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Bat swarm

Vampire bat swarm build

Vampire bats pictured in the official release announcement

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.

  • Vampire
  • Bat swarm
  • Version 1.0
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

Worked example

Bat count, coverage and recovery

Start a normal run as Vampire. Develop the starting bat item before expecting a late-game swarm.

  1. Vampire bats pictured in the official release announcementGain bats with levels

    Collect experience while preserving an escape route.

  2. scope symbolConnect coverage support

    Scope improves reach; compare Bicycle Pump for size on the bat recipient.

  3. Shield Generator symbolCreate a recovery window

    With Armor capacity available, avoid another hit long enough for the Generator’s timer.

Result

More bats do not guarantee safe coverage or the next heal. Recheck the receiver and keep movement available between incoming attacks.

Development priorities for the 1.0 bat swarm. Armor recovery is independent of the bat-support selector.

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

RoleEquipmentDecision
Starting damageVampire’s bat itemKeep it active and collect experience safely.
ReachScopeImprove coverage when enemies remain outside the swarm.
SizeBicycle PumpInspect the bat recipient after arranging its selector.
Armor capacityBody ArmorPreserve movement and enough damage while adding protection.
Armor recoveryShield GeneratorNeeds 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.

Sources

Last updated 2026-11-03.

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