BROTATO · Build guides

Loud — opening a path with SMGs

Game data version: 1.1.15.4 · Steam PC

This candidate adds Ranged Damage to six fast-firing SMGs. It proposes clearing Loud's extra enemies while keeping an open escape route.

Character: Loud

Selection conditions and comparison point

This editorial example targets Steam PC, base-game Crash Zone, D5, solo, non-endless play through wave 20, with enemy health, damage and speed all at 100%. Loud requires Survivor 3, which asks for 5,000 enemy kills. The example uses base-game equipment without Abyssal Terrors, curses or Primal Dread. Resources were checked against 1.1.15.4; this setup has not been reproduced in a clear.

This comparison is newly set at the start of wave 20, display level 20, zero materials and full HP. Its comparison seed is 20261015. These conditions do not reconstruct purchases, upgrade choices or a completed run.

Example equipment

Equip six separate tier-III SMGs with no empty slots. Counts and growth below are an editor's comparison example, not a reconstruction of a source video or an actual shop sequence.

Values below are base changes per copy, separate from the quantity column. Changes to Attack Speed, Damage, Dodge, Life Steal and Speed are percentage points on those stats. Engineering, Armor and HP Regeneration use stat points; HP Regeneration points are not HP healed per second.

  • SMGTier 3 Quantity ×6

    Base damage 5 plus 0.7 times Ranged Damage. The choice applies Ranged Damage investment to six rapid-firing guns; these are not final damage or firing intervals.

  • LensTier 1 Quantity ×3

    +1 Ranged Damage, -5 Range. Adds damage per shot while retaining the range cost of all three copies.

  • +2 Ranged Damage, +10 percentage points to Attack Speed, -6 to Damage. Supports both firing rate and damage per shot, with the Damage cost retained.

  • Sharp BulletTier 1 Quantity ×1

    +1 piercing, -20 percentage points to the Piercing Damage stat, -5 to Damage, -3 Knockback. Selected to reach an enemy behind the first; this SMG's damage after piercing uses 30% of the preceding damage as its starting point.

  • CoffeeTier 1 Quantity ×2

    +10 percentage points to Attack Speed, -2 to Damage. Helps firing rate without promising a particular firing interval.

  • CakeTier 1 Quantity ×2

    +3 Max HP, -1 percentage point to Damage. Adds a health buffer for moving through crowds.

  • Leather VestTier 2 Quantity ×1

    +2 Armor, +6 percentage points to Dodge, -3 Max HP. Trades some health for Armor and Dodge.

All equipment is uncursed · Empty weapon slots: 0

Detailed equipment conditions

Sharp Bullet lets a shot pass the first enemy and reach another. In this example, SMG III's base piercing damage reduction of 50% increases by 20 percentage points to 70%, leaving 30% of the preceding damage as the basis for the next hit. Integer conversion and the minimum damage of 1 also apply. This does not mean the next enemy loses exactly that fraction of HP, and it is separate from the -5 percentage points to Damage that also affect the first hit.

Growth inputs and run progress

Comparison point
Start of wave 20
Displayed level
20
Completed waves
19
Maximum HP / Starting HP
51 / 51
Starting materials
0
Comparison seed
20261015

Manual growth contributions

StatChangeUnit
Ranged damage+12points
Max HP+18points
Armor+6points
Speed+12percentage points
Life steal+6percentage points

Automatic gains and losses

Automatic contributions from leveling
StatChangeUnit
Max HP+20points
Automatic contributions from completed waves
StatChangeUnit
Harvesting-57points

Recorded permanent gains

There are no separately recorded permanent gains.

Manual and automatic contributions are shown separately. The complete state already contains their combined values; do not add automatic HP again from the displayed level. Base HP and equipment HP are excluded from manual growth.

These values are manually authored growth contributions. They are not a real upgrade sequence, shop history or target final-stat table. Automatic level bonuses and character effects are not entered twice.

Display level 20 separately contributes 20 automatic Max HP from level increases. The table contains manual growth only; the full growth loaded with the example includes manual HP 18 plus automatic HP 20 as +38, exactly once. Unlisted manual growth and recorded permanent gains are zero. Max HP for this prepared moment is 51, and starting HP equals it. All weapon slots are filled and every piece of equipment is uncursed. Equipment, growth and timing are editorial comparison conditions, not a reconstructed run history or validation of all final stats.

Loud automatically loses 3 Harvesting at each wave end. At the start of wave 20, nineteen waves have ended, so this example carries an automatic total of -57, separate from manual Harvesting or recorded permanent gains. Wave-end loss comes before the Harvesting payout and any growth, which occurs only for a positive value. This example adds no manual or equipment Harvesting and receives no positive Harvesting growth. The -60 after wave 20 ends is not put into the starting state.

Early choices and priorities

  1. Look for more SMGs in the opening shops while keeping enough health and recovery for the next wave.

How to play

Compare Ranged Damage early, then address missing Attack Speed, Damage or defense. Do not chase materials into a closed gap; keep a clear route while shooting. The example does not add items that summon still more enemies.

Conditional alternatives

Existing weapons to replace: 1–2

If crowds build up before you find piercing, a separate variation can replace one or two SMGs with tier-III Shredders. These replace existing slots rather than sit on top of six SMGs. Without Sharp Bullet, do not assume its piercing. Extra enemies make escape harder once clearing falls behind, and the Harvesting loss at each wave end adds an economic burden over time. This does not establish that buying Harvesting is always worthless. A Thief Dagger economy build needs its own guide.

Weaknesses and unverified claims

Older success reports do not prove a current-version D5 clear with this example. The complete state, HP and automatic contributions for this moment have been prepared, and this configuration can be tested against a fixed target. This trial does not validate actual wave combat, every final stat or clear performance.

Review the complete example in the builder

Sources and verification limits

Read related sources as one evidence group. Distinguish older success claims from what has been verified for this editorial example.

Official change record

The official record establishes patch context and does not certify this setup.

Related guide sources

The Steam guide credits contributions from ArosRising and SilentBobUS and links an earlier D5 guide comment by SilentBobUS. Steam, the ArosRising wiki rendition and SilentBobUS's D5 post are therefore treated as related sources, without counting them as fully independent validation. This does not establish that the entire final 1.0.0.3 post was copied. The Steam and wiki versions are unknown, and the original Google document was inaccessible. SilentBobUS's 1.0.0.3 success report was not verified through footage or a save, and its inventory was not reconstructed as this example.

Separate community case

The SMG and Shredder mix in a separate Reddit thread is advice, not a verified clear. It does not establish six SMGs as the uniquely best setup.

Video access limits

For Cephalopocalypse's 1.1.9.3 SMG video, only title and publication metadata were available. Footage, transcript and result screen were not verified; it is not play evidence for this example.

  • Cephalopocalypse

    Source checked: · Applicable source version: 1.1.9.3

Guide reviewed:

Analytics settings

This site currently does not collect visitor analytics.