Every level-up gain, and the passive each evolution needs
Data from build 25016043, updated
Overview
You never fire a weapon in Vampire Survivors. Pick one and it swings on its own timer forever after, and every level-up you take just decides how hard. Every one of the 113 entries here lists its starting stats and the gain at each level, down to the difference between a level 1 Whip and a level 8 one: +2.5 damage and one extra swing. The list runs in collection order, so a base weapon always sits next to the thing it becomes. Six weapon slots is the cap, which makes deciding what not to pick up the real skill.
How Evolution Works
Max It, Hold the Passive, Open a Chest
Three conditions, and the middle one is where most runs fall apart. The weapon has to be at max level, you have to be carrying its passive item, and you have to open a treasure chest at or after the 10 minute mark. For most evolutions the passive just needs to be sitting in your inventory, unmaxed is fine: a level 1 Hollow Heart turns a maxed Whip into Bloody Tear just as well as a level 5 one does. Chests from the minute bosses are the reliable source, so don’t burn one at 09:30 and spend the next ten minutes waiting on nothing. Unions work differently. Fuwalafuwaloo wants a maxed Vento Sacro and a maxed Bloody Tear and no passive at all, which costs two of your six slots to get one weapon back.
Reading the Stats
Damage is the number the game shows you, cooldown is how long the weapon waits between activations, and amount is how many projectiles go out each time. Area and speed scale the hitbox and the travel, both as multipliers rather than flat numbers. A weapon’s own tips carry the line that matters most: “Ignores: Speed, Duration” on the Whip means Bracer and Spellbinder do nothing for it, and stacking them anyway just wastes two passive slots.