Stat caps and breakpoints — where more stops helping
Updated 2026-11-03 · for v1.1 + Paws & Claws
Some stats in Brotato keep paying no matter how high they go, and some stop. Knowing the ceilings saves materials and, more often, saves the run you spent them on.
Hard caps
Dodge: 60%. Every point past 60 is wasted, with three exceptions: Ghost raises the cap to 90, Cryptid to 70, and Sailor lowers it to 20. If you are at 55% Dodge, two more Dodge items are the last two you buy.
Speed has a cap too, well above what a normal run reaches; the practical ceiling is how much faster you can run than enemies without losing the ability to turn.
Diminishing returns
Armor reduces incoming damage by a fraction that grows slower as Armor grows. Each point is worth roughly the same amount of effective health (around 6–7%), so Armor never becomes useless, but 30 Armor is not three times as good as 10 against the feeling of being hit.
HP Regeneration heals faster with each point but each point adds less speed than the one before. The first ten points matter most.
Luck raises rarity and drops linearly, but shop rarity has a ceiling by wave, so Luck past about 100 mainly helps consumables.
Stats that scale cleanly
Damage %, flat damage, Attack Speed, Crit Chance (up to 100%), Engineering, Harvesting. Keep buying these; the only limit is the shop.
Breakpoints worth knowing
- Crit Chance 100% on a Precise build: every hit crits, and further Crit Chance is wasted.
- Pierce and Bounce add whole extra targets; the first point of each is worth far more than the fifth.
- Harvesting grows 5% every time it pays, so a point bought on wave 3 pays out about twice what the same point pays bought on wave 15.
Reading the stat pages
Each stat page lists the cap or formula where one exists, and the items and characters that modify it. When a character changes a cap it is in the stat line on the character page.