Vampire: Teleport and Pulse
What this page helps you decide: whether to dash or walk away from a Pulse, because the official entry advises against the default dash for this specific attack.
The Vampire is a low danger, very low health ranged elite that can be stunned, and it almost always arrives in waves alongside Dracula. It has two named moves. Teleport is preceded by a visible spin, which the Beastiary says makes it predictable enough to anticipate. Pulse is a slow projectile that deals high damage and hovers in place for several seconds, and it carries a warning worth taking seriously: the official entry advises against using the default dash to dodge it, because the timing required is too precise. That is a rare piece of advice in this game - almost every other attack is answered with a dash - and it is the reason this small enemy is worth reading about before you meet a room full of them.

The one attack you are told not to dash
The dash is this game's universal answer. It is a survivability skill by the Beastiary's own definition, it grants an invulnerability window that the sub-stat page says Dash Distance does not extend, and side-stepping with it is the recommended counter to a long list of attacks. The Pulse is the published exception. The reason given is timing precision rather than the dash failing outright: because the projectile moves slowly and then hovers, the window where the invulnerability lines up with the contact is narrow and easy to miss. Walking around a slow projectile costs nothing, so the advice is to spend movement rather than a dash charge. If you only remember one thing from this page, remember which attack breaks the dash rule.
Reading a wave that contains both vampires
Vampire and Dracula appear together and their attacks are different problems. The Vampire produces a single slow, high-damage projectile that hovers. Dracula produces five slightly faster projectiles in a fan, opening with both hands raised, and the Beastiary warns that standing still through it causes heavy damage. So the room fills with two kinds of hazard on different timings: one that denies a small area for several seconds, and one that sweeps a wide arc quickly. The practical order is to clear the very low health Vampires first, which is also what the ranged-priority rule recommends, then handle Dracula alone where its fan is easier to walk out of.
What is not published
The teleport's range and destination logic are not published - only that it happens and that the spin telegraphs it. The Pulse's damage is described as high without a number, and its hover duration as several seconds without a figure. No health value exists, only the very low band. There is no drop table for this or any enemy. And its map is unknown: the official world guides name the elites of Starless Forest and Frozen Valley, and neither list includes it, which places it in Tier 3 or a seasonal dungeon without confirming either. Three competing guide sites carry no entry for it at all, which is the case for every named enemy in this game.
Step-by-Step
- Kill it early. It is ranged, and the standing rule from the official Beastiary is to prioritise ranged enemies, with the Werewolf as the only exception.
- Watch for the spin. The Beastiary describes the Vampire as spinning before it teleports, which turns an otherwise unpredictable reposition into something you can read.
- Walk out of a Pulse rather than dashing through it. The projectile is slow, deals high damage and lingers for seconds; the official note is that the default dash requires timing too precise to rely on.
- Treat the hovering projectile as terrain. Because it stays in place after arriving, it takes area away from you for the next several seconds, which matters when Dracula is filling the rest of the room with a fan of projectiles.
- Use a stun. Very low health plus stunnable makes this a target you can remove with almost any tool you have.
- Deal with the escort logic: Vampires appear in waves and commonly travel with Dracula, which is a separate, more durable enemy with its own two attacks.
Data Tables
| Enemy | Move | Tell | Counter |
|---|---|---|---|
| Vampire | Teleport | Spins before it moves | Anticipate the reposition; it is predictable |
| Vampire | Pulse | Slow projectile, hovers for seconds | Walk around it; the default dash is not recommended |
| Dracula | Pulse Wave | Raises both hands | Do not stand still; five projectiles in a fan |
| Dracula | Aura | None published | Distance; the page itself marks this move to be verified |
Source: official wiki Beastiary. The Aura row is the only move in the entire page that the wiki flags as unverified.
Tips & Notes
- Cooldown Reduction is worth carrying here for the same reason as everywhere else, but note that the Pulse counter costs no cooldown at all - it is a walk, not a skill.
- Because the Vampire has very low health and is stunnable, it is the cheapest ranged enemy in the Beastiary to remove, unlike the Cannon Yeti which is deadly and stun-immune.
- Kills drop health pickups, which makes clearing the small enemies in a mixed wave a way to pay for the damage Dracula is about to do.
FAQ
How do you dodge the Vampire's Pulse?
Move around it rather than dashing. The official Beastiary specifically advises against using the default dash on this attack because the timing needed is too precise, which makes it the published exception to the game's usual dodge advice.
Can you predict the Vampire's teleport?
Yes. The Beastiary notes that it spins before teleporting, so the animation gives you warning. That is the difference between this enemy and the Werewolf, whose Teleport is a white and blue flash that may chain straight into another attack.
Do Vampires appear alone?
Rarely. The Beastiary describes them spawning in waves and frequently accompanying Dracula, which is the more durable enemy of the pair with a five-projectile fan attack.
Sources
- Official Official Iron Soul Roblox Wiki - Beastiary — Danger, very low health, stunnable, ranged, both moves with their tells, the advice against dashing the Pulse, and the pairing with Dracula.
- Official Official Iron Soul Roblox Wiki - Sub-stats — Dash Distance not extending the dash's invulnerability window, which is why dash timing matters here.