Brotato potato face BROTATO

Gangster build: steal one item per shop

Updated for Brotato 1.2.0.1 · checked 2026-11-05

Brotato gameplay screenshot 2 from the Steam store pageBrotato gameplay screenshot 3 from the Steam store page
Gangster facts from the public character, weapon, or item pages
setAbyssal Terrors1 source · entity reference
stat modifiersCan steal 1 item per shop; Stealing from the shop can spawn an elite; All future elites and bosses become stronger when you kill an elite or a boss; +20 % Items Price; Can't lock items1 source · entity reference
item tagsNone Abyssal Terrors DLC This content is part of the Abyssal Terrors DLC.1 source · entity reference
unlock conditionReroll 10 times in a single shop1 source · entity reference
unlocks itemGrenade Launcher1 source · entity reference

Editorial strategy: recommendations below follow the cited character rules; the source table records the underlying facts.

Build and shop priorities

Gangster can steal one shop item, but theft can add an elite and later elite or boss kills strengthen future encounters. Our editorial opening is a self sufficient weapon family before using theft to accelerate the run. Higher item prices make a free purchase tempting; they do not erase its combat consequences. Because items cannot be locked, judge the current offer and the current loadout together instead of building a plan that depends on reserving a perfect item for later. A stolen upgrade is useful when it meaningfully improves the ability to handle the additional pressure it can create.

Unlock and clear reward

Reroll ten times in one shop to unlock Gangster. Its clear reward is Grenade Launcher. Spread out rerolls across many shops do not match the condition. The unlock challenge and Gangster's own no lock rule describe different decisions: preparing a reroll budget to unlock the character does not mean excessive rerolling is always the right way to play it.

Character source:Reroll 10 times in a single shop. Clear reward:Grenade Launcher.

Danger 5 decisions

For Danger 5, compare theft with the next elite encounter rather than only comparing the item's price. A run already struggling to damage a durable target may benefit more from passing on a marginal theft. Keep survival and focused damage current before chasing more stolen value. The character's escalation rule makes each successful elite fight part of the budget for later fights.

Nightmare risk planning

Nightmare adds pressure before any theft generated elite is considered. Our recommendation is to steal selectively, especially when the offered effect improves crowd clearing but leaves the main durable target problem unsolved. Maintain room for retreat and avoid treating a previous successful theft as proof that the next one is equally safe. The sources give the risk mechanic, not a guaranteed profitable theft schedule.

Compare the weapon classes and available stats, unlock entry, Danger 5 rules, and Nightmare changes before adapting the loadout.

Gangster can steal one item per shop visit, and a theft can spawn an elite. Killing elites and bosses makes later elites and bosses stronger. Item prices are up 20 percent, and you cannot lock items. The unlock is rerolling one shop 10 times. A clear unlocks Grenade Launcher. MetaBrotato frames the run as theft plus economy. I would not promise a stable elite spawn rate beyond the sentence on the character page, because I do not have a second source counting how often the elite appears.

Related pages

FAQ

Can Gangster lock the shop?

No. The character page says you cannot lock items, and prices are 20 percent higher.

Which set includes Gangster?

The copied field list places Gangster in Abyssal Terrors. 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.