Fill six weapon slots and six passive slots, see what evolves and what is missing
Data from build 25016043, updated
Overview
The rule is simple enough to say and easy to get wrong mid-run: max the weapon, hold its passive, then open a treasure chest from the ten minute mark on. Six weapon slots, six passive slots, and the level-up screen offering you whatever it feels like. Plan the pairs before you start and the run stops being a gamble on what shows up.
Some evolutions want the passive maxed too, not just owned. Phas3r will not become Photonstorm on a level 1 Empty Tome, while a level 1 Hollow Heart turns a maxed Whip into Bloody Tear just fine. The planner marks which is which, and it follows chains: Fuwalafuwaloo asks for Bloody Tear, so it asks for the Whip and Hollow Heart behind it.
Plan a Run
Six and six
An evolution costs you nothing in weapon slots, because the evolved form replaces its base. The passive it wants is the real price: that is one of six, locked in for the rest of the run. Unions are the exception and eat two weapons to give one back, which is how Vandalier frees a slot.
Every plan is a link
Both inventories live in the page URL as you fill them, so a reload never loses the plan and Share copies the whole thing in one click. Nothing sits on a server and there is no account to make.
Your Run
Weapons 0/6
Passive items 0/6
0
Evolutions ready
3
One pick away
34
In the game
83 items
Every Evolution
All 34 evolutions and unions the game files describe, base weapon first. Anything marked max has to be at its own maximum level, not simply owned.
5 evolved weapons sit outside that table, because the files publish no recipe for them: Anima of Mortaccio, Yatta Daikarin, Carrozza!, Profusione D'Amore, Miracle of Multiplication. The Tetraforce forms in that list state their requirement only in the game’s own tip line, which each weapon’s page shows verbatim.
Counts for the pickers above: 122 weapons and 26 passive items.