Antewise

Brotato Wave and Enemy Guide

Updated 20 Oct 2026 Source Synthesized from published Brotato guides; rewritten in original wording on 20 October 2026 By

The shape of a run

A Brotato run is 20 waves that escalate in count, speed and damage. Early waves are a warm-up. The late waves are where a weak build is exposed.

Wave 20 is the boss wave. Reaching it with a focused loadout is the whole game; surviving it is the win.

Reading a wave

Each wave spawns a mix that rewards movement and range. Ranged enemies punish tight corners. Bombers punish standing still. Fast chasers punish a run that stops to loot.

Thin the pack before it closes. A weapon with range and attack speed clears the edge of a wave while you kite the center.

Enemy types

  • Chasers swarm and melee. They are easy alone and lethal in a surround.
  • Shooters fire from range and punish bad positioning.
  • Bombers explode on contact and punish standing still.
  • Tanks soak damage and need focused DPS to drop.
  • Elites arrive later and combine these threats at higher stats.

Keep an exit path open at all times. Wave 20 checks whether the build had a plan or only strong items.

Where to go next

Read stats explained to raise the defense that late waves demand. Then see common mistakes for the habits that end runs.

Frequently asked questions

How many waves are in a Brotato run?

A standard run lasts 20 waves. Wave 20 is the boss wave, and clearing it wins the run.

What enemy types should I fear most?

Ranged enemies punish tight positioning, and bombers punish standing still. Fast chasers break a run that stops moving.

When do elites appear?

Stronger enemy variants appear as the wave count climbs. They hit harder and need a built loadout, not a starter weapon.

More Brotato guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.