Brotato - Characters

The playable potatoes of Brotato. Every character is the same run structure with a different set of stat modifiers, starting weapons and one signature rule that pushes a build in a direction, and each one is unlocked by clearing a challenge with another character. The base game ships the bulk of the...
of 31 entries · updated 2026-09-15
Name Description Role Abilities Source
Well-Rounded The default potato and the one the tutorial hands you: a flat bonus to health, movement and harvesting with no downside at all. Balanced starter +5 Max HP +5% Speed +8 Harvesting No negative modifier Available from the start
Brawler A fist-fighter built around the unarmed weapon line, trading reach for raw close-range output. Unarmed melee Bonuses to unarmed and melee damage Close-range pressure build Base game character
Crazy A high-tempo attacker that leans on attack speed at the cost of other stats, so the run lives or dies on how fast the weapon line comes online. Attack speed glass cannon Large attack speed bonus Trade-off in defensive stats Base game character
Ranger The ranged character, starting with a pistol and a big range bonus so shots connect from outside the crowd. Ranged specialist +50 Range Starts with 1 Pistol Ranged damage scaling Base game character
Mage A caster frame that scales elemental damage and magic weapons, including the wand, scepter and staff lines. Elemental caster Elemental damage bonus Magic weapon focus Base game character
Chunky An enormous health pool on a slow body, built to walk through contact damage instead of dodging it. Health tank Very large Max HP bonus Movement speed penalty Defensive build enabler Base game character
Lucky A character that turns the Luck stat into the centre of the build, improving crate and consumable outcomes and the quality of what the shop offers. Luck and drop economy Luck bonus Better drop and crate outcomes Base game character
Mutant The character that takes the choice out of levelling: upgrades are assigned rather than picked, in exchange for a stronger body overall. Randomised upgrade run Level-up upgrades are random instead of chosen Compensating stat bonuses Base game character
Generalist A frame with small bonuses spread across several damage types so that no single weapon family is wasted. Flexible all-rounder Broad minor stat bonuses No weapon family penalty Base game character
Loud A noisy potato that pulls more enemies onto the map, which is dangerous and profitable at the same time. High-density farming Increases enemy spawn density Higher material and experience income Base game character
Multitasker The only character that can hold twelve weapons instead of the usual six, at the cost of per-weapon damage. Weapon swarm 12 weapon slots instead of 6 Reduced damage per weapon Base game character
Saver A character built around banking materials and spending them later, rewarding patience over early aggression. Economy build Material economy bonuses Scales with saved currency Base game character
Sick A deliberately weakened potato whose run is about surviving a bad body with good itemization, and whose reward is the unlock for the Whetstone item. Debuffed brawler Negative baseline modifiers Unlocks the Whetstone item on a win Base game character
Farmer The harvesting character, converting the Harvesting stat into a steady material income that compounds across waves. Harvesting economy Harvesting bonuses Compounding material income Base game character
Ghost A spectral potato that leans on dodge and evasion instead of health, so a run is either untouched or suddenly over. Evasion build Dodge and evasion bonuses Low effective health Base game character
Speedy A fast, fragile frame that outruns most enemy patterns but cannot absorb mistakes. Mobility build Large movement speed bonus Reduced durability Base game character
Engineer The Engineering character, built around turrets, structures and the items that scale them so that damage happens without the potato swinging. Turret and structure build Engineering bonuses Turret and structure scaling Base game character
Hunter A precision character that stacks critical chance and rewards picking off elites before they close. Critical hit build Critical chance bonuses Elite-focused damage Base game character
One Armed The one-slot character: a single weapon slot against a large damage compensation, so the entire run funnels into one weapon that has to be merged aggressively. Single weapon specialist Only 1 weapon slot Large damage bonus to compensate Base game character
Bull A bruiser that fights by running through enemies rather than swinging at them, built around contact damage and body checks. Charge and ram Contact and charge damage Restricted weapon loadout Base game character
Knight An armored potato that turns the Armor stat into a real defensive plan, standing in the wave instead of circling it. Armor and shield Armor bonuses Shield and heavy weapon synergy Base game character
Demon A character that pays health for power, forcing the player to decide how much of the health bar is currency. Health-for-power trades Health costs on power gains High ceiling, low margin Base game character
Masochist A frame that gets stronger as it takes hits, converting incoming damage into output. Damage-taken scaling Scales with damage taken Sustain-dependent Base game character
Vampire A lifesteal character that heals by hitting, which makes Life Steal the priority stat over HP regen. Life steal build Life Steal bonuses Healing through damage Base game character
Arsonist An elemental character who turns explosions into persistent fire hazards: explosions leave a puddle of fire on the ground and burning enemies spread the effect further. Fire hazard stacker Explosions leave a fire puddle Burning enemies spread fire Unlocked by having 12 fire puddles active at once Primal Dread expansion (2026)
Caveman A prehistoric potato who burns his own weapons to stay in the light, which makes primitive weapons hit harder the more of the arsenal he sacrifices. Primitive weapon bruiser Burns own weapons to stay in the light Primitive weapons gain bonus damage Primal Dread expansion (2026); unlocked through an in-game challenge
Droid A machine potato built for the Mecha side of the Evolution system, converting mecha parts into weapon upgrades more efficiently than other characters. Mecha Evolution specialist Mecha Evolution focus Improved mecha parts economy Evolved weapons can be dismantled for parts Primal Dread expansion (2026); unlocked through an in-game challenge
Mad Scientist The Mutation counterpart to Droid, built around the Evolution path that mutates items so their effects copy and amplify. Mutation Evolution specialist Mutation Evolution focus Synergy with duplicated item effects Primal Dread expansion (2026); unlocked through an in-game challenge
Poacher A hunter who marks a hunting area on the map: every enemy killed inside it permanently raises damage for the rest of the run, at the cost of half the materials dropped by kills inside the zone. Hunting-area damage scaler Kills inside the hunting area permanently raise damage -50% materials from enemies killed inside the hunting area Unlocked by killing 20 different enemy types in The Jungle Primal Dread expansion (2026)
Survivor A scavenger whose weapon economy runs entirely through crates: crate loot can give a weapon while the shop refuses to sell any, so the build is assembled from what the map drops. Crate weapon economy Crate loot can give a weapon No weapons offered in the shop Primal Dread expansion (2026); unlocked through an in-game challenge
Time Shifter A temporal potato who shifts time when taking damage, so some waves arrive out of order, although the first and the final wave never move. Wave-order manipulator Shifts time when taking damage Some waves arrive out of order (first and final waves never move) +5% Speed 100% reduction to Dodge modifications Primal Dread expansion (2026); unlocked through an in-game challenge
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