Vampire official art

Base game character · Brotato 1.1.15.4

Vampire

Unlock: Reach 40 % Life Steal

Two separate computed views

Opening pool and across-run DPS

“Your opening pick” compares the starting pool with one weapon equipped, each family at the tier the pool actually offers it. “Across the whole run” compares every usable family at its highest usable tier.

Loadout identity

Starting choices and grants

Choose one unlocked entry from a normalized maximum pool of 22. A save’s visible pool can be smaller because unlock state and active DLC alter it.

Starting weapon pool

Relative to defaults

Base stat deltas

% Damage
−60
HP Regeneration
−100

Only direct character deltas are shown here; selected starting entries and weapon-set bonuses are not presented as base stats.

Your opening pick · pool-limited view

Starting-pool DPS at Tier I

This answers the first weapon-choice comparison. The across-run ranking below answers a separate question across every usable weapon family.

The normalized maximum starting-weapon pool contains 22 families. A save can display fewer because only unlocked entries appear, and active DLC can alter the pool.

Reading this list: all eligible pool entries are compared together because the opening selection is choose-one. Each value is expected direct primary-target DPS with one weapon equipped, at the tier that family’s own starting-pool record declares.

How the opening-pool ranking is computed

This character’s starting-weapon pool, each family at its own pool-record tier, and 1 equipped weapon. Default 10 Max HP and zero other default combat stats; no bonus stats beyond Vampire’s fixed direct base deltas. Stat-gain factors, matching character weapon-set or weapon-type bonuses, and equipment-linked effects are applied through the shared damage calculation. The equipment context is 1 equipped weapon, 1 unique weapon family, 0 duplicate items, and a Tier I or Tier IV weapon counter set from the entry’s own tier; item, material, structure, and pet counters are 0.

The target is not cursed, burning, or a boss. Every attack or projectile aimed at the primary target connects, and DPS is before enemy armor. Explosions, burning, spawned attacks, and later pierce or bounce targets are outside this metric.

  1. 1 Revolver RevolverTier I · Ranged 8.76DPS
  2. 2 SMG SMGTier I · Ranged 6.06DPS
  3. 3 Knife KnifeTier I · Melee 5.32DPS
  4. 4 Medical Gun Medical GunTier I · Ranged 5.26DPS
  5. 5 Pistol PistolTier I · Ranged 4.58DPS
  6. 6 Hatchet HatchetTier I · Melee 4.52DPS
  7. 7 Shuriken ShurikenTier I · RangedPierces or bounces on crit — not in this figure 4.27DPS
  8. 8 Crossbow CrossbowTier I · RangedPierces or bounces on crit — not in this figure 4.06DPS
  9. 9 Fist FistTier I · Melee 3.88DPS
  10. 10 Spiky Shield Spiky ShieldTier I · Melee 3.55DPS
Show 12 more entries (22 ranked from 22 pool families)
  1. 11 Screwdriver ScrewdriverTier I · MeleeSpawns structures — not in this figure 3.11DPS
  2. 12 Wrench WrenchTier I · MeleeSpawns a turret — not in this figure 3.02DPS
  3. 13 Double Barrel Shotgun Double Barrel ShotgunTier I · Ranged 3.01DPS
  4. 14 Claw ClawTier I · Melee 2.83DPS
  5. 15 Stick StickTier I · Melee 2.38DPS
  6. 16 Thief Dagger Thief DaggerTier I · Melee 2.37DPS
  7. 17 Scissors ScissorsTier I · Melee 2.18DPS
  8. 18 Sharp Tooth Sharp ToothTier I · Melee 1.80DPS
  9. 19 Ghost Flint Ghost FlintTier I · Melee 1.65DPS
  10. 20 Shredder ShredderTier I · RangedExplosion damage — not in this figure 1.58DPS
  11. 21 Lightning Shiv Lightning ShivTier I · MeleeExtra projectiles on hit — not in this figure 1.03DPS
  12. 22 Torch TorchTier I · MeleeBurning damage — not in this figure 0.91DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • −25% gain to Max HP (×0.75)

Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.

Other declared mechanics

  • ConfirmedLinked Damage = truncate toward zero (2 × percent player missing health / 1); uses permanent sources only
  • ConfirmedLinked Life Steal = truncate toward zero (1 × percent player missing health / 3); uses all resolved sources
  • ConfirmedLinked Armor = truncate toward zero (1 × percent player missing health / 5); uses permanent sources only
  • DeclaredConsumable heal -100 Bespoke trigger, stacking, or unit behavior is not used in the ranking.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Lifesteal when that filtered pool is non-empty.

Offer filters, with exceptions

Filtered entries

Items and item groups below are filtered out of normal pre-final shop and crate rolls; listed upgrades are rerolled in normal pre-final level-up choices. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool. Upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions, and item/group filters do not ban weapons.

Item groups

Same item computation, read by character

Measured item outliers for Vampire

Offer filtering is listed first, followed by higher and lower resolved direct-stat changes. The item-page calculation applies this character’s stat-gain factors to each item’s declared direct stat effects. A value group appears when the signed change is at least 50% of that item’s total absolute direct-stat magnitude.

Filtered from normal pre-final rolls

These items are filtered from normal pre-final shop and crate rolls. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool, and upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions.

  • Baby Squid — included through HP Regeneration
  • Coral — included through HP Regeneration
  • Fairy — included through HP Regeneration
  • Fried Rice — included through HP Regeneration
  • Fruit Basket — included through Consumable Heal
  • Jerky — included through Consumable Heal

Showing 6 of 14 filtered items.

Across the whole run · all usable families

Ranked by computed DPS for this character

Unlike the opening-pool view, this uses every usable weapon family at its highest usable tier and the full stated weapon-count context. 20 weapons change position versus the generic order.

Reading the Vampire-specific column: ↑ 5 = 5 places higher in this character’s ranking than in the generic, zero-bonus ranking; ↓ 5 = 5 places lower; = same place. “generic #N” is the weapon’s rank with no character bonuses applied.

“Other-weapon DPS” on a row: that family writes a stat into your player stats when it is equipped, and every other weapon you carry reads the same stat block. The figure counts how many of the 78 other families Vampire can use compute a different DPS while it is carried, then names the largest single change. Each family is measured on its own under this ranking’s assumptions and this character’s stat-gain factors, so those are independent results rather than one loadout, and they differ by family — the largest is stated as the largest, not as a rate they share. The row’s own DPS above does not include the write.

How this ranking is computed

Default 10 Max HP and zero other default combat stats; no bonus stats beyond Vampire’s direct base deltas; 6 equipped weapons from distinct families; the listed weapon is at its highest tier this character can use. Other equipped weapons are assumed Tier II or III. Item, material, structure, pet, and duplicate-item counters are 0 unless a note below says otherwise.

The target is not cursed, burning, or a boss. Every attack or projectile aimed at the primary target connects. DPS is before enemy armor. Character-local weapon bonuses and the stated equipment counters are applied through the calculator’s staged truncation, rounding, and timing rules.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 145.95DPS
  2. 2 Scythe ScytheTier IV generic #2 84.52DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 53.09DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 53.09DPS
  5. 5 Fist FistTier IV generic #5 43.14DPS
  6. 6 War Hammer War HammerTier IV generic #6 41.69DPS
  7. 7 Brick BrickTier IV generic #7 34.95DPS
  8. 8 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 72 of 78 usable families lower · largest change −9.8% generic #8 34.55DPS
  9. 9 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure generic #9 33.32DPS
  10. 10 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure generic #10 32.99DPS
  11. 11 Hammer HammerTier IVKnockback generic #11 32.63DPS
  12. 12 Knife KnifeTier IV generic #12 31.68DPS
  13. 13 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure generic #13 30.82DPS
  14. 14 Hatchet HatchetTier IV generic #14 28.42DPS
  15. 15 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure generic #15 28.15DPS
  16. 16 Sword SwordTier IV generic #16 26.10DPS
  17. 17 Anchor AnchorTier IV generic #17 24.70DPS
  18. 18 Trident TridentTier IVBonus vs healthy targets — not in this figure generic #18 23.30DPS
  19. 19 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure generic #19 22.91DPS
  20. 20 Thief Dagger Thief DaggerTier IV generic #20 22.33DPS
  21. 21 Claw ClawTier IV generic #21 22.03DPS
  22. 22 Rock RockTier IV Other-weapon DPS: 2 of 78 usable families higher · largest change +16.7% generic #22 21.56DPS
  23. 23 Spear SpearTier IV generic #23 19.40DPS
  24. 24 Circular Saw Circular SawTier IV generic #24 18.97DPS
  25. 25 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure generic #25 18.12DPS
  26. 26 Chopper ChopperTier IV generic #26 17.45DPS
  27. 27 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores generic #27 15.44DPS
  28. 28 Drill DrillTier IVBuilds up during the wave — not in this figure generic #28 15.15DPS
  29. 29 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure generic #29 13.69DPS
  30. 30 Quarterstaff QuarterstaffTier IV generic #30 12.65DPS
  31. 31 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure generic #31 12.61DPS
  32. 32 Spoon SpoonTier IV generic #32 12.25DPS
  33. 33 Plank PlankTier IVExplosion damage — not in this figure generic #33 12.03DPS
  34. 34 Pruner PrunerTier IV generic #34 11.97DPS
  35. 35 Spiky Shield Spiky ShieldTier IV generic #35 11.84DPS
  36. 36 Scissors ScissorsTier IV generic #36 11.57DPS
  37. 37 Ghost Axe Ghost AxeTier IV generic #37 10.88DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 10.40DPS
  39. 39 Sickle SickleTier IV generic #39 8.52DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 8.17DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 7.51DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 7.32DPS
  43. 43 Wrench WrenchTier IVSpawns a turret — not in this figure generic #43 6.92DPS
  44. 44 Lute LuteTier IVEnemies take more damage — not in this figure generic #44 5.30DPS
  45. 45 Stick StickTier IV generic #45 4.64DPS
  46. 46 Brass Knuckles Brass KnucklesTier II generic #46 4.32DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +33.3% generic #47 1.38DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.20DPS

Ranged weapons

  1. 1 Gatling Laser Gatling LaserTier IV generic #1 56.47DPS
  2. 2 Obliterator ObliteratorTier IV generic #2 50.97DPS
  3. 3 Rocket Launcher Rocket LauncherTier IVExplosion damage — not in this figure generic #3 31.88DPS
  4. 4 Icicle IcicleTier IV generic #4 31.62DPS
  5. 5 Particle Accelerator Particle AcceleratorTier IVBurning damage — not in this figureSlows on hit generic #5 30.57DPS
  6. 6 Chain Gun Chain GunTier IV ↑ 6generic #12 29.56DPS
  7. 7 Pistol PistolTier IV ↓ 1generic #6 28.85DPS
  8. 8 Revolver RevolverTier IV ↓ 1generic #7 26.60DPS
  9. 9 Taser TaserTier IVSlow zone generic #9 26.02DPS
  10. 10 Laser Gun Laser GunTier IV ↓ 2generic #8 24.97DPS
  11. 11 Medical Gun Medical GunTier IV ↓ 1generic #10 23.77DPS
  12. 12 Nuclear Launcher Nuclear LauncherTier IVExplosion damage — not in this figure ↓ 1generic #11 23.35DPS
  13. 13 Sniper Gun Sniper GunTier IVExtra projectiles on hit — not in this figure generic #13 21.33DPS
  14. 14 Double Barrel Shotgun Double Barrel ShotgunTier IV ↑ 3generic #17 20.60DPS
  15. 15 Minigun MinigunTier IV ↓ 1generic #14 19.94DPS
  16. 16 Grenade Launcher Grenade LauncherTier IVExplosion damage — not in this figure generic #16 18.58DPS
  17. 17 SMG SMGTier IV ↓ 2generic #15 18.49DPS
  18. 18 Rail Gun Rail GunTier IVBuilds up during the wave — not in this figure ↑ 1generic #19 15.31DPS
  19. 19 Ghost Scepter Ghost ScepterTier IV ↑ 1generic #20 14.83DPS
  20. 20 Potato Thrower Potato ThrowerTier IV ↓ 2generic #18 13.53DPS
  21. 21 Harpoon Gun Harpoon GunTier IVSlow zone generic #21 11.88DPS
  22. 22 Shuriken ShurikenTier IVPierces or bounces on crit — not in this figure generic #22 10.38DPS
  23. 23 Shredder ShredderTier IVExplosion damage — not in this figure ↑ 1generic #24 9.81DPS
  24. 24 Crossbow CrossbowTier IVPierces or bounces on crit — not in this figure ↓ 1generic #23 9.75DPS
  25. 25 Flamethrower FlamethrowerTier IVBurning damage — not in this figure ↑ 5generic #30 9.68DPS
  26. 26 Fireball FireballTier IVBurning damage — not in this figureExplosion damage — not in this figure ↓ 1generic #25 9.37DPS
  27. 27 Javelin JavelinTier IVEvery Nth projectile differs — not in this figure ↓ 1generic #26 8.42DPS
  28. 28 Flute FluteTier IVCharms enemies ↓ 1generic #27 7.77DPS
  29. 29 Slingshot SlingshotTier IV ↓ 1generic #28 7.49DPS
  30. 30 Blunderbuss BlunderbussTier IV ↓ 1generic #29 5.63DPS
  31. 31 Wand WandTier IVBurning damage — not in this figure generic #31 1.74DPS

Metric boundary

What the across-run ranking does not claim

The lists compare expected direct damage to one primary target per second. They do not combine melee with ranged, and they do not model enemy armor, target density, positioning, closing distance, survivability, misses or spread, overkill, explosions, burning, spawned attacks, later pierce or bounce targets, or conditional target bonuses. Those omitted factors can change results observed during a run.