- Abridged Arena Array: If you're planning on coin farming, the Bone Zone outdoes any other level, as it can only drop coins and coin bags from light sources, which spawn faster than on any other map. While the level is extremely difficult because of this, once a character is sufficiently strong to get through the Bone Zone, it makes it easy to gather massive amounts of gold. Before then, the Inlaid Library is the easiest map to grind on due to its narrow layout, short length with easy access to the passive items, and coming with the Stone Mask and Empty Tome as its passive items, both ideal for farming.
- Anti-Climax Boss: While bosses being little more than beefier mooks that move slowly towards the character is the norm for this game, the battle against Avatar Infernas still feels a bit underwhelming, especially if you're doing it after the spectacles of the battles with the Ender and the Directer. On top of not doing anything elaborate like these two bosses, Infernas barely even moves (it does speed up as time goes on, but by the time it can actually threaten the player, it's probably too little, too late). Lowering the challenge factor even further, it also has no mook waves accompanying it, and this, alongside the Lonely Piano Piece in the background, makes the whole thing feel less like a fight and more like an execution. The fact that this is preceded by a genuinely creepy sequence (where you have to find the Avatar's coffin in the darkness while being swarmed by disturbing undead foes) makes the "battle" proper feel even more like a letdown, as it initially feels like the game is setting up something cool, but only disappointment ultimately comes of it.
- Awesome Animation:
- The Legacy of the Moonspell DLC launch trailer
features an absolutely awesome animated segment featuring the four featured playable characters, courtesy of Studio Yotta and their collaborators. - The Ode to Castlevania trailer
includes an absolutely gorgeous reveal trailer showing Antonio and Porta fighting monsters in mirror to Simon and Alucard, followed by a massive animated spread of Vampire Survivor characters laid out alongside many Castlevania ones, with every single Expy Coexistence referenced in the DLC given a callout.
- The Legacy of the Moonspell DLC launch trailer
- Breather Level: Inlaid Library is this compared to the Mad Forest. The stage layout is narrow and straightforward, the hordes are nowhere as tough as other stages, the stage has no real annoying gimmick, there are spots where you can create a cheese strat for easy farming, and the Empty Tome, one of the strongest passive items, is available on the stage, letting you fill up the other passive slots before grabbing it. It's also the only place so far where you can defeat Red Death through cheesing.
- Broken Base: Does Vampire Survivors, as well as the many games it inspired, count as roguelikes or even just "roguelites"? Those in favor of calling them such refer to the metaprogression elements, how the player starts at level 1 on each run, and the semi-randomized nature of runs, while others argue that it is lacking the structure of many games that are more agreed to be considered "roguelites" (such as FTL: Faster Than Light and Slay the Spire), such as dying forcing a restart of the entire game, high difficulty with emphasis on player skill, and the Randomly Generated Levels being random enough to feel like a different run every time.
- Complacent Gaming Syndrome:
- Prior to patch 0.5.0, most optimal builds either stacked Duration with the Song of Mana or Projectile Count with the Lightning Ring and Phieraggi. The King Bible and Santa Water, which benefit from both, were staples for most successful runs. 0.5.0's introduction of the Arcana system includes a deliberate effort to address this, as the most powerful Arcanas benefit what were formerly the weakest weapons and encourage building around their properties.
- Among passive items, the Empty Tome and Attractorb are all but mandatory for their universal 40% cooldown reduction and an enormous increase in experience pickup radius, respectively; in the latter case, it also gets you La Borra, which is a nice evolution to an already staple weapon. The Spinach also sees widespread use for its 50% Might increase, especially on characters with no inherent Might bonus.
- Since the Bone Zone lacks any items aside from gold coins, but spawns coins faster than any other map, the Disco of Gold Arcana is all but mandatory to provide a reliable source of healing through Gold Rushes. Going without it requires relying entirely on healing weapons like Soul Eater and Bloody Tear.
- You want to defeat the Reaper without having to ran across the map for the rings and metaglios? Just pick the Mad Groove arcana for your first and/or second card, it'll immediately pull all pickups into your range every evenly counted minute into the game. This is the easiest option to get the metaglios and rings without having to pick up Wings for the extra movement speed. Just be careful of the protectors and careful not to accidentally grab the cheese in Dairy Plant or there will be consequences. On Boss Rash this goes from complacency to mandatory, as the only way to get any passive items is by using Mad Groove due to the impassable walls in the way.
- Unless you want to challenge yourself, buying the Curse power-up is generally ill-advised, as even a single level of one can turn even the easiest level into Early Game Hell and it gives you no benefit other than to obtain Lama if not unlocked yet. Granted, you can draw benefit from it thanks to the increased horde amounts leading to more experience gems, but that's not much of an advantage if you die early before picking up steam. It'll get you killed in the last few minutes if your build does not have enough damage to make up for the boosted enemy stats, so it's a gamble at best. Curse power-ups are best for the Queen Sigma rounds if you want to unlock the Victory Sword, and many DLC characters have a note that they also gain a benefit from the Curse level.
- Demonic Spiders:
- Green Zombies and Werewolves in Mad Forest, Banshees in Inlaid Library, charging group of Minotaurs and many, many skeletons types in Dairy Plant, the Blood Skeleton mobs and the Skeletal Dragons in Gallo Tower. Oftentimes, these mobs serve as your Beef Gate to check your run strength, and if you're not there, you can say goodbye to your run.
- The Astral Stair stage has the Cosmic Egg enemy, which creates pulses that unavoidably halve the player's health much like the Infinite Corridor weapon. As minibosses, they're not too bad, but then a massive wave of them appears towards the last minute or so of the stage. They are slow, but they have a ton of health and getting exposed to several Infinite Corridor pulses in quick succession can absolutely shred the player's health. Unless your build has insane DPS that can clear them out or a powerful Healing Factor, it might be a good idea to pick up Tiragisu or the Awake arcana just in case you die to them once or twice before the stage is over.
- Literally everything that appears in Room 1665. There are no breather enemies here. You have a matter of minutes to create a busted build or die.
- Fandom Rivalry: With fans of the greater Shoot 'em Up genre. Shmup fans find Vampire Survivors and its inspirations to be a very sore point due to these games often being classified as Bullet Hell shmups despite their design tropes being vastly different from that of traditional shmups, and shmup fans who do play Vampire Survivors find it to be a very unengaging game where the main focus is on getting oodles of rewards rather than the gameplay itself. Meanwhile, VS fans give the usual boilerplate reasons for why they don't care for traditional shmups: too difficult, "outdated" design, and too short — with the added bonus of also remarking that those games lack the metaprogression and randomization that allows players to come into new runs stronger and with different enemies, items, and level layout. This rivalry seems to serve as a Spiritual Successor to the "Japanese shmups vs. Western/'euro' shmups" rivalry that has lasted since the 1990s.
- Game-Breaker: See here.
- Hilarious in Hindsight:
- Over the above Fandom Rivalry, one of the DLC packs is Operation Guns, featuring Contra. Yes, they actually found a way to shut up the people comparing Vampire Survivors to a Shoot 'em Up... by putting one of the most iconic ones in the game itself.
- Due to the appearance of the Castlevania cast, one of the running jokes of the game, that there are no vampires actually in the game, is now false... but you're still not going to find that vampire lord you're looking for. And when you finally do find one, He joins your party!
- Low-Tier Letdown:
- Antonio gets the short end of the stick as several other characters are just better at handling the whip than him; Arca's passive cooldown improvements ensure that the whip can swing harder with much smaller downtime. Gennaro gains a permanent extra projectile which also affects how much he can crack the whip per swing, Pugnala completely makes him obsolete as not only she has faster movement speed but also outshines his damage potential because her modifier can go up to 100% over Antonio's max of 50%. His only real advantage is that he's slightly tougher than most fighters barring juggernauts like Mask of Red Death and Leda, all of which are Purposely Overpowered characters. Funnily enough, his arcana, The Beginning, ends up being most beneficial on him because it turns the whip into the best early-to-mid game weapon in the game thanks to the amount of slashes you can deal in one strikes, better yet with Duplicator and the Amount bonus. No other character get the most benefit out of his Arcana apart for some outliers (like Dommario and Krochi).
- Gyorunton fell at the short end of the stick when it comes to the (usually) Purposely Overpowered secret characters. While the ability to immediately upgrade your weapon without having to wait for 10 minutes is a pretty nice bonus, the Bracelet is not a very good weapon and usually not very good until you fully upgrade it to Tri-Bracelet. Most importantly, the 1% curse per level is also a double edged sword. While it can help the character level up faster, it's uncapped, and unlike other characters that have an infinitely scaling Curse, like Avatar Infernas or Je-Ne-Viv, Gyorunton has no other scaling stats. This means that enemies will keep scaling infinitely long past the point Gyorunton has capped out its build and may eventually become overwhelming. If that wasn't bad enough, while the V1.11 update did include a Darkana to make its Bracelet better in Sapphire Mist, its one advantage of being able to evolve weapons early was made completely moot by the strongest of the Darkana (and the best Arcana in the game, period), Moonlight Bolero, which allows every character to evolve their weapons early given just a bit of luck (granted, Gyorunton gets use out of this too by getting more chests and the potential to scale further with additional Arcana like Sapphire Mist).
- Exdash and Peppino tied themselves as the worst secret characters in the game. For Peppino, the inability to move (without the movement speed powerup at least) really seals the deal for Peppino as they lack the ability to avoid enemies or collect experience gems and they aren't exactly shown to be tanky either, only having +20 HP and +2 armor. If you didn't get enough EXP for Peppino to get alternative weapons besides Soul Eater aforementioned before, then you'll shit out of luck. (That said, movement speed upgrades will at least allow it to slowly pick up chests, and with its 100% bonus Magnet area, it's one of the best users of Blood Astronomia in the game.) For Exdash, all he has is a lot of luck. Outside of that, almost all of his other stats have penalties, and he starts with the Ebony Wings, that can barely function with base stats let alone severe penalties. If you can't get his high luck to work out quick, he's done for.
- Memetic Mutation:
- "If you can't see the floor, you're winning."Explanation
- "It's always the Sorbetto."Explanation
- "We finally have... 3/4ths of a vampire?" Explanation
- "WE FINALLY HAVE A VAMPIRE?!"Explanation(spoilers)
- We only paid $4 for this?!Explanation (spoilers)
- Older Than They Think:
- While Vampire Survivors may be the Trope Codifier for horde-survival roguelikes, Crimsonland predates it by over a decade and a half (2003) via its Survival Mode, with its perks being the roguelike elements.
- The Boxhead series of webgames from 2006 has a similar premise of surviving increasingly stronger hordes of undead on an open field using random pickups.
- Scrappy Mechanic:
- If you're doing gold farming runs, Orologion powerups will be your worst enemy, especially if you have a large Magnet stat. Gold Fevers rely on enemies constantly swarming you to keep running. Collecting an Orologion will briefly halt this oncoming stream, more often than not ending the current Fever in progress. This can be mitigated upon unlocking the Seal upgrade.
- Orologions become even worse if you use Greatest Jubilee on a character with a large cooldown reduction. The sheer number of them that the latter generates is insane and will mostly result in a situation where all the enemies are almost permanently frozen, sometimes in their dying animation and preventing any more from spawning.
- Each Golden Egg collected will vary slightly and permanently enhance a random stat of the current character. One of these stats includes the character's movement speed, which isn't capped. With enough Golden Eggs, the character will eventually become so fast to the point of borderline unplayability, zipping completely across the map and making it almost impossible to gather treasure chests or stage items. There's no way to tone down the speed unless one disables the Golden Egg enhancements altogether before starting a run, or visiting a special merchant in Moongolow; who removes 100 eggs at a time and only appears once the character has over 5000 eggs, but even then whichever stats are degraded are chosen at random. A later update added a second special merchant who removes only the eggs applied to movement speed, but removes all of them at once.
- The developers are very intent on ensuring players cannot accidentally lose their game progress. As a side effect, there is no method aside from going into your file folders and manually deleting your save data folder after turning off Steam's automatic cloud backups to do something as mundane as replaying the game from the beginning. An in-game method was added in the August 2023 revamp involving going to Options, clicking the Account icon seven times in a row and then wading through pop-up warnings, but this procedure is not openly documented. In the end, this issue was completely resolved in a June 2026 update that added multiple save files to the game.
- The Operation Guns weapons all require at least the Weapon Power-Up passive item to evolve them. While it doesn't take up a passive slot, it still doesn't appear as a level-up choice if you have at least one or all your passive slots filled. If you're not on the Neo Galuga map and don't get lucky with Arma Dio drops, you'll have to carefully manage your picks if you want to evolve multiple Operation Guns weapons.
- The lack of dedicated aiming controls (such as with the right stick, or with the keyboard for movement and the mouse for aiming) is a sore point amongst a number of players, especially new players. If a weapon can be aimed, it's always based on the direction that you're facing, meaning that you have to move towards enemies to attack them and risk getting mobbed for a lot of damage, and moving away from enemies to evade them means your attacks will miss whatever is threatening you; meanwhile, weapons that aim automatically risk targeting enemies that are not necessarily your main priority. Granted, the point of the game is that you eventually get strong enough to not need to aim attacks, but the rather simple controls of "move and sometimes pick upgrades, no shot button or aiming" is part of what makes the early game rough. It's rather telling that a lot of games that Vampire Survivors inspired like HoloCure and Picayune Dreams implement separate aiming controls.
- If you pick up a passive item on the ground when you already have all six passive slots filled up, you'll still pick up the new item and equip it just fine (thus allowing you to have more than six passives). But if you pick it up before filling the passive slots, it does count against your remaining slots. This means if you're aiming for a specific build, especially those concerning evolutions, you'll need to hold off on picking up in-stage items so that you can fully optimize your build.
- Scrappy Weapon:
- The Magic Wand, if it somehow manages to not have an Empty Tome, will quickly struggle against late-game enemies. The Waltz of Pearls Arcana rescues it by granting it the ability to bounce off walls, though it still has its problems with dealing enough damage without other heavy hitters aiding it.
- Garlic and its Soul Eater Evolution are very middling knockback weapons, especially if not building around it. Even with the Sarabande of Healing, its DPS, sustain, and Bloody Tear greatly overshadows farming power. Unless you're playing Poe or trying to unlock the achievement, you're better off Rerolling, Skipping, or Banishing it as the effort you need to make it viable pales compared to other equally-powered-up weapons. The best use of the Garlic/Soul Eater is to be a support entity when fighting bosses. The Blood Astronomia Arcana makes it better by leaving damage zones in the user's wake, though the arcana also benefits Song of Mana in the same way as well. It also certainly helps that, in the second half of Ode to Castlevania, it got a union with the Anura to become the Dark Frogamorphosis.
- The Clock Lancet and Laurel, for any other context that doesn't involve beating Red Death. The Clock Lancet fires in thin long needles and freezes the enemies it touches, giving you an escape route when you're cornered. The Laurel gives a regenerating shield that can negate up to three instances of damage. Their evolutions, when combined, can make short work of Red Death, but you really have to work for it by running to the edges of the map to collect their upgrade items and push each pair of passive items to their max level of 9. Put off the search for the Rings and Metaglios for too long, and you may not be able to gain enough levels or get midboss chests to complete their evolution before Death comes for you, but for the Clock Lancet in particular, you can get extra mileage out of it without evolving it if you take the above-mentioned Out of Bounds Arcana. Patch 0.11.3 also introduces the Blood Astronomia Arcana, giving them an extra layer of utility- especially in the Clock Lancet's case.
- Gatti Amari's evolved form, Vicious Hunger, loses a huge chunk of what makes Gatti strong in favor of becoming a money-generating/farming tool, losing the massively damaging catfights in favor of turning things into coins. While it does do damage, it's not nearly as strong as Gatti, and it also turns XP gems into coins as well at a surprising rate. If you don't save picking up the stone mask or maxing out Gatti as the last possible thing in your build, you can potentially completely hamstring your run strength because you've drastically reduced your speed of level-ups. Especially with Limit Breaks encouraging leveling after reaching max build, unless you go into a run with the specific intent of money farming it's never worth evolving Gatti. To really rub salt in the wound, even gold-farming runs will often forgo it, because it's a graphically intensive weapon that can really tank the framerate. The only character who actually wants to use it is Sammy, who starts with the weapon, since his innate passive still lets him gain EXP from coins anyway. With that being said, if you also have the Soul Steal, it can become the incredibly powerful Power of Lire.
- Flash Arrow is such a pain to use that Keitha Muort had to gain a new charge ability solely to compensate for the pain of having it as a starting weapon. It is a weapon that fires forward one single projectile that pierces through everything in its path, but it basically combines the Knife's problem of only firing in the direction the character is facing and the Lightning Ring obscenely long cooldown into what may be the absolute worst (unevolved) weapon in the game. Trying to use it while also running away from a horde requires pitch-perfect timing - turn around too early and you will be swarmed, too late and your arrow will sail off the screen and hit nothing, forcing you to wait for roughly 10 human lifetimes before the next one is ready to fire. Since this game doesn't actually tell you when your weapons are about to fire, this is a bit of a problem. It gets much better once evolved into Millionaire, but don't expect it to pull its weight protecting you until that finally happens.
- Pentagram is easily the embodiment of Awesome, but Impractical. It erases everything on the screen that isn't certain bosses...after a 90-second cooldown, which can still only be reduced to 60 seconds at max level, though the Empty Tome passive item can at least reduce it further. And by "everything", this also includes items, both on-screen items even including experience gems, as well as any items that any erased enemies would drop, meaning it can rob you of valuable EXP. The chance to not destroy items can be reduced by leveling up, but the non-destruction chance can only be capped at 65%. Its evolved form, Gorgeous Moon, no longer destroys items, thankfully, but depending on your luck with getting the Crown to evolve this weapon, and getting Pentagram level-ups when you level up, you'll be stuck with Pentagram's chance to wipe on-screen items for a while. And you need to raise Pentagram to level 7 to Christine, who starts with this weapon, and actually gets a free level-up just so she can have a weapon that's much more practical.
- Signature Scene:
- The end of the Moongolow bonus stage, wherein you are suddenly deposited into a tight series of corridors without any of your items or stat upgrades as you're forced to flee from a tide of Angelic Abominations. It's become quite well known for being emblematic of the stranger nature of the latter half of the game, the fact it comes out of nowhere with a distinctly Creepypasta like atmosphere, and the fact that up to that point, the game has nothing resembling a story or any special twists, making it all the more shocking.
- The end of the Ode To Castlevania stage, and reveal of the Aspect Of Black, the self-proclaimed 'beginning of everything'... also known as a copy of the PS1 version of Castlevania: Symphony of the Night.
- Suspiciously Similar Song:
- "When the Clouds Drown
," one of Moongolow's themes, is a clear homage to "Lost Painting
" from Castlevania: Symphony of the Night, particularly in the first thirty seconds of the song. Notably, the real thing
came with Ode to Castlevania. - "Moms Are Tough
", Zi'Assunta's theme, sounds almost like a complete copy of "Paradigm Shift
" from Final Fantasy XIII-2.
- "When the Clouds Drown
- Tear Jerker: The ending of Tides of the Foscari is surprisingly somber; Eleanor manages to kill Je-Ne-Viv once and for all with Luminaire's help, but as the stage ends, Eleanor starts slowly fading away due to Je-Ne-Viv having devoured her powers before the fight. By the time the White Hand arrives, there's basically nothing left for him to actually take.
- That One Boss:
- The Sketamari in the Bone Zone has proven to be a roadblock for people attempting to complete their Relic collection note . Sketamari starts small but will absorb all enemies that come into contact with it, not only growing bigger and bigger each time (which also means absorbing enemies even faster), but also gaining large amounts of health in the process. Like any other enemy in the Bone Zone, it also benefits from growing stronger with every minute that passes. As a result, you're forced to be very precise in when to tackle it: Too early, and you'll be too weak to kill it. Too late, and it will swallow up enemies faster than you can kill it no matter what you have; both of these end in a giant ball of indestructible bones that doesn't even fit in your screen. If all that wasn't enough, it also zooms around faster than most characters can catch up. The only saving grace is that it won't grow offscreen until you first see it, so you can at least chose your time relatively safely. Thankfully, you don't need its Relic to get the Yellow Sign, so if all else fails, Infinite Corridor makes short work of its massive health pool.
- The Specter of Iwanaga-hime, found in the Yomi section of Emerald Diorama, is a foe that can spell trouble when released. Boasting a high speed and a high base HP, the Specter fights by summoning homing Action Bombs toward you. Complicating matters is Yomi's layout resembling bridges over an abyss, restricting mobility.
- That One Level:
- The first level, Mad Forest. Every five minutes or so, a circle of venus flytraps will entrap you in a small circle that's shrinking towards you, trapping you along with the current mobs (and a miniboss) you managed to pull into your screen. The tenth minute is even worse as the plants last for a full minute, and once they disappear at the 11th minute, the level smothers you with skeletons from all sides.
- The Dairy Plant is quite a leap in difficulty from the first two stages, to the point that the designer knew how bullshit the stage was that they allow you to evolve your weapons before the 10-minute mark. Demonic Spiders everywhere, traps laid in and out across the stage, and also the introduction of the Stalker; a green pseudo Grim Reaper that's unkillable without using the cart or pentagram.
- The Bone Zone is an even tougher challenge, thanks to the absence of any pickups other than money. There are a lot of enemies that are tough to take down and can surround you, making it hard to escape. The enemies being tougher means the player won't be leveling up as quickly, creating a feedback loop where they're underprepared for the even tougher waves that show up later. It's common to see people die at the 29-minute mark since the hordes of enemies are so bulky that they don't die quick enough for the player to stay in one place. It's relic also is sealed within a Puzzle Boss where, as soon as you find it, it begins consuming the waves and waves of enemies around both of you becoming bigger and more powerful with every second.
- Cappella Magna is normally not an overly hard level, but it has a special variant that you must go through to get the Great Gospel, which sics each variant of the Grim Reaper at you long before you're in any way, shape or form prepared to deal with them. This includes the Drowner, who makes half the map inaccessible, massively restrains your freedom to maneuver around enemy waves, and camps at the corner of your screen where it's nearly impossible to hit him unless you shatter a window near him or use one of the Rosaries pre-placed on the map to get rid of him on the spot. If this Drowner is left alive for too long it will move towards the center of the screen, forcibly drowning your character in the damage zone unless you're constantly moving upwards. Thankfully once you defeat Ender, the other reapers except for Red Death won't show up ever again in this particular stage.
- To make matters worse, this version of the stage makes a reappearance in Imelda's adventure, where it's exactly the same, but your character selection is much more limited and you will not have access to a lot of your strongest weapons and powerups unless you're prepared to spend a long, long time farming for gold. Thankfully, Pugnala is available and her twin guns are one of the few things that can actually hit the Drowner.
- The first visit to the Astral Stair has a completely unique gimmick; similar to Ikaruga, some waves of enemies will blink between red and blue in color, and when they're like this they're only vulnerable to weapons that share the same color (like magic wand, holy water, fire rod, the red gun, ect. ect.) which can make them entirely too tanky for most characters to deal with as early as they show up and restricts your build to stuff that works with it, or characters like Pugnala who can effectively use both colors to attack. Thankfully, this is only forced until you clear the stage for the first time, revisits allow you to hit a button which disables the color-coded enemies.
- Room 1665. You're thrown into a series of cramped boxes, and to open the way forward, you must kill dangerous enemies that not only have incredibly steep HP scaling depending on your own stats (to the point where even Queen Sigma can struggle to keep them at bay), but also do not despawn or teleport when they're off-screen; they will continue to follow you until they inevitably back you into a dead end, possibly forcing you to tank your way straight through the horde to escape. This isn't helped by the fact that light sources only appear between rooms and rarely respawn, and that the stage disables all Golden Egg bonuses and almost all of your Relics except for the Randomazzo (which, even then, doesn't offer you a starting Arcana; you need to escape the starting room to find one). Fortunately, the game doesn't track clearing this level, so once you get everything out of it, you never need to play it again.
- Unexpected Character:
- Ode to Castlevania includes Sonia Belmont among the DLC characters, making this the first time in over a decade that she's been officially acknowledged (outside of a belated re-release of Castlevania Legends). That's not counting all the characters you can unlock after defeating Death, which includes, of all characters, Quincy Morris (yes, the same Quincy Morris who was in the Bram Stoker novel as well as being John's father and Johnathan's grandfather, but never actually appeared in the series). Or the characters revealed by acquiring the Pile of Secrets - literally every notable character in the entire series is represented and then some (with the main exceptions being Castlevania: The Arcade, Castlevania Judgment, the obscure mobile phone game Castlevania: Order of Shadows, the pachislot games and the Lords of Shadow games), with the only ones missing after 1.14 are ones even Konami can't figure out the rights for!
- The extended DLC adds a few more obscure options, such as the Atlantis shrine master from Bloodlines and what may have been the least likely enemy option available: the Stone Skull from Symphony of the Night. A 3D rotating skull that bobs up and down, doesn't attack in any way other than contact damage, cannot be killed, appears in only one game and can barely move horizontally.
- Viewer Gender Confusion: It's not readily apparent that Leda's female. The flavor text of the Palette Swap Followa enemies (in the Tides of the Foscari DLC) reveals that fact. Considering Leda was based off of Sorceress Adel, it shouldn't come as too much of a surprise.
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/VampireSurvivors
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