Bullet damage first
Your early income is food shapes, and your early defense is your own fire. Bullet damage speeds up both.
Stats
Each level earns a stat point for the E menu. The official page names damage, health, and speed — guides confirm a wider menu — and the order you buy them decides whether your third life goes better than your first.
Quick start
From current beginner guides — the sequence that survives the end of spawn immunity.
Your early income is food shapes, and your early defense is your own fire. Bullet damage speeds up both.
Once immunity ends, enemy fire meets yours mid-air. Bullet health lets your shots pierce weaker enemy bullets instead of dying on contact — the stat most beginners skip and then feel.
With your shots winning trades, start surviving the hits that still land. Guides recommend max HP or HP regen as the third priority.
Once a class path is chosen, spend for that playstyle — ranged and melee builds diverge hard from here.
Builds
Current tier-list guidance in one table. Checked August 20, 2026 — rebalance patches can reshuffle the details.
| Playstyle | Priority stats | Why |
|---|---|---|
| Ranged tanks | Damage and Fire Rate | Your job is aimed DPS at distance — pour points into what makes each volley hurt and come often. |
| Rail-style ranged | Penetration and Laser Range | Rail builds additionally want Penetration and Laser Range, per the same guidance. |
| Melee tanks | Health, Body Damage, and Speed | Melee wins by contact: survive the approach (Health), punish the touch (Body Damage), and control the gap (Speed). |
| Any build, first levels | Bullet damage → bullet health → HP or regen | The beginner sequence above comes before any specialization. |
A note on caps: secondary guides mention per-stat caps that can be raised, but the numbers are dated and may have changed in version 2.4. Read the current caps in the E menu itself — checked August 20, 2026.
Stats FAQ
Where points go wrong — and how to keep yours working.
The official page names damage, health, and speed. Guides confirm a broader E menu including bullet health, regen, fire rate, and body damage — the menu itself is the full list.
After spawn immunity, your bullets collide with enemy bullets. Stronger bullet health means your shots survive the exchange and keep flying — it is the difference between trading and losing.
No. Guides push focused builds: bullet damage and bullet health early, then a clear ranged or melee priority list. A little of everything wins against nothing.
Yes — REBALANCEAGAIN (+250,000 XP) and HAVEFUN (+200,000 XP) buy a pile of early levels, which means early stat points. Redeem them from the lobby via the codes page.
The five-step route turns a fresh spawn into a funded build.