Build summary
Vampire starts with a growing bat swarm. Develop reach and size, then add protection that leaves room to avoid the next hit; life steal remains chance-based.
- Core
- The starting bat item; levels add bats without a weapon craft.
- Coverage
- Scope and Bicycle Pump are current player choices for bat reach and size.
- Recovery
- Shield Generator needs Armor capacity and a damage-free recovery interval.
Useful equipment and guides
Bat count, coverage and recovery
Start a normal run as Vampire. Develop the starting bat item before expecting a late-game swarm.
- Gain bats with levels
Collect experience while preserving an escape route.
Connect coverage support
Scope improves reach; compare Bicycle Pump for size on the bat recipient.
Create a recovery window
With Armor capacity available, avoid another hit long enough for the Generator’s timer.
More bats do not guarantee safe coverage or the next heal. Recheck the receiver and keep movement available between incoming attacks.
Bat count and coverage
Start with Vampire’s bat swarm. Each level adds another bat, so safe experience collection develops the attack without waiting for a weapon craft. Keep circling through ground you can leave; walking into the center of a growing crowd to collect one more crystal can cut the run short.
Scope and Bicycle Pump are current player choices for improving the swarm’s reach and size. In the November 2–3 discussion, letir recommends both, while Tyyne stresses that the starting coverage is limited without range upgrades.
Fit a support so its marks reach the bat item and inspect the resulting effect before adding another copy. Keep the distinction between more bats, a larger attack and a farther-reaching attack: levels, size and range are separate improvements.
Equipment priorities
| Role | Equipment | Decision |
|---|---|---|
| Starting damage | Vampire’s bat item | Keep it active and collect experience safely. |
| Reach | Scope | Improve coverage when enemies remain outside the swarm. |
| Size | Bicycle Pump | Inspect the bat recipient after arranging its selector. |
| Armor capacity | Body Armor | Preserve movement and enough damage while adding protection. |
| Armor recovery | Shield Generator | Needs Armor capacity and an interval without another hit. |
The starting bats are the only required damage engine. Add the support the run offers rather than waiting with an underpowered bag for every row in this table. A second useful attack can cover a weak opening, provided you have enough hands and are not attempting a weapon-restriction achievement.
Life steal and boss recovery
Bat life steal is chance-based. Repeated hits create opportunities to heal, but they cannot protect against a fatal hit that arrives first. Armor gives another buffer; Shield Generator’s timer resets when you take damage, so move out of contact long enough for it to recover available Armor.
In the current HQ discussion, frownapp reports finishing with Vampire, bats, throwables and equipment procs rather than guns, using additional health recovery. That is one player’s successful route, not a requirement to copy its entire inventory. Other players in the same thread describe gun builds with Armor recovery. Choose defense around the damage windows you can avoid.
Unlock and no-hand attempts
Unlock Vampire by obtaining Syringe from Shady Merchant and triggering its life steal on an eligible marked attack. Buying Syringe without activating the effect does not finish Life Stealer. Its maximum-HP cost makes a working weapon and a clear retreat important during that unlock run.
For Look, no hands!, start a fresh run as Vampire and avoid hand-requiring weapons throughout. An ordinary Vampire build can use a backup firearm; that challenge cannot. Extra hands from Plasma Hand do not waive the restriction.
Fieldguide

