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Vampire build

  • +2% Damage for every 1% of missing health
  • +1% Life Steal for every 3% of missing health
  • +1 Armor for every 5% of missing health
  • Max HP modifications are reduced by 25%
  • -60% Damage
  • -100 HP Regeneration
  • -100 HP recovered from consumables

How players win with Vampire Community consensus

Stay at low HP to boost damage and heal only through Life Steal; Spiky Shield, Stick, Lightning Shiv, Sharp Tooth or SMG are suggested, with Armor and some Dodge. Aim to keep HP around a third to half.

Stats: Life Steal, Armor, Max HP, Attack Speed, % Damage, Dodge, Crit Chance.

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

Weapons Vampire boosts most Computed from rules

Vampire: ordered by how much Vampire's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Vampire doesn't boost fall back to raw DPS. Reference profile: Vampire's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Vampire's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Vampire can raise.

#WeaponBoostDPSMain statHitCooldown
1Flamethrower IV×111.1+ burn 11×5Elemental Damage10.09 s
2Combat Shotgun IV×0.41142.4Ranged Damage13 ×80.75 s
3Machine Gun IVStarting option×0.41102.6Ranged Damage90.09 s
4Minigun IV×0.4091.6Ranged Damage80.09 s
5Obliterator IV×0.4089.3Ranged Damage2803.23 s
6Flaming Brass Knuckles IV×0.4068.1+ burn 3×18Melee Damage400.59 s
7Power Fist IV×0.4068.1Melee Damage400.59 s
8SMG IVStarting option×0.4267Ranged Damage100.15 s
9Double Barrel Shotgun IVStarting option×0.4161.8Ranged Damage12 ×61.20 s
10Fist IVStarting option×0.4057.9Melee Damage340.59 s

Starting weapons by the same measure

Legendary-only weapons

These exist only at tier IV, cost a Legendary shop slot and carry the Legendary set penalty of −20 Max HP per weapon of the class. At the same profile: Chain Gun 296.2 DPS; Gatling Laser 197.3 DPS; Excalibur 167.3 DPS; Scythe 97.3 DPS.

Burning weapons

Burn damage is not in the DPS column. Per application at the same profile (damage per tick × ticks; the strongest burn on an enemy is kept unless you own Pyromaniac): Wand 12×12, Particle Accelerator 12×10, Molotov Cocktail 10×7, Flamethrower 11×5, Fireball 11×5, Flaming Brass Knuckles 3×18.

Items for the stats this build buys Computed from item data

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

Elemental Damage main stat of the top weapons

Ranged Damage main stat of the top weapons

Items that turn Vampire's stats into more

Items that use Vampire's effects

-100 HP recovered from consumables

+2% Damage for every 1% of missing health

What the modifiers change Computed from rules

Vampire has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Flamethrower IV (11.1 DPS).

Max HP ×0.75
Counts ×0.75, including its penalties, which shrink by the same factor.
missing health → Damage
+2% Damage for every 1% of missing health.
missing health → Life Steal
+1% Life Steal for every 3% of missing health.
missing health → Armor
+1 Armor for every 5% of missing health.

Never offered to Vampire

Item groups: hp regeneration, consumable heal.

Assumptions and method

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

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