Brotato potato face BROTATO

Bloody Hand life steal and the self-hit

Updated for Brotato 1.2.0.1 · checked 2026-11-05

Brotato gameplay screenshot 4 from the Steam store pageBrotato gameplay screenshot 5 from the Steam store page
Bloody Hand facts from the public character, weapon, or item pages
rarity41 source · entity reference
price1101 source · entity reference
effect+10 % Life Steal; +2 % Damage for every 1 % Life Steal you have ; You take 1 damage per second (does not give invulnerability time)1 source · entity reference
tagsLife Steal1 source · entity reference
stack limit11 source · entity reference
uniquetrue1 source · entity reference
setBase1 source · entity reference

Budget for the recurring self damage

Editorial purchase advice based on the facts and interaction source cited on this page.

Bloody Hand combines life steal, damage scaling from life steal, and recurring damage to the player. Our editorial purchase test starts with recovery during the worst part of the next wave. A loadout that heals easily while shooting ordinary enemies may struggle when it cannot land attacks on a durable target. The recurring health loss continues to matter in that interval. The unique field and one copy limit should be read as restrictions, rather than extrapolating a multiple Hand damage engine.

The source describes self damage triggering on hurt effects, including Bull's interaction, while consuming Tardigrade protection. That trade deserves a separate decision from the attractive damage line. On a shield dependent Wounded run, spending the protection on self damage undermines the defensive plan. Triangle of Power is another conflict because the recurring damage spends its temporary damage bonus. The specific interaction is what matters, not a general label saying these items are offensive or defensive.

For Danger 5 or Nightmare, our recommendation is to establish sustainable recovery before adding a permanent self damage cost. Keep enough health to survive an enemy hit on top of that cost, and avoid using a high theoretical life steal value as proof that attacks will always connect. Bull can consider the trigger engine, while ranged characters must consider firing opportunities during retreat. The relevant question is whether the whole loop remains functional when contact, movement, and a delayed kill interrupt it.

Bloody Hand is a unique tier-4 item priced at 110. It adds 10 percent life steal, then adds 2 percent damage per 1 percent life steal you have. It also deals 1 damage to you every second, with no invulnerability frame. That self-hit triggers on-hurt effects for Bull and Masochist. Pairing it with Weird Ghost is described as a death, and it wastes Tardigrade because the shield is spent on your own tick. Triangle of Power loses 2 percent damage on every one of those ticks, so the two items cancel the fantasy of stacking them. I write the Tardigrade conflict here and let the Tardigrade page link back,.

Related pages

FAQ

Is this number from two sources?

The item and weapon templates I used are the community wiki. Where I only had that page, the note says so.

Which set includes Bloody Hand?

The copied field list places Bloody Hand in Base. I do not move a character between sets to match a tier list.

Sources

Public pages linked below were compared on 2026-11-05. Rows with one source are labeled; differing catalogs retain their own counts.