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Bull character portrait

Bull build

  • +20 Max HP
  • +15 HP Regeneration
  • +10 Armor
  • HP Regeneration modifications are increased by 50%
  • You explode for 30 (+300% Melee Damage, +300% Ranged Damage, +300% Elemental Damage) damage when you take damage
  • You can’t equip weapons

How players win with Bull Community consensus

No weapons; Bull explodes when hit, so stack Armor, HP Regeneration and Speed to survive and pick when to take damage, plus Explosion Damage and Size. Sources disagree on damage stats: the wiki and AdamsIdeas say Melee, Ranged and Elemental Damage scale explosions equally, while B the No-Self prefers Melee and avoids Ranged/Elemental level-ups.

Stats: Armor, HP Regeneration, Speed, Max HP, Melee Damage, Explosion Damage, Explosion Size.

Avoid: Dodge, Life Steal, Attack Speed, Range, Crit Chance, A second Blood Donation.

Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.

No weapons

Bull cannot equip weapons. All damage comes from the explosion when you take damage, which scales 300% with Melee, Ranged and Elemental Damage.

Items for the stats this build buys Computed from item data

Ranked by points per base material after Bull's multiplier; prices rise each wave. Downsides are listed because they hit other stats.

HP Regeneration Bull multiplies it

Items that turn Bull's stats into more

Items that use Bull's effects

You explode for 30 (+300% Melee Damage, +300% Ranged Damage, +300% Elemental Damage) damage when you take damage

What the modifiers change Computed from rules

Bull cannot equip weapons, so the build is the items that feed Bull's own damage effects.

HP Regeneration ×1.50
Every point from items, level-ups and set bonuses counts ×1.50; penalties grow by the same factor.

Never offered to Bull

Item groups: lifesteal.

Assumptions and method

  • Damage per hit = round(trunc(base + Σ stat × scaling) × (1 + %Damage/100 + class %Damage/100)); crits average in as chance × round(hit × multiplier). Formulas are datamined from the game code; weapon numbers come from the game-file tables.
  • Cooldown is the tooltip value, which includes the attack animation. Reload weapons average the long cooldown over its shot count. Attack Speed divides the tooltip, an approximation: the game divides only the cooldown frames.
  • Not modelled: pierce, bounce, explosion splash, knockback, on-hit and kill-count effects, structures, and how often the weapon actually reaches enemies. Multi-projectile weapons assume every projectile hits the same target, which favours shotguns.
  • Version: Brotato PC 1.2 with the 12 November 2026 patch. Reviewed .

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