Session-start primer: how Brotato's core loop works, the source-verified stat mechanics, and what every precomputed field assumes. Call once, before anything else
Weapon record incl. raw stat-aware fields, on-hit `effects`, and weapon-class `sets`; `{matches:[...]}` if `tier` omitted and several tiers match
Item record: effects, tags, `archetype`, `frozen_stat
Character kit: `wanted_tags`, `banned_item_groups`, `flat_bonuses`, `gain_modifiers`, `special_effects`, `class_bonuses`, `starting_weapon_pool
Weapon-**class** set bonuses (Blade, Gun, Elemental, …), by equipped count
{weapons:[...]}` filtered summaries
{items:[...]}` filtered summaries
{characters:[...]}` — **full records**, not summaries (see below)
Valid filter values in the dataset: item tags, archetypes, scaling stats, tiers, weapon-class names, enemy abilities / attack kinds / zones, and the character filter vocabularies
Realized, stat-aware DPS at your build, split into `base_dps` + `proc_dps`, with a `cadence` breakdown and the `assumptions` baked in
{ranking:[...]}` sorted by DPS descending, at one shared stat block
Winner or `crossover_rd` for two tier-merge paths (lists of tiers)
+10 more tools listed on main page