Bloodbath Breakdown

BloodbathParts Ranked

Every Bloodbath section explained with an editorial practice order, from commonly forgiving parts to familiar chokepoints.

Bloodbath demon face for parts ranking

BloodbathParts Ranked

What Are the Parts of Bloodbath?

Bloodbath is a mega-collaboration, which means different creators built different sections of the same level. That structure is one of the reasons Bloodbath became legendary. It does not feel like one continuous style. It feels like a route through several creators' ideas, each with its own timing, visual language, and failure points.

01

Weoweoteo

0-10%

02

Vermillion

10-25%

03

Michigun

25-33%

04

Evasium

33-42%

05

Crack

42-54%

06

ASonicMen

54-71%

07

Etzer

71-80%

08

Havok

80-88%

09

Giron

88-93%

10

Ggb0y + Riot

93-100%

Bloodbath Parts Difficulty Ranking

This ranking focuses on practical difficulty for players learning Bloodbath today. Difficulty is subjective. Ship-heavy players often rank Crack lower. UFO-heavy players often rank Michigun higher. The point is not to create a perfect universal order, but to show where most practice time should go.

RankPartDifficulty
#1Michigun10/10
#2Crack10/10
#3Etzer9/10
#4Giron8/10
#5Vermillion7/10
#6Evasium6/10
#7Weoweoteo6/10
#8Ggb0y5/10
#9Havok4/10
#10ASonicMen4/10
#11Riot1/10

How to Read the Ranking

The percentage ranges on this page are navigation aids, not claims that every copy of Bloodbath has a mathematically identical boundary. The useful unit is the creator section plus its entry and exit transition. A player who can clear the middle of Crack but cannot enter it consistently has not solved Crack yet; the transition is part of the problem.

The scores combine three observations: mechanical precision, transition density, and completion pressure. Mechanical precision covers ship, UFO, wave, and click margins. Transition density asks how quickly the mode or gravity changes. Completion pressure matters because Etzer and the late sections are reached after a long run. These are editorial criteria for choosing practice order, not an official ranking supplied by RobTop or the Demonlist.

Precision

How narrow is the input window?

Transitions

How many mode or gravity changes arrive together?

Pressure

How late and costly is a death in a real run?

The Hardest Bloodbath Parts

#1

Michigun / 25%-33%

Michigun Part

Michigun feels short, but it stacks awkward inputs quickly. Players who are comfortable with straight fly can still lose runs here because the part changes modes before you can settle into a rhythm.

Triple spikes
Tight ship
Difficult UFO
Awkward transitions
Tight wave ending

UFO, wave, and the ship transition are the most common death points.

Practice Priority: High

#2

Crack / 42%-54%

Crack Part

Crack is often called the hardest ship section in Bloodbath. It punishes overcorrection, late clicks, and nerves. If one section deserves isolated practice every session, it is Crack.

Mini ship precision
Tight straight fly
Fast transitions
Small margins for error

The mini-ship corridors decide many runs before the level reaches the final third.

Practice Priority: Very High

#3

Etzer / 71%-80%

Etzer Part

Etzer is not only hard mechanically. It is hard emotionally. Reaching this part means you have already passed the middle of Bloodbath, so every input carries more pressure.

High nerves zone
Difficult UFO
79% transition
Dark visual section

The famous 79% transition is feared because it arrives when the run finally feels real.

Practice Priority: High

Mid-Tier Bloodbath Parts

88%-93%

Giron Part

Late-game pressure, straight fly, and a dual section make Giron more dangerous than it looks in practice.

10%-25%

Vermillion Part

Early ball timings and gravity changes can destroy consistency before the run reaches the major chokepoints.

33%-42%

Evasium Part

Wave memorization and UFO timing matter most. It becomes consistent once the transitions are learned.

0%-10%

Weoweoteo Part

Opening pressure, ball timing, and the first ship section make it harder than a simple intro.

Which Parts of Bloodbath Are the Easiest?

The easiest parts are not free. They are easier because they become consistent faster than the main chokepoints. ASonicMen has a learnable UFO pattern, Havok is more straightforward than the parts around it, and the Riot ending is mechanically simple. The danger comes from reaching those sections with a real completion on the line.

ASonicMen

Consistent click pattern and learnable UFO.

Havok

Straightforward gameplay, less technical than Crack or Michigun.

Riot Ending

Only one final jump. Difficulty comes from nerves.

Which Bloodbath Part Kills the Most Players?

The most common answers are Michigun, Crack, and Etzer. They appear in most community rankings because they contain the highest concentration of difficult gameplay. Michigun tests mixed-mode control, Crack tests pure ship precision, and Etzer tests whether you can keep your hands steady after the run becomes serious.

Best Practice Order for Bloodbath Parts

Practice should not follow the level order. It should follow the order of danger. Build consistency where the run is most likely to die, then connect those sections into longer attempts.

Step 1

Crack

Step 2

Michigun

Step 3

Etzer

Step 4

Giron

Step 5

Vermillion

Step 6

Everything Else

After the first pass, reverse the route: practise the exit of each chokepoint into the next section, then connect two adjacent parts. This catches the “good in isolation, dead in a run” problem and gives the ranking a measurable job: fewer failed transitions, not a prettier list.

Frequently Asked Questions

What is the hardest Bloodbath part?
Most players rank Michigun or Crack as the hardest Bloodbath part. Michigun is more varied, while Crack is the hardest pure ship-control section.
Is Crack harder than Michigun?
It depends on your skill set. Ship-heavy players may rank Crack lower, while players who struggle with mixed modes often find Michigun harder.
Why is Etzer so feared?
Etzer appears at 71%-80%, where nerves are high. The UFO gameplay and 79% transition make it one of Bloodbath's most memorable death zones.
What is the easiest Bloodbath part?
Many players find the Riot ending, ASonicMen, and Havok more forgiving once their patterns are learned. That is an editorial practice judgement, not an official difficulty ranking.
Which part should I practice first?
A sensible editorial starting order is Crack, then Michigun, Etzer, Giron, and Vermillion. Change the order if a different section repeatedly ends your runs.
Are the percentage ranges official part boundaries?
They are practical reference ranges used by this guide, not an official in-game segmentation or a universal timing standard. Players and versions can describe a transition slightly differently.
Why does this page rank parts instead of giving one objective difficulty score?
Bloodbath difficulty depends on the player's strongest and weakest modes. The ranking is an editorial practice aid: it identifies repeated chokepoints while making the subjectivity visible.
How should I use the part ranking with a practice copy?
Start a short checkpoint at the listed range, repeat the entry and exit together, then connect it to the previous part. Move to full runs only after the section survives several attempts in both directions.

Sources and scope

Historical dates, creator credits and verification context on this page are checked against the sources below. Community records can be corrected as new primary evidence appears. For a changing placement, use the live Pointercrate list rather than a historical paragraph.

Next step

Practice the Route

Use the ranking to decide what to isolate, then follow the full practice route before grinding from 0.

How to Beat Bloodbath