Overview
| Field | Details |
|---|---|
| Name | Vampiric Sword (吸血鬼の剣) |
| Type | Basic Passive |
| Tier | A |
| Effect | Heal 5 HP per kill. Take 2 self-damage per shot fired |
| Evolution | Soul Reaver (魂の刈り取り): combine with Bottomless Goblet |
Assessment
Vampiric Sword is a classic risk-versus-reward passive. Every shot you fire costs you 2 HP, so high fire-rate builds accumulate self-damage quickly. The payoff is 5 HP healed per kill — a substantial number that easily outpaces the self-damage in any build that clears enemies at speed.
The key question when considering this passive is whether your kill rate will stay ahead of your shot rate. In the early waves when enemies are sparse, self-damage can outrun healing. Once enemy density rises in mid-game, healing becomes consistent and the passive earns its keep. Keeping at least one secondary healing source — a recovery ball or another passive — in reserve helps survive the vulnerable early phase.
The evolution into Soul Reaver changes the dynamic significantly. Kill healing drops to 1 HP per kill, but excess healing above your maximum HP is stored as overheal at 30% efficiency. Characters with large HP pools or builds that stack maximum HP gain the most from this, effectively removing the HP ceiling as a limiting factor.
In summary, Vampiric Sword rewards an aggressive, kill-focused playstyle. It is a poor fit for passive or defensive builds, but in a high-damage, high-speed-clear build it reliably earns its A-tier status.
Synergies
Ball Synergies
| Ball | Synergy | Reason |
|---|---|---|
| Piercing balls | ★★★ | A single shot can pierce and kill multiple enemies, letting healing far exceed self-damage |
| Explosive balls | ★★★ | Area kills stack up fast, generating more healing per shot fired |
| Rapid-fire balls | ★★☆ | Higher shot rate means more self-damage, but kill rate scales equally, keeping the balance |
Passive Synergies
| Passive | Synergy | Reason |
|---|---|---|
| Bottomless Goblet | ★★★ | Evolution material; also independently boosts healing to stabilize the self-damage equation |
| Hardy Constitution | ★★★ | More max HP increases the buffer against accumulated self-damage |
| General healing passives | ★★☆ | Compensate for self-damage and smooth out the dangerous early-game phase |
Recommended Characters
| Character | Priority | Reason |
|---|---|---|
| High-HP, high-damage characters | ★★★ | Large HP pools absorb self-damage, while high damage ensures healing consistently outpaces it |
| Crowd-clear specialists | ★★★ | Mass kills generate explosive healing, making the passive very safe |
| Low-HP or slow-fire characters | ★☆☆ | Self-damage accumulates faster than healing; high risk of dying before kills catch up |
Pickup Priority
If your build already features piercing or explosive balls and is tracking toward a high kill-per-second rate, Vampiric Sword is a first-priority pickup. The synergy is immediately obvious and the healing surplus becomes substantial by mid-game.
If you lack healing support or your build fires many shots without securing reliable kills, hold off. The self-damage will drain you before the passive pays off. When you already hold Bottomless Goblet, keep Vampiric Sword for the Soul Reaver evolution — the overheal mechanic is strong enough to justify the pickup regardless of your current build direction.