Vampire Survivors DPS & Stat Sandbox Simulator

Simulate any Vampire Survivors weapon: drag Might, Cooldown, Amount, Area, Speed and Duration, watch the projectiles react on a live canvas, and graph your damage against enemy scaling minute by minute.
Evolved weapons have a single level.
Presets fill the sliders with a typical loadout at that point in a run.
Weapon Visualizer
Observed DPS
Kills
Enemies on screen
Mock enemies walk in with the health of a enemy at . Observed DPS is what the simulation actually landed over the last few seconds — it trails the calculated figure whenever projectiles miss or overkill.
Weapon Behavior Controls
Multiplies the damage of every hit.
Negative is faster. Capped so a weapon never fires below 20% of its base cooldown.
Extra projectiles per activation.
Scales the size of every effect, and with it how many enemies it covers.
How fast projectiles travel. Faster shots reach more enemies per second.
How long lingering effects last, so how many damage ticks they land.
How many enemies are close enough to be hit. Drives crowd damage and the visualizer.
DPS Readout
Single-target DPS
Crowd DPS
Damage per hit
Effective cooldown
Projectiles per activation
Hits on one enemy per activation
Hits landed per second
Enemies covered per activation
Effect duration
Area multiplier
Cooldown is at the floor — further reduction does nothing for this weapon.
Minute Counter
Enemy HP
Time to kill
Kills / sec
Share Setup
The link carries the weapon, its level, every slider and the stage.
Time to kill one enemy
Compare with:
Table view
Minute
Enemy health scaling by stage
Health is modelled as a smooth exponential per stage. The real game raises it in scripted waves, so read the shape rather than the exact number.
Every weapon at these stats — each at max level, same sliders
# Weapon Single-target DPS Crowd DPS Cooldown Time to kill now
How the math works

Every number on this page comes from the weapon's own stat line plus your sliders. Nothing is datamined, so treat it as a model that ranks weapons against each other rather than a readout of the game's internals.

  • Damage per hit = weapon damage at its level × (1 + Might).
  • Effective cooldown = weapon cooldown at its level × (1 + Cooldown), never below 20% of the base value.
  • Hits on one enemy is the pierce or return count for a thrown weapon, and duration ÷ tick rate for anything that lingers — so Duration only pays off on orbiting, aura and pool weapons.
  • Single-target DPS = damage × hits × projectiles ÷ cycle, assuming every projectile connects, which is the boss case.
  • Crowd DPS multiplies that by the enemies one activation covers: the weapon's reach scales with Area squared for area effects and linearly for projectiles, then gets capped by enemy density.
  • Speed feeds coverage rather than damage — a quarter of the bonus turns into extra enemies reached, and it drives the visualizer directly.
  • Pools, strikes and wandering summons land away from the player, so extra projectiles add to single-target damage at a square root rather than one for one.
  • Orbiting and aura weapons cannot overlap themselves, so their cycle is the longer of cooldown and duration.

Game data updated 2026-07-22.

Features

  • Live Weapon Visualizer: A canvas sandbox showing the real projectile pattern — orbiting bibles, bouncing bones, expanding auras, lightning strikes — reacting instantly to every slider
  • Six Behavior Sliders: Might, Cooldown, Amount, Area, Projectile Speed and Duration across the ranges the game can actually reach
  • Observed vs Calculated DPS: Mock enemies take real hits in the visualizer, so you can see how much of your theoretical DPS actually lands
  • Full Weapon Roster: Every damaging base and evolved weapon, with its own per-level damage, cooldown, area and speed curve
  • Enemy Scaling Curves: Five stages, each with its own health growth, graphed from 0:00 to 30:00
  • Time-to-Kill Graph: A log-scale curve showing exactly which minute your weapon stops keeping up, with up to four weapons compared side by side
  • Minute Counter: Scrub the run clock to see enemy health, time to kill and kills per second at any point
  • Weapon Ranking: Every weapon scored under your current sliders, so you can see which one your build actually favours
  • Shareable Setups: The URL carries the weapon, level, every slider and the stage

How to Use

  1. Pick a weapon and drag the level slider to the level you expect to reach in a run.
  2. Watch the visualizer: it draws the weapon's actual attack pattern with mock enemies walking in.
  3. Move the Area slider and watch the protective barrier around the character grow — then move Cooldown and watch the firing rate change instead.
  4. Read the DPS Readout for the numbers behind the animation: damage per hit, effective cooldown, hits per second and enemies covered.
  5. Set the stage and drag the minute counter to the point in the run you care about. Time to kill tells you whether the weapon still works there.
  6. Add two or three weapons to the comparison chart to see which one falls off first.
  7. Scan the ranking table at the bottom — it re-scores every weapon in the game against your exact sliders.
  8. Copy the share link to send the whole setup to someone else.