Vampire Crawlers
Cheat Codes:
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Submitted by: David K.
Save your chickens:
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Smacking all those light sources will sometimes reveal chickens you
can eat to restore a small bit of health. These can make or break a
run if consumed at the right time, so you don't want to accidentally
use them when they're not needed.
Unless you're extremely low on health and might easily die in an
upcoming battle, it's best to leave your chickens until you've cleared
most of the map. This is because you'll often have Pummarola cards or
other healing methods that will top you off for regular battles. You
don't want to waste the chicken if other healing methods are currently
available, in other words.
In many cases, it's best to save the chicken for after you've beaten
a boss (before shoveling down to the next level), giving you a small
boost to your health right before heading into the next phase of the
dungeon.
Attractorb is your cheat code:
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This early-game Vampire Crawlers card is surprisingly overpowered. If
you play it as the first card in your combo, it draws one extra card,
but if you play it as the second card in a combo, it grants two new
cards. If you're lucky, and one of the new cards is a fresh Attractorb,
you can, once again, draw and play more cards.
Best Stats to Upgrade First:
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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.
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