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Vagabond build: six different weapon classes

Updated for Brotato 1.2.0.1 · checked 2026-11-05

Brotato gameplay screenshot 4 from the Steam store pageBrotato gameplay screenshot 5 from the Steam store page
Vagabond facts from the public character, weapon, or item pages
setBase1 source · entity reference
stat modifiersEquipped weapons always contribute to the class bonuses of other equipped weapons; You can't equip two of the same weapon at the same time; -5 Armor; -5 % Dodge; Luck modifications are reduced by 50%; Harvesting modifications are reduced by 50%1 source · entity reference
item tagsNone1 source · entity reference
unlock conditionHave 6 different weapons at once1 source · entity reference
unlocks itemJelly1 source · entity reference

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

Build and shop priorities

Vagabond cannot equip duplicate weapons and lets equipped weapons contribute to the class bonuses of the other equipped weapons. Our editorial opening is a small set of different names that still follows a coherent damage direction. Diversity does not require buying every attack type indiscriminately. Inspect class tags and decide which shared bonuses actually support the chosen weapons before adding the next unique name. The starting armor and dodge penalties mean that an attractive class combination still needs protection. Luck and harvesting gains are reduced, so compare their displayed results against more immediate clearing or defensive purchases.

Unlock and clear reward

Hold six different weapons at once to unlock Vagabond. Its clear reward is Jelly. That requirement suits the character's later equipment rule, but unlocking it does not require a perfect six class combination. Distinct weapon names are the relevant checklist. Replacing one unique weapon with another after the unlock should be a build decision about coverage and bonuses.

Character source:Have 6 different weapons at once. Clear reward:Jelly.

Danger 5 decisions

Danger 5 advice is to improve the weakest equipped role without breaking a useful set of shared class bonuses. A new weapon can look stronger alone while making the full mixture less coherent. Review armor before an elite wave because the starting deficit is a real survival cost. Do not assume the class rule cancels a weapon's individual scaling requirements.

Nightmare risk planning

For Nightmare, favor a mix that continues dealing damage during retreat and has a response to close pressure. The duplicate restriction makes a standard six identical weapon prescription unusable. Our recommendation is to keep alternative unique names in mind and evaluate the complete loadout after each replacement. Buying back some defensive weakness can matter more than completing the most elaborate theoretical class collection.

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

Vagabond makes every weapon grant its class bonus to your other weapons, and you cannot hold two copies of the same weapon. Armor is minus 5, dodge is minus 5 percent, and luck and harvesting are modified by minus 50 percent. The unlock is holding six different weapons at once. A clear unlocks Jelly. MetaBrotato talks about stacking classes. I follow that: the value is six different class tags, not six copies of one strong gun.

Related pages

FAQ

Can Vagabond stack one weapon?

No. Two copies of the same weapon are banned. The value is six different classes.

Which set includes Vagabond?

The copied field list places Vagabond 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.