Dodge in Brotato: the caps, the characters that break them, and why the last 10% matters most
Dodge is capped at 60% for most characters, and a few characters and items move that cap. Here's where dodge comes from, what it's worth, and why it gets much better close to the cap.
Numbers are from the Brotato Wiki as of 28 Oct 2026. Not checked in-game. How armor and dodge combine is not on the wiki, so the combined figures below are estimates.
Dodge looks like a minor stat until you work out what it does to your hit points. Then it looks like the strongest defence in the game, with a ceiling bolted on. The ceiling is the interesting bit.
What the cap is
For most characters, dodge tops out at 60%. Anything above that is wasted. The wiki lists exceptions, and you can see them in the character data:
| Who | Cap | What else |
|---|---|---|
| Most characters | 60% | Default. |
| Cryptid | 70% | Gains attack speed when it dodges an attack, until the wave ends. |
| Ghost | 90% | Starts with +30% dodge and -100 armor. |
| Sailor (DLC) | 20% | Dodge is nearly pointless here. |
| Ghost Outfit (item) | 70% | +10% dodge, -5% speed, -3 armor. Unlocked by reaching 70% dodge. |
The Ghost Outfit is a good reminder that the cap isn't only about who you pick. What happens if you wear it as Ghost, whose cap is already 90%, isn't described anywhere I can find, so I won't guess.
Why the last 10% is worth the most
Armor adds survivability in a straight line (see the armor guide). Dodge doesn't. If you avoid a share d of hits, you effectively have:
effective HP = Max HP ÷ (1 − dodge)
Look at what that does as dodge climbs, with the other numbers held still:
| Dodge | Effective HP multiplier |
|---|---|
| 0% | ×1.00 |
| 30% | ×1.43 |
| 50% | ×2.00 |
| 60% | ×2.50 |
| 70% | ×3.33 |
| 80% | ×5.00 |
| 90% | ×10.0 |
Going from 0% to 10% dodge gives you about 11% more effective HP. Going from 80% to 90% doubles it. That's why raising the cap is such a big deal for Ghost, and why Cryptid's extra 10 points are worth chasing if you can get there. It's also why Sailor can ignore dodge entirely: the cap is 20%, which is a ×1.25 multiplier at best.
Dodge is a chance, not a guarantee. Effective HP is an average, and a bad stretch of misses hurts more when you're relying on 70% than when you have a big armor stack behind you.
Where dodge comes from
Items first. These are a few from the item data, along with what they cost you:
| Item | Dodge | The catch |
|---|---|---|
| Cape | +20% | -2 Melee, Ranged and Elemental Damage (also +5% life steal) |
| Jet Pack | +10% | -5 Max HP, -1 armor (also +15% speed) |
| Gambling Token | +8% | -1 armor |
| Leather Vest | +6% | -3 Max HP (also +2 armor) |
| Clover | +6% | -2% life steal (also +20 luck) |
| Chameleon | +3%, +20% while standing still | -4% damage |
| Adrenaline | +5% | 50% chance to heal 5 HP when you dodge |
Then weapon classes. These add up fast because they come from weapons you're carrying anyway:
- Unarmed: +3% dodge at two weapons, up to +15% at six.
- Ethereal: +6% at two, up to +30% at six, but it takes armor off you (-1 up to -5).
- Medieval: +3% dodge at three weapons and +6% at five, plus a little armor.
Characters set the starting point. Brawler gets +15% dodge, Ghost +30%, Crazy loses 30%, and Chunky halves the effect of any dodge you pick up.
Dodge and armor together
This is where I have to be straight with you. The wiki tells you how each stat works on its own and doesn't describe how they combine. The calculator treats them as two separate layers, which means your effective HP is Max HP ÷ armor-multiplier ÷ (1 − dodge). That's the natural guess, not a confirmed fact. With that caveat, on a 50 HP character:
| Armor | Dodge | Effective HP (estimate) |
|---|---|---|
| 0 | 0% | 50 |
| 0 | 30% | 71 |
| 0 | 60% | 125 |
| 15 | 0% | 100 |
| 15 | 30% | 143 |
| 15 | 60% | 250 |
For a Ghost on 40 HP with -100 armor and the full 90% dodge, the same method gives about 214 effective HP. It looks great on paper, but the build is balanced on dodging almost everything, because anything that does land is hit for roughly 187% of normal damage. Either way, the number says more about how you'd feel in a bad wave than about average results.
Where the numbers come from
Caps, character text, item stats and weapon class bonuses: Brotato Wiki (Stats, Characters, Items and Weapons pages), licensed CC BY-SA 4.0, retrieved 28 Oct 2026. Effective HP figures are calculated from the formulas above. Written in my own words. Unofficial, not affiliated with Blobfish.