
Instakill teleport weapon. Chance affected by every stat. Sometimes denies XP gems.
Emerald Rapture is the only weapon in Vampire Survivors that kills by deletion rather than damage. The wiki effects block specifies the mechanic in plain language: green curved lines pick random enemies and teleport them away, instantly removing them from the run. The catch is buried two lines down. Teleported enemies might not drop XP gems, which means every successful kill carries an XP-loss risk.
The second buried mechanic is the dual-color classification. According to the wiki, Emerald Rapture is categorized as both a Red weapon AND a Blue weapon, which lets it occupy unusual interaction slots in arcanas that filter by weapon color. The chance of the teleport landing scales with every stat in the game, similar to Vento Sacro's all-stats-scale profile.
Build context. Emerald Rapture is an Emerald Diorama DLC weapon, obtained by defeating the Psychic Ogre boss in The Junction. Reaching the boss requires either a flying character or an out-of-bounds clip. As an Emerald Diorama weapon, it can also be selected from Intuition on any character that has access to the selector.
This guide covers the instakill teleport mechanic, the XP-denial drawback that caps at a 35% better intact-XP roll at max level, the Emerald Wave evolution that gates on Crown, the Psychic Ogre drop route, and the followfate spell shortcut from the Forbidden Scrolls of Morbane.
Emerald Rapture, an Emerald Diorama instakill weapon that teleports random enemies away. Drops from the Psychic Ogre boss.
Emerald Wave at max level with a max-level
Crown.
Crown for the evolution gate,
Duplicator for more strikes, and any stat source.Emerald Rapture summons green curved lines that pick random enemies and teleport them out of the run. The wiki effects block specifies that the teleport is an instakill, not a damage event. There is no Base Damage number on the wiki stat table because the weapon does not roll damage. It rolls deletion.
According to the wiki, every stat in the game affects the chance of the teleport landing. Might, Area, Speed, Duration, Amount, Cooldown, and Luck all feed into the roll. Each level adds two effects: strikes more often AND a 5% better chance to leave XP gems intact. At max level (level 8), the intact-XP bonus tops out at 35%, which is meaningful but not full coverage.
The XP-denial drawback is the tradeoff that defines the weapon. Per the wiki, teleported enemies might not drop their gems, which can leave the run XP-starved on stages with sparse spawn density. The 5%-per-level intact bonus reduces but never eliminates the risk. Emerald Wave reduces the risk further after evolution.
Level Emerald Rapture quickly to bring the intact-XP roll above the base rate. The first three level-ups add 15% better intact chance, which is more valuable than the strike-rate increases for run pacing. In actual play, skipping Emerald Rapture\'s early level-ups leaves the kit XP-leaking for the first 10 minutes.
| Stat | Value |
|---|---|
| Type | Normal (Emerald Diorama DLC, Red + Blue weapon) |
| Base damage | N/A (instakill, not damage) |
| Area | 100% |
| Speed | 100% |
| Amount | 1 |
| Knockback | 1 |
| Max level | 8 |
| Strike rate increase per level | Yes (each level) |
| XP-intact bonus per level | +5% (max +35% at level 8) |
| Blocked by walls | No |
| Selector | Intuition (Emerald Diorama selector) |
| Evolves with | Crown (max level) |
| ID | EME_WAVE |
Limit Break adds Might +0.25% per rarity-10 pick, Amount +1 to a 10-pick cap (rarity 1), Speed +5% to a 300% cap (rarity 10), and Duration +100% to a 5000ms cap (rarity 1). Per the wiki, all four scale the teleport roll because the instakill chance responds to every stat. Speed Limit Breaks are the highest-value pick once the weapon is online, since fire-rate scaling directly raises kill volume.
Emerald Rapture drops from the Psychic Ogre boss on The Junction stage. The wiki specifies that reaching the boss requires either a flying character or an out-of-bounds clip, since the boss room sits outside the normal stage geometry. Flying characters from the broader DLC roster are the cleanest path.
According to the wiki, there is a shortcut. Casting the spell "followfate" in the Forbidden Scrolls of Morbane unlocks the weapon without the Psychic Ogre fight. Most runners use the spell path on subsequent saves where the achievement is already collected and only the weapon unlock matters.
Emerald Rapture evolves into Emerald Wave at max level with a max-level Crown in the inventory at minute 11 or later. The wiki specifies Crown as the single passive gate, which is a clean evolution chain compared to the two-passive gates that other Emerald Diorama weapons use.
| Base | Passive needed | Becomes |
|---|---|---|
| Emerald Rapture (max level) | Crown (max level) | Emerald Wave |
Pick Crown early. Crown\'s Growth bonus accelerates the level climb for every weapon AND every passive in the run. Per the wiki, Crown is also the evolution gate for Emerald Rapture itself, so it earns its slot twice over. Skipping Crown for a higher-priority defensive passive bricks the Emerald Wave evolution.
Emerald Rapture has no kit-specific character because it is a drop weapon, not a starter. The build below assumes a flying or out-of-bounds-capable character who can reach the Psychic Ogre boss, then runs a stat-balanced kit that maximizes the teleport roll. Crown comes first for the evolution gate AND the Growth bonus.
Any Emerald Diorama character with flight or Intuition (Mr. S, Ameya, or any flyer)
Crown (evolution gate + Growth speeds the kit; first pick, every run)
Spinach (Might feeds the teleport-chance multiplier)
Empty Tome (Cooldown reduction directly speeds the strike rate)
Bracer (Speed scales the teleport chance plus projectile reach)Across multiple runs, this build is online around minute 11 once Crown reaches max and the Emerald Wave evolution fires. Past minute 18, the teleport-chance multiplier from stacked Speed and Amount turns the weapon into a screen-deleter, which carries the run through hyper Junction and the rest of Emerald Diorama.
The wiki Combos table flags Crown, Duplicator, Spinach, Empty Tome, and Bracer as green-check picks. Per the wiki, every stat affects the teleport chance, so the build prioritizes broad stat coverage rather than a single specialty. Stone Mask's Greed-Curse trade adds Luck indirectly, which stacks with the per-level intact-XP bonus to make the XP-denial drawback less punishing.
For arcana picks, the wiki Combos section flags arcanas that boost stat coverage as the strongest pairs. Beginning (X) is the broad-stat option, since it lets the kit grow into the teleport-chance ceiling faster. Mad Groove (VIII) is the alternative when the run wants to pull gems toward the player to compensate for the XP-denial risk.
In real runs, Emerald Rapture pairs cleanly with any Amount-scaling weapon, since shared Duplicator stacks benefit both. The dual Red-and-Blue color tag means Emerald Rapture can also slot into arcanas that filter by weapon color, which most other weapons miss. The wiki notes the dual-color categorization explicitly in the page footer.
Emerald Rapture and Pentagram are the two screen-clear weapons in Vampire Survivors that operate independent of damage stats. Per the wiki, Pentagram fires a global wave at a fixed Cooldown that clears every enemy on screen, while Emerald Rapture targets random enemies and teleports them. Pentagram is the better predictable-clear weapon; Emerald Rapture is the better steady-attrition weapon.
Pick Emerald Rapture when the run can support Crown for the Emerald Wave evolution and the player accepts the XP-denial drawback. Pick Pentagram when the run wants timed-clear coverage without the random-target rule. In practice, both weapons can coexist on the same build, with Pentagram covering peak crowds and Emerald Rapture trimming the in-between waves.
Per the wiki Trivia section, Emerald Rapture sits in two weapon-color categories at once: Red weapons AND Blue weapons. Most weapons in the game pick one color tag, which restricts which color-filtered arcanas they pair with. The dual classification makes Emerald Rapture the only weapon that fits into both pools, opening unusual synergy paths.
The Forbidden Scrolls of Morbane mechanic shows up as a recurring "hidden-unlock" route in the Emerald Diorama DLC. The "followfate" spell unlocks Emerald Rapture, and the same scrolls hide several other character and weapon shortcuts across the expansion. The wiki tracks the full spell list in the Forbidden Scrolls of Morbane page, which sits as a sub-system rather than a standard unlock chain.
Explore the passive items that gate the Emerald Wave evolution, the stat spread that maximizes the teleport chance, and the broader Emerald Diorama unlock chain.








Game data and screenshots adapted from vampire.survivors.wiki, used under CC BY-NC-SA 3.0. Original content remains the property of the wiki contributors and Poncle.