Home » Vampire Crawlers: The Turbo Wildcard from Vampire Survivors » Guides » Vampire Crawlers – Complete Stats Guide

Vampire Crawlers – Complete Stats Guide

Learn how stats work in Vampire Crawlers with a full guide covering permanent and temporary stats, what each one does, and which upgrades matter most for stronger early and late runs.

Vampire Crawlers stats

Vampire Crawlers splits its stats into a few different buckets, and the game does not currently explain all of them very clearly in-game. 

The most important thing to understand first is that some stats are mainly about raw combat power, such as damage and cooldown, some are about deck flow, like mana and hand size, and some are meta progression stats you buy in town and keep across runs. 

1. How Stats work in Vampire Crawlers

Vampire Crawlers uses a layered stat system instead of one simple set of permanent upgrades. Some stats come from town Power-Ups and improve your account between runs, some boosts stay with you for the entire current run, and others only last for the current battle.

Stat group Use Duration
Permanent town stats Your baseline power before a run starts Permanent until you respec or buy more upgrades
Run-level stats Your power for the current dungeon run Until you win or lose a run
Battle stats Immediate combat value inside a single fight Until the current battle ends

2. All Major Stats And Uses

Buying Power ups

Buying Power ups

Vampire Crawlers effectively use two main stat types during runs. Temporary stats are the combat-facing stats that sit on the left side of the screen and reset after each battle, while permanent run stats sit on the right side and stay with you for the rest of the run once you gain them.

Some stats improve raw damage or survivability, while others affect card flow, leveling speed, gold gain, and long-term run scaling, so knowing which ones matter most can make your builds much easier to stabilize.

StatTypeUseGood For
Health / Max HPTemporaryIncreases how much damage you can takeBasic survivability, especially for mistakes and boss pressure
Mana / Max ManaTemporaryDetermines how many cards you can play in a turnOne of the core stats for stronger turns and longer combos
MightTemporaryIncreases damage outputOne of the best universal damage stats
ArmorTemporaryReduces incoming damageStrong early defense, especially against swarms
Growth / XP GainPermanentImproves leveling speedLets you scale your build faster during runs
GreedPermanentIncreases gold incomeBest early economy stat for long-term account growth
LuckPermanentImproves drops and some reward qualityBetter consumable drops and stronger loot consistency
HandTemporaryIncreases cards drawn per turn / effective hand flowOne of the most important deck-flow stats
MagnetTemporaryImproves draw or pickup flow during fightsUseful for smoother run flow and better access to resources or cards during fights
AmountTemporaryIncreases hit count / projectile or effect count on many cardsBig damage multiplier for the right builds
DurationTemporaryExtends how long crawler effects stay activeEssential for builds leaning on crawler triggers
AreaTemporaryIncreases area of effectVery strong for screen-clear and AoE cards
Projectile Speed / SpeedTemporaryMakes projectiles travel fasterImportant for certain ranged cards and scaling interactions
Cooldown ReductionTemporaryLets cards or weapons fire more oftenOne of the strongest DPS stats in most builds
Regen / RegenerationTemporaryRestores health over timeUseful for safer, slower, sustain-oriented runs
RevivalTemporaryGives extra lives / revivesStrong safety stat for difficult runs and mistakes
CursePermanentIncreases difficulty and reward pressureUsually a scaling risk stat rather than an early priority

3. Best Stats to Upgrade First

Active Stats during run

Active Stats during run

Knowing which stats to upgrade first makes early runs much easier to stabilize, especially when you still have limited power and resources.

  1. Greed – It is one of the best first upgrades because it improves your gold income, which means faster long-term account growth and quicker access to other upgrades. It does not make a single fight easier on its own, but it accelerates everything that comes after it.
  2. Growth – It speeds up leveling, which means you reach new cards, gems, and passives faster during a run. This makes your whole build scale earlier, which is why it is one of the strongest progression stats to invest in near the start.
  3. Might – Cleanest universal damage upgrade because it boosts all applicable damage cards instead of only helping one narrow setup. If your early runs feel slow or bosses are taking too long, Might is one of the most reliable fixes.
  4. Health / Max HP – It gives you more room for mistakes and helps prevent runs from ending too quickly, even if it is not the most efficient scaling stat later on.
  5. Armor – Armor is useful, but it is usually a step behind Greed, Growth, and Might in early value. It helps preserve health against repeated hits and swarms.

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>

Vampire Crawlers: The Turbo Wildcard from Vampire Survivors