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.
Showing 47 of 78 items.
Type
Melee
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
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
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.
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.
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%.
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.

