Broforce Guide

Portbrolio - A Guide to the Bros! for Broforce

Portbrolio – A Guide to the Bros!

Overview

An in-depth look on how every playable Bro works! This guide includes descriptions of every Bro, their primary attack, special attack, melee attack, and any other traits I thought were worth mentioning. Damage, range, firing speed, etc. is all in here! I even included the Expendabros characters!

Introduction

Special thanks to Solahp for providing enemy health values, and teaching me how to easily test weapons against the enemies!

The Bros in this guide are ordered according to how they appear in the Bro list in the Level Editor, which is approximately (but not exactly) alphabetical. Also, keep in mind that all strategies and tips are based on playing the game on Normal difficulty. Hard mode significantly reduces enemy reaction times; regular Mooks will start firing about 0.5 seconds after being alerted, Bruisers will fire almost immediately, etc. Thus, strategies listed here may not work as effectively, or at all, when playing in Hard mode.

Abilities are traits of the Bro that are not directly tied to their primary or special abilities. For example, Brade naturally has increased movement speed and jumping ability compared to other Bros.

Damage is the number an attack subtracts from the target’s HP. Most destructible entities in Broforce can be divided into one of three categories: Regular enemies, Vehicles, and Terrain. Damage will be listed as damage dealt to Regular enemies/vehicles/terrain. For example, Ash’s chainsaw melee attack deals 30 damage to regular enemies, 20 damage to vehicles, and 10 damage to terrain, so its listed damage is 30/20/10 per attack.

Regular enemies, or simply “Mooks” for short, are your run of the mill enemies that will try to kill you in most levels. Though I’ll use “Mook” as a shorthand throughout this guide, regular enemies include more than just terrorists: Aliens, dogs, zombies, etc. Basically, the “default” kind of enemy. For comparison, regular Mooks have 2 HP, Bruisers have 25, Xenomorphs have 5, and Executioners have 40.

Vehicles are machines and robots, often under the control of the terrorists. Trucks (20 HP), Rocket Tanks (40 HP), and the Terrorkopter boss (100 HP) are some examples. Note that some vehicles, such as the Stealth Tank and Terrorbot, have multiple segments that can be damaged separately. Damage values assume that only one segment is damaged.

Terrain includes not only all destructible ground tiles and props in Broforce, but also several enemies. Regular dirt has 5 HP, whereas the harder Rock has 12. Bone Wurms (125 HP), Acid Crawlers (150 HP), and the Terrorkrawler Boss (600 HP) are examples of Terrain enemies.

Note that most attacks deal more damage the closer the Bro is to the enemy, so I attempted to list damage at point blank and at the attack’s maximum range.

Range was tested simply by measuring how far the attack traveled before it disappeared. For clarification, 1 block = The block adjacent to the Bro using the attack, and so on. Unless otherwise noted, range is measured horizontally for physics-based projectiles. Obviously, a grenade chucked across an open field is going to travel differently than one thrown at, say, a wall, so keep that in mind. Many weapons, particularly rapid-fire or melee weapons, have either a slight range variation or low, fraction-of-a-block ranges, respectively. For these, I listed the approximate range.

Rate of Fire was simply me using my best sense of time to measure how many shots got fired how quickly. Everything is approximate, though I did try to use a stopwatch when applicable. For particularly fast attack speeds like B.A.’s flamethrower or Brominator’s minigun, I didn’t kill myself trying and simply listed their rate of fire as something to the effect of “Really Damn Fast”. A lot of weapons are capable of firing faster if the button is rapidly pressed rather than held. I noted this whenever I noticed a significant difference.

Bros have unique Melee attacks, used by pressing the melee/use button (by default, this is C on keyboards and Y on Xbox controllers). All Bros (with the exception of the Brofessional) can Throw small enemies by holding the melee button.

Throw
Function: Most Bros have the ability to throw small Mooks (dead or alive) by holding the Melee/Use button when standing near them. A thrown enemy will travel a short distance, and hitting an enemy with another enemy will deal damage to both. A thrown enemy, if still alive, will tumble upon hitting the ground, taking a moment to stand back up – during this period, they are vulnerable to friendly fire. Exploding enemies, such as Kamikaze Mooks, will instead detonate upon hitting the ground, making them useful as projectiles. Thrown enemies will not damage terrain or enemies that qualify as terrain, nor will they interact with explosives. Grenades and other throwables can also be rethrown using the melee button. The Throw becomes much more powerful when under the effects of Vitamins, tossing enemies farther, faster, dealing more damage, and gibbing enemies hit.
Damage: 4 damage per hit, or ~25 damage while taking Vitamins.
Range: Thrown enemies will travel about 4 blocks horizontally, or around 7 blocks while taking Vitamins. Enemies will bounce and land around two blocks away from the initial landing.
Rate of Fire: ~3 throws per second.

Status Effects

There are many Status Effects listed under certain damage values. These are recurring effects that have consequences other than dealing direct damage.

Headshot means that the attack can decapitate small Mooks, Bruisers, and Executioners if it hits them in the head. Small Mooks will be instantly killed if they are decapitated, even if they would normally survive the attack, and decapitated zombies won’t resurrect. Bruisers and Executioners take significantly more damage (typically around triple) from headshots, which will be listed when applicable.

“Friendly Fire” means that the attack is capable of killing the Bros, including the one who used the attack.

Gibbing means that an attack will reduce a Mook to a paste of blood and organs. This has several effects on gameplay. The explosion of kamikaze Mooks will generally not hurt the Bros if the enemy was gibbed. Grenadier Mooks will drop a grenade when gibbed, which explodes after a couple seconds. Because gibbed enemies and Bros no longer exist, their corpses cannot be interacted with. Broniversal Soldier is unable to revive anyone who have been gibbed, dogs cannot eat the corpses of gibbed enemies, gibbed zombies will not revive, gibbed villagers cannot be recruited, etc. Weapons that have this effect will have “Gibs” mentioned in Damage. Note that most non-melee attacks can gib enemies that are already dead (those that can’t will have that mentioned). Weapons that mention Gibbing generally gib enemies while killing them.

Knockback will send a small enemy flying, usually killing them in the process. This can deal minor damage to enemies the body collides with, and the body can set off certain triggers, such as land mines (though will usually not damage terrain). Some moves with massive knockback (such as Neo’s punches) can turn an enemy into a powerful projectile. For the first block or so of travel, said enemy will deal damage to terrain (setting off barrels) and gib enemies killed by it. After moving a short distance, their properties return to normal.

Fire attacks will generally Ignite regular enemies, and possibly terrain. Ignited enemies will run around in a panic, taking very minor damage per second and igniting anything they come into contact with, often resulting in enemies reigniting one another several times. Ignited enemies can trigger explosives, among other things. Some explosions will also briefly ignite enemies that aren’t killed.

A few attacks deal Electric damage. Regular enemies gibbed by Electric damage will explode in an area of effect, dealing heavy damage around them. This explosion itself also deals electric damage, and thus enemies killed by it will also explode. In practice, this results in a chain of explosions that lasts until there are no Electric-vulnerable enemies in range.

Some attacks will cause Panic in regular enemies, indicated by a swirling effect. Panicking enemies will generally stop what they’re doing and flee from the source of their Panic, often running into hazards.

Blinded enemies, indicated by a swirling effect, will still attack, but their attacks will generally miss Bros and damage other enemies. Note that explosives will still damage everything, regardless of the enemy’s state of mind.

Stunned enemies are also marked with a swirling effect. Stunned enemies will simply not take action. Unlike most other status effects, Vehicles can usually be affected by Stuns, and effects that Blind regular enemies will typically Stun vehicles instead.

Speed, Sprinting and Sprint Boosting

Most Bros, by default, move at the same speed and jump the same distance. Bros can sprint by double-tapping left or right. If playing with a controller, you can also set a button to activate sprinting without having to double-tap. While sprinting, horizontal movement speed is increased. This applies to jumps as well, meaning that you can cover a wider jump if you sprint first. Thus, it’s generally a good idea to sprint whenever possible, unless in an especially precarious situation.

Rather than try to find the actual speed that Bros move, I think it is more convenient to list a Bro’s speed in terms of how far they can jump, since the two go hand in hand. This is not a flawless way to measure speed, as some characters have unorthodox jumps as well, however for most intents and purposes, looking at how far a Bro can jump is a good indication of their speed. For the sake of comparison, a default bro, when not sprinting, can clear a 4-block gap without having to climb. Thus, the default walking speed of the Bros is 4. While sprinting, this speed increases to 6. Certain moves and effects will change a Bro’s speed, which I will list when applicable.

In addition to its regular speed boost, Sprinting has a tendency to maintain the Bro’s current horizontal momentum, even if that momentum is greater than the default sprinting speed. This guide will refer to these instances of maintained momentum as Sprint Boosts. The most common examples of things that can trigger Sprint Boosting are ziplines and propane tanks. After riding a zipline or horizontal propane tank, jump off while holding the sprint button and moving in the same direction. You will receive a massive boost of speed that will last as long as you keep moving in that direction, allowing you to blast through horizontal sections of levels and make superhuman jumps. Colliding with something that stops you, or attempting to change direction will reset your momentum, cancelling the Sprint Boost.

While any Bro can Sprint Boost using a zipline or propane tank, some Bros have abilities that can trigger a Sprint Boost on command. The level of speed you can gain from these Sprint Boosts depends on the timing and the source of the Sprint Boost, but I will try to list the fastest speed I’m able to attain with each one. The nature of a Bro’s Sprint Boost, if applicable, will be described in their tips.

General Tips

  • There’s a sprint button. You can also sprint by double-tapping a direction. This not only boosts your speed, it also increases how far you can jump, so it’s almost always best to be sprinting.
  • If a regular Mook is holding his rifle in his hands, that means he’s spotted someone and is going to fire. Everyone has jumped up into a bullet at one time or another – Look before you leap!
  • Given that most Bros only have a few uses of their special ability (or even less), it may be tempting to conserve them. Rescuing a new Bro, dying, picking up an ammo crate, or completing a level will all restore your special ammo, however. Thus, it’s generally a good idea to use them whenever it’d be helpful. If you die or rescue a Bro without using them, they’ll be wasted anyway. If you find a cage, consider throwing out your specials before switching Bros.
  • During multiplayer, pressing the melee button near another Bro will ready a high five, which the other player can accept by pressing the melee button as well. High fiving temporarily slows down the game, allowing you more time to make precise decisions. Consider high fiving before jumping into a fight – if nothing else, it’ll make the moment more cinematic.
  • You can throw small regular enemies by holding the melee button. This is a great way to safely clear out enemies, and is especially destructive when exploding enemies are involved.
  • A good strategy for most Bros against many enemies is to destroy the terrain under them. This allows you to take them on one or two at a time at point-blank with little chance of retaliation. Depending on the enemy and the size of the hole you make, they may also simply die of fall damage.
  • Boxes, Explosive Barrels, falling blocks, and vertical Propane Tanks can be pushed by walking into them. Pushing them off a ledge or up against a wall will gib regular enemies in the way.
  • Red Barrels will explode instantly in a wide radius upon taking damage. Avoid using melee attacks on them, and be careful when using less precise weapons near them, such as shotguns or explosives. Enemy fire can also set them off, so be wary of using them as cover.
  • Grey Barrels, on the other hand, take several seconds to explode after taking damage,and have a smaller radius. While this generally makes them safer to handle, their delayed explosion can catch an unaware player off guard. Environmental fire can take several seconds to spread to a grey barrel, meaning they can explode long after a chain reaction has seemingly ended. Be wary of any unexploded barrels after spreading explosions around.
  • Propane tanks will, shortly after being shot or pushed over, quickly fly off in the direction their valve is pointing, and explode a couple seconds later. This makes them perfect at starting chain reactions when launched toward enemies. You can also ride on top of them, rapidly gaining height or distance. Jumping off a vertical tank before it explodes can be tricky, so it may be wise to jump off early. A horizontal tank, on the other hand, is a great way to traverse a level, as it’s an easy way for any Bro to initiate a Sprint Boost (see above).
  • To destroy Mook spawners, you have to destroy the ground tile under them. After destroying one, Ignited mooks will continuously fall out of it for a few seconds. Kamikaze mooks will explode almost immediately, so it’s generally best to get out of the way once you’ve destroyed one.
  • There’s a flex button. It doesn’t actually serve any purpose, but it’s fun!

Ash Brolliams

Ashley Williams – Evil Dead
Primary Weapon: Sawed-Off Double-Barrel Shotgun
Damage: 120/32/60 total damage per point-blank shot. 1 damage per pellet at max range. Headshots and Gibs.
Range: 8 blocks
Rate of Fire: Fires two shots of five pellets each, roughly every 0.5 seconds
Special: Chainsaw Rampage
Quantity: 1
Function: Ash automatically charges in the direction he’s facing, increasing his movement speed to about 8 (10 while sprinting) but preventing him from using his shotgun or standing still (moving with a speed of 6 when no directions are pressed). Nearby enemies will Panic and take heavy damage if they touch the chainsaw. Bullets that hit the chainsaw will be reflected.
Damage: 30/30/90 damage per second. Gibs.
Duration: 5.5 seconds
Melee: Chainsaw Stab/Chainsaw Swipe
Function: On the ground, Ash stabs forward with his chainsaw for about 1 second, dealing heavy damage to whoever it touches. Damaging an enemy with this move will inflict Panic on nearby enemies. Gibs.
In the air, Ash will do a downward swipe with the chainsaw, damaging and possibly gibbing enemies. It will turn into the ground attack if Ash lands while performing it.
Damage: 30/20/10 damage total.
Range: 1 block.
Rate of Fire: ~2 stabs per second.
Strategies:

  • Ash’s shotgun has a short effective range, but deals massive damage, easily enough to kill regular enemies at point blank. Don’t be afraid to rush Bruisers or aliens.
  • Approaching Kamikaze Mooks is very safe for Ash, as his shotgun is almost guaranteed to either gib them or blast them out of range. His gibbing capabilities, rather appropriately, make him one of the best Bros for taking on zombies and other Hell enemies. Aliens are similarly easy, though take care not to get caught in the acid explosions of Screechers and Boomers.
  • Ash’s chainsaw increases his movement speed and can reflect bullets, making it his best option for approaching distant enemies or speeding through a level, especially if you find ammo crates along the way. Huge volleys of large bullets, such as from mechs, are still capable of hitting Ash through his chainsaw, so be wary of using it around them.
  • Though Ash’s special is great for traversing horizontally, climbing ladders while it’s activated is nearly impossible. Combined with its high terrain damage, the chainsaw is tricky to use for vertical approaches.
  • Ash’s melee attack is somewhat unwieldy compared to his shotgun, but its nuances make it generally safe to use against Mooks. It deals heavy damage, inflicts Panic on nearby enemies, has a long-lasting hitbox that enemies can walk into, and gibs, making it safe to use on exploding enemies.
  • The chainsaw melee is never going to deal as much raw damage as the shotgun, but is useful when causing collateral damage would be dangerous, such as near explosive barrels or falling rocks. The aerial version comes out faster, making it possible to approach with. Finally, its ability to Panic mooks sometimes makes it a safer option than the shotgun when surrounded. Your shotgun’s rate of fire is somewhat slow, so causing everyone to run away can buy you more time before they start shooting, especially if you’re near cliffs or hazards.

B.A. Broracus

Bosco Albert “Bad Attitude” Baracus – A-Team
Primary Weapon: Flamethrower
Damage: A Lot/85/A Lot (See Notes). Ignites and Gibs.
Range: ~4 blocks horizontally
Rate of Fire: Really Damn Fast
Notes: B.A.’s flamethrower seems to spit in the face of the otherwise easy-to-follow and consistent damage calculations I use. Each tick of fire will deal massive damage to Mooks, but all at once after a split second (roughly how long it takes them to scream). Thus, he can destroy a 5000-health Bruiser in under 8 seconds, however regular 2-health Mooks will still take a second to be killed. Vehicles take much more consistent damage, roughly 85 per second. Terrain is even more confusing. Against regular Earth, B.A. carves through fast enough to sprint at full speed without bumping into it. Cave Rock can be destroyed almost as quickly. Acid Crawlers, however, only seem to take about 20 damage per second. In practice, B.A. deals a ton of damage against regular enemies and vehicles, and is by far the strongest horizontal tunneler in the game, but is somewhat weak against terrain enemies.
Special: Incendiary Grenade
Quantity: 3
Function: Broracus throws a grenade that explodes a few seconds later, dealing damage in close range and Igniting anything in a wide radius. The grenade itself can deal damage if it hits an enemy in the head, killing small Mooks and Stunning other enemies temporarily. If used while crouching, the grenade will instead be rolled out.
Damage: 25/45/25 damage and gibs at center of explosion, 15/20 damage if hit by the entire fire wave. The Grenade will cause Panic just before it explodes.
Range: Can be thrown about 11 blocks horizontally, or 1 block while crouching. Radius of explosion is about 1 block in all direction. Radius of fire is roughly 4 blocks in all directions.
Melee: Headbutt
Function: B.A. performs a headbutt, damaging and knocking back anyone he hits. B.A. moves forward a bit.
Damage: 6/6/5 damage per headbutt.
Range: 1 block. B.A. will move about 1 block forward as he headbutts, or father if used in the air.
Rate of Fire: ~4 headbutts per second.
Strategies:

  • B.A.’s flamethrower is basically the best digging weapon in the game. This makes it quick and easy to burrow safely under hazards and approach from different angles.
  • The flamethrower’s massive damage, combined with making enemies panic as it ignites them, makes it a perfect rushing tool. Don’t be afraid to run in and light them up!
  • B.A.’s grenades deal massive damage at point-blank, and fire damage in a wide radius. This makes it perfect for taking out large groups of enemies.
  • B.A.’s headbutt deals more damage than other melee attacks, but has a very wonky hitbox that makes it tricky to hit enemies. Stick to the flamethrower unless there are hazards nearby. Throwing enemies is often more useful than headbutting them.

Brade

Eric Brooks – Blade
Abilities: Brade’s movement speed and jumping are increased to the extent that he can clear a 6 block jump when walking and an 8 block jump when sprinting.
Primary Weapon: Katana
Damage: 5/5/2 damage per swing. Knockback.
Range: ~1 block
Rate of Fire: ~10 swings per second at max firing speed
Other: Brade’s sword can reflect bullets and other projectiles if timed correctly.
Special: Air Dash
Quantity: 3
Function: Brade dashes horizontally, destroying terrain and damaging enemies in the way. Brade can be turned in the other direction using the direction keys. Brade is invincible while dashing and will reflect bullets.
Damage: Rapidly deals hits of 5 damage to enemies Brade passes through. The number of times you can hit a given enemy depends on the size of the enemy and whether they’re moving.
Range: 8 blocks
Melee: Throwing Knife
Function: Brade throws a knife forward, dealing damage to enemies hit.
Damage: 3*/3/3 damage per knife.
Range: 4 blocks, or ~5 blocks while moving.
Rate of Fire: ~3 knives per second.
Strategies:

  • Brade’s increased agility gives him excellent approach, especially combined with his special.
  • Brade’s primary attack dishes out a lot of damage, and can reflect bullets. Bruisers generally fire too many bullets to be reflected, but groups of small enemies can be fended off with some well-timed swings long enough to get in their face. The sword also hits slightly above Brade, allowing you to reflect bullets from the safety of cover.
  • Brade’s special carves through terrain, deals heavy damage, reflects bullets, and renders him completely invincible. Use it whenever you’re overwhelmed, or simply need to make a hard-to-reach jump.
  • Brade’s throwing knives have a weird damage property: They normally deal 7 damage to Mooks, unless the target has 6 or less health, in which case they deal 3 damage. In practice, this means that Mooks with more health than Bruisers take fewer knives to kill than sword swings. On the other hand, Mooks with specific amounts of health (such as bazooka mooks with 4) will take more knives to kill than sword swings.
  • Brade’s throwing knives aren’t quite as fast as his sword and they deal reduced damage against vehicles, usually making them less efficient than his sword in terms of damage output. They deal more terrain damage than his sword, however, making them his best digging tool. Their range isn’t outstanding, but they do allow Brade to set off hazards and hit dangerous enemies from a few steps away, overall making them an excellent utility tool.

The Boondock Bros

Connor and Murphy MacManus – The Boondock Saints
Abilities: If one Boondock Bro or their father is killed, the other(s) remains alive and become enraged for 6 seconds, increasing their rate of fire and movement speed.
Primary Weapon: Dual Pistols
Damage: 1/1/1.5 damage per bullet at max firing range. 2/2/1 damage per bullet point-blank. Headshots (4/7 damage).
Range: 12 blocks
Rate of Fire: ~6 shots per second per Bro. When enraged, fire rate temporarily rises to over 12 shots per second
Special: Backup
Quantity: 1
Function: The Boondock Bros summon their father, Bro Duce, to the field, who will follow the Bros if no enemies are around. If he detects an enemy, the father will go off on his own accord, shooting at enemies until he is killed, and using his knife when the melee button is pressed. Using the special when one of the Bros is dead will instead revive him.
Damage: 1/1/1.5 damage per bullet at max firing range. 2/1/1 damage per bullet point-blank. Headshots (4/7 damage).
Range: The father is spawned on the same block as the Bros and tends to follow them, but can go off on his own when enemies are nearby (climbing ladders, etc.).
Melee: Pistol Whip/Knife
Function: The Bros swing their pistols, damaging enemies hit. Bro Duce tends to swing his knife when the button is pressed, which has a slightly larger hitbox than the pistols.
Damage: 4/4/2 damage per swing.
Range: 1 block.
Rate of Fire: ~4 swings per Bro per second.
Strategies:

  • Your moveset, though somewhat mundane, is effective, combining long range with a respectable firing speed. Your entire moveset effectively boils down to firing many pistol shots at a time, so combine that with your increased survivability in order to succeed.
  • With the ability to take two hits by default and revive one of themselves with their special, the Boondock Bros. are the most resilient Bros in the game. A simple way to play as them is to simply wait until one of them dies, and then use your special to revive him. Finding ammo crates can prolong this strategy.
  • Another way to play the Boondock Bros is to use their special immediately to summon Bro Duce. He’s quite effective at taking on small groups of enemies by himself (if you decide to hang back), and further magnifies your total firepower if you join him. Even without saving your special for an extra life, you’re still more resilient than the other Bros.
  • When one of the Bros or their father dies, the others will enter rage mode, temporarily giving them a significant boost to their firing speed and movement speed. Putting both brothers into rage mode at the same time (as a result of Bro Duce dying) will result in an absolutely absurd number of bullets being shot per second.
  • Though individually, their melee attack is underwhelming, both Bros. will swing if they’re alive. This effectively doubles your melee damage output, allowing you to quickly take out Bruisers or throw two enemies at once. Bro Duce is also quite handy with his knife, further adding to your damage output if he’s been summoned.
  • Because the CPU brother generally stands a step away from the player, his melee attack tends to miss certain targets (including terrain). You can force him to stand on the same tile as you by crouching.

Brobocop

Alex Murphy – Robocop
Primary Weapon: Auto 9
Damage: 3/2/3 damage per bullet at max range. 6/3.5/3 damage per bullet at point-blank. Headshots (9 damage at max range, 18 at point blank). Can gib if enough shots hit.
Range: 12 blocks when uncharged. 10-15 blocks when fully charged
Rate of Fire: When uncharged, fires bursts of four shots, 2 times per second. Holding the fire button causes the Auto 9 to charge. At a full charge (which takes 3 seconds), several dozen shots are fired in a cone in less than a second.
Special: Tracking Auto 9
Quantity: 3
Function: A targeting system appears on the screen, which can be controlled with the directional keys, marking enemies it highlights. After the timer is up, Brobocop fires a shot for each target, which will home in on the enemies selected, dealing damage. Sweeping the crosshair over a target multiple times will increase the number of shots fired.
Duration: 5 seconds
Damage: 3/2/3 damage per bullet at max range. 6/3.5/3 damage per bullet at point-blank. Headshots (9 damage at max range, 18 at point blank).
Range: Varies depending on the size of the screen, and can be extended if the camera moves while the special is activated.
Melee: Data Spike
Function: Brobocop stabs forward with his data spike, dealing damage to enemies.
Damage: 8/4/2 damage per stab.
Range: 1 block. Brobocop can dash up to two blocks if an enemy is nearby.
Rate of Fire: ~4 stabs per second.
Strategies:

  • Brobocop’s arsenal has great damage potential, but usually requires a bit of patience. Try not to rush in without preparation.
  • Brobocop’s primary deals massive damage when fully charged, but is somewhat inefficient when uncharged. Hit and run techniques may prove useful against bosses.
  • When fully charged, the Auto 9’s effective range becomes very long, and it also shoots bullets in a large cone. This can be used to hit an enemy from outside its firing range, hit targets on a slightly higher or lower elevation than you, or to simply destroy a giant chunk of terrain all at once.
  • Charging up your Auto 9 doesn’t slow you down, so get into the habit of holding down the button whenever you aren’t in danger. You can even charge it up or fire it during your special, allowing you to defend yourself during it, or immediately follow it up with a fully charged shot.
  • Brobocop’s special is perfect for hitting hard-to-reach enemies while remaining in relative safety. Don’t forget that you can highlight the same target multiple times to increase the number of shots fired.
  • The homing shots will take the shortest unobstructed route to their target, but will not attempt to pierce through terrain to get to them. Once a bullet reaches its target, however, it will continue flying in the same direction for several blocks, during which time it can hit other enemies and destroy terrain. This means that clusters of enemies will generally be hit by multiple bullets at once.
  • You can execute or cancel Brobocop’s special early by pressing the special button again. This can be used if you’re caught off guard during it, or to use it more quickly if you’ve already targeted every enemy.
  • Brobocop’s melee attack is quite powerful against Mooks, and can quickly chain between enemies. As a result, it’s sometimes more efficient against groups of small Mooks than spamming uncharged shots.

Brochete

Machete Cortez – Machete
Primary Weapon: Throwing Knives
Damage: 4/4/4 damage per knife. Gibs if the target hits something.
Range: ~9 blocks
Rate of Fire: If held, 2 knives every .5 seconds. At max firing speed, ~8 knives per second
Other: Knives “carry” small targets hit as they travel, throwing them in the direction they’re traveling. Knives ignore corpses.
Special: Knife Flurry
Quantity: 3
Function: Brochete throws 14 knives in a cone, dealing damage to any enemy hit. Knives can be thrown in any direction using the directional keys, though the cone takes some time to rotate. Brochete is much less affected by gravity while throwing.
Damage: 4/3.5*/4 damage per knife. The first two knives in a volley will deal 4 damage to vehicles, however every further knife in the same volley will deal reduced damage, averaging 3.5 damage per knife. Thus, the total damage per volley is 56/49/56
Range: ~12 blocks, can be aimed in any direction.
Melee: Organ Punch
Function: Brochete disembowels the enemy with his bare hands, dealing heavy damage and, if the target is a Mook, inflicting Panic on nearby enemies (including the target, if they survive). The attack can be held on Mooks and Vehicles by holding the melee button. It also has no effect on alien enemies.
Damage: Tapping the melee button deals 25/14/8 damage over a very short period. Holding the melee button deals 200/30 damage per second.
Range: 1 block. Brochete will dash up to two blocks if an enemy is nearby, and can hit enemies slightly above or below him.
Rate of Fire: ~4 punches per second, though multiple enemies can be punched faster than a single enemy can be punched multiple times.
Strategies:

  • Brochete’s throwing knives are a great all-around weapon. They carry opponents, so don’t be afraid of taking on Kamikaze Mooks; It’s pretty likely the knives will carry them into other opponents.
  • Brochete’s special is also a great all-around attack, especially for hitting hard-to-reach enemies. Use it to take out groups of enemies, or even bosses, from above or below. Against vehicles, the first two knives in a volley will deal 4 damage, and any further knives in the same volley will only deal 3.
  • Brochete’s melee attack might be the best in the entire game. It deals massive damage, comes out quickly, has an extended hitbox/range, can chain quickly between enemies, and Panics Mooks nearby. You can even hold the button to deal damage continuously, unless the enemy is terrain-based.
  • Brochete’s melee can instantly kill even Bruisers. Aliens are completely unaffected, however, and the move deals no knockback, so it’s generally best to stick with your primary for aliens and exploding enemies.
  • The Panic effect on Brochete’s melee attack originates from himself, not the enemy he’s punching, and lasts as long as he keeps holding the button. It generally only occurs when the target is a Mook, so punching a truck won’t scare anyone. You can’t do a whole lot while holding the punch, but you can jump, climb ladders, and flail around by pressing in different directions, which may prove useful while you’re taking down a powerful enemy with it.

Brodell Walker

Cordell Walker – Walker, Texas Ranger
Primary Weapon: Shotgun
Damage: 4/2/4 damage per pellet at max range. 40/12/15 damage total damage per shot at point-blank. Gibs at short-to-medium range and Headshots.
Range: 6 blocks
Rate of Fire: 4 shots per second. Fires 5 pellets per shot.
Special: Air Strike
Quantity: 3
Function: Brodell throws a beacon grenade that disappears after a few seconds, summoning five air strike missiles near where it landed from the top left of the map. Nearby enemies will Panic just before the Air Strike hits. If used while crouching, the beacon will instead be rolled out.
Damage: 40/11/20 damage per missile. Friendly Fire, Gibs. The grenade itself will deal 4 damage if it hits a Mook directly.
Range: Can be thrown about 11 blocks horizontally, or 1 block if rolled. Missiles travel until they collide with anything.
Melee: Kicks
Function: Brodell performs a straight kick while standing still, or a roundhouse kick while moving or jumping. Both kicks deal high knockback, and the roundhouse kick causes Brodell to hop forward about a block.
Damage: 5/5/2 damage per kick. Headshots (15)
Range: 1 block.
Rate of Fire: ~4 kicks per second.
Strategies:

  • Brodell’s shotgun deals heavy damage and fires somewhat quickly, though he doesn’t have as good approach as the other shotgun users. Be wary of running toward ranged enemies from afar, especially if they’ve spotted you.
  • Unlike Ash’s shotgun, Brodell’s is fairly useful even at the edge of its range, as each individual pellet deals pretty good damage, enough to kill small Mooks.
  • Brodell’s Air Strike is one of the few special attacks that can damage the Bros, so use it carefully, especially in multiplayer. On levels with ceilings, such as many of the alien levels, the air strike is rendered almost useless.
  • Brodell’s melee attack is fairly powerful, though it rarely out-damages his shotgun. It can hit enemies slightly below Brodell, however, and occasionally you can knock an enemy far enough that they’ll hit someone outside the range of your shotgun. The roundhouse kick is somewhat hard to hit with, so standing still is usually a more reliable way to kick enemies.

Broden

Raiden – Mortal Kombat
Primary Weapon: Lightning
Damage: 88/17/48 damage per burst at point-blank. 49/10/48 damage per burst at max range. Deals Electric damage.
Range: 4-5 blocks.
Rate of Fire: Each press shoots a burst of three lightning bolts.
Other: Broden slows down immensely while shooting lightning, effectively immobilizing him unless he has a great deal of momentum.
Special: Shalibabayee
Quantity: 4
Function: Broden flies forward, carrying all Mooks he touches with him. At the end of the dash, Broden flips backwards, all carried enemies are thrown high into the air, and all enemies touched during the dash take damage. During the dash, Broden is invincible and reflects projectiles.
Damage: 15/15/39 damage.
Range: 8 blocks.
Melee: Uppercut
Function: Broden performs an uppercut, dealing damage and heavy vertical and horizontal knockback.
Damage: 8/8/10 damage per punch. Headshots (24).
Range: 1 block.
Rate of Fire: ~3 punches per second.
Strategies:

  • Broden’s lightning is insanely powerful and deals Electric damage, making it excellent for taking on almost any enemy, including aliens and zombies. Because he can hardly move while using it, however, be wary when dealing with opponents who are out of range.
  • Shalibabayee is not quite as versatile as Brade’s special, as it doesn’t carve through terrain or bosses, and can’t carry certain enemies. He’s still invincible and reflects projectiles during it, though, making it great for approaching.
  • Broden can shoot lightning during Shalibabayee, making up for its poor damage output. This further improves Broden’s approach, as you don’t have to choose between shooting lightning or dashing in.
  • If you sprint in the opposite direction before Shalibabayee ends, Broden will initiate a Sprint Boost that can increase his speed up to 15. It is one of the easiest and fastest Sprint Boosts in the game, so use it often. Just keep an eye on your ammo count.
  • Broden’s uppercut deals good damage for a melee attack, and decapitates and knocks back enemies. Because his lightning can be somewhat unwieldy, his uppercut can be used as a good all-around attack when necessary.

Bro Dredd

Joseph Dredd – Judge Dredd
Primary Weapon: Lawgiver
Damage: 3/3/3 damage per bullet at max range. 6/6/3 damage per bullet at point-blank. Headshots (9 damage at max range, 12 damage point-blank).
Range: 12 blocks
Rate of Fire: ~4 shots per second if held, ~7 shots at max rate of fire.
Other: Dredd’s bullets are capable of “curving” to home in on enemies, and will occasionally bounce off terrain.
Special: Guided Missile
Quantity: 3
Function: Bro Dredd tosses out a missile that can be controlled with the directional keys. The missile will explode if it collides with anything, the fire button is pressed, or after the timer runs out. The Missile Panics nearby enemies. Pressing the special button again will relinquish control of the missile, but cause it to fly faster before quickly detonating.
Damage: 60/31/60/ damage per missile at long range. 90/31/60/ damage per missile at point-blank. (distance is based on how close Dredd is to the enemy at the time of detonation). Gibs and Headshots (120 damage regardless of distance).
Range: Can fly roughly 45 blocks in one direction before timer expires.
Duration: 6 seconds
Melee: Taser
Function: Dredd jabs forward with a taser, damaging enemies in front of him over the course of about a second.
Damage: 8/8/16 total damage per shock. Pressing the melee button while moving will jab terrain without shocking it, dealing 2 damage per jab.
Range: 1 block.
Rate of Fire: ~4 jabs per second.
Strategies:

  • The Lawgiver’s homing bullets are good for getting hard to reach enemies, but their damage output is weak. Thus, it’s a good idea to hang back and attack from a position where enemies can’t return fire.
  • Along with dealing massive damage in a good radius, the guided missile has by far the greatest effective reach of any move in the game. It can damage bosses before they’re even triggered to start fighting, and hit dangerous enemies while Dredd takes cover in a safe position.
  • The Panic effect of the missile has a number of uses. Enemies can be scared off cliffs and into traps, and can be herded together to maximize how many of them get hit by the explosion. Certain enemies, such as screechers, will simply fall to the ground and explode when panicked, making quick work of them.
  • The missile is also a good panic button. Tossing it out and immediately detonating it is a great way to get some breathing room, especially if aliens or dogs are closing in.
  • While controlling a missile, pressing the special button will cause it to speed off in a straight line, exploding after a couple seconds. The fire button will detonate it on the spot. While controlling the missile, Dredd is mostly defenseless, though he can still use his melee attack and throw.
  • Bro Dredd’s melee attack deals damage over the course of a second, though the animation needs to complete for it to do so. Thus, it’s actually more efficient to time his attacks rather than mashing the button. Either way, it deals very little overall damage per second, usually making it inefficient compared to his gun. It is, however, surprisingly potent against terrain, making it better than his gun for destroying cave rocks and other hard terrain.
  • Dredd’s lackluster damage output makes him inefficient at taking out aliens. Spend your missiles wisely, or avoid the aliens altogether.

Bro Hard

John McClane – Die Hard
Primary Weapon: Dual Uzis
Damage: 1/1/1 damage per bullet at max range. 2/2/1 damage per bullet at point-blank. Headshots (3 damage per bullet at max range. 6 damage per bullet at point-blank.)
Range: 7 blocks
Rate of Fire: ~20 shots per second
Special: Flashbang
Quantity: 3
Function: Bro Hard tosses out a flash grenade that explodes after a few seconds, Blinding most Mooks and Stunning other enemies. The grenade itself can deal damage if it hits an enemy in the head, killing small Mooks and Stunning other enemies temporarily. The grenade also causes Panic just before it explodes.
Damage: The grenade itself deals 4 damage if it hits a Mook directly.
Range: Can be thrown roughly 11 blocks horizontally. Radius of flashbang is about 3 blocks in all directions, and can “curve” around corners.
Duration: 8 seconds.
Melee: Pistol Whip
Function: Bro Hard swings his uzi, damaging enemies hit.
Damage: 4/4/2 damage per swing.
Range: 1 block.
Rate of Fire: ~4 swings per second.
Strategies:

  • Bro Hard has a high rate of fire, but his range is fairly short. Approach quickly or from an angle to avoid being shot.
  • The Flashbang does better than simply preventing enemies from firing – Mooks will still fire, but their bullets will hit enemies and miss you! This, combined with the wide radius of the bang, makes Bro Hard great for taking out crowds.
  • The Flashbang has a long fuse before it detonates, making it impractical to throw out in the middle of a firefight. Its huge radius of effect, however, means you’re almost guaranteed to hit your targets. If you hit everyone in a room, it’s probably safe to rush past them or shoot them all. If there are some enemies unaffected, however, it may be wise to let the blinded enemies fire on them for a few seconds before rushing in yourself.
  • The Flashbang is one of the few attacks that can inflict status effects on vehicles. Against Vehicle bosses, such as the Stealth Tank or Terrorbot, you can use flashbangs to stunlock the boss long enough to whittle them down, possibly without them being able to retaliate at all. Terrain enemies, on the other hand, are unaffected by Flashbangs (unless you land one in the mouth of a worm enemy), and Bro Hard’s low terrain damage per shot means it will take a while to shoot them down.
  • Bro Hard’s melee attack is somewhat underwhelming, and it’s usually better to just open fire. Given his gun’s high rate of fire and lack of precision, though, it may be preferable to melee or throw an enemy when in close proximity to explosives or other traps.

Bro Lee

Lee – Enter the Dragon
Abilities: By pressing the sprint button, or the knife button in combination with a directional key, Lee will dash in the given direction, ignoring gravity. Lee can only dash once in a given direction if he is in the air, but can dash up to four times in various directions.
Primary Weapon: Martial Arts.
Damage: 5/5/2 damage per neutral hit. Knockback. His side, up, and down attacks deal 10, 10, and 5 damage to terrain, respectively.
Range: 1 block. Lee rises about 4 blocks with his upward attack, and can dash up to three blocks with his side attacks.
Rate of Fire: ~8 stationary attacks per second at max firing speed. ~3 directional attacks per second.
Other: Lee’s primary attack reflects projectiles, and can be aimed with the directional buttons. Left and right result in dash punches, up results in a rising kick that acts as a second jump, and down results in Lee jumping into the air and falling back down with a kick. Each directional attack can only be used once each while in the air, though using his dash will reset this. Lee’s directional attacks also allow him to ignore gravity briefly after connecting, further allowing him to chain strikes.
Special: Slow Motion Fight Scene
Quantity: 2
Function: Time slows to a crawl as Lee initiates a chain of primary attacks. Lee can move through walls, home in on enemies, and has greatly increased range while chaining. The chain ends after 15 successful strikes, or when Lee misses a strike. The strikes can be sped up by pressing the attack button.
Damage: 5 damage per strike.
Range: ~5 blocks.
Melee: Knifeless Knife.
Function: Lee swings a knife, except he’s not holding a knife.
Damage: 4/4/2 damage per not knife.
Range: 1 block. The invisible knife can also hit enemies slightly above or below.
Rate of Fire: ~4 not knifes per second.
Strategies:

  • Your primary attack is one of the few aimable attacks in the game. The forward attack is good for taking out crowds, reflecting bullets, and digging. The stationary attack is the fastest and best for taking out large, immobile targets. His vertical attacks can be somewhat tricky to aim, but are better than nothing, and great for mobility.
  • Though Lee’s dash offers a decent amount of mobility in the air, he can use it as many times as he wants on the ground. Repeatedly dashing horizontally on the ground allows Lee to attain a movement speed unmatched by most other Bros.
  • Lee’s up and side attacks increase his jump height and distance, respectively. Every time you dash in the air, you can use your directional attacks again. With correct button timing and order, Lee can attack and dash several times in a row, allowing him to make ridiculous jumps. You can boost this distance even further if you’re willing to burn one or both of your specials, meaning there is almost no jump in the game Lee can’t achieve.
  • Lee’s special is a great way of chaining attacks between scattered groups of enemies. Hitting a corpse will not end the chain, so you can use enemies that you’ve already killed as “stepping stones” if you need extra distance. For enemies such as Bruisers, alternating between upward and downward strikes is a good way to continuously hit the same enemy with multiple strikes in a row.
  • Because time is almost completely stopped and Lee can move through terrain during his special, this makes it great as a panic button – enemies are unlikely to have enough time to attack. Lee’s attacks still reflect bullets, however he is vulnerable in between attacks. Explosions are still dangerous, as well.
  • Lee’s melee attack is generally inferior to his primary, making it rarely worth using. Throwing small enemies can put them into a better position to set up a chain with your special.

Bro Max

Max Rockatansky – Mad Max
Primary Weapon: Fire Shotgun
Damage: 21/11/29 total damage per shot at point-blank. 11/8/13 total damage per shot at max range. Ignites, deals Knockback, and Headshots (39 total damage per shot at point-blank).
Range: 5 blocks.
Rate of Fire: 2 shots per second.
Other: The blast from the fire shotgun can travel through walls and enemies.
Special: Boomerang
Quantity: 1
Function: Max throws a boomerang which can pierce through enemies and turns to fly in the opposite direction after a couple seconds (or if it hits terrain), falling to the ground. The Boomerang slows to a stop as it hits Mooks and Vehicles, hovering in place and dealing multiple hits. It also reflect bullets. Max can pick up the Boomerang at any time by touching it, allowing it to be used again.
Damage: 4/4/4 damage per hit, though vehicles take less damage from some hits. Will deal a total of 40/24 to a single target. Headshots (12 damage per hit for a total of 120 damage to a single target).
Range: 8 blocks.
Melee: Punch
Function: Max punches forward, damaging and knocking back anyone he hits.
Damage: 4/4/2 damage per punch.
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:

  • Max’s shotgun has less raw damage than the other shotgun users, but does have several advantages. It ignites enemies, thus preventing them from firing back, while also dealing massive knockback. The blast is unobstructed by enemies and even terrain, allowing it to damage all enemies in front of Max, or even on the other side of a wall. Overall, Max’s shotgun takes longer to deal with individual enemies, but quickly dispatches crowds.
  • Because you can still use your shotgun while the Boomerang is out, Max has great damage output against bosses affected by the Boomerang. Use them both in tandem to take out tough enemies quickly.
  • The Boomerang can reflect bullets, increasing Max’s approach. It quickly returns after hitting someone, however, so be sure to time your throw so that the enemy has stopped firing by the time the Boomerang returns.
  • Max is unique in that ammo crates are useful even when he already has a Boomerang. If you find one, throw out your Boomerang(s) and pick up the ammo to add another one to your arsenal. Throwing out two or three at once can give Max ridiculous damage output.
  • Max’s punch is underwhelming, but because his shotgun has such a wide radius, punching or throwing enemies can be useful when in close proximity to explosives.

Brominator

T-800 “The Terminator” – The Terminator
Primary Weapon: Minigun
Damage: ~65/40/65 damage per second at max range. ~125/65/65 damage per second at point-blank. Will gib enemies if enough shots hit. Headshots.
Range: 8 blocks
Rate of Fire: Requires a spinup time of about .5 seconds before it starts firing. Once spun up, fires bullets at a ridiculously fast rate.
Other: The Brominator’s Minigun has a large amount of recoil, rapidly accelerating him in the opposite direction he’s shooting. While firing, he can only maintain forward momentum for a few moments before the recoil sends him flying back.
Special: Endoskeleton
Quantity: 1
Function: The Brominator sheds his human appearance. For the duration of the special, the Brominator is invincible, has reduced movement speed and jump height, and is able to better fight the recoil of his Minigun, which requires virtually zero spinup time.
Duration: 5.5 seconds
Melee: Uppercut / Double-Axe Handle.
Function: On the ground, the Brominator performs an upward punch, dealing damage and high vertical knockback to whoever he hits. In the air, the Brominator slams down to the ground with his fists, dealing heavy damage.
Damage: 4/4/2 damage per uppercut. 10/10/2 damage per Double-Axe Handle. The Uppercut can headshot (12).
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:

  • The Brominator may have the greatest damage output of any Bro, especially when standing still. Start revving up as you approach enemies and unleash hell.
  • The recoil on Brominator’s minigun allows him to rocket horizontally across the level at virtually unmatched speeds. It also shreds anyone you happen to pass by while flying at Mach 1.
  • The Brominator’s special, along with letting him use his minigun more efficiently, also renders him invincible. This makes it great to use in almost any situation.
  • The Brominator’s melee attack can be used to precisely attack enemies when revving up your minigun would be inefficient. Standing next to a Bruiser while one block above him will allow your punches to headshot, taking him out with three hits. The aerial slam deals heavy damage for a melee attack, though is fairly hard to aim. Mashing the attack and jump buttons repeatedly can dish out multiple slams in a short period, though this is imprecise and still doesn’t outdamage your minigun.

Brommando

John Matrix – Commando
Primary Weapon: Rocket Launcher
Damage: 10/10/10 damage at max range. 40/21/20 damage per rocket at point-blank. Gibs and Headshots (40 damage per rocket at max range, 70 damage per rocket at point-blank).
Range: 13 blocks, though the explosion can hit enemies about a block further.
Rate of Fire: One rocket every ~0.75 seconds
Special: Rocket Salvo
Quantity: 3
Function: Brommando rapidly fires five rockets in sequence that erratically sway up and down as they fly.
Damage: Damage: 10/10/10 damage at max range. 40/21/20 damage per rocket at point-blank. Gibs and Headshots (40 damage per rocket at max range, 70 damage per rocket at point-blank).
Range: ~26 blocks
Melee: Knife
Function: Brommando swings a knife upward, dealing damage to anyone in front of him.
Damage: 4/4/2 damage per knife.
Range: 1 block. The knife can also hit enemies slightly above or below Brommando.
Rate of Fire: ~4 knifes per second.
Strategies:

  • Brommando’s rocket launcher reliably gibs enemies (including Bruisers, at point-blank) and has good range and damage, making him a good all-around fighter. He’s one of the better Bros at permanently destroying enemies.
  • Your rocket launcher has fantastic range and good damage, but has a fairly slow rate of fire. Take notice of any enemies not killed or knocked down by your initial shot.
  • Brommando’s rocket launcher can Headshot, and will reliably do so against Bruisers and Executioners standing one block underneath Brommando. A well-timed hop as you approach or standing on a ledge above them will allow you to reliably kill either enemy with a single direct hit to the head, from any range.
  • Brommando’s special fires out five rockets in rapid succession, each of which deals identical damage to his standard rockets. It’s one of the longest-ranged attacks in the game, sometimes able to destroy bosses outside their range of activation.
  • Because the rockets fired from the salvo swerve in the air, they tend to get caught on terrain the farther they fly. Thus, it may be wise to jump slightly before firing to ensure as many rockets as possible hit your target. Alternatively, standing right next to a tough enemy or boss will ensure they get hit by every rocket.
  • Brommando’s knife can be used to take out weak enemies when tossing out explosives would be dangerous. At point-blank, it can strike enemies slightly above or below Brommando, something lacking in the rest of his kit. Throwing enemies off of ledges (especially Kamikaze Mooks) can deliver damage from directions that are ordinarily unavailable to Brommando.

Bronan the Brobarian

Conan the Barbarian – Conan the Barbarian
Primary Weapon: Sword
The sword and different shockwaves all have their own hitboxes that vary in damage based on the level of charge and how many the enemy gets hit by, so these numbers are approximate. Terrain enemies seem to take the listed damage, however terrain itself seems to be instantly obliterated regardless of its health.
Damage: An uncharged swing deals a total of 6/5/8 damage. A fully-charged swing deals 81/50/58 damage, though this can vary depending on the size of the enemy and how many shockwaves they get hit by. The sword itself can Headshot (9 damage per swing uncharged). Gibs if charged enough.
Range: The swing has a range of about 2 blocks when uncharged and about 5 blocks when fully charged. The shockwaves travel about 9 blocks across the ground when fully charged.
Rate of Fire: ~3 uncharged swings per second. ~2 seconds to fully charge.
Other: Bronan’s sword can be charged, increasing its damage, range, and adding a shockwave that deals no damage, but knocks enemies into the air and Stuns them. A fully charged swing can Stun enemies temporarily and adds a third, damaging shockwave like the one caused by his special. Bronan’s Sword is also capable of reflecting projectiles, if timed correctly.
Special: Jump Smash
Quantity: 5
Function: Bronan leaps into the air, invincible, and comes crashing to the ground. When he lands, he produces a giant shockwave that travels along the ground, dealing heavy damage to enemies it hits and instantly destroying terrain.
Damage: 90/31/35 damage. Gibs.
Range: Range of shockwave is 10 blocks. The distance Bronan leaps varies. If standing still or walking, Bronan leaps about 1-2 blocks. If sprinting, Bronan leaps about 10 blocks horizontally, increasing based on his momentum.
Melee: Uppercut / Falling Stab.
Function: On the ground, Bronan performs an upward punch, dealing damage and high vertical knockback to whoever he hits. In the air, Bronan falls to the ground with his sword pointed down, dealing heavy damage.
Damage: 4/4/2 damage per uppercut. 10/10/2 damage per stab. The Uppercut can headshot (12).
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:

  • Bronan’s uncharged swings are quick enough to take out groups of enemies. Charging up his sword before you enter the fray, on the other hand, can allow you to level the entire room at once.
  • Bronan’s sword is the source of one of the most effective Sprint Boosts in the game. Each swing while sprinting adds approximately 1 speed to Bronan. Three swings increases his speed to 8, five swings increases it to 10, seven swings increases it to 12, and ten swings increases it to about 15. Bronan swings fast enough that he can build up incredible speed with just a couple seconds of swinging.
  • Due to the extended hitbox of his sword attack, Bronan is one of the few Bros who can somewhat effectively reflect minigun fire from Bruisers. Timing two or three swings together quickly can reflect every bullet back at him, likely killing him in the process.
  • One of the shockwaves produced when Bronan’s sword is partially charged will Stun enemies, including many bosses. If you time partially-charged swings, you can chain them together faster than enemies will recover from the Stun, allowing Bronan to fairly easily take certain bosses down without fear of retaliation.
  • The shockwave mentioned above can also, depending on Bronan’s position, affect the floor above him. While harmless on its own, you can use this to fling enemies off cliffs from below, or detonate kamikaze mooks that are above you.
  • Bronan is invincible during his special, and covers great distance if he uses it while sprinting (and even greater distance while Sprint Boosting). Use this to escape hairy situations or make otherwise impossible jumps.
  • Bronan’s special deals good damage, but is especially effective against terrain-based bosses. The first phase of the Sky Fortress can be taken down in seconds with a couple Jump Smashes, and the Rail Fortress can be destroyed instantly, skipping nearly the entire fight, by using it in the right position. The invincibility also makes the move perfect for avoiding otherwise devastating moves, such as acid spit or rotating lasers.
  • Bronan can ride ziplines (excluding the ones in Hell) and climb walls during his special, extending it until he touches the ground. He can’t attack, so destroying terrain or enemies is impossible, however this can be used to climb up normally unreachable cliffs or extend the duration of the invincibility to avoid taking damage.
  • Bronan’s melee attack may seem inferior to his sword, but it swings faster and doesn’t affect Bronan’s momentum when standing still. Against large, immobile targets like Bruisers, spamming punches will actually take them down faster than spamming uncharged sword swings. When moving, however, sword swings are much more efficient than punches.
  • You can also unleash Bronan’s sword charge by pressing the melee button. While in most situations this won’t make much of a difference besides looking cool, it does add the damage of the punch to the damage from all the shockwaves, as well as preventing Bronan’s swing from moving him forward slightly.

Broniversal Soldier

Luc Deveraux – Universal Soldier
Abilities: Broniversal is able to use his Special for a brief moment after he dies (assuming his body is intact), allowing him to revive himself.
Primary Weapon: Auto Shotgun
Damage: 6/6/3 damage at all ranges. Gibs if the target hits something.
Range: 10 blocks
Rate of Fire: ~3 shots per second if held, ~5 shots per second at max firing speed.
Other: Bullets “carry” intact bodies as they travel.
Special: Revive
Quantity: 5
Function: Broniversal Soldier revives all intact Mook and Bro corpses he’s standing near, who will then follow him around similar to the Boondock Bros at their normal walking speed, firing their weapon when Broniversal fires his. When in multiplayer, dead players who haven’t already respawned can be revived, giving them an extra life and control over their Bro. Certain enemies, like Bosses, Suicide Mooks, and Satan, cannot be revived.
Damage: Deals no damage initially. Damage of revived bodies depends on which body was revived. For revived Bros, damage is equivalent to their respective entry in this guide. Regular Mooks deal 1 damage per bullet, while revived Dogs can kill a Bruiser with two melee attacks.
Range: Range of Revive is a roughly 3-block radius around Broniversal Soldier. Range of revived bodies depends on which body was revived. For revived Bros, range is equivalent to their respective entry in this guide. Range of Regular Mook shots is 12 blocks, while the range of Bruiser shots is roughly 14 blocks.
Melee: Kicks
Function: Broniversal either does a split kick, a roundhouse kick, or a jump kick, depending on whether he’s standing, moving, or airborne, respectively. All kicks deal heavy knockback, and the split kick has a hitbox on either side of him, allowing it to hit twice. When the melee button is held in the air, the kick will stay out until it hits something or Broniversal lands.
Damage: 5/5/2 damage per hitbox.
Range: 1 block.
Rate of Fire: ~4 kicks per second.
Strategies:

  • Broniversal’s primary is unique in that its damage is unaffected by range; enemies will take the same amount of damage regardless of how far away they are. Thus, his long-range damage output is fairly high compared to other Bros.
  • Revived Mooks are somewhat underwhelming due to their lack of agility: They can hardly jump or climb walls, they move slowly, and they take fall damage. If you do manage to revive a pack of enemies (or a Bruiser) within reach of living enemies, however, they can greatly increase your damage output.
  • Due to the situational use of revived Mooks, it may be wise to save at least a couple specials for yourself – If you use your special immediately after dying, you’ll revive yourself.
  • Though underwhelming in Singleplayer, Broniversal is the closest thing to a medic the game has in Multiplayer – Use your special to revive your fallen Bros!
  • Broniversal’s kicks are powerful, particularly when standing still – It’s possible to hit large enemies twice with one split kick, allowing him to take out Bruisers very quickly. The jump kick can be held out indefinitely in the air, allowing it to be used to initiate combat from above.

Bro in Black

James Darrell Edwards III; “Agent J” – Men in Black
Primary Weapon: Noisy Cricket
Damage: 21/10/20 damage per shot at max range. 42/21/20 damage at point-blank. Gibs and Headshots (31 damage per shot at max range, 71 damage per shot at point-blank).
Range: 9 blocks + 1-block radius explosion
Rate of Fire: ~3 shots per second
Other: The Noisy Cricket has a great deal of recoil, sending Bro in Black flying back with each shot.
Special: Neuralyzer
Quantity: 3
Function: Bro in Black fires his Neuralyzer in a straight line, Blinding Mooks and Stunning other enemies.
Range: 16 blocks horizontally.
Melee: Knife
Function: Bro in Black swings a knife upward, dealing damage to anyone in front of him.
Damage: 4 damage per knife.
Range: 1 block. The knife can also hit enemies slightly above or below.
Rate of Fire: ~4 knives per second.
Strategies:

  • In terms of explosions-per-second, Bro in Black might have the best ratio in the game. He deals massive damage, with a decent range and good rate of fire.
  • The recoil on the cricket makes precise shots difficult. It’s possible to use it to your advantage, however, blasting you to heights that would otherwise be inaccessible. A fairly easy way of performing a high jump is to press and hold the jump and shoot buttons at the same time. Keep in mind the blast from your shots will likely destroy much of the terrain.
  • The Noisy Cricket can be used to Sprint Boost, by sprinting in the opposite direction right as you fire. The timing can be tricky, and the speed of the boost can vary greatly (I’ve managed to get as fast as 12). This can give Bro in Black great horizontal mobility, though keep in mind firing another shot will reset your momentum.
  • Bro in Black’s special Blinds all enemies in a straight line. Blinded enemies will do better than ceasefire – they’ll still shoot, but their shots will miss you and hit other enemies! This makes Bro in Black great for taking on crowds.
  • The Neuralyzer is one of the few status effects that affects Vehicles, stunning them. The long duration of the stun, combined with the cricket’s high damage output, makes Bro in Black fantastic against robotic bosses and other tough enemies.
  • Due to the chaotic nature of the cricket, Bro in Black’s knife can be used for more precise kills.

Bro Heart

View post on imgur.com

[i.imgur.com]
Primary Weapon: Claymore / Jabs.
Damage: The claymore deals 8/8/30 damage per swing, can reflect projectiles, and applies knockback. Its extended hitbox means it can sometimes deal additional damage to larger targets, like Bruisers and Vehicles. Jabs deal 5/5/1 damage per punch.
Range: The claymore has a range of 2 blocks, and can hit above Broheart as well as through terrain. Jabs have a range of 1 block.
Rate of Fire: The claymore swings about 3 times per second, or 5 times per second during his special. Jabs swing about 5 times per second, or 6 times per second during his special.
Special: FREEEDOOOM Rush
Quantity: 2
Function: Bro Heart screams “FREEDOM”, increasing his attack speed, movement speed (to 6 and 8 while walking and sprinting, respectively), and Panicking nearby enemies for the duration.
Range: The Panic radius is about 6 blocks in all directions.
Duration: 7 seconds.
Melee: Sword Throw / Punch
Function: If Bro Heart has his claymore, he throws it forward, dealing damage to all enemies in a line. The thrown claymore reflects bullets, even when stationary. If he has thrown his claymore, he punches forward, dealing damage and knockback.
Damage: The thrown claymore quickly hits multiple times, dealing a maximum of about 14/12/4 damage to one target (only dealing damage to terrain at point-blank), and can Headshot (for about 60 damage maximum). The fists deal 4/4/2 damage per punch.
Range: The claymore deals damage for 6 blocks, and begins falling to the ground at 8 blocks. The fists have a range of 1 block.
Rate of Fire: The claymore can only be thrown once until it has to be picked up again. The fists can punch about 3 times per second, or slightly faster during his special.
Strategies:

  • The claymore’s damage output isn’t as great as the other melee Bros, but it has an extended range to compensate. It can even hit especially large enemies twice with one swing. Note that due to the way Bro Heart moves forward while swinging, his overall momentum is slower while doing so.
  • Freedom Rush Panics enemies, slightly boosts your movement speed, and significantly boosts your attack speed. Overall, this significantly improves Broheart’s approach while it’s active. The radius of the Panic effect is about 6 blocks, whereas regular Mooks can shoot from 12-13 blocks away. This means that it has reduced effectiveness against ranged enemies that spot you from afar. On the other hand, the fact that enemies can’t approach Bro Heart during Freedom Rush makes him excellent against aliens, kamikaze enemies, and any other enemies that need to get in close.
  • Throwing your sword deals damage (enough to instantly decapitate a Bruiser if it hits him in the head), but its true use is reflecting bullets – Even when it’s stuck in the ground. This allows you to use your sword as a shield, which lasts until you pick it up, allowing you to block fire from Bruisers and even some bosses.
  • Keep in mind that the sword stops dealing damage after 6 blocks and starts falling after 8 blocks – Thus, you need some room to set up your sword shield. Conveniently, this range is about as far as Freedom Rush’s Panic radius, meaning the sword can cover you from distant enemy fire while Freedom Rush incapacitates nearby enemies.
  • Broheart’s primary Jabs have a number of advantages and disadvantages compared to his Claymore. They deal less damage, but swing faster, giving them a similar damage output (they actually tend to be slightly more damaging per second when not using your special, unless the claymore hits the enemy twice per swing). They don’t slow him down while running, but also don’t have its extended range. Finally, they deal very little terrain damage and cannot reflect projectiles. Overall, Broheart’s punches are generally good enough to get the job done while your sword is planted to reflect projectiles, so don’t be afraid to throw it out.
  • Broheart’s melee Punch is slower and deals less damage to most enemies than his primary Jabs. However, it does deal twice as much terrain damage, making it his best option for digging and fighting Terrain enemies when he’s disarmed.

Cherry Broling

Cherry Darling – Planet Terror
Abilities: Cherry has a slightly slower movement speed than the other Bros, and walks with a “limp”, making her speed fluctuate slightly. By default, Cherry’s primary weapon and special both fire straight down. The angle can be changed slightly with the directional buttons. When crouching, Cherry cannot move, but her weapons will fire straight forward.
Primary Weapon: Machine Gun Leg
Damage: 2.5*/2.5*/2 damage per bullet at max range (*bullets seem to alternate between dealing 3 and 2 damage at max range). 4/4/2 damage per bullet at point-blank. Headshots (9 damage per bullet).
Range: ~10 blocks vertically.
Rate of Fire: ~10 shots per second
Other: Unlike other Bros, Cherry’s weapon fires downward rather than horizontally. It offers a slight amount of lift for a few seconds while firing in the air, and can be aimed slightly to the left or right.
Special: Rocket Jump
Quantity: 5
Function: Cherry fires a rocket straight down, which explodes when it hits something. Cherry is not damaged by the blast, but is knocked upward slightly.
Damage: 20/11/20 damage per rocket at max range. 40/12/20 damage per rocket at point-blank. Gibs.
Range: ~16 blocks. Explosion radius is roughly 2 blocks.
Melee: Flip Kick
Function: Cherry flips forward, kicking enemies near the end of the flip. If a kick connects with an enemy, Cherry is sent flying into the air.
Damage: 4/4/2 damage per kick.
Range: 1 block. Cherry flips two blocks forward before kicking.
Rate of Fire: Due to the hitbox only existing near the end of the flip, ~1 kick per second.
Strategies:

  • Because of your slow default movement speed and hovering ability, you should spend as much time as possible in the air and firing. Most enemies cannot retaliate as long as you’re above them. As a bonus, firing down on enemies makes headshots very likely, increasing her efficiency at killing Bruisers and zombies.
  • Cherry can sprint boost simply by moving forward and sprinting while firing. Her momentum gradually builds, reaching a speed of 10 after around a second of firing. You can also speed it up slightly with a use of her special. There is seemingly no cap to how high her speed can build this way, and combined with the recoil from her primary, Cherry’s horizontal movement is deceptively potent.
  • Shooting off multiple rockets in succession can blast you high into the air, where you can glide down using your primary. Combined with the above tip, Cherry has incredible mobility that can be used to skip large sections of levels.
  • If you do need to stay on the ground, crouch to fire straight forward. You can’t move while doing this, so it’s recommended to fire only briefly.
  • Cherry’s flip kick is very inefficient at dealing damage. Hitting an enemy with it will send you into the air, higher than a regular jump. Typically, however, it’s quicker and safer to just jump into the air while firing your gun.

Colonel James Broddock

Colonel James Braddock – Missing in Action
Primary Weapon: Grenade Launcher
Damage: 15/15/15 damage per explosion. Gibs. The grenade itself deals 4 damage if it hits a Mook directly, and can damage terrain (16) if fired at point blank. It also causes Panic just before exploding.
Range: Grenade can be launched about 7 blocks horizontally, but will be dropped out 1 block away if fired while crouching. Explosion radius is roughly 1 block in all directions.
Rate of Fire: ~1 grenade per second
Special: Cluster Bomb
Quantity: 3
Function: Broddock launches a grenade which explodes three times (the first two of which are harmless), each time spawning three smaller bombs. Each small bomb launches into the air a distance before falling back down, exploding when they collide with anything (instantly destroying terrain). It also causes Panic just before exploding.
Damage: 33/25/25 damage and Friendly Fire on the final explosion, 37/1/25 damage per small bomb. Gibs. The grenade itself deals 4 damage if it hits a Mook directly, and can damage terrain (16) if fired at point blank.
Range: Grenade can be launched about 7 blocks horizontally, but will be dropped out 1 block away if fired while crouching. Small bombs will be launched roughly 9 blocks into the air before falling.
Melee: Kicks
Function: Brodell performs a roundhouse kick, dealing knockback. Kicking while moving or airborne moves Broddock forward a bit.
Damage: 5/5/2 damage per kick. Headshots (15 damage per kick).
Range: 1 block.
Rate of Fire: ~4 kicks per second.
Strategies:

  • Your attacks are imprecise, yet powerful. Due to your attacks being affected by gravity, keeping the high ground is advantageous.
  • Grenades reliably gib enemies, making Broddock good at taking out zombies. Their slow arm time, however, makes him inefficient at dealing with aliens.
  • You can plop a grenade out in front of you (for dropping down cliffs and the like) by crouching and firing. You can even throw a grenade immediately after firing it, increasing its range.
  • The grenade itself deals enough damage to kill small enemies. Keep this in mind as you aim your shots.
  • Your special deals a ton of damage, though it’s hard to aim. If you get the opportunity to plop out all three of your specials in front of a boss, it can possibly take them out instantly.
  • Your melee attack is somewhat powerful, so use it in situations where firing grenades would be impractical.

Dirty Brorry

Inspector “Dirty” Harry Callahan – Dirty Harry
Primary Weapon: .44 Magnum Revolver
Damage: 3/4/4 damage per bullet at max range, 12/9/4 damage per bullet at point-blank. Gibs at close range and Headshots (12 damage per bullet at max range, 36 damage per bullet at point-blank).
Range: 15 blocks.
Rate of Fire: ~4 shots per second. 1.5 seconds to reload.
Other: Harry’s magnum is the only weapon in the game that needs to reload. After he fires 6 shots, he reloads for about a second and a half. The reload happens automatically (regardless of other actions), and cannot be triggered manually. Harry’s bullets can pierce several enemies, and deal heavy knockback.
Special: Molotov Cocktail
Quantity: 3
Function: Harry throws a molotov cocktail which explodes upon contact with anything, dealing fire damage in a large radius and igniting flammable enemies.
Damage: The damage varies depending on exactly how much of the fire an enemy is hit by, but is approximately 13 damage per second to enemies and vehicles.
Range: Molotov can be thrown roughly 8 blocks horizontally. Two fireballs spread from the initial explosion and ignite the ground when they land, meaning the total radius of the fire blast ranges somewhere between 10 and 15 blocks, depending on where the fireballs land.
Melee: Punch
Function: Harry punches forward, damaging and knocking back anyone he hits.
Damage: 4/4/2 damage per punch.
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:

  • Harry’s magnum has great damage and range, pierces enemies, and deals high knockback. This makes it perfect for clearing out groups of enemies. Take care, of course, to mind how many shots you’ve fired. There’s no way to manually reload, so it may be wise to fire off the rest of your shots in between fights.
  • Harry’s molotovs have a wide radius, detonate instantly on contact, and cause panic in anyone they ignite. This makes them perfect for taking on crowds.
  • Molotovs don’t hurt Harry, making them a great panic button if you’re surrounded and need to reload. Though their ability to Ignite enemies is great to stop them from firing, the molotovs rarely deal as much direct damage as other explosives, so follow up with your revolver once it’s reloaded.
  • Harry’s melee attack is pretty underwhelming, however it does give you a reliable (if mediocre) means of dealing damage while you wait for your gun to reload.

Double Bro Seven

James Bond – 007
Primary Weapon: Silenced PPK
Damage: 6/4/4 damage per bullet at max range. 12/8/4 damage per bullet at point blank. Headshots (16 damage per bullet at max range, 28 damage per bullet at point-blank).
Range: 9 blocks
Rate of Fire: ~3 shots per second when held. Can also fire about as fast as the button is pressed.
Other: Enemies will not react to the sound of the PPK. The PPK’s bullets will ignore corpses.
Special: Gadgets
Quantity: 4
Function: Double Bro Seven uses a series of four different objects every time he presses the button.
Martini: Seven drinks a Martini and then throws the glass, dealing minor damage if it hits a Mook. Drinking multiple martinis will give Seven a tipsy idle animation, which appears to be aesthetic.
Jetpack: Seven blasts off in a Jetpack, allowing him to reach greater heights and light nearby enemies on fire.
Watch: Seven shoots a laser from his watch, dealing minor damage and igniting Mooks in a massive cone in front of him.
Disguise: Seven temporarily dons a ski mask. While in disguise, enemy terrorists will not attempt to attack Seven. All other functions, such as shooting and melee, are available while disguised.
Damage: Martini deals 4 damage to Mooks. Jetpack deals about 4 damage to Mooks and Vehicles, Igniting Mooks. The Watch deals 10 damage and Ignites.
Range: Martini is thrown about 3 blocks away. Jetpack boosts Seven about 7 blocks straight up, while the fire effect travels about two blocks in both directions. The Watch laser can hit enemies up to 19 blocks away and circles around to hit everything in a large cone in front of 007.
Duration: Disguise lasts for 5 seconds.
Melee: Punch
Function: Seven punches forward, damaging and knocking back anyone he hits.
Damage: 4/4/2 damage per punch.
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:

  • Your primary attack can fire about as fast as you press the button. Combined with its high damage and ability to ignore corpses, you can dish out a massive amount of damage in a short time.
  • 007 is great at taking out aliens, and his gun makes quick work of zombies, as well.
  • The Martini doesn’t serve much of a purpose, but it is possible to kill a small enemy by hitting them with it. If you manage to land a martini in the mouth of a worm enemy, such as an Acid Crawler, it will kill them instantly.
  • The Jetpack adds to your momentum, so it’s best used when combined with something like a propane tank. Use it to make a single hard-to-reach jump, or to escape from a group of enemies.
  • The Laser Watch doesn’t deal much damage, but covers a wide area. Use it to clear a group of weak enemies or distract tougher enemies long enough to close in with your primary.
  • The Disguise is your most potent special. All enemies will immediately stop attacking for the duration. Use it to make your escape, run through a busy area without being detected, or simply buy time while you fire away at a boss. You can still attack while disguised.
  • Your melee attack is inefficient and hard to aim. Due to the precise nature of your primary, you won’t need to use your melee often.

Ellen Ripbro

Ellen Ripley – Aliens
Primary Weapon: Pulse Rifle
Damage: Vehicles/Terrain take 2/4 damage per shot at max range, and 5/6 damage per shot at point-blank. Mooks function very differently. At most ranges, being shot a single time will do no damage. Being hit by multiple shots in rapid succession, however, deals damage. At max range, a Bruiser being shot by 2 shots will take 22 damage, +12 damage per additional shot. When standing less than a block away from an enemy, however, they will take significant damage from each shot that varies depending on how close (in that one-block range) Ripbro is standing. At the closest possible distance, the first shot will deal 24 damage, +26 damage per additional shot. The pulses can headshot (At max range, shots deal 26 damage, +16 per additional shot. At point-blank, shots deal 26 damage, +38 damage per additional shot.) The Pulse Rifle deals Electric damage.
Range: ~9 blocks. If the shot doesn’t hit anything, it explodes in a ~1-block radius circle, which can damage enemies.
Rate of Fire: ~3 shots per second when held, ~10 shots per second at max firing rate.
Other: When shot enough to gib, Mooks (alive or dead) will explode with an Electric effect that deals massive damage. This effect chains – Mooks killed by the electric effect will also gib with the electric effect.
Special: Firewall
Quantity: 3
Function: Ellen unleashes a gigantic wall of flame (comprised of three block-high streams of fire), Dealing fire damage for each stream that passes through an enemy.
Damage: 9 damage per stream to Mooks and Vehicles. 27 damage total if all three streams hit.
Range: ~15 blocks horizontally, ~3 blocks vertically.
Melee: Knife
Function: Ellen swings a knife upward, dealing damage to anyone in front of her.
Damage: 4/4/2 damage per knife.
Range: 1 block. The knife can also hit enemies slightly above or below.
Rate of Fire: ~4 knives per second.
Strategies:

  • Your primary’s high rate of fire and chaining explosion effect make you great at taking out crowds of terrorists, aliens, and zombies alike. Shooting one enemy two or three times can potentially cause a chain reaction that kills everyone in the room. Vehicles, on the other hand, are fairly resistant to the weapon. Get in close and mash the button to maximize your damage output.
  • The number of shots it takes to gib (and thus explode) an enemy depends on the range of the attack and the HP of the enemy. Regular Mooks can be gibbed by a single shot at point-blank, whereas Bruisers may require two or three.
  • Though its base rate of fire is fairly quick, the pulse rifle can also fire about as fast as you can press the button. Quickly tapping it two or three times in a row is a great way to quickly clear Mooks as you run by them, and mashing the button, as mentioned, will increase your overall damage output against vehicles.
  • Your special attack, though not especially damaging against Mooks, is great at clearing crowds. Each of the three streams deals damage separately, meaning taller enemies (such as bosses) take more total damage.
  • The Firewall will generally stop when it hits terrain (and won’t initiate at all if you’re right next to it), though positioning yourself close to the bottom or top of the terrain can cause the Firewall to pass through or destroy it. It’s not a very reliable digging tool (your pulse rifle is), but when standing one block below enemies on a higher ledge, it will generally destroy the terrain while damaging the enemies.
  • When causing an explosion or fire would be inconvenient, use the knife to quickly take out an enemy. It can also hit enemies slightly below you, such as if you’re standing one block above an enemy.

Indiana Brones

Indiana Jones – Raiders of the Lost Ark
Primary Weapon: Whip
Damage: 0/0/2 damage per whip at point-blank. 1/1/2 damage per whip from 2 blocks away. 6/6/2 damage per whip at max range.
Range: 8 blocks
Rate of Fire: ~4 whips per second at max firing speed.
Other: The whip pierces through any number of enemies, and applies the Panic status to those hit, even those that take no damage. When used in the air, the whip will default to shooting out upward at a 45 degree angle, but will attempt to grab onto nearby terrain instead of damaging it. Doing so will pull Indy toward the terrain as long as the fire button is held.
Special: Revolver
Quantity: 6
Function: Indy fires a shot from his revolver, dealing massive damage and piercing through enemies in a horizontal line.
Damage: 15/15/15 damage per bullet at max range. 45/31/15 damage per bullet at point blank. Gibs and Headshots (45 damage per bullet at max range, 135 damage per bullet at point-blank).
Range: 17 blocks.
Melee: Pickaxe
Function: Indy swings a pickaxe downward, dealing damage. The arc goes low enough to hit enemies and terrain below Indy.
Damage: 4/4/10 damage per swing.
Range: 1 block.
Rate of Fire: ~3 swings per second.
Strategies:

  • Your whip deals more damage the farther away the enemy is. Whipping enemies at point-blank will deal no damage, but hitting them with the tip will deal a lot.
  • Due to its Panic effect and piercing qualities, the whip is great for taking on crowds of enemies, especially melee and suicide enemies. Hitting an enemy at point-blank may not kill them, but will likely cause them to run away from you, allowing further hits to damage them.
  • Your whip can also be used to latch onto terrain when used in the air, allowing you to scale heights unavailable to many Bros.
  • The Revolver is one of the best specials in the game. One shot will kill any weak enemy in your path, and two shots (or one point-blank shot) will kill pretty much anything else. You have more uses of your special than most other Bros, so don’t be too stingy with them.
  • Headshotting a Mook with the Revolver is a guaranteed kill at any range, so stand on a ledge or do a quick jump to instantly take out Bruisers and Executioners. It’s also basically guaranteed to gib any suicide enemies close enough to hurt you, so it’s a good way to deal with them.
  • The revolver can actually be used to perform a tiny Sprint Boost, if you sprint in the opposite direction immediately after firing. It’s only slightly faster than sprinting, though it does allow Indy to clear 8-block jumps. It may be wise to conserve your ammo and use the whip for navigation.
  • Indy’s pickaxe swings somewhat slower than most melee attacks and doesn’t deal a ton of damage, but it does allow him to deal damage to enemies that are too close for his whip. It also has a few more advantages that make it a viable part of his kit. Primarily, it deals massive damage to terrain, making it Indy’s best digging tool. Adding to this, its downward arc hits slightly below Indy, allowing him to easily dig downward and hit enemies on a lower ledge than him. Finally, it’s one of the few melee attacks in the game that doesn’t affect your momentum. This allows Indy to melee enemies as he runs by without losing momentum, even when Sprint Boosting.

MacBrover

Angus MacGyver – MacGyver
Abilities: When MacBrover throws an enemy, he will automatically stick them with dynamite.
Primary Weapon: Dynamite
Damage: 25/50/25 damage per explosion. Gibs.
Range: Can be thrown roughly 3 blocks horizontally, ~7 blocks when dashing, or 1 block when crouching. Explosion radius is roughly 1 block.
Rate of Fire: ~3 bundles per second
Other: If MacBrover is adjacent to terrain or other objects, he will stick dynamite directly to surfaces rather than tossing it out. Dynamite will also stick to Mooks and Vehicles it lands on, Panicking Mooks.
Special: Turkey Bomb
Quantity: 3
Function: MacBrover tosses out a Turkey Bomb. All nearby enemies will stop what they are doing and attempt to approach and examine the turkey bomb. After the timer expires, or if the special button is pressed again, the bomb will explode, dealing heavy damage.
Damage: 40/35/35 damage per explosion. Gibs.
Range: Can be thrown roughly 3 blocks horizontally. Explosion radius is roughly 2 blocks in all directions.
Melee: Punch
Function: MacBrover punches forward, damaging and knocking back anyone he hits.
Damage: 4/4/2 damage per punch.
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:

  • Your attacks are powerful, but short-ranged. Sprinting past enemies and sticking them with dynamite as you run by is deceptively effective. Approaching from above is also advantageous, given that your explosives are affected by gravity.
  • You can stick dynamite to adjacent terrain. This is useful for attacking enemies on floors above you (including mook generators), by sticking dynamite to the ceiling. When you’re dashing, you toss dynamite farther, so doing a quick dash jump can result in long-range stick on an enemy.
  • MacBrover excels against melee enemies and Kamikaze Mooks, as sticking them with dynamite always inflicts the Panic status. Dogs and aliens will either turn around or run past you, and Kamikaze Mooks will usually turn back in fear. Because of his liberal amounts of explosives, MacBrover also performs well against Hell enemies.
  • Your dynamite is one of the few attacks in the game that deals more damage to Vehicles than Mooks. Most non-boss vehicles can be taken out by sticking them with a single bundle, and Vehicle bosses don’t take long to go down, either.
  • Though Dynamite deals high terrain damage, its long timer makes MacBrover one of the slowest Bros in the game at digging through soft dirt. He can, however, easily dig downward. His punch may be faster than his dynamite at digging horizontally.
  • Your turkey is one of the most useful specials in the game. Tossing it out will make all nearby enemies ignore you and try to get closer to the turkey. This makes its effective range even longer.
  • The Turkey Bomb can be used as one of the best Sprint Boosts in the game. Dash past a turkey bomb and detonate it while you are leaving its blast radius. The farther MacBrover is from the explosion (while still being affected by it), the faster he’ll fly, reaching a speed of 15 if timed correctly. MacBrover’s default dynamite can also be used to Sprint Boost, though with trickier timing and a smaller speed boost (I’ve reached a max speed of 12).
  • Though your punch is inefficient, it can be helpful when causing an explosion would be dangerous, and deals damage faster than waiting for dynamite to explode. MacBrover is also unique in that he automatically sticks dynamite to any enemy he throws. This makes his throw a very powerful tool, effectively turning any thrown enemy into a Kamikaze Mook. You can even throw someone after you’ve already stuck them, doubling the explosion damage.

Mr. Anderbro

Thomas Anderson; “Neo” – The Matrix
Abilities: By pressing the sprint button, or the knife button in combination with a directional key, Anderbro will dash in the given direction, ignoring gravity and rapidly dealing hits of minor damage to enemies and Vehicles. If he collides with terrain while dashing, he’ll cause a small shockwave, dealing damage to enemies in a small radius and knocking back enemies in a larger radius. The total damage of a downward dash from above is about 40/9/15 damage, though it depends on how many of the small hits land on the enemy. Anderbro can only dash once in each direction if he is in the air, for a total of four dashes.
Primary Weapon: Fists
Damage: 5/5/9 damage per punch. Knockback. Headshots (15 damage per punch).
Range: 1 block
Rate of Fire: ~4 punches per second if held, ~8 punches per second at max firing speed
Special: Bullet Time
Quantity: 3
Function: Anderbro activates a forcefield around himself. All projectiles entering the field while it is active will miss Anderbro and accelerate backwards, eventually traveling in the opposite direction and dealing damage to enemies hit, possibly gibbing them.
Range: ~3 blocks in front of Anderbro, ~1 block behind him.
Duration: ~3 seconds
Melee: Knife
Function: Anderbro swings a knife upward, dealing damage to anyone in front of him.
Damage: 4/4/2 damage per knife.
Range: 1 block. The knife can also hit enemies slightly above or below.
Rate of Fire: ~4 knives per second.
Strategies:

  • Your punches deal good damage output and massive knockback, making them a good all-around weapon. Unlike most other melee weapons, though, they can’t reflect bullets – use your special for that.
  • Neo’s punches can’t gib corpses, but they can punch heads off and do much more Terrain damage than most other melee attacks. Combined with his ability to destroy terrain underneath him by dashing into it, this makes Neo great at digging.
  • Though Bullet Time has a limited number of uses, it automatically reflects all incoming projectiles. This even applies to things like air strikes and fireballs, making it excellent against projectile-spamming bosses and air strike levels. Do note, however, that is has no effect on melee enemies, explosions, or sawblades. Keep an eye out for hazards and don’t forget to keep punching while Bullet Time is active.
  • Your air dash is one of your greatest weapons. It can instantly take down a Bruiser and kills enemies in a wide area if you collide with terrain. It also allows you to make difficult jumps and quickly speed along the ground.
  • Your knife is generally less effective than your fists. If a Mook is standing directly next to an explosive barrel, punching him into it will set it off, so knife may be a safer option.

The Brodator

The Predator – Predator
Abilities: When Brodator dies, his corpse explodes after a short period (or when the fire button is pressed). The explosion deals ~25 damage and has a radius of about three blocks.
Primary Weapon: Throwing Spears
Damage: 5/5/5 damage per uncharged spear, 13/13/13 damage per charged spear
Range: 9 blocks uncharged, 19 blocks charged.
Rate of Fire: 0.5 seconds to charge. ~10 spears at max firing speed.
Other: Holding the fire button for long enough will charge the spear, causing its speed, range and damage to increase. Spears will “carry” small Mooks they hit (one enemy uncharged, up to four enemies charged), ignoring any further enemies and corpses. Spears can stick into terrain and large enemies, at which point they can be used as a platform.
Special: The Hunt
Quantity: 2
Function: Brodator turns invisible, rendering him unnoticeable by all enemies for a couple seconds. A beacon emanates outward from Brodator in all directions, causing him to fire a plasma caster shot at each enemy tagged in the direction he’s facing.
Duration: 2.5 seconds.
Damage: 20/10/10 damage per shot. Instantly destroys and Gibs non-boss Mooks regardless of health.
Range: ~13 blocks.
Rate of Fire: ~5 shots per second.
Melee: Wrist Blade
Function: Brodator swing his wrist blade upward, dealing damage. Killing a small humanoid Mook with it will skin their corpse. Knifing a corpse, if there is a ceiling above it, will cause the corpse to be hung from the ceiling. Hung corpses will inflict Panic in enemies aware of them, and can be taken down by knifing or throwing them. Skinned kamikaze Mooks will not explode.
Damage: 4/4/2 damage per swing.
Range: 1 block. The blade can also hit enemies slightly above or below.
Rate of Fire: ~4 swings per second.
Strategies:

  • Your spears can be fired about as fast as you can press the button, or you can charge one to make it more potent. Either way, it’s great against crowds.
  • Your special only stays out for a couple seconds, but is very potent while it lasts. Enemies will ignore you for the duration, and you’ll automatically dish out carnage while it lasts. Use it to get out of a tight situation, to clear a room, or simply to get to the end of the level faster.
  • The blasts from your special aren’t especially potent against vehicles or humanoid bosses, but regular enemies will be instantly obliterated. Bosses with multiple sections (such as worms) will be targeted once for each section, allowing one use of your special to deal a ton of damage.
  • Your melee attack will Panic any enemies who witness a skinned victim. As an added bonus, skinned Kamikaze Mooks will not detonate.
  • You can stand on spears that have stuck into terrain and enemies. This usually isn’t terribly helpful due to your ability to climb walls, but it occasionally comes in handy.
  • Your corpse will explode in a wide radius if you die. This is pointless if you have no lives left, but if you have an extra life or there are other Bros in the game, you can use the explosion to your advantage.

Rambro

View post on imgur.com

[i.imgur.com]
Primary Weapon: Machine Gun
Damage: 1.5/1.5/1.5 damage per bullet at max range. 2/2/1 damage per bullet at point-blank. Headshots (4 damage per bullet at max range, 5 damage per bullet at point-blank).
Range: 12 blocks
Rate of Fire: ~10 shots per second
Special: Grenade
Quantity: 6
Function: Throws a grenade that explodes a few seconds later, dealing damage in a small radius. The grenade itself can deal damage if it hits an enemy in the head, killing small Mooks and Stunning other enemies temporarily. The grenade causes Panic just before exploding. If used while crouching, the grenade will instead be rolled out.
Damage: 25/25/25 damage per explosion. Gibs.
Range: Can be thrown about 11 blocks horizontally, or 1 block if rolled. Radius of explosion is about 1 block in all directions.
Melee: Knife
Function: Rambro swings a knife upward, dealing damage to anyone in front of him.
Damage: 4/4/2 damage per knife.
Range: 1 block. The knife can also hit enemies slightly above or below.
Rate of Fire: ~4 knives per second.
Strategy:

  • Rambro’s damage output is fairly low, but the long range on his machine gun and the versatile nature of his grenades makes him a good all-around character. Performing short jumps to shoot enemies in the head can increase your damage output.
  • Your grenades don’t have as big of a radius as most other throwable explosives, but you have more of them to compensate. Don’t be afraid to toss them out, as you’ll likely encounter an ammo crate or another Bro.
  • Along with dealing heavy damage, your grenades are especially useful for attacking enemies from weird angles. Learn how they bounce off walls and combine that with jumping at various heights to send them exactly where you want.
  • If there are enemies directly under a cliff or down a ladder, crouching will allow you to plop a grenade directly in front of you. You may also be able to run into a group of enemies, plant a grenade in the middle of them, and run out before they can shoot you.
  • Your knife is a fairly generic melee weapon, but is useful for quickly taking out weak enemies. Consider throwing enemies when you need an attack with a different arc than your grenades.

Snake Broskin

Snake Plisskin – Escape From New York
Abilities: Snake can don a hang glider by holding the jump button while he’s falling through the air. The hang glider can be angled by pressing up and down, giving Snake great horizontal movement through the air.
Primary Weapon: Silenced MP5s
Damage: 5/1/1 damage per bullet at max range. 6/~1.5/1 damage per bullet at point-blank. Mooks with 6 or less health take reduced damage (1 damage at max range, 1.5 at point-blank). Headshots (5 damage per bullet at max range, 9 damage per bullet at point-blank).
Range: 4-5 blocks
Rate of Fire: Really Damn Fast
Other: Snake’s guns will not alert enemies, and ignore corpses.
Special: Hologram Decoy
Quantity: 2
Function: Snake throws a device that, when it lands, projects a hologram of him. Until it disappears, the hologram will alert enemies, who will attack the hologram instead of Snake, as long as they don’t see him. If Snake takes damage (or presses the button again) while the hologram is active, he will instead teleport to the hologram’s location, dealing damage to Mooks and Vehicles at point-blank. The device itself can deal damage if it hits an enemy in the head, killing small Mooks and Stunning other enemies temporarily.
Damage: Telefrag deals 20/20 damage and Gibs.
Range: Device can be thrown roughly 8 blocks horizontally, or 1 if crouching.
Duration: 15 seconds.
Melee: Knife
Function: Snake swings a knife upward, dealing damage to anyone in front of him.
Damage: 4/4/2 damage per knife.
Range: 1 block. The knife can also hit enemies slightly above or below.
Rate of Fire: ~4 knives per second.
Strategies:

  • Snake’s MP5s have great damage output, especially since corpses don’t get in the way of the bullets. His short range, however, means he has to get up in his enemies’ faces.
  • The hologram has a number of practical uses. It can act as temporary life insurance, or used to make hard-to-reach jumps. Its use as a distraction is tricky, however, given that enemy bullets will go through the hologram and hit Snake.
  • Any death other than falling in pits can be negated with the hologram. This makes Snake a very resilient Bro, though remember that the hologram can’t save you before it’s activated (i.e. while the device is still in the air) or after it’s deactivated.
  • Be sure to note any potential threats near a placed hologram. Snake has no invincibility frames upon teleporting to the hologram, so any enemies in the area can immediately take him down for good. If necessary, the hologram can be rethrown with the melee button.
  • The hang glider can be tricky to master, but offers Snake great horizontal movement. The jump button must be held while Snake has downward momentum. Holding the up and jump buttons at the same time is a good way to initiate a glide. You can also hold up while jumping from a zipline to immediately get a boost of vertical movement.
  • Given your primary’s damage output, you likely won’t need to use your melee attack often. If an enemy is right next to an explosive, however, knifing them may reduce the risk of setting off the hazard.

Tank Bro

Rebecca Buck – Tank Girl
Primary Weapon: Bazooka
Damage: The edge of the explosion deals a total of 40/4/30 damage per missile. A direct hit deals a total of 80/39/62 per missile. Deals massive Knockback and Gibs.
Range: 7.5 blocks. Radius of the explosion is about 4×4 blocks, though the top of the explosion hits slightly higher.
Rate of Fire: 1 shot per second.
Special: Call Tank
Quantity: 1
Function: Tank Bro throws a smoke grenade. A tank then falls from the sky above the grenade, which can be piloted by any Bro with the melee button. The tank causes a shockwave when it lands, dealing heavy damage to anything in the area. If the Tank’s entry would be obstructed by terrain, the Tank will instead enter from the left side of the screen wherever Tank Bro is, at the cost of one of its specials. The grenade causes Panic just before exploding. If used while crouching, the grenade will instead be rolled out.
Note: Due to her tank being so complex, I list separate stats and strategies for it below.
Damage: Landing shockwave deals 90/22/15 damage. The tank itself can crush and run over the Bros, though the shockwave will not. The grenade itself deals 4 damage to Mooks.
Range: Can be thrown about 11 blocks horizontally, or 1 block if rolled.
Melee: Uppercut / Bazooka Slam.
Function: On the ground, Tank girl performs an uppercut, dealing damage and slight vertical knockback to whoever she hits. In the air, she falls to the ground, slamming her bazooka down and dealing heavy damage.
Damage: 4/4/2 damage per uppercut. 10/10/2 damage per slam. The Uppercut can headshot (12).
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:

  • Tank Bro’s bazooka is perhaps the most unwieldy primary weapon in the game, but its sheer destructive potential cannot be ignored. A single missile is generally enough to defeat almost any non-boss enemy. Its massive radius seems to extend slightly farther up than it does in other directions, making it useful for hitting enemies on a higher level.
  • Due to the missile’s slow speed and massive knockback, Tank Bro can use it to do a large rocket jump. Either sprint into the missile after you fire it, or fire it at something at point blank. Jumping as you fire the missile, and then immediately jumping toward it when you hit the ground, will result in an even higher jump.
  • The bazooka can also be used to Sprint Boost in the opposite direction, albeit with tricky timing. Remember, the trick is to be as far away from the explosion as possible while still being affected, so start turning around as soon as the explosion begins. If you successfully perform any Sprint Boost, you can then fire another missile and sprint past it to boost even faster (almost to a speed of 15).
  • Given the unwieldy nature of your primary, your melee attack is handy when leveling the entire room would be disadvantageous. Standing next to a Bruiser while one block above him will allow your punches to headshot, taking him out with three hits. The aerial slam can be hard to aim, but is powerful when it does, and is an easy followup to a rocket jump.
  • The very act of calling in the tank is a viable weapon, crushing any enemies in the area. Be wary of any ceilings, however, which will call the Tank in from the left. For that matter, stay out of the way when the Tank arrives, as it can kill you.

Tank

Tank
Abilities: Any Bro can enter or exit the Tank with the melee button. The tank moves slowly and can’t climb walls or ladders, but can jump surprisingly high. The tank is nearly impervious to bullets, and will reflect them a short distance. The tank will rapidly deal hits of 5 damage to enemies it moves into, and will likewise plow through terrain. When the tank reaches zero health, it begins blinking and beeping, and will eventually erupt into a massive explosion that hurts everything outside of the tank.
Primary Weapons: Mortar Strike and Bunker Buster
Function: The Tank spawns with the Mortar Strike, but can switch between the two weapons with the special key (which takes about a second). The Mortar Strike is an arcing projectile that detonates on contact with anything. The Bunker Buster fires a missile that flies straight, destroying terrain and detonating on contact with an enemy (or at the end of its range).
Damage: The Mortar Strike deals 10/11/10 damage and can Headshot (40). The Bunker Buster deals 30/15/15 damage. Both Gib.
Range: The Mortar Strike peaks at around 7 blocks high and 6 blocks horizontally. It lands on even ground 8 blocks away. The Bunker Buster has a range of about 8 blocks.
Rate of Fire: The Mortar Strike fires almost 3 times per second, and the Bunker Buster fires slightly faster than once per second.
Special: Tank Charge
Quantity: 3*
Function: The Tank Charge is activated by sprinting for about half a second while in the Tank (the special button switches between weapons). Upon activation, the Tank charges forward at high speed, plowing through terrain and dealing devastating damage to Mooks and Vehicles in its path. Tank Charge cannot be cancelled or change directions once started, though the tank can jump and use its weapons as usual.
*If the Tank is called in from the left side of the screen due to a ceiling, it will use a charge on its entry, leaving it with only 2 uses.
Damage: ~150/125 damage per second.
Range: The Tank Charge lasts for about 23 blocks.
Strategies:

  • The Tank is probably the most versatile special in the game, for both offense and defense. The damage of its explosives are not quite as powerful as Tank Bro’s, but their nuances allow them to hit enemies that are out of the way. Overall, the tank isn’t nearly as fast or agile as the Bros when it’s not using its special, but is perfect for tactical approaches.
  • The Bunker Buster fires too high to hit normal-sized Mooks, and the Mortar Strike flies in an arc. Thus, hitting enemies on level terrain with either attack requires a bit of spacing. Against non-explosive enemies, simply pushing forward and plowing through everyone in your way is generally an efficient way to deal with them.
  • The Mortar Strike is perfect for hitting enemies above you or on the other side of terrain, often from a position where they can’t fire back. Hitting an enemy once the mortar has begun falling is very likely to headshot, which will instantly kill Bruisers and Executioners. It’s also your best option to create ledges for the tank to climb.
  • The Bunker Buster is fired just high enough to avoid small enemies, which can actually be used to your advantage. It’s good for hitting a Bruiser or other large enemy standing behind a group of smaller enemies, or on the other side of terrain. You can fire off the Bunker Buster to hit the big enemy, while running the smaller ones over with the tank.
  • The Bunker Buster can be used to Sprint Boost. Press the fire button and then immediately exit the tank and sprint past the missile. Being several blocks ahead of the missile when it explodes will grant the biggest boost (12).
  • The Tank is highly resistant to bullets, however it is very weak to explosives. It takes about three Kamikaze Mooks or four grenadier grenades to take out the Tank. Try to kill exploding enemies with missiles rather than ramming into them. Because the Tank Charge gibs enemies, however, their explosion will not damage the tank in that case.
  • Melee enemies are also devastating to the tank. Dogs are easy enough to distract with corpses, however Xenomorphs can shred the tank with one or two leaps. Their leaps also make them difficult to ram into (even with the charge), so definitely try and take them out from afar. Tank Bro’s bazooka works well for this.
  • Terrain that can deal crushing damage (cars, rocks, etc.) will instantly destroy the tank (though the Bro inside will survive). Be very careful maneuvering around areas with collapsing terrain, particularly the alien caverns.
  • The tank is surprisingly nimble. If you repeatedly press the jump button as if trying to climb a wall, the tank will often destroy the terrain, giving you room to stand. This, combined with the tank’s arcing explosives and ramming damage, make it great for digging.
  • The Tank Charge is one of the most devastating moves in the game, shredding enemies and bosses alike. Combine this with your missiles, and there’s little that can stand in your way. The Charge also increases your jump distance, further increasing the Tank’s mobility.
  • Rather counterintuitively, the Tank’s death explosion will only hurt you if you’re outside it. Thus, if it starts blinking, don’t give up! Even if you’re kicked out of the Tank, you can get back in before it explodes, and be perfectly safe. You can even use the death explosion to your advantage, if enemies are in range.
  • The Tank can be entered by any Bro. Thus, if Tank Bro dies but the Tank is still around, other players (or you, if you have extra lives) can still take advantage of it!

Brocketeer

View post on imgur.com

[i.imgur.com]
Abilities: The Brocketeer’s standard jump is replaced with a jetpack, allowing him to jump up to 6 blocks high. Holding the jump button allows Brocketeer to glide briefly, allowing him to clear 12-block gaps while sprinting. Mooks and Vehicles within about 4 blocks on either side of Brocketeer will be Ignited by the exhaust when he jumps (taking roughly 5 damage per blast)
Primary Weapon: Luger
Damage: 1.5/1.5/1.5 damage per bullet at max range. 1.5/2/1 damage per bullet at point-blank. Headshots (~4 damage per bullet at max range, 5 damage per bullet at point-blank).
Range: ~12 blocks
Rate of Fire: ~4 shots per second when held. ~10 shots per second at max firing speed.
Special: Brocket Dive
Quantity: 8
Function: The Brocketeer leaps into the air if he’s not there already (raising slightly higher into the air if he is), and shoots downward at a 45 degree angle until he collides with terrain, rapidly dealing damage to enemies he passes through. When he collides, enemies in a small radius take heavy damage, while enemies in a large radius are knocked away.
Damage: The impact itself deals 25/25/15 damage. Initiating the special on top of an enemy can deal much more damage, depending on how many times they get hit by Brocketeer as he jumps.
Range: When used on the ground, he will land about 4 blocks away.
Melee: Rocket Punch
Function: The Brocketeer thrusts forward with a jet-powered punch, dealing heavy damage and knockback to enemies hit. Brocketeer moves back a bit when he lands a punch, allowing the same enemy to be hit multiple times.
Damage: 10/10/10 damage per punch.
Range: 2 blocks, or 3 blocks while moving.
Rate of Fire: ~4 punches per second.
Strategies:

  • Your primary weapon is one of the least efficient attacks in the game, and deals less damage overall than your exhaust and melee attack. It does have a long range, however, making it somewhat useful for taking on enemies who are dangerous to get close to.
  • Your jetpack’s exhaust deals damage in a wide radius around your jump. Its actual damage output isn’t very high, but the fact that it Ignites enemies makes it great for fending off close-range foes, like aliens and kamikaze mooks. Igniting enemies also tends to reset their alertness, allowing you more time to deal with them before they shoot you.
  • Adding onto his already fantastic mobility, Brocketeer’s jetpack can be used to Sprint Boost. Simply keep sprinting and jumping forward, and Brocketeer will build up speed. Given how far he can jump by default, there is nary a jump in the entire game Brocketeer can’t clear.
  • Brocket Dive has brief invincibility frames upon landing, but not during travel. While its damage radius is small, the radius of knockback is huge and goes through walls. This can be used to, for example, knock over a Kamikaze Mook on the floor above you, causing him to explode. The knockback is stronger the farther away enemies are from the point of impact. From far enough away, Brocket Dive can send enemies flying high enough to die of fall damage.
  • Despite the HUD only showing a maximum of 6 charges, Brocket Dive actually has 8 uses, so there’s really no need to conserve them. You can follow up a jump with a Brocket Dive for additional damage, or use Brocket Dive to initiate the jump in the first place.
  • Your melee attack is very powerful, and is more efficient at dealing damage than your primary and jump. The knockback is powerful enough that enemies directly behind your target will be gibbed.
  • There are several nuances regarding Rocket Punch that add utility to Brocketeer’s kit. Executing a melee attack immediately after jumping will give the jump greater height and distance. Rapidly punching in the air can boost your horizontal movement, though this does interfere with Sprint Boosting. Finally, it deals very high terrain damage, making Brocketeer great at digging.
  • If you initiate a rocket punch while moving forward, and then press the jump button, Brocketeer will emit exhaust as if he had jumped without actually interrupting the melee attack, allowing you to spit exhaust and punch at the same time. Mashing both the melee and jump buttons at this point will rapidly punch and spit exhaust as you move forward, dishing out much more damage than simply jumping and shooting. Pressing the special button instead of the jump button will cause Brocketeer to burn all of his specials at once, dealing massive damage where he’s standing.

The Brode

Beatrix “Black Mamba” Kiddo – Kill Bill
Primary Weapon: Katana
Damage: 5/5/2 damage per neutral hit. Knockback. Her side, up, and down attacks deal 10, 10, and 5 damage to terrain, respectively.
Range: 1 block.
Rate of Fire: ~8 stationary attacks per second at max firing speed. ~2 directional attacks per second.
Other: The Brode’s primary attack reflects projectiles and can be aimed with the directional buttons. Left and right result in horizontal swings, up results in a rising jump swing that acts as a second jump, and down results in The Brode jumping into the air (if she’s not already) and falling back down with an attack. Each directional attack can only be used once while in the air.
Special: Full-Fisted Anal Decimation
Quantity: 5
Function: The Brode dashes forward, still affected by gravity and momentum. If she hits an enemy, she punches them, dealing massive knockback. After a a brief delay, the enemy explodes, dealing damage in an area around them. FFAD only consumes a use if the punch connects with an enemy; If it doesn’t, a use is not consumed, but the Brode moves at a severely reduced movement speed and cannot use FFAD again for two seconds. Using FFAD during an upward or downward primary attack will cause the Brode to do a large horizontal jump, without consuming a use or inflicting the speed penalty.
Damage: The punch itself deals 3/3/0 damage. The explosion deals 30/30/25 damage and gibs.
Range: The dash travels about 8 blocks horizontally. The explosion radius is 3 blocks.
Melee: Throwing Knife
Function: The Brode throws a knife forward, dealing damage to enemies hit.
Damage: 3*/3/3 damage per knife.
Range: 4 blocks, or ~5 blocks when moving.
Rate of Fire: ~3 knives per second.
Strategies:

  • Your primary attack is one of the few aimable attacks in the game. Use the forward attack to take out crowds, or the stationary attack to take out big targets. The upward attack is tricky to aim, but can be used as an extra jump in the air. The downward attack can be used to initiate combat on enemies below a ledge.
  • You can use Full-Fisted Anal Decimation to turn an enemy into a time bomb. The explosion is strong enough to kill a Bruiser, and has a wide radius. Regular Mooks are knocked incredibly far and killed by the initial punch, allowing you to use them as a long-range explosive.
  • If you use Full-Fisted Anal Decimation immediately after initiating an upward or downward attack, your momentum will increase significantly, effectively giving you a long jump. You can even follow up an upward FFAD-jump with a downward one for added horizontal distance.
  • Full-Fisted Anal Decimation will not consume a use if it does not hit an enemy, but if you do not chain it into a strike, your speed and jumping will be significantly hindered for a few seconds. Be sure to either hit an enemy with it, or chain it into a FFAD-Jump.
  • Though FFAD-Jumping doesn’t consume special ammo, you do need at least one charge to initiate it. Thus, it may be wise to hold onto at least one to use for FFAD-Jumping. You can then use it to punch Satan so hard that he explodes.
  • The Brode’s throwing knives have a weird damage property: They normally deal 7 damage to Mooks, unless the target has 6 or less health, in which case they deal 3 damage. In practice, this means that Mooks with more health than Bruisers take fewer knives to kill than sword swings. On the other hand, Mooks with specific amounts of health (such as bazooka mooks with 4) will take more knives to kill than sword swings.
  • The throwing knives aren’t quite as fast as your sword, and they deal reduced damage against vehicles, usually making them less efficient in terms of damage output. Their range isn’t outstanding, but they do allow you to set off hazards and hit dangerous enemies from a few steps away, overall making them a useful utility tool.

The Brofessional

View post on imgur.com

[i.imgur.com]
Abilities: Due to the way his melee attack works, Brofessional cannot throw enemies.
Primary Weapon: Silenced Beretta
Damage: 6/4/4 damage per bullet at max range. 12/8/4 damage per bullet at point blank. Headshots (16 damage per bullet at max range, 28 damage per bullet at point-blank).
Range: ~5 blocks
Rate of Fire: ~3 shots per second when held. Really damn fast at max firing speed.
Other: Enemies will not react to the sound of the Beretta. The Beretta’s bullets ignore corpses.
Special: Brotilda’s Sniper
Quantity: 3
Function: Brofessional tags enemies in a wide line. After a brief delay, tagged enemies will be shot three times. Multi-segmented enemies will only be shot once per segment targeted.
Damage: 9/9/20 damage per shot.
Range: 16 blocks wide and 3 blocks tall.
Melee: Teleport Stab
Function: Brofessional disappears, reappearing a distance away in a direction that can be controlled with the movement buttons. He automatically appears next to any Mooks in the direction that he teleports, stabbing them and dealing damage. While he has disappeared, Brofessional is invincible. The time it takes him to reappear can be extended by holding the button. When used point-blank, Brofessional simply stabs without teleporting.
Damage: ~9 damage per stab.
Range: Range of the teleport is normally 2 blocks in any direction, but can extend slightly to move through terrain. Homing in on an enemy can increase the range to 8 blocks.
Duration: Disappear lasts ~1.5 seconds when held.
Firing Speed: ~2 teleports per second. ~3 stabs per second at point-blank.
Strategies:

  • Your primary has a short range, but it fires about as fast as you can pull the trigger, and deals good damage to boot. It ignores corpses, making it great for taking out groups of enemies.
  • Brofessional is great at taking out aliens, and his gun makes quick work of zombies, as well. His inability to Throw, however, combined with the lack of knockback on his primary and melee, make exploding enemies dangerous for him. If you shoot a kamikaze mook at close range, be sure to quickly jump away or dodge the explosion with your melee teleport.
  • Brotilda deals a reasonable amount of damage to all enemies in line after a delay. Run in, throw out a special, and then leave before anyone shoots you.
  • Against enemies with multiple segments, such as worms, Brotilda will only fire once per segment targeted. You’ll usually be able to tag at least three segments with one use, however, and possibly more if you aim correctly. Combined with Brotilda’s increased damage against terrain enemies, this makes her very effective at worms and other multi-segmented enemies.
  • Teleporting via your melee attack is a great source of utility. You can teleport into and out of a room before anyone sees you, letting you set up Brotilda to take them out. It’s also very helpful for scaling vertical buildings, as jumping and teleporting vertically is a quick and easy way to move up and down floors.
  • Another important aspect of Brofessional’s teleport is that it renders him completely invincible until he reappears. Teleporting through enemy bullets is a viable strategy. Holding the button will extend the invincibility to last about a second and a half. This can give you time to wait out explosions, chain reactions, or for Brotilda to finish sniping.
  • Your melee deals high damage per stab, though its low rate of fire makes it rarely as damaging as your primary. You can teleport great distances to stab an enemy, however, meaning the effective range of your melee attack is ironically greater than that of your primary. This makes it a great way to initiate groups of enemies, followed up by Brotilda or a few shots from your primary.
  • Brofessional’s melee attack won’t trigger against vehicles or enemies, meaning you’ll have to rely on his guns to take them out. He is also the only Bro who cannot throw enemies, so your primary and special are your best sources of damage.

The Brolander

Connor MacLeod– Highlander
Abilities: Brolander starts off slower than other Bros (Approximately 3 speed while walking and 5 while sprinting) and with zero uses of his special, but receives increased agility and damage the more charges of his special he has. He can gain charges by dealing damage to enemies and collecting powerups. Regular Mooks grant 1/5 of a charge, while Bruisers and powerups grant 1 charge. Attacking other enemies grants charges based on damage dealt. If Brolander is killed with at least 3 charges and his body is still intact, he will be revived with zero charges.
Primary Weapon: MacLeod Longsword
Damage: 4/4/5 (12) damage at no charge. 8/5/5 (24) damage at 1 charge. 8/5/10 (24) damage at 2 charges. 12/6/10 (36) damage at 3/4 charges. 16/7/20 (48) damage at 5 charges. Always headshots applicable enemies (for the listed damage in parenthesis), and deals Electric damage at 5 charges.
Range: 1 block.
Rate of Fire: ~4 swings per second
Other: Brolander’s sword can reflect projectiles.
Special: The Quickening
Quantity: Starts at 0. Maximum of 5.
Function: Brolander consumes a charge to deal massive electric damage in all directions. Brolander can barely move while using the Quickening, but is invincible for the duration. Holding the special button will consume multiple charges in a row.
Damage: 283/50/75 damage per special. Deals Electric damage.
Range: ~5 blocks in all non-down directions.
Melee: Electric Punch
Function: Brolander punches forward, dealing Electric damage and knocking back enemies hit.
Damage: 0/10/2 damage per punch at no charge. 1071/15/2 damage per punch at 1 or more charges.
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:

  • Brolander is the most vulnerable character in the game when he first spawns. Be on the lookout for easy-to-reach enemies and powerup crates. Enemy spawners can be farmed for charges, though kamikaze mooks will likely destroy the spawner if decapitated.
  • Brolander’s sword is the source of one of the most effective Sprint Boosts in the game, which is perhaps more essential to him than any other Bro. Each swing while sprinting adds approximately 1 speed to Brolander, bringing him up to regular Bro speed after two swings if he’s at zero charges. Four swings increases his speed to 8, six swings increases it to 10, eight swings increases it to 12, and eleven swings increases it to about 15. Brolander is faster the more charges he has, meaning at 5 charges it takes just a few swings to boost him to insane speeds. Due to this, it is highly recommended to constantly swing your sword as you sprint, building up speed with each swing regardless of whether you hit anything or not.
  • Brolander’s sword is weak at first, but deals more damage against Bruisers than most melee attacks. With at least three charges, his sword can instantly kill Bruisers, and deals massive damage to anything stronger.
  • Brolander’s special might have the greatest damage output of any move in the game, able to kill even certain bosses with just a single use. He’s invincible but immobile for the duration, so be wary of any stragglers waiting to shoot you.
  • Because attacking bosses gains charge based on damage dealt, he can increase in power exponentially with each swing, going from no charge to max charge in just a few swings. Combined with the massive damage of his special, Brolander might be the best bro in the game at taking on several bosses.
  • Brolander has little in the form of ranged attacks, making him vulnerable to red barrels and especially melee enemies. Even at max charge, attacking Xenomorphs is very risky, as you cannot kill them in one hit when you have zero charges, and passing by them can result in getting slashed. Try to go around aliens, or very carefully attack them from a step away.
  • Brolander’s punch is currently bugged. At zero charges, each individual punch deals zero damage, but can chain lightning with repeated attacks. At one or more charges, it deals enough damage to instantly kill any enemy that can be electrified, including GR666 and the first two forms of the final boss. Expect this to be fixed…Eventually.

Time Bro

Max Walker – Timecop
Primary Weapon: Burst Rifle
Damage: 18/8/12 damage per burst at max range. 24/12/12 damage per burst at point-blank Gibs if enough bullets hit. Headshots (46 damage per burst at max range, 72 damage per burst at point-blank)
Range: 9 blocks
Rate of Fire: Fires a burst of ~10 bullets every .5 seconds.
Special: Time Slow
Quantity: 2
Function: Time Bro slows down time for everything but himself and other Bros. Enemy reaction times, projectile speed, environmental hazards, etc. are all slowed down significantly, while the Bros can act at normal speed.
Duration: 8 seconds.
Melee: Kicks
Function: Broniversal either does a split kick, a roundhouse kick, or a jump kick, depending on whether he’s standing, moving, or airborne, respectively. All kicks deal heavy knockback, and the split kick has a hitbox on either side of him, allowing it to hit twice. When the melee button is held in the air, the kick will stay out until it hits something or Broniversal lands.
Damage: 5/5/2 damage per hitbox.
Range: 1 block.
Rate of Fire: ~4 kicks per second.
Strategies:

  • Your primary is a decent all-around weapon. Use it in combination with your special to wreak havoc on enemies. Performing short jumps as you approach a Bruiser can potentially kill him with a single burst, if some of the shots hit him in the head.
  • Your special is one of the most useful moves in the game. It can be used to skip entire levels if ammo crates are picked up along the way, and significantly increases your survivability if you’re in a fight. The effectiveness is amplified when in multiplayer, as other Bros also benefit from the effect.
  • Your melee attack deals good damage, especially if you hit with both sides of the split kick. Standing on top of a Bruiser and spamming kicks can potentially kill him faster than shooting him. Your aerial kick is also unique in that it will stay out until you hit something (or if you leave the air). If you’re jumping down to enemies on a lower level, consider initiating with a jump kick.

Expendabros

Expendabros cannot be played as or unlocked in the normal game, but can be played in the free standalone game Expendabros. They can also be triggered to appear in custom stages, or played as using mods. The characters all hail from the Expendables movies, and they all use the Knife as their melee weapon:

Melee: Knife
Function: The Bro swings a knife upward, dealing damage to anyone in front of him.
Damage: 4 damage per knife.
Range: 1 block. The knife can also hit enemies slightly above or below.
Rate of Fire: ~4 knives per second.

Broctor Death – Doc
Primary Weapon: Knife
Damage: 5
Range: 1 block
Rate of Fire: ~8 swings per second at max firing speed.
Other: Broctor’s primary attack can be aimed with the directional buttons. Left and right result in horizontal swings, up results in a rising jump swing that acts as a second jump, and down results in Broctor jumping into the air (if he’s not already) and falling back down with an attack. Each directional attack can only be used once while in the air.
Special: Dash Stab
Quantity: 3
Function: Broctor dashes forward in a line, destroying terrain and carrying any enemies he stabs with him. At the end of the dash, enemies caught are send upwards, taking damage.
Damage: ~5 damage.
Range: 8 blocks

Bro Caesar – Hale Caesar
Primary Weapon: Minigun
Damage: ~4 damage per bullet at max range. ~8 damage per bullet at point-blank. May gib enemies. Headshots.
Range: 8 blocks.
Rate of Fire: Really Damn Fast
Special: Minigun Leap
Quantity: 5
Function: Caesar propels himself into the air with his Minigun, firing several shots behind him and becoming immune to damage while airborne. He slams his minigun into the ground when he lands, resulting in a shockwave that deals massive damage to enemies.
Damage: ~5 damage per bullet. Shockwave itself seems to deal 35+ damage to the Soldier boss, but less damage to Bruisers.
Range: Caesar is propelled about 10 blocks horizontally.

Bronnar Jensen – Gunner Jensen
Primary Weapon: Stickybomb Launcher
Damage: ~27 damage per explosion. Gibs.
Range: Will land about 8 blocks away if fired horizontally.
Rate of Fire: 1 shot every ~0.75 seconds.
Other: Stickybombs will stick onto enemies and terrain, causing the Panic status in enemies and exploding after a few seconds.
Special: RC Car Bomb
Quantity: 3
Function: Bronnar places down an RC Car, which is controlled instead of Bronnar for the duration of the move. The RC Car has similar movement to most Bros, being able to move, jump, and climb walls and ladders. Pressing the fire button while the RC Car is active will cause it to explode.
Damage: 35+ damage per explosion. Gibs.
Range: The car itself can move about freely, though may be teleported back to Bronnar if it goes offscreen. Radius of explosion is 2 blocks.
Duration: ~11 seconds.
Other: Causes Panic in enemies aware of the RC Car, forcing them to run away from it.

Broney Ross– Barney Ross
Primary Weapon: Dual Pistols
Damage: 3 damage per shot at close range, 2 per shot damage at long range. Headshots.
Range: 7-8 blocks.
Rate of Fire: ~16 shots per second.
Special: Stickybombs
Quantity: 3
Function: Barney tosses out three bombs that stick to anything and explode after a few seconds.
Damage: 35+ damage per explosion. Gibs.
Range: The bombs land at around 4, 6, and 8 blocks away, respectively.

Lee Broxmas – Lee Christmas
Primary Weapon: Throwing Knives
Damage: 4 damage per knife.
Range: 9 blocks.
Rate of Fire: Throws three knives every ~0.5 seconds if held, or roughly 10 knives per second at max firing speed.
Other: Knives “carry” small targets hit as they travel, throwing them in the direction they’re traveling.
Special: Rain of Knives
Quantity: 3
Function: Christmas throws a flurry of knives that descend in a wide arc.
Damage: 5 damage per knife.
Range: Knives will fly anywhere from about 8 to 17 blocks.

Toll Broad – Toll Road
Primary Weapon: Fire Shotgun
Damage: ~14 damage per shot at point-blank
Range: 5 blocks.
Rate of Fire: 2 shots per second.
Special: Incendiary Grenade
Quantity: 3
Function: Toll throws a grenade, which erupts after a few seconds into several fireballs that spread and ignite anything they touch.

Trent Broser – Trench Mauser
Primary Weapon: Rifle
Damage: ~11 damage at point-blank. ~4 damage at long range. Headshots.
Range: 11-12 blocks.
Rate of Fire: ~5 shots per second.
Special: Air Strike
Quantity: 3
Function: Trent throws a beacon grenade that disappears after a few seconds, summoning five air strike missiles near where it landed from the top left of the map.
Damage: ~25 damage per missile. Friendly Fire, Gibs.
Range: Can be thrown about 11 blocks horizontally. Missiles travel until they collide with anything

SteamSolo.com