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Black Hole — Accurate Guide (v1.0.12)
Specialist Crowd Control weapon that clusters enemies for AoE follow-ups.
Role: Crowd Control / Setup
Best With: Size • Quantity • Duration
Verified for Version 1.0.12 (Oct 8, 2025)
🎯 Weapon Overview
4
Base Damage
≈ 7 s
Base Cooldown
2 s
Base Duration
Knockback Tome Lv.10
Unlock Requirement
What it actually does: Fires a projectile that spawns a gravitational field, pulling enemies into a cluster.
Damage is modest; its real value is setting up your other weapons to hit big groups safely and efficiently.
🔓 How to Unlock
- Start a run with Knockback Tome and upgrade it to Level 10.
- End the run; Black Hole becomes purchasable in the Unlocks menu (cost varies by your save state).
Tip: Knockback Tome is available by default. Focus early upgrades and survivability to reach Lv.10 quickly.
⚙️ Core Mechanics & Upgrades
Gravitational Pull
Black Hole groups enemies at a point. They are not stunned—just displaced—so keep positioning discipline. Use the window to
detonate with AoE (Aura, Axe, Poison, Mines, etc.).
Upgrade Tracks
📈 Damage
Increases tick damage. Helpful but secondary to its setup role.
⏱️ Duration
Keeps the pull active longer so your AoE can fully connect and you can reposition.
🔢 Quantity (Projectile Count)
More holes = more zones of control across the screen, especially during swarms.
📐 Size
The most impactful scaling for crowd control—bigger radius means more enemies grouped per cast.
📜 Patch 1.0.12 Changes (Oct 8, 2025)
Key Black Hole Changes
- Default Size +20% (wider pull radius).
- Proc Coefficient reduced: 0.9 → 0.7 (on-hit effect multiplier adjusted to match similar weapons).
- Fixed oversized hitbox bug (no longer affects off-screen enemies by mistake).
- Performance optimized when combined with high-proc weapons (e.g., Dexecutioner).
Global System Changes Affecting It
- Duration fix: added max-duration handling so high Duration no longer blocks new projectiles—this is effectively a buff to many builds.
- Final Swarm rework: the endgame swarm is tougher; relying on executes/black holes alone is less effective than before.
Practical takeaway: Black Hole is more consistent as a control tool post-1.0.12, but raw “cheese” strategies relying only on executes + black holes are weaker in Final Swarm.
🏗️ Reliable Build Ideas (No hype, just what works)
Core Weapons
- Dexecutioner – execute chances scale with attack rate.
- Black Hole – groups enemies for multi-execute/AoE hits.
- Aura or Katana – reliable follow-through damage.
- Flex: Revolver or Flamewalker for coverage.
Tomes (priority)
- Quantity / Size – more/larger Black Holes.
- XP – accelerates Bandit’s attack-speed scaling per level.
- Cooldown situational (Bandit already scales attack speed).
Items to Watch
- Overpowered Lamp – grants an additional on-hit proc roll (great with executes/on-hit items).
- Joe’s Dagger – execute-centric scaling over long runs.
- Sucky Magnet – periodically vacuums XP so you can stand your ground.
- Za Warudo – time-stop lifesaver when you’d otherwise die.
Why it works: Black Hole feeds grouped targets into Dexectioner and other AoE weapons.
Bandit’s per-level attack speed pushes more procs and executes through the clumped mobs.
Playstyle note: Early game is fragile; Black Hole provides control, not kills. Lean on safe pathing and ranged support until your tomes scale up. (v1.0.12 also fixed Spaceman’s passive so it works as intended.)
Complementary Weapons
- Aura / Flamewalker – passive AoE ticks while enemies are grouped.
- Katana / Revolver – single-target coverage outside the hole.
- Mines – pre-place within pull zones for burst.
Tomes
- Size → Quantity → Duration
- Projectile Speed (if offered) helps holes “arm” in the right place.
- Agility / Evasion for survivability.
Best Partners
- Dexecutioner – executes across the clump.
- Aura – 360° damage around you hits everything pulled in.
- Axe – overlapping AoE arcs on the cluster.
- Poison Flask – DoT ramps fast on packed mobs.
- Mines – detonate the grouped wave.
- Katana – fast follow-through and early carry.
Tomes (generic order)
- Size & Quantity first for control coverage, then Duration.
- XP for faster access to higher tome levels and weapon upgrades.
Execution loop: Cast Black Hole into an approaching pack → drop/aim AoE → reposition while the pull keeps the pack inside damage.
👑 Final Boss Mechanics (What actually happens)
- At the start of the final boss, you typically fight using only your starting weapon.
- As phases progress (pylons/objectives), additional weapons are returned to you—so don’t panic if you see them “missing” at first.
- Plan ahead: ensure your starter weapon can handle single-target DPS checks.
Practical tip: If Black Hole is your starter (e.g., Spaceman), bring at least one strong single-target weapon as a secondary during the run so that it returns in later boss phases.
🎓 Advanced Tips
Positioning
- Lead your casts: aim where the pack will be, not where it is.
- Chokepoints & walls: pull plus terrain funnels waves into tight clusters.
- Circle-kite: drop holes along your kite path to “harvest” the chase pack.
Timing
- Early (0–10m): play safe; Black Hole is control, not damage.
- Mid (10–30m): sync holes with your AoE weapon windows.
- Late (30m+): Quantity + Size for near-constant control coverage.
Common Mistakes
- Using Black Hole as your only damage plan.
- Skipping Size/Quantity—these are core to its identity.
- Ignoring single-target DPS for the boss if your starter is Black Hole.
🚀 Master Black Hole
Use it to control space, then let your real damage dealers go to work.