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Dodge vs Armor — how Brotato's defensive stats really work

Updated 2026-11-03 · for v1.1 + Paws & Claws

Both stats keep you alive. They do it in very different ways.

Dodge: a chance to take nothing

Dodge is the percent chance to ignore a hit completely. It's capped at 60% for most characters. Cryptid goes to 70%, Ghost to 90%, and Sailor stops at 20%. Negative dodge counts as zero, so it never makes you easier to hit.

Dodge is swingy. At 60% you still take four hits out of ten, and a bad streak in wave 20 ends runs. Pair it with healing that triggers on dodge, like Adrenaline (+5% dodge, 50% chance to heal 5 HP when you dodge).

Armor: less damage from every hit

Armor reduces every hit you take. Each point is worth roughly 6.66% more effective HP, and there's no cap. It's steady where dodge is lucky. Negative armor is the dangerous one, because it increases the damage you take.

Which one to stack

  • Most characters: armor first, dodge up to around 30–40% if items offer it cheaply.
  • Dodge characters: Brawler (+15%) and Ghost (+30%, cap 90%) should push dodge to the cap. Ghost has −100 armor, so dodge is the only defence it has.
  • Armor characters: Knight gets +2 Melee Damage per point of armor. Golem gets 33% more from armor modifiers. Both want every point they can find.
  • Avoid: heavy dodge investment on Crazy (−30% dodge) or Sailor (capped at 20%).

Cheap sources

Item Gives Price
Helmet +1 Armor, −2% Speed 15
Feather +3% Dodge, +1 Ranged Damage 18
Peaceful Bee +4% Dodge, +4 Harvesting 18
Leather Vest +2 Armor, +6% Dodge, −3 Max HP 45
Cape +20% Dodge, +5% Life Steal 110