Brotato character tier list
v1 · v1.1 + Paws & Claws (pre-Primal Dread) · Danger 5, solo · updated 2026-10-31
Ranked for a Danger 5 solo win with ordinary shop luck. S means the character wins with almost any coherent plan; D means it needs a specific setup or a lot of luck. Co-op changes several placements - see the co-op guide. v2 follows the Primal Dread balance pass.
S tier
| Golem | Max HP and Armor scale 33% harder; with armor-scaling weapons it stops taking meaningful damage and the no-healing clause rarely matters. |
| King | Rewards buying Tier IV items with stats that compound; the mid-game spike is the strongest in the roster. |
| Loud | More enemies means more materials and more targets; the economy outruns the extra danger from wave 5 on. |
| Technomage | Elemental damage feeds structures and structures feed elemental damage; the loop is self-sustaining by wave 10. |
| Cryptid | Trees are free regen, materials and XP; protect them and the run becomes a formality. |
| Creature | Curse scaling turns every cursed enemy into a payout and the kit never runs out of targets. |
A tier
| Artificer | Explosion scaling from a starting weapon that already explodes; needs explosion size, then wins. |
| Crazy | Crit damage on fast weapons; the only thing it needs from the shop is crit chance. |
| Engineer | Structures ignore most defensive pressure; weak start, dominant late. |
| Explorer | Bigger map plus materials from exploration; safe, rich, slightly slow. |
| Diver | Material drops become damage; thrives on the shared shop weighting. |
| Buccaneer | Ranged scaling with a naval twist; consistent at Danger 5. |
| Lucky | Luck is damage, drops and rarity at once; the run snowballs from wave 1. |
| Mage | Fire spread does the clearing for you; elemental items are plentiful. |
| Fisherman | Piercing water damage with a built-in economy; easy Endless scaling. |
| Jack | Elite and boss damage, more materials from them; Danger 5 feeds it. |
| Dwarf | Heavy weapons with HP scaling; slow, inevitable. |
| Sailor | Naval set bonuses plus curse pay-offs; strong with Abyssal items. |
| Hunter | Range and crit on precise weapons; kites well, dies rarely. |
| Vampire | Life steal that scales with damage; needs attack speed, then self-sustains. |
| Ranger | Pure ranged scaling and range; the safest learning character that still wins Danger 5. |
| Entrepreneur | Economy plus material-count damage; strongest shops in the game. |
B tier
| Brawler | Unarmed attack speed and dodge; strong early, falls off if dodge caps before damage arrives. |
| Knight | Armor-scaling melee on medieval weapons; solid, rarely spectacular. |
| Chunky | Max HP scaling on a huge pool; relies on finding HP-to-damage conversions. |
| Old | Small map and slow enemies help turrets; capped by the one-weapon-per-slot limits. |
| Mutant | Faster levelling means more stat upgrades; the stats are generic. |
| Wildling | Primitive weapons with a nature theme; fine, not fast. |
| Druid | Fruit and luck; strong economy, needs a damage plan. |
| Captain | XP per free weapon slot; a stat-stacking puzzle that rewards discipline. |
| Hiker | Materials from distance travelled; comfortable mid-tier economy. |
| Gladiator | Melee combos with attack speed; strong once six weapons are online. |
| Lich | Curse and regen trade; safe but slow. |
| Glutton | Consumables heal and empower; depends on drop luck. |
| Farmer | Harvesting scaling; wins by wave 20 if it survives wave 8. |
| Streamer | Stand still for materials and armor per structure; awkward solo, good in co-op. |
| Cyborg | Engineering and tools; competent, unspectacular. |
| Arms Dealer | Cheap weapons let you buy six Tier IVs early; items suffer for it. |
| Saver | Materials into damage; needs restraint in the shop. |
| Baby | XP stat gains; strong late, fragile early. |
| Bull | Explodes when hit; the Paws & Claws restrictions pulled it down from A. |
| Beast Master | Pet-only play; viable and fun, not yet as consistent as weapon builds. |
| Soldier | Static damage and attack speed since Paws & Claws; honest middle of the pack. |
| Apprentice | Flat stats on level-up; fine on every build, great on none. |
| Chef | Burning-enemy damage; needs a fire source, excellent in co-op with a mage. |
| Ogre | Overkill explosions; strong with heavy weapons, dies to chip. |
| Curious | Item variety into XP; builds are deliberately scattered. |
C tier
| Well Rounded | No weaknesses, no scaling; the tutorial character. |
| Speedy | Speed into damage; fun, capped by how fast you can actually move. |
| Sick | Regen into damage via sickness; fragile until it clicks. |
| Masochist | Damage per hit taken; the hits add up. |
| Pacifist | Materials for not killing; wins Danger 0, struggles above. |
| Gangster | Stealing spawns elites; high variance. |
| Romantic | Item-pair scaling; needs the right drops. |
| Builder | Structure range and attack speed from unspent materials; slow and positional. |
| Doctor | Healing into damage; the conversion is weak. |
| Generalist | Three melee plus three ranged; set bonuses suffer. |
| Multitasker | Twelve weapons at reduced damage; shop costs balloon. |
| One Armed | One weapon, huge attack speed; feast or famine. |
| Ghost | 90% dodge cap but no armor; one bad roll ends the run. |
| Renegade | Dodge and speed on a thin frame. |
| Vagabond | Random stat ups; coin-flip runs. |
| Demon | Buys with HP; strong hands, dangerous habit. |
D tier
| Wounded | Dies in one hit; a challenge character, not a build. |