Blood
Kills, bleeding, and power drawn from your own wounds.
Starting with Blood
Pick Blood on the circle before a run and the run starts with this card — Blood's weakest card that a fresh run can be dealt.
See choosing a family.
Cuts that linger. Direct hits apply a bleed dealing 5 damage per second for 3s.
Traits
Hold 3, 5 and 7 different Blood cards for its three tiers. See how traits work.
3 · 5 · 7
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3
IContagion
Enemies that die bleeding spread their bleed to the 4 nearest within 2 m.
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5
IITap the Vein
An orb hit on a bleeding enemy deals its remaining bleed twice over at once, then bleeds the 2 nearest enemies within 4 m.
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7
CapstoneBloodbath
Every bleed deals double damage, and any damage, not only a direct orb hit, starts a bleed on an enemy that is not already bleeding.
Shop boosts
Bought on Blood's panel in the Essence Shop, which shows your two most prominent families.
| Boost | Effect |
| I | Transfusion | Healing from Blood cards is 50% stronger. |
| II | Go for the Throat | Hits on enemies below half health deal +20% damage. |
| III | Blood Pools | Kills leave a pool of blood for 3 seconds. Enemies in it are slowed by 40%. |
Cards
All 16 Blood cards, rarest last. Each one you own makes the others likelier to be dealt.
Hunter's high. Each kill boosts your movement speed by 120 for 2 seconds.
Vampiric orb. Every enemy the orb kills restores 2 HP.
Cuts that linger. Direct hits apply a bleed dealing 5 damage per second for 3s.
Close feeding. Anything that dies near you gives back 2 HP.
Cornered animal. Orb damage climbs as your health falls, up to +80% at death's door.
Blood frenzy. Each kill adds speed & damage. Stacks up to 8, lost on hit.
Trade up. Killing anything within 3s of being hurt restores 4 HP.
Paid in red. Kills drop double essence while you are below half health.
Deep cuts. Each bleed stack on an enemy makes it take 2% more damage from everything, up to 10 stacks.
Reaping. Every 8th enemy that dies leaves a soul that restores 6 HP.
Signed in blood. Orb damage +50%, but you no longer heal between waves.
Paid in full. Orb damage +1% for every 1% of health you are missing, but all healing is halved.
Blood in the air. Each kill makes you faster, stacking up to 10. Every hit you take costs 4 stacks.
Feeding frenzy. Each kill makes the orb 5% bigger and 4% stronger, up to 10. Shrinks back between kills.
Insatiable hunger. Life Steal heals +1 extra HP per kill per stack.
Drain them. Bleed stacks bleed separately -- each deals its own tick, up to 5 at once -- and every direct hit adds a stack.
Nothing matches the current filters.
Build names
Leading with Blood: Blood Juggernaut, Blood Marksman, Blood Pyromancer, Blood Glacier, Blood Tempest, Blood Walker, Blood Prism, Blood Packmaster, Blood Sentinel, Blood Virtuoso, Blood Gambler; alone, a Blood Adept.
Blood as the runner-up: Kinetic Reaper, Deadeye Reaper, Blazing Reaper, Frost Reaper, Storm Reaper, Void Reaper, Arcane Reaper, Feral Reaper, Iron Reaper, Rhythm Reaper, Wild Reaper.
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