Broforce

Broforce

274 ratings
Portbrolio - A Guide to the Bros!
By Colonel Mustache
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!
 
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Introduction
Special thanks to Solahp for providing enemy health values, and teaching me how to easily test weapons against the enemies! Also, thanks to Pinhead Larry for taking gifs of the Bro intros!

Abilities are traits of the Bro that are not directly tied to their primary or special abilities, for example Brade's increased jump height and movement speed.
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Damage is essentially how many shots it takes to kill an enemy. Because regular Mooks have such little HP (2 to be exact), I tested the weapons by firing them at both Big Mooks and the GR666 miniboss. For reference, Big Mooks have 25 HP, while GR666 has "110" HP (or rather, that's how much damage he takes before he falls down). I simply compared how many hits it took to kill each one, and then did the math, while rounding up to find whole numbers when necessary.
Because of the sporadic damage of most weapons due to variables like range, most of the damage values are approximate. While the actual numerical value of the damage can vary, the values listed can be used to determine how many shots it will take with the weapon to kill an enemy.

For particularly damaging attacks, such as grenades, that will down even the Super Soldier in two shots, I'll generally list their damage as something like "50+". There don't seem to be any non-(mini)boss enemies with more than 50 HP, so damage values like these can be considered "OHKO to anything that isn't a boss". Similarly, values listed as "35+ damage" will kill Big Mooks and other tough enemies in one shot, while destroying vehicles and other bosses in two.

Note that most attacks deal more damage the closer the Bro is to the enemy. Unless noted, most attacks were tested right next to the enemy. Finally, there are times when it seems that different enemies simply take different amounts of damage from the same attack. If I ever figure out the source of these discrepancies, I'll be sure to adjust the numbers accordingly.
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There are many Status Effects listed under certain damage values.

Headshot means that the attack can decapitate small Mooks and Big Mooks if it hits them directly on 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. Big Mooks take significantly more damage from headshots, which will be listed in parenthesis under damage. Note that because Big Mooks are currently the only enemy that can survive a headshot, the extra damage of headshots is very approximate. ~13-damage headshots will two-shot a Big Mook, ~25-damage headshots will instantly kill them, etc.

"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 living enemy 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 shortly. Because gibbed enemies no longer exist, the corpses cannot be interacted with. Broniversal Soldier is unable to revive enemies who have been gibbed, zombies will not revive if they are gibbed and villagers cannot be recruited if they are gibbed. 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). After a certain update, Knockback has been buffed slightly. 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 flesh-based 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. This can trigger explosives, among other things. Most explosions will also briefly ignite enemies that aren't killed.

Some attacks will cause Fear in living enemies, indicated by a swirling effect. Afraid enemies will generally stop what they're doing and flee from the source of their Fear, often running into hazards.

Stunned 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.

Dazed enemies are also marked with a swirling effect. Dazed enemies will simply not take action.
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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.
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Rate of Fire was simply me using my best sense of time to measure how many shots got fired how quickly. I didn't use a stop watch or anything, so keep in mind that everything is approximate. For particularly fast attack speeds like Broracus or Brominator, 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.
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Bros have unique Melee attacks, used by pressing the melee/use button (by default, this is C on keyboards and Y on controllers). All Bros (with the exception of the Brofessional) can use the Throw by holding the melee button. If a category (like Range) isn't mentioned regarding a melee attack, it simply hits in the square in front of the Bro.

Throw
Function: Most Bros have the ability to throw small enemies (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 can also be thrown using the melee button. The Throw becomes much more powerful when under the effects of Vitamins, throwing 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.
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. Use it. On the keyboard, you can sprint by double-tapping a direction.
  • There's a flex button. USE IT!
  • 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!
  • You can throw small 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 most 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.
  • Boxes, Explosive Barrels, falling blocks, and Propane tanks can be pushed by walking into them. Use gravity to your advantage!
  • On a similar note, you can ride propane tanks. This is especially helpful if the tank is flying horizontally, so push one over and ride it to freedom! Just be sure to jump off before it explodes.
  • To destroy Mook spawners, you have to destroy the ground under them. You can try killing them all if you want, but you'll be there literally forever.
Ash Brolliams
Ashley Williams - Evil Dead
Primary Weapon: Sawed-Off Double-Barrel Shotgun
Damage: ~2 damage per pellet at max range. ~6 damage per pellet at point-blank. Gibs at short-to-medium range and Headshots.
Range: 7 blocks
Rate of Fire: Fires two shots of five pellets each in a cone, roughly every .5 seconds
Special: Chainsaw Rampage
Quantity: 1
Function: Ash automatically dashes in the direction he's facing, increasing his movement speed to about 8 (10 while sprinting) but preventing him from standing still (moving with a speed of 6 when no directions are pressed) or using his shotgun. Nearby enemies will be Feared and take heavy damage if they touch the chainsaw. The chainsaw will reflect all projectiles from the front.
Damage: ~28 damage per second. Gibs.
Duration: 6 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 Fear 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: ~25 damage per second.
Range: 1 block.
Rate of Fire: ~2 stabs per second.
Strategies:
  • Ash's shotgun has a short range, but deals massive damage, easily enough to kill a Big Mook at point blank. Don't be afraid to rush powerful enemies.
  • Approaching Kamikaze Mooks is very safe for Ash, as his shotgun is almost guaranteed to either gib them or blast them out of range.
  • Ash's massive damage and 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.
  • Ash's melee attack is somewhat unwieldy compared to his shotgun, but the ability to inflict Fear on enemies makes it somewhat safe to use. The aerial version is quicker and can be used to approach enemies. Either way, it deals much more damage than most other melee attacks.
  • 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 rarely effective for vertical approaches.
B.A. Broracus
B.A. Baracus - A-Team
Primary Weapon: Flamethrower
Damage: ~28 damage per second at max range. 50+ damage per second at point-blank.* May gib enemies.
Range: ~4 blocks horizontally
Rate of Fire: Really Damn Fast
Other: Ignites flammable enemies.
Special: Incendiary Grenade
Quantity: 3
Function: Broracus throws a grenade that explodes a few seconds later, dealing massive 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: 50+ damage and gibs at center of explosion. The Grenade will cause Fear 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.
*Despite having over 4 times the HP, the Super Soldier seemed to die just as quickly, or even faster, than the Big Mook when using the Flamethrower. It's possible that the boss takes more/less damage from certain attacks for the sake of balance, but this is the biggest discrepancy I've seen so far.
Melee: Headbutt
Function: B.A. performs a headbutt, damaging and knocking back anyone he hits. B.A. moves forward a bit.
Damage: 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 one of the best digging weapons in the game. This makes it 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 slightly more damage than other melee attacks, but is somewhat hard to land, as it will miss enemies at point blank range. Stick to the flamethrower unless there are hazards nearby. Throwing enemies is often more useful than headbutting them.
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 temporarily become enraged, increasing their rate of fire and movement speed.
Primary Weapon: Dual Pistols
Damage: ~1.5 damage per shot. ~5 damage on Headshots.
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 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 and knifing enemies he sees until he is killed. Using the special when one of the Bros is dead will instead revive him.
Damage: ~1.5 damage per shot. Headshots.
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
Function: The Bros swing their pistols, damaging enemies hit.
Damage: 4 damage per swing.
Range: 1 block.
Rate of Fire: ~4 swings per Bro per second.
Strategies:
  • 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. If you're in a tough spot, save your special until one of them dies.
  • Your moveset, though somewhat mundane, is effective, combining a long firing range with a respectable firing speed. The Boondock Bros have little fanfare or
  • When one of the Bros. or their father dies, the others will enter rage mode, boosting their firing speed and movement speed, and giving you a moment of invincibility. Use this boost to finish off the enemies who got you, or to make your escape!
  • Though individually, their melee attack is underwhelming, both Bros. will swing if they're alive. This effectively doubles your melee damage output, allowing it to quickly take out Big Mooks or throw two enemies at once. The father is also quite handy with his knife.
  • If you're feeling more reckless, you can use your special immediately to summon your father. This will leave you without a third life should one Boondock Bro die, but the added firepower will amplify your damage until you or the father get hit. Having the father die is also the only way to have both Bros in rage mode at the same time, which results in a ludicrous amount of bullets being fired at once. Even without saving your special, you're still more resilient than other Bros.
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. 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 and other projectiles.
Damage: Rapidly deals damage to enemies Brade passes through. Can deal upwards of 35 damage if it hits constantly.
Range: 8 blocks
Melee: Throwing Knife
Function: Brade throws a knife forward, dealing damage to enemies hit.
Damage: 5 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. Big Mooks 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 actually deal as much damage as his sword, but his sword swings much faster. They are, however, useful for utility, such as setting off explosives or hitting dangerous enemies from a step away.
Brobocop
Alex Murphy - Robocop
Primary Weapon: Auto 9
Damage: ~3 (~9) at long range. ~5 (~13) at point-blank. Can gib if enough shots hit. Headshots.
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. After the timer is up, Brobocop fires a shot for each enemy targeted, which will home in on the enemies selected, destroying terrain and dealing damage.
Duration: 5 seconds
Damage: ~3 (~9) at long range. ~5 (~13) 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: 7 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.
  • 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.
  • When in a pinch, you can execute or cancel Brobocop's special early by pressing the special button again. Try not to use it in the first place if you're in range of enemy fire, though.
  • Brobocop's melee attack is quite powerful, and can quickly chain between enemies. As a result, it's sometimes more efficient against groups than spamming uncharged shots.
Brochete
Machete Cortez - Machete
Primary Weapon: Throwing Knives
Damage: 8 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. The direction of the knives can be rotated with the directional keys. Brochete is much less affected by gravity while throwing.
Damage: ~8 damage per knife.
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 inflicting Fear on nearby enemies. The attack can be held by holding the melee button.
Damage: 25+ 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.
  • 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 Fears enemies nearby. You can even hold the button to deal damage continuously.
  • Brochete's melee can instantly kill even Big Mooks. Aliens are completely unaffected, however, and the move deals no knockback, so stick with your primary for aliens and suicide enemies.
  • Due to having no gibbing or headshotting capabilities, Brochete struggles to permanently kill zombies. His melee attack will cause them to disappear, but only once the death animation has played out completely.
Brodell Walker
Cordell Walker - Walker, Texas Ranger
Primary Weapon: Shotgun
Damage: ~4 damage per pellet at max range. ~8 damage per pellet 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. Enemies will be Feared just before the Air Strike hits. If used while crouching, the beacon will instead be rolled out.
Damage: ~25 damage per missile. Friendly Fire, Gibs.
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, a roundhouse kick, or a jump kick, while standing, moving, and airborne, respectively. All three kicks deal high knockback and can Headshot.
Damage: 5 damage per kick.
Range: 1 block.
Rate of Fire: ~4 kicks per second.
Strategies:
  • Brodell's shotgun deals massive 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.
  • 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 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.
Broden
Raiden - Mortal Kombat
Primary Weapon: Lightning
Damage: 50+ electric damage per second.
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 enemies he touches and dealing minor damage. At the end of the dash, Broden flips backwards and all enemies carried are thrown high into the air, dealing damage. During the dash, Broden is invincible and reflects projectiles.
Damage: ~15 damage per throw, not including fall damage.
Range: 8 blocks
Melee: Uppercut
Function: Broden performs an uppercut, dealing damage and heavy vertical and horizontal knockback to whoever it hits.
Damage: 8 damage per punch. Headshots.
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 heavy 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 (~9) at long range. ~5 (~13) at point-blank. Headshots.
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, or after the timer runs out. The Missile causes Fear in nearby enemies.
Damage: 50+ damage per missile. Gibs.
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.
Damage: ~8 damage per shock over the course of a second or so.
Range: 1 block.
Rate of Fire: ~4 jabs per second.
Strategies:
  • The homing bullets are good for getting hard to reach enemies, but their damage output is somewhat weak. Thus, it's a good idea to hang back and attack from a position where enemies can't return fire.
  • The guided missile is one of the best specials in the game. It can be used to deal massive damage to bosses - Even those who haven't been triggered yet.
  • Along with its obvious uses of hitting faraway enemies, the guided missile can also be used as a "panic" button - If you're surrounded, throw out a missile, and it will deal heavy area damage around you.
  • Bro Dredd's melee attack deals damage over time, but its overall damage output is usually not very effective. Stick to your primary weapon, or throw the enemy instead.
  • Dredd's lackluster damage output makes him somewhat inefficient at taking out aliens. Spend your missiles wisely, or avoid the aliens altogether.
Bro Hard
John McClain - Die Hard
Primary Weapon: Dual Uzis
Damage: ~1 (~5) damage per bullet. Headshots.
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, Stunning living enemies and Dazing nonliving enemies. The grenade itself can deal damage if it hits an enemy in the head, killing small Mooks and Dazing other enemies temporarily. The grenade also causes fear just before it explodes.
Damage: Does not deal direct damage, unless the grenade itself hits.
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 pistol, damaging enemies hit.
Damage: 4 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 - They'll still fire, but their shots will hit enemies and miss you! This, combined with the wide radius of the bang, makes Bro Hard great for taking out crowds.
  • Bro Hard's melee attack is somewhat underwhelming, and it's usually better to just open fire. Save the pistol whip for a satisfying kill when it's safe - Like against Satan.
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 damage per hit. Knockback.
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 while in the air, though using a side attack on the ground allows Lee to do two up kicks in a row. 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 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 or reflecting bullets, whereas the stationary attack is the fastest and best for taking out large 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 aimable attacks, combined with his dash ability and specials, makes him one of the most mobile Bros in the game. He can skip entire portions of levels, and make otherwise unreachable jumps.
  • 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 big mooks, 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.
Bro Max
Max Rockatansky – Mad Max
Primary Weapon: Fire Shotgun
Damage: ~14 damage per shot at point-blank. Ignites and deals Knockback.
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. The Boomerang slows to a stop as it hits targets, hovering in place and dealing multiple hits. The Boomerang can reflect projectiles. Max can pick up the Boomerang at any time by touching it, allowing it to be used again.
Damage: 4 damage per hit. Headshots.
Range: 8 blocks.
Melee: Punch
Function: Max punches forward, damaging and knocking back anyone he hits.
Damage: 4 damage per punch.
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:
  • Max's shotgun is less powerful than the other shotgun users, but ignites enemies and deals knockback. This makes him great for taking out 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 enemies can be useful when in close proximity to explosives.
Brominator
The Terminator - The Terminator
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: 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 with his fists, dealing heavy damage.
Damage: 4 damage per uppercut. 10 damage per Double-Axe Handle.
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. It deals heavy damage when used in the air, though is somewhat hard to aim.
Brommando
John Matrix - Commando
Primary Weapon: Rocket Launcher
Damage: ~20 (~25) damage at max range. ~28 damage at point-blank. Gibs. Can Headshot, but will not decapitate.
Range: ~13 blocks
Rate of Fire: One rocket every ~.75 seconds
Special: Rocket Salvo
Quantity: 3
Function: Brommando rapidly fires five rockets in sequence.
Damage: ~20 damage at max range. ~28 damage at point-blank. Gibs.
Range: ~26 blocks
Melee: Knife
Function: Brommando swings a knife upward, dealing damage to anyone in front of him.
Damage: 4 damage per punch.
Range: 1 block. The knife can also hit enemies slightly above or below.
Rate of Fire: ~4 knifes per second.
Strategies:
  • Brommando's rocket launcher reliably gibs enemies (including Big Mooks, 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.
  • Brommando's special fires out five rockets in rapid succession, though they swerve randomly a bit rather than flying straight. They also fly farther than almost any other attack.
  • Brommando's arsenal lacks any reliable way to deal with enemies that aren't at the same level of elevation. Use your superior range to take out enemies while out of reach.
  • 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
Damage: ~5 (~15) damage uncharged, ~50 damage fully charged. Headshots if uncharged, gibs if partially charged.
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. A fully charged swing can daze 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 Slash
Quantity: 5
Function: Bronan leaps into the air, invincible, and comes crashing to the ground, resulting in a giant shockwave that travels along the ground, dealing heavy damage to enemies it hits.
Damage: ~30 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.
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 damage per uppercut. 10 damage per stab.
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 uncharged swings decapitate enemies, making him great for taking out zombies. His charged swings, on the other hand, make quick work of aliens.
  • 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 a fully charged swing, Bronan is one of the few Bros who can somewhat effectively reflect fire from Big Mooks. Time the swing correctly and you'll reflect nearly every bullet back at him, not to mention likely killing him with the shockwave.
  • Bronan is invincible during his special, and covers great distance if used while sprinting (and even greater distance while Sprint Boosting). Use this to escape hairy situations or make otherwise impossible jumps.
  • Bronan's melee attack is generally inferior to his sword. Use it only for entertainment or satisfaction purposes.
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: ~5 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 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. Other Bros and previously-living enemies can be revived, though mechanical enemies such as mechs and tanks cannot. Certain enemies, like Bosses, Suicide Mooks, and Pure Evil, 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 weapon on this chart. Regular Mooks deal 1 damage per bullet, while revived Dogs can kill a Big Mook 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 weapon on this chart. Range of Regular Mook shots is 12 blocks, while the range of Big Mook 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.
Damage: 5 damage per hitbox.
Range: 1 block.
Rate of Fire: ~4 kicks per second.
Strategies:
  • 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 Big Mook) within reach of living enemies, however, your damage output becomes great.
  • Due to the situational use of revived Mooks, it may be wise to save at least a couple 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 Big Mooks very quickly.
Bro in Black
Agent J - Men in Black
Primary Weapon: Noisy Cricket
Damage: 35+ damage at most ranges. ~28 damage at max range. Gibs and Headshots.
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.
Special: Neuralyzer
Quantity: 3
Function: Bro in Black fires his Neuralyzer in a straight line, Stunning living enemies and Dazing nonliving 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 is tricky compared to other sprint jumps, 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 stuns all enemies in a straight line. Stunned enemies do better than ceasefire - They still fire, but their shots will miss you and hit other enemies! This makes Bro in Black great for taking on crowds.
  • Due to the chaotic nature of the cricket, Bro in Black's knife can be used for more precise kills.
Bro Heart
William Wallace - Braveheart[i.imgur.com]
Primary Weapon: Claymore / Jabs.
Damage: The claymore deals ~8 damage per swing, can reflect projectiles, and applies knockback. Jabs deal 5 damage per punch.
Range: The claymore has a range of 2 blocks. 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 Fearing nearby enemies for the duration.
Range: The Fear 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 claymore deals ~14 (~25) damage while thrown and can Headshot. The fists deal 4 damage per punch, but deal more terrain damage than his Jabs.
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 Fears enemies and significantly boosts your firing speed. The radius of the Fear effect is shorter than most enemies can fire. 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, 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 Big Mooks 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.
  • Though his primary Jabs cannot reflect bullets and the range isn't impressive, they swing faster than the claymore, giving them a similar damage output. They deal very low damage to terrain and terrain-based enemies, however.
  • His melee Punch is slower and deals less damage to most enemies than his primary Jabs. However, it deals more damage to terrain, including enemies that qualify as terrain. Against bosses such as the Sky Fortress, for example, Punches are more efficient than Jabs.
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: ~4 (~7) damage per bullet at point blank, ~2.5 (~5) damage per second at max range. Headshots.
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: 35+ damage per rocket. 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, Cherry is sent flying into the air.
Damage: 4 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 Big Mooks 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.
  • Though the flip kick is inefficient for dealing damage, it sends you higher into the air than a regular jump. Use it to initiate death from above or to make your escape.
Colonel James Broddock
Colonel James Braddock - Missing in Action
Primary Weapon: Grenade Launcher
Damage: ~15 damage per explosion. Gibs. The grenade itself deals a small amount of damage, enough to kill a regular Mook, and can damage terrain if fired at point blank. It also causes Fear 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. The grenade itself deals a small amount of damage, enough to kill a regular Mook, and can damage terrain if fired at point blank. It also causes Fear just before exploding.
Damage: 50+ damage and Friendly Fire on the final explosion, 35+ damage per small bomb. Gibs.
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 straight kick, a roundhouse kick, or a jump kick, while standing, moving, and airborne, respectively. All three kicks deal high knockback and can headshot.
Damage: 5 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 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: ~4 (9) damage at max range, ~12 (25) damage at point-blank. Headshots.
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: ~2 seconds of fire damage to kill a Big Mook
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 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 causes panic in anyone it ignites. This makes it perfect for taking out crowds. Molotovs don't hurt Harry, making them a great "panic" button if you're surrounded and need to reload.
  • Harry's melee attack is pretty underwhelming, however it might just save your life if your last shot fails to take down a Big Mook.
Double Bro Seven
James Bond - 007
Primary Weapon: Silenced PPK
Damage: ~5 (~13)damage at long range. ~9 (~25) damage at point blank. Headshots.
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 to any enemy hit. 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 enemies in a massive radius 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 ~2 damage. Watch deals ~10 damage.
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. Watch laser can hit enemies up to 19 blocks away.
Duration: Disguise lasts for 5 seconds.
Melee: Punch
Function: Seven punches forward, damaging and knocking back anyone he hits.
Damage: 4 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.
  • 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.
  • The Disguise is your most potent special. All enemies will immediately stop attacking for the duration. Use it to make your escape or run through a busy area without being detected. 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 use your melee often.
Ellen Ripbro
Ellen Ripley - Aliens
Primary Weapon: Pulse Rifle
Damage: Electric damage. When shot by a single pulse, enemies take little to no damage. When shot by at least two shots, however, enemies take ~22 (~25) damage per shot. The pulses can headshot, though they will not decapitate.
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, enemies and corpses with gib with an electric effect that deals damage. This effect chains - Enemies killed by the electric effect will also gib with the electric effect.
Special: Firewall
Quantity: 3
Function: Ellen unleashes a gigantic wall of flame, Igniting flammable enemies.
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 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.
  • 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 Big Mooks may require more than three shots.
  • Your special attack, though not particularly damaging, is great at clearing crowds. Ignited enemies won't shoot you while they're panicking.
  • When causing an explosion or fire would be inconvenient, use the knife to quickly take out an enemy.
Indiana Brones
Indiana Jones - Raiders of the Lost Ark
Primary Weapon: Whip
Damage: 9 damage at long range. 4 damage at medium range. 0 damage at point-blank.
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 Fear status to those hit, even those that take no damage. It can also attach to terrain if used in the air, pulling Indy toward it.
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 (~25)damage at long range. 35+ damage at point blank. Gibs and Headshots.
Range: 17 blocks.
Melee: Pickaxe
Function: Indy's Pickaxe swings slower than the Knife, but deals much more terrain damage. It also swings in a downward arc, allowing it to hit blocks underneath Indy.
Damage: 4 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 massive damage.
  • Due to its Fear effect and piercing qualities, the whip is great for taking on aliens. Keep in mind when fighting zombies, however, that the whip only gibs near the tip.
  • Your whip can also be used to latch onto terrain when used in the air, allowing you to scale heights unavailable to other Bros.
  • One revolver shot will kill any weak enemy in your path, and two shots (or one point-blank shot) will kill pretty much anything else. Use your six shots wisely and unleash devastation.
  • 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.
  • Your pickaxe can be used to kill enemies who are too close to be whipped. It's also your best means of digging, and can dig below you.
MacBrover
Angus MacGyver - MacGyver
Abilities: When MacBrover throws an enemy, he will automatically stick them with dynamite.
Primary Weapon: Dynamite
Damage: ~22 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 can also be stuck to enemies, causing the Fear status.
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: ~30 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 damage per punch.
Range: 1 block.
Rate of Fire: ~4 punches per second.
Strategies:
  • Your attacks are powerful, but short-ranged. Run through a group of enemies, sticking dynamite to each one before he can shoot you. Approaching from above is advantageous.
  • 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 Fear 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 turkey is one of the most useful specials in the game. Tossing it out will make all 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, you automatically stick dynamite to any enemy you throw. This makes your 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 - 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. If he collides with terrain, he deals over 35 damage and gibs nearby enemies, while knocking over enemies in a larger radius. Anderbro 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: Fists
Damage: 5 (~15) damage per punch. Knockback. Headshots.
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 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 and massive knockback, making them a good all-around weapon. Unlike most other melee weapons, though, they can't reflect bullets. Save your special for that.
  • Neo's punches can't gib corpses, but they can punch heads off. A downward air dash will also gib enemies, making him fairly useful against zombies.
  • Though bullet time has a limited number of uses, it automatically reflects all incoming projectiles. This even applies to things like acid and fireballs, so use it when you're being spammed by projectiles.
  • Your air dash is one of your greatest weapons. It can instakill a Big Mook and kill enemies in a wide area. It also allows you to make difficult jumps and quickly speed along the ground.
  • Your knife is generally less effective than your fists. If for whatever reason you don't want to send an enemy flying, hit them with the knife.
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 damage uncharged, 14 damage charged.
Range: 9 blocks uncharged, 19 blocks charged.
Rate of Fire: 1 second 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" enemies they hit (one enemy uncharged, up to four enemies charged), ignoring any further enemies. 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. While Predabro is invisible, nearby enemies will automatically be targeted and shot.
Duration: 2.5 seconds.
Damage: 25+ damage per shot.
Range: ~13 blocks.
Rate of Fire: ~5 shots per second.
Melee: Wrist Blade
Function: Brodator’s knife animation uses a wrist blade, which has identical damage, speed and hitboxes to the default knife. Killing an enemy with it, however, 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 Fear in enemies aware of them, and can be taken down by knifing or throwing them.
Damage: 4 damage per swing.
Range: 1 block.
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 is one of the most potent moves in the game. Enemies will ignore you for the duration, and you'll deal massive damage to anyone in range. Use it to get out of a tight situation, to clear a room, or simply to get to the end of the level faster.
  • Your melee attack, along with being satisfying as hell, will Fear any enemies who witness the skinned enemy. 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
John Rambo - First Blood[i.imgur.com]
Primary Weapon: Machine Gun
Damage: 1.5 damage at max range. ~2 damage at point-blank. ~5 damage on Headshots.
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 massive damage. The grenade itself can deal damage if it hits an enemy in the head, killing small Mooks and dazing other enemies temporarily. The grenade causes Fear just before exploding. If used while crouching, the grenade will instead be rolled out.
Damage: 35+ 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 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 isn't the highest, 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.
  • You have a bigger supply of grenades than any other character. Don't be afraid to toss them out with reckless abandon. Crouch to throw them down cliffs and ladders, and throw them again with the melee button to reposition them.
  • 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 pressing the jump button while he's falling through the air. The hang glider can be steered up and down, giving Snake great horizontal movement through the air.
Primary Weapon: Silenced MP5s
Damage: ~3 (5) damage per bullet at max range. ~5 (9) damage per bullet at point-blank. Headshots.
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 enemies at point-blank. The device itself can deal damage if it hits an enemy in the head, killing small Mooks and dazing other enemies temporarily.
Damage: Telefrag deals 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 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 pressed while Snake has downward momentum. Having the up button held while the jump button is pressed is a reliable way to get distance and speed. 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: ~40 damage per missile. Deals massive knockback to surviving enemies and Tank Bro.
Range: 7.5 blocks. Radius of the explosion is about 4x4 blocks, though the top of the explosion hits slightly higher.
Rate of Fire: One missile per second.
Special: Call Tank
Quantity: 1
Function: Tank Bro throws a smoke grenade that goes off after a few seconds. 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, albeit at the cost of one of its specials (see below). The smoke grenade itself can deal damage if it hits an enemy in the head, killing small Mooks and dazing other enemies temporarily. The grenade causes Fear 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 ~45 damage. The tank itself can crush and run over the Bros, though the shockwave will not.
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 upward punch, 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 damage per uppercut. 10 damage per slam.
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. Its explosion radius seems to extend slightly farther up than it does in other directions.
  • Due to the missile's slow movement and massive knockback, Tank Bro can use it to do a large rocket jump. Either sprint into the missile after you fire it, or just fire it at something at point blank.
  • 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 can be useful when leveling the entire room would be disadvantageous. The aerial slam can be hard to aim, but is an easy followup to a rocket jump.
  • The very act of calling in the tank is quite 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.
  • Did I mention you have a ♥♥♥♥ing tank at your disposal? Check that out below.

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 ~18 (25) damage and can headshot. The Bunker Buster deals ~30 damage. Both attacks 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 anything 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: 100+ damage per second. Gibs.
Range: The Tank Charge lasts for about 23 blocks.
Strategies:
  • The Tank is probably the most versatile special in the game, for both offense, defense, and movement. 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.
  • 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 the most efficient way to deal with them.
  • 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. CHAAARGE!
  • 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 A 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, make it a superb digging tool and a viable climber.
  • 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
Cliff Secord - The Rocketeer[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. Enemies (but not terrain) 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 (~3) damage per bullet at max range. ~2 (~5) damage per bullet at point-blank. Headshots.
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, and shoots downward at a 45 degree angle until he collides with something. When he collides, enemies he hits take heavy damage, while enemies in a large radius are knocked away.
Damage: ~28 damage.
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 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, making it great for taking out crowds and making an escape.
  • While the jetpack's exhaust damage isn't incredible, the fact that can ignite and gib enemies makes it great for taking on aliens and zombies.
  • 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.
  • 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.
  • 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. 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. Knockback.
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.
Damage: The punch itself deals minor damage and Knockback. The explosion deals ~30 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: 5 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.
  • 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.
  • 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.
  • You can use Full-Fisted Anal Decimation to turn an enemy into a time bomb. The explosion is strong enough to kill a Big Mook, and has a wide radius.
  • Your throwing knives deal a reasonable amount of damage, but your primary is better. Use your throwing knives for utility purposes, like triggering explosives.
  • Save at least one use of Full-Fisted Anal Decimation for the end of the level. Punch Satan so hard he explodes.
The Brofessional
Leone "Léon" Montana- Léon: the Professional[i.imgur.com]
Abilities: Due to the way his melee attack works, Brofessional cannot throw enemies.
Primary Weapon: Silenced Beretta
Damage: ~4 (~13) damage at max range. ~8 (~25) damage at point-blank. Headshots.
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.
Damage: 9 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 enemies 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. 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
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.
  • 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.
  • To help with the above, teleporting via your melee attack is a great source of utility. You can teleport into and out of a room before anyone sees you, and you can even avoid bullets and explosions.
  • Your melee deals high damage, but the low rate of fire makes it somewhat inefficient for killing compared to your primary. Brofessional 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 killing enemies, dealing damage to bosses, and picking up powerups. Regular Mooks grant 1/5 of a charge, while Big Mooks and powerups grant 1 charge. Attacking bosses 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 no charge.
Primary Weapon: MacLeod Longsword
Damage: 4 (~9) damage at no charge. 8 (~15) damage at 1 charge. 9 (~15) damage at 2 charges. 11 (25+) damage at 3 charges. 14 (25+) damage at 4 charges. ~22 (25+) damage at 5 charges. Always headshots applicable enemies, and deals Electricity 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. He can consume multiple charges in a row by holding the special button.
Damage: 50+ damage per second.
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 damage per individual punch at no charge. 25+ damage on chained electricity at no charge. Satan-obliterating damage at one 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 Big Mooks than most melee attacks. With at least three charges, his sword can instantly kill Big Mooks, 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: ~2 (~13) damage per bullet. Gibs if enough bullets hit. Headshots.
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. Enemy reaction times, projectile speed, environmental hazards, etc. are all slowed down significantly, while Time Bro himself remains at normal speed.
Duration: 8 seconds.
Melee: Kicks
Function: Time Bro 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.
Damage: 5 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.
  • 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.
  • Your melee attack deals high damage, especially if you hit with both sides of the split kick. Standing on top of a Big Mook and spamming kicks can potentially kill him faster than shooting him.
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. 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 the big Mook.
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 Fear 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 Fear 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
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62 Comments
Colonel Mustache  [author] Aug 19, 2018 @ 3:41pm 
I’ll try to remember to re-test some of those when I get home.
SUPER-TANK May 19, 2018 @ 12:06am 
I've tested numerous times, yet I can't deflect all but only the most of Bruiser shots with Bronan's fully charged sword, but in a custom campaign, I can stun a terrorbot, charge up just as it recovers, basically making it immobile
SUPER-TANK May 19, 2018 @ 12:02am 
Brodator's melee is everlasting until the skinned enemy is taken down
I once did it in front of a mook door against a kaminaze mook and guess what
so funny
SUPER-TANK Apr 23, 2018 @ 2:34am 
@Colonel Mustache You may also wanna mention that:
Ellen Ripbro's rifle, if it hits nothing, will produce a 1-block radius splash at the end
Tank Bro's Tank, when it lands, will still cause friendly fire with the shockwave (Once I was killed and I respawned as Tank Bro then I called out the tank and guess what)
You accidently refered Brodator to Predabro
Certain Bros have primary attacks that can outrange mooks, however they must be at the very edge of the screen
Rambro's grenade does not cause friendly fire (As I can't kill myself with it)
Flex button (V) is useless
Colonel Mustache  [author] Apr 11, 2018 @ 2:26pm 
Ah, you’re right, it does depend on colliding with terrain, not the enemies themselves. I knew that, but must have mistyped. I’ll fix it at some point.
SUPER-TANK Apr 11, 2018 @ 7:02am 
However he does if he collides with terrain (Kill Bruisers above checkpoint XD)
SUPER-TANK Apr 11, 2018 @ 7:01am 
@Colonel Mustache for some reason, Mr. Anderbro's dash, when he encounters an enemy, he simply goes through instead of creating a shockwave (Testes against basic mooks)
SUPER-TANK Apr 9, 2018 @ 11:20pm 
@Colonel Mustache Then it will be a long way to go as I need to add information to all the bros
Colonel Mustache  [author] Apr 9, 2018 @ 9:41pm 
Anyone can use any info from this guide however they want, as long as they credit me for it. (For the wiki, I suppose the best way to do that would be to link to this guide in the sources)
SUPER-TANK Apr 9, 2018 @ 5:53am 
Oh and P.S.
Executioners are dazed, but undead mooks are stunned by any special that messes up with senses. Because every time when I neuralyze an undead mook, it will fire at it's allies. But executuoners will stand there and do nothing