reload
-
Effects
-
How to Unlock
Available from the start
Game Content
Base game

Thief Dagger

A Precise dagger that can earn a material when it kills with a critical hit.

Type
Melee
Classes
Precise
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 6 (50% Melee Damage); Tier II: 12 (50% Melee Damage); Tier III: 18 (50% Melee Damage); Tier IV: 30 (50% Melee Damage)
Attack Interval
Tier I: 1.01 s; Tier II: 0.93 s; Tier III: 0.86 s; Tier IV: 0.73 s
Crit
Tier I: 20% chance, ×2 damage; Tier II: 25% chance, ×2 damage; Tier III: 30% chance, ×2 damage; Tier IV: 40% chance, ×2 damage
Range
150
Base Price
Tier I: 12, Tier II: 26, Tier III: 52, Tier IV: 105 materials
Special Stats
-
Reload
-
Effects
Tier I: 50% chance to gain 1 material when killing an enemy with a critical hit; Tier II: 56% chance to gain 1 material when killing an enemy with a critical hit; Tier III: 62% chance to gain 1 material when killing an enemy with a critical hit; Tier IV: 80% chance to gain 1 material when killing an enemy with a critical hit
How to Unlock
Available from the start
Game Content
Base game

Thunder Sword

A Blade and Elemental sword that throws slowing projectiles on hit.

Type
Melee
Classes
Blade, Elemental
Tiers
Tier III–IV
Damage (Scaling)
Tier III: 40 (125% Melee Damage, 125% Elemental Damage); Tier IV: 75 (150% Melee Damage, 150% Elemental Damage)
Attack Interval
Tier III: 1.21 s; Tier IV: 1.06 s
Crit
3% chance, ×2 damage
Range
200
Base Price
Tier III: 119, Tier IV: 238 materials
Special Stats
-
Reload
-
Effects
Tier III: Hitting an enemy spawns 2 projectiles that deal 1 (+100% Elemental Damage) damage and slow enemies around them; Tier IV: Hitting an enemy spawns 4 projectiles that deal 1 (+100% Elemental Damage) damage and slow enemies around them
How to Unlock
Win a run with Mage
Game Content
Base game

Torch

A Primitive and Elemental torch that sets enemies on fire.

Type
Melee
Classes
Primitive, Elemental
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 1 (50% Melee Damage, 50% Elemental Damage); Tier II: 1 (65% Melee Damage, 65% Elemental Damage); Tier III: 1 (80% Melee Damage, 80% Elemental Damage); Tier IV: 1 (100% Melee Damage, 100% Elemental Damage)
Attack Interval
Tier I: 1.1 s; Tier II: 1.04 s; Tier III: 0.95 s; Tier IV: 0.8 s
Crit
0% chance, ×1.5 damage
Range
175
Base Price
Tier I: 10, Tier II: 22, Tier III: 45, Tier IV: 91 materials
Special Stats
-
Reload
-
Effects
Tier I: Deals 3x3 (+100% Elemental Damage) burning damage; Tier II: Deals 5x5 (+100% Elemental Damage) burning damage; Tier III: Deals 6x8 (+100% Elemental Damage) burning damage; Burning spreads to an additional nearby enemy; Tier IV: Deals 9x12 (+100% Elemental Damage) burning damage; Burning spreads to an additional nearby enemy
How to Unlock
Available from the start
Game Content
Base game

Trident

A Naval and Medieval weapon that deals bonus damage to enemies near full health.

Type
Melee
Classes
Naval, Medieval
Tiers
Tier II–IV
Damage (Scaling)
Tier II: 30 (100% Melee Damage, 15% Curse); Tier III: 50 (100% Melee Damage, 30% Curse); Tier IV: 80 (100% Melee Damage, 50% Curse)
Attack Interval
Tier II: 1.58 s; Tier III: 1.5 s; Tier IV: 1.41 s
Crit
3% chance, ×2 damage
Range
325
Base Price
Tier II: 49, Tier III: 96, Tier IV: 200 materials
Special Stats
-
Reload
-
Effects
Tier II: +30% damage against targets above 80% health; Tier III: +40% damage against targets above 80% health; Tier IV: +50% damage against targets above 80% health
How to Unlock
Available from the start
Game Content
Abyssal Terrors

Vorpal Sword

A Blade and Medieval sword with a small chance to kill an enemy in one hit.

Type
Melee
Classes
Blade, Medieval
Tiers
Tier II–IV
Damage (Scaling)
Tier II: 20 (100% Melee Damage); Tier III: 35 (100% Melee Damage); Tier IV: 55 (100% Melee Damage)
Attack Interval
Tier II: 1.11 s; Tier III: 1.03 s; Tier IV: 0.95 s
Crit
3% chance, ×2 damage
Range
200
Base Price
Tier II: 55, Tier III: 100, Tier IV: 200 materials
Special Stats
alternates its attack pattern
Reload
-
Effects
Tier II: 1% chance to one shot the target when hitting it; Tier III: 2% chance to one shot the target when hitting it; Tier IV: 3% chance to one shot the target when hitting it
How to Unlock
Reach +100% Crit Chance
Game Content
Base game

War Hammer

A Tool and Blunt hammer that resets your turrets' cooldowns when it attacks.

Type
Melee
Classes
Tool, Blunt
Tiers
Tier III–IV
Damage (Scaling)
Tier III: 100 (150% Melee Damage, 150% Engineering); Tier IV: 200 (200% Melee Damage, 200% Engineering)
Attack Interval
Tier III: 2.11 s; Tier IV: 1.95 s
Crit
3% chance, ×1.5 damage
Range
200
Base Price
Tier III: 130, Tier IV: 255 materials
Special Stats
-
Reload
-
Effects
Resets the cooldown of all offensive turrets when attacking
How to Unlock
Win a run with Dwarf
Game Content
Abyssal Terrors

Wrench

A Tool that builds a turret, which gets stronger at each tier and scales with Engineering.

Type
Melee
Classes
Tool
Tiers
Tier I–IV
Damage (Scaling)
Tier I: 12 (100% Melee Damage); Tier II: 16 (100% Melee Damage); Tier III: 20 (100% Melee Damage); Tier IV: 24 (100% Melee Damage)
Attack Interval
Tier I: 1.7 s; Tier II: 1.64 s; Tier III: 1.55 s; Tier IV: 1.49 s
Crit
3% chance, ×2 damage
Range
175
Base Price
Tier I: 20, Tier II: 39, Tier III: 74, Tier IV: 149 materials
Special Stats
-
Reload
-
Effects
Tier I: Spawns a turret that shoots bullets dealing 10 (+80% Engineering) damage; Tier II: Spawns a turret that shoots flames that deal burning damage; Tier III: Spawns a turret that shoots piercing bullets dealing 20 (+125% Engineering) damage; Tier IV: Spawns a turret that shoots explosive bullets dealing 25 (+150% Engineering) damage in an area
How to Unlock
Available from the start
Game Content
Base game
Prev12Next

Melee and Ranged Weapons: How They Differ

Brotato weapons fall into two groups, and the difference changes how each one fights. Melee weapons swing or thrust and can hit several enemies in their path, then return to you after a short pause. Thrust weapons strike in a straight line, while sweep weapons arc wide around your character. Ranged weapons fire projectiles that usually hit one enemy, though bounce and pierce effects can let them hit more, and they generally deal more damage to a single target and attack faster.

The two types also grow differently. Melee weapons generally scale with Melee Damage and ranged weapons with Ranged Damage, and your Range stat counts in full for a ranged weapon but only half for a melee one. That makes Range matter more for ranged weapons.

How Brotato Weapon Stats and Tiers Work

Each weapon has its own numbers, including base damage, how quickly it attacks, a critical hit chance and multiplier, reach, and knockback. Some weapons also have lifesteal, which heals you when you land hits. Weapons come in up to four tiers, from Tier I up to Tier IV, and each step up adds damage and raises the price.

What makes a weapon grow during a run is scaling. Each one is tied to particular stats, such as Melee Damage, Ranged Damage, Engineering or Attack Speed, and it gets stronger as you collect those. At 80% scaling, for example, 10 points of Melee Damage adds 8 damage. A weapon only gains from the stats it's tied to, so check those before you commit to a pick.

Where to Get Weapons in Brotato

The shop is the only place weapons come from. Loot crates and chests drop items instead, so you spend Materials, the game's currency, between waves to buy weapons. Most shop slots have about a 35% chance of being a weapon, and the rest are items, so the mix changes from shop to shop.

Higher tiers become more likely as the run goes on. Tier I weapons can appear from the first wave, Tier II from the second, Tier III from the fourth and Tier IV from the eighth. A few weapons skip the lowest tiers, so their first copy in the shop is already a higher tier.

The shop also leans toward what you already carry. About 20% of weapon offers match a weapon type you own, and 15% match a class you own. That's why early picks tend to keep showing up. You can reroll the shop to refresh its offers, but each reroll costs more Materials than the last, and the price resets with each new shop.

How to Combine Brotato Weapons Into Higher Tiers

Two identical weapons of the same tier can be combined into one weapon a tier higher, so two Tier I copies become a single Tier II. You can do this yourself with weapons you're holding. If your slots are full, buying an identical copy of a weapon you own merges the two automatically, and combining stops at Tier IV.

Merging isn't always the best move, though. Each weapon you hold attacks on its own, so two lower-tier copies can add up to more total damage than one merged copy, which matters against big swarms of enemies.

How Weapon Classes Add Bonuses

Weapons are grouped into classes, such as Blade, Blunt, Explosive, Gun and Heavy. Holding several weapons from the same class unlocks a bonus that grows with each extra weapon, up to six. Two Gun weapons add 10 range, three add 20, and so on, while Explosive weapons enlarge explosions and Blade weapons add melee damage and lifesteal.

Because a weapon can count toward more than one class, a single pick can help two bonuses at once. The Nuclear Launcher, for example, is both Heavy and Explosive.

Picking Brotato Weapons That Fit Your Build

The best weapon depends on your character and build. A ranged build that stacks Range and Ranged Damage will want different weapons than a melee build that leans on Melee Damage and lifesteal. Legendary weapons such as the Chain Gun, Gatling Laser, Excalibur and Scythe only show up at Tier IV, so you'll need a later shop to find them.

FAQ

Q.

How many weapons can you hold in Brotato?

Most characters can carry up to six at once. One-Armed holds only one weapon, Multitasker can hold 12, and Baby can hold up to 24, one for each level. Bull can't use weapons at all.

Q.

Do Brotato weapons aim on their own?

Yes. Weapons fire automatically by default, and a manual aiming option is available if you'd rather aim yourself.

Q.

Can you sell weapons in Brotato?

You recycle them instead. By default, recycling returns 25% of a weapon's current price in Materials. The Recycling Machine raises that to 60%, and Entrepreneur's bonus can push it to 85%.

Q.

Can every character use every weapon?

No. Ranger and Renegade can't use melee weapons, while Dwarf, Gladiator, Knight and Ogre can't use ranged ones. Arms Dealer gets weapons at a 95% discount, but all of its weapons are destroyed each time it enters a shop.

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  • Level-Up UpgradesBrotato level-up upgrades explained: how the four choices work, what each tier gives, how rerolls are priced, how XP adds up, and which upgrades matter most.
  • CharactersBrotato characters explained: which potatoes start unlocked, how to unlock the rest, what each one changes in a run, and what the Abyssal Terrors DLC adds.
  • ItemsBrotato items explained: what they do, how Tier I to Tier IV differ, how to get them from the shop and crates, and which items are worth picking first.
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