Arms Dealer: cheap weapons that vanish
Updated for Brotato 1.2.0.1 · checked 2026-11-05

| set | Base | 1 source · entity reference |
|---|---|---|
| stat modifiers | -95% Weapons Price; +30 Harvesting; Damage modifications are increased by +33%; You start with 1 Dangerous Bunny; Shops always sell at least 1 weapon; All of your weapons are destroyed when entering a shop | 1 source · entity reference |
| item tags | None | 1 source · entity reference |
| unlock condition | Recycle 12 weapons during a run | 1 source · entity reference |
| unlocks item | Anvil | 1 source · entity reference |
Editorial strategy: recommendations below follow the cited character rules; the source table records the underlying facts.
Build and shop priorities
Arms Dealer destroys its equipped weapons when entering a shop, so the useful build is a shopping process rather than a permanent six weapon collection. Our editorial first purchase is whatever coherent, affordable damage package the current shop supports. Weapon prices are heavily discounted and at least one weapon is offered, but a future offer is not a guarantee of a particular family. Reserve materials to obtain a functioning next wave loadout before spending on optional passive items. Damage and economy investments that survive shop transitions deserve more attention than sentimental attachment to the gun used in the previous wave.
Unlock and clear reward
Recycle twelve weapons during a run to unlock Arms Dealer. A clear with Arms Dealer unlocks Anvil. Its starting Dangerous Bunny and guaranteed shop weapon are parts of the character's rules, not evidence that every shop will supply the precise upgrade you wanted. Distinguish the recycling challenge from the automatic destruction that defines this character.
Character source:Recycle 12 weapons during a run. Clear reward:Anvil.
Danger 5 decisions
For Danger 5, review the next wave's immediate needs before buying a stylish but incomplete assortment. A single target weapon may need crowd coverage beside it, while a close range package needs enough defense to approach. Do not leave the shop with passive purchases and assume the previous weapons are still equipped. The reset makes that final loadout check especially important.
Nightmare risk planning
Nightmare narrows the margin for a weak rental loadout. Keep a flexible list of useful ranged and melee families rather than requiring one rare weapon every round. Reroll only while enough budget remains to buy the offered alternatives. Our recommendation is to prioritize a complete damage pattern and movement safety over speculative saving for a weapon that will be destroyed at the following shop.
Compare the weapon classes and available stats, unlock entry, Danger 5 rules, and Nightmare changes before adapting the loadout.
Arms Dealer cuts weapon prices by 95 percent, adds 30 harvesting, and modifies damage by plus 33 percent. You start with a Dangerous Bunny. The shop always offers at least one weapon, and every weapon you own is destroyed when you enter the shop. That last rule is the build: you are renting guns, not collecting them. The unlock is recycling 12 weapons in one run. A clear unlocks Anvil. MetaBrotato describes the loop as the bunny plus a weapon cycle. I would not tell someone to hunt a tier-4 collector set here, because the shop visit deletes it. Harvesting pays for the next rental.
Related pages
FAQ
Do Arms Dealer weapons persist?
No. Entering the shop destroys them. The run is a rental loop plus the starting bunny.
Which set includes Arms Dealer?
The copied field list places Arms Dealer in Base. I do not move a character between sets to match a tier list.
Sources
Public pages linked below were compared on 2026-11-05. Rows with one source are labeled; differing catalogs retain their own counts.
- Brotato Wiki: Arms Dealer — checked 2026-11-05
- Steam all-character guide — checked 2026-11-05