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

GolemMax HP and Armor scale 33% harder; with armor-scaling weapons it stops taking meaningful damage and the no-healing clause rarely matters.
KingRewards buying Tier IV items with stats that compound; the mid-game spike is the strongest in the roster.
LoudMore enemies means more materials and more targets; the economy outruns the extra danger from wave 5 on.
TechnomageElemental damage feeds structures and structures feed elemental damage; the loop is self-sustaining by wave 10.
CryptidTrees are free regen, materials and XP; protect them and the run becomes a formality.
CreatureCurse scaling turns every cursed enemy into a payout and the kit never runs out of targets.

A tier

ArtificerExplosion scaling from a starting weapon that already explodes; needs explosion size, then wins.
CrazyCrit damage on fast weapons; the only thing it needs from the shop is crit chance.
EngineerStructures ignore most defensive pressure; weak start, dominant late.
ExplorerBigger map plus materials from exploration; safe, rich, slightly slow.
DiverMaterial drops become damage; thrives on the shared shop weighting.
BuccaneerRanged scaling with a naval twist; consistent at Danger 5.
LuckyLuck is damage, drops and rarity at once; the run snowballs from wave 1.
MageFire spread does the clearing for you; elemental items are plentiful.
FishermanPiercing water damage with a built-in economy; easy Endless scaling.
JackElite and boss damage, more materials from them; Danger 5 feeds it.
DwarfHeavy weapons with HP scaling; slow, inevitable.
SailorNaval set bonuses plus curse pay-offs; strong with Abyssal items.
HunterRange and crit on precise weapons; kites well, dies rarely.
VampireLife steal that scales with damage; needs attack speed, then self-sustains.
RangerPure ranged scaling and range; the safest learning character that still wins Danger 5.
EntrepreneurEconomy plus material-count damage; strongest shops in the game.

B tier

BrawlerUnarmed attack speed and dodge; strong early, falls off if dodge caps before damage arrives.
KnightArmor-scaling melee on medieval weapons; solid, rarely spectacular.
ChunkyMax HP scaling on a huge pool; relies on finding HP-to-damage conversions.
OldSmall map and slow enemies help turrets; capped by the one-weapon-per-slot limits.
MutantFaster levelling means more stat upgrades; the stats are generic.
WildlingPrimitive weapons with a nature theme; fine, not fast.
DruidFruit and luck; strong economy, needs a damage plan.
CaptainXP per free weapon slot; a stat-stacking puzzle that rewards discipline.
HikerMaterials from distance travelled; comfortable mid-tier economy.
GladiatorMelee combos with attack speed; strong once six weapons are online.
LichCurse and regen trade; safe but slow.
GluttonConsumables heal and empower; depends on drop luck.
FarmerHarvesting scaling; wins by wave 20 if it survives wave 8.
StreamerStand still for materials and armor per structure; awkward solo, good in co-op.
CyborgEngineering and tools; competent, unspectacular.
Arms DealerCheap weapons let you buy six Tier IVs early; items suffer for it.
SaverMaterials into damage; needs restraint in the shop.
BabyXP stat gains; strong late, fragile early.
BullExplodes when hit; the Paws & Claws restrictions pulled it down from A.
Beast MasterPet-only play; viable and fun, not yet as consistent as weapon builds.
SoldierStatic damage and attack speed since Paws & Claws; honest middle of the pack.
ApprenticeFlat stats on level-up; fine on every build, great on none.
ChefBurning-enemy damage; needs a fire source, excellent in co-op with a mage.
OgreOverkill explosions; strong with heavy weapons, dies to chip.
CuriousItem variety into XP; builds are deliberately scattered.

C tier

Well RoundedNo weaknesses, no scaling; the tutorial character.
SpeedySpeed into damage; fun, capped by how fast you can actually move.
SickRegen into damage via sickness; fragile until it clicks.
MasochistDamage per hit taken; the hits add up.
PacifistMaterials for not killing; wins Danger 0, struggles above.
GangsterStealing spawns elites; high variance.
RomanticItem-pair scaling; needs the right drops.
BuilderStructure range and attack speed from unspent materials; slow and positional.
DoctorHealing into damage; the conversion is weak.
GeneralistThree melee plus three ranged; set bonuses suffer.
MultitaskerTwelve weapons at reduced damage; shop costs balloon.
One ArmedOne weapon, huge attack speed; feast or famine.
Ghost90% dodge cap but no armor; one bad roll ends the run.
RenegadeDodge and speed on a thin frame.
VagabondRandom stat ups; coin-flip runs.
DemonBuys with HP; strong hands, dangerous habit.

D tier

WoundedDies in one hit; a challenge character, not a build.