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
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.
| Stat | Type | Use | Good For |
|---|---|---|---|
| Health / Max HP | Temporary | Increases how much damage you can take | Basic survivability, especially for mistakes and boss pressure |
| Mana / Max Mana | Temporary | Determines how many cards you can play in a turn | One of the core stats for stronger turns and longer combos |
| Might | Temporary | Increases damage output | One of the best universal damage stats |
| Armor | Temporary | Reduces incoming damage | Strong early defense, especially against swarms |
| Growth / XP Gain | Permanent | Improves leveling speed | Lets you scale your build faster during runs |
| Greed | Permanent | Increases gold income | Best early economy stat for long-term account growth |
| Luck | Permanent | Improves drops and some reward quality | Better consumable drops and stronger loot consistency |
| Hand | Temporary | Increases cards drawn per turn / effective hand flow | One of the most important deck-flow stats |
| Magnet | Temporary | Improves draw or pickup flow during fights | Useful for smoother run flow and better access to resources or cards during fights |
| Amount | Temporary | Increases hit count / projectile or effect count on many cards | Big damage multiplier for the right builds |
| Duration | Temporary | Extends how long crawler effects stay active | Essential for builds leaning on crawler triggers |
| Area | Temporary | Increases area of effect | Very strong for screen-clear and AoE cards |
| Projectile Speed / Speed | Temporary | Makes projectiles travel faster | Important for certain ranged cards and scaling interactions |
| Cooldown Reduction | Temporary | Lets cards or weapons fire more often | One of the strongest DPS stats in most builds |
| Regen / Regeneration | Temporary | Restores health over time | Useful for safer, slower, sustain-oriented runs |
| Revival | Temporary | Gives extra lives / revives | Strong safety stat for difficult runs and mistakes |
| Curse | Permanent | Increases difficulty and reward pressure | Usually a scaling risk stat rather than an early priority |
3. Best Stats to Upgrade First
Knowing which stats to upgrade first makes early runs much easier to stabilize, especially when you still have limited power and resources.
- 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.
- 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.
- 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.
- 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.
- 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.







