Brotato's stat caps: attack speed, crit, life steal and regeneration
Where the hard limits are, which weapons actually run into them, and why life steal is a different stat on a Minigun than on a Pistol.
Numbers are from the Brotato Wiki as of 28 Oct 2026. Not checked in-game. The wiki says negative Attack Speed uses a different formula that it doesn't spell out, so I leave negative values out of this guide.
Most Brotato stats just keep going up, which makes it easy to forget that a few of them stop. Putting points into a stat that's already capped is the quickest way to waste a shop visit. This is a rundown of which ones stop, where, and what that means for the weapons you carry.
The cheat sheet
| Stat | Limit | Notes |
|---|---|---|
| Dodge | 60% | 70% Cryptid and the Ghost Outfit item, 90% Ghost, 20% Sailor |
| Crit chance | 100% | Weapon's own chance plus your stat |
| Attacks per second | 12 | About 0.083 seconds between attacks |
| Life steal | 10 HP per second | One heal at most every 0.1 seconds |
| Range | Floor of 25 | It can't go lower than that |
| Damage, Max HP, armor, luck | No cap | Minimum damage per hit is 1 |
I covered dodge in its own guide. The rest are below.
Attack speed and the 12 per second cap
A positive Attack Speed divides the weapon's cooldown. 100% Attack Speed halves it, 200% cuts it to a third.
cooldown = base cooldown ÷ (1 + Attack Speed ÷ 100)
The cap is 12 attacks per second, which means a cooldown can't go below about 0.083 seconds. For most weapons you'll never get near it. A Pistol with a 1.2 second cooldown would need over 1,300% Attack Speed. The ones that care are the rapid-fire guns:
| Weapon | Tier | Base cooldown | Attack Speed to reach the cap |
|---|---|---|---|
| SMG | 1 to 3 | 0.17 s | 104% |
| SMG | 4 | 0.15 s | 80% |
| Flamethrower | 2 and 3 | 0.12 s | 44% |
| Flamethrower | 4 | 0.09 s | 8% |
| Minigun | 3 and 4 | 0.09 s | 8% |
So 8% Attack Speed is already enough for a Minigun, and past that every point of Attack Speed does nothing for it. An SMG lets you go further, but anything over about 104% is wasted there too. The Chain Gun and Gatling Laser (tier 4) already list a cooldown of 0.073, below the cap. How the game treats that isn't explained on the wiki, so I'd treat Attack Speed as dead weight for them.
The wiki also says very fast weapons see diminishing returns from Attack Speed, and that a high Range slightly slows melee weapons. Neither is spelled out, so the numbers I give are the simple formula above.
Crit chance
The cap is 100%, and weapons start with their own chance. A Knife begins at 20%, so +80% from stats and items would take it to the limit. A Stick starts at 3%.
What a point of crit is worth depends on the weapon's crit multiplier. The Knife crits for 2.5×, the Stick for 1.5×:
average hit = hit × (1 + crit chance × (multiplier − 1))
On a Knife with a 20.4 damage hit (10 Melee Damage, +20% Damage), going from 20% to 100% crit chance lifts the average hit from 26.5 to 51. That's nearly double. Each extra point of crit is worth about 0.31 damage on that Knife, against about 0.09 on a Stick doing 18 damage. Same stat, around three times the value, purely because of the multiplier. The Precise class helps here with +3% crit at two weapons, rising to +15% at six.
Life steal, and why speed matters
Life steal isn't a percentage of your damage. Each attack has a chance, equal to your Life Steal %, to heal you for 1 HP. It can only trigger once every 0.1 seconds, which is where the 10 HP per second ceiling comes from.
Because it's per attack, the same stat does very different things on different weapons. With 10% Life Steal and no Attack Speed:
| Weapon (tier 1) | Attacks per second | Healing from 10% life steal |
|---|---|---|
| Pistol | 0.83 | 0.08 HP/s |
| SMG | 5.9 | 0.59 HP/s |
| SMG with 100% Attack Speed | 11.8 | 1.18 HP/s |
That's a gap of about fourteen times between the Pistol and a fast SMG for the same stat. It's why life-steal characters and items need fast attackers to pay off. A few weapons carry their own built in: Scissors list 40% at tier 1, rising to 60% at tier 4, Circular Saw 45% to 60%, Medical Gun 50% to 65%, and the Scythe 100% at tier 4. I haven't confirmed whether weapon life steal and the stat add together, so I haven't mixed them above.
Where it comes from: Sick starts at +25%, Lich +10%, Wildling gets +30% with Primitive weapons, and the Blade class adds 1% per weapon above one. A few characters (Chunky, Cryptid, Druid) go the other way and take 100% off it.
HP regeneration
Regen doesn't have a cap in the usual sense, but it has strongly diminishing returns, so I'd call it a soft one. The first point gives 0.20 HP per second, and every point after that adds about 0.089:
| Regeneration | 1 | 5 | 10 | 20 | 30 |
|---|---|---|---|---|---|
| HP per second | 0.20 | 0.56 | 1.00 | 1.89 | 2.78 |
Negative regeneration counts as zero. Ten regen is a clean 1 HP per second, which is a useful number to remember when you're comparing it with life steal on a given weapon.
Where the numbers come from
Caps, regeneration and life steal rules: Brotato Wiki, Stats. Weapon, character and class data: the wiki's Weapons and Characters pages. All CC BY-SA 4.0, retrieved 28 Oct 2026. Tables are computed with the Spudlab maths. Written in my own words. Unofficial, not affiliated with Blobfish.