Hemorrhage
Inflicts {[bleed_amt]} stacks of bleed. When hitting an enemy with {[bleed_max_stacks]} stacks of bleed or more, consumes all stacks of bleed to deal {[hemorrhage_pct]} of their current health.
Hemorrhage
Quick Reference
- Type: Evolution ball (Iron + Bleed)
- Effect: Inflicts 3 bleed stacks on hit. At 12+ stacks, consumes all to deal 20% of enemy current HP as bonus damage
- Solo tier: S (Best ball in the game)
- Role: Boss-killer specialist
Rating
Hemorrhage is the undisputed best boss killer in Ball x Pit. The "20% of current HP" percent-damage trigger creates an overwhelming power gap in late-game pits where flat-damage balls hit a wall against 50K+ HP elites and bosses.
Where standard balls plateau at Pit 20+, Hemorrhage's percent-based damage scales infinitely with enemy HP — the higher the boss's HP pool, the more absolute damage you deal. This is why it's the terminal target of every Iron-line and Bleed-line build: every Iron pickup, every Bleed pickup, exists to enable Hemorrhage.
Because the trigger requires 12-stack accumulation, stack-build speed is the real DPS metric. Pair with high-hit characters (bounce-heavy, rapid-fire) to compress the time-to-12-stack and increase percent-damage frequency.
Evolution Recipe
| Material A | Material B | Result |
|---|---|---|
| Iron | Bleed | Hemorrhage |
Single recipe — both Iron and Bleed required. If your run drops one early, prioritize the other above almost everything else.
Mechanics Deep-Dive
- Each hit applies +3 bleed stacks
- Same-target multi-hits accumulate stacks
- When a hit lands on a 12+ stack target, all stacks are consumed
- Consumption deals 20% of current HP as bonus damage
- Damage is percent-based, so as HP drops, absolute damage drops proportionally (% remains)
Effectively: 4 hits → 12 stacks → percent-explosion. More bounces = faster cycles.
Build Paths
| Build | Order | Playstyle |
|---|---|---|
| Hemorrhage Solo Focus | Hemorrhage → multiple Irons | Stack Iron amplifiers |
| Hemorrhage + Virus | Hemorrhage + Virus | DoT for waves, Hemorrhage for bosses |
| Hemorrhage + Frozen Flame | Hemorrhage + Frozen Flame | +25% global amp doubles kill speed |
| Hemorrhage + Nosferatu | Hemorrhage + Nosferatu | Boss melt + wave clear |
Best Characters
- The Embedded [S] — Pierce + poison accelerates bleed stacking
- The Repentant [S] — +5% per bounce + massive hit count = instant 12 stacks
- The Warrior [A] — Starts with Bleed, fastest natural path to Hemorrhage
- The Tactician [C overall, A for Hemorrhage] — Turn-based mode guarantees stack accumulation
Best Passives
- Wagon Wheel — +30% on wall hit accelerates stack-up
- Rubber Headband — More bounces = faster 12-stack
- Spike Wall — Contact damage adds extra hit triggers
- Frozen Flame interaction — +25% global damage debuff applies to the 20% trigger
Playstyle Tips
- Online by Pit 12 is the gold standard — Hemorrhage must be fused before elite waves
- When boss HP drops below 30%, switch to flat-damage balls — the 20% trigger absolute value shrinks rapidly
- Multi-ball composition: 1 Hemorrhage + 3–4 other DPS balls. Hemorrhage alone doesn't carry; it complements
- Frozen Flame combo is broken: the +25% global debuff stacks on the 20% percent damage
Weaknesses
- Boss-focused: Trash dies before reaching 12 stacks; rely on other balls for waves
- HP-immune enemies neutralize it: Some shielded/mechanical enemies resist percent damage
- Ramp-up time: 4 hits needed before first explosion; not a burst-on-demand tool
TL;DR
Hemorrhage defines the Ball x Pit meta. The default answer to "how do I beat this boss?" Every run that gets to Pit 20+ asks the same question: did you build Hemorrhage by Pit 12? If yes, you're winning. If no, you're praying. Highest-priority evolution target in the game.