Vampire Survivors Weapon Tier List
Base-game weapons and evolutions ranked for runs that go past 30 minutes. DLC weapons are not on the list.
Data from build 25016043, updated
Overview
Two boards covering the base game only: the 75 weapons a level-up can hand you, and the 38 evolutions and unions they turn into. These placements are opinion. They come from community consensus and a lot of runs that ran long, not from anything in the game's files, so read a B as “this works” rather than “this is wrong”. Passive items are ranked on their own page, because a passive's job is to feed a weapon rather than compete with one. Everything below assumes you want to be standing at 30 minutes, which is a different question from what feels good at minute three.
How we ranked it
Base weapons are judged on the whole run: what they do for you in the first ten minutes, whether they still matter at twenty-five, and what waits at the end of the evolution. Evolutions are judged on the finished weapon, then discounted by how awkward the passive requirement is to find and max. Infinite Corridor eats two rings that do nothing else, and that costs it nothing here, because halving enemy health is worth two dead slots. DLC weapons are not ranked, so a new weapon you find in an expansion will not be on either board. The reference point throughout is a long Hurry or Inverse run, where raw damage stops being the question and staying alive starts.
You pick base weapons at level-up and they evolve later, so each gets its own board. Tap a base weapon to see where its evolution ranks.
Base Weapons
The weapons the level-up screen can offer you, plus the ones a stage or a character hands over without asking. Ranked on how a run goes if you commit: early clear, mid-run scaling, and what the evolution turns into. A weapon that only looks good for four minutes does not rank well here.
S tier: Take it, every time
7A tier: Strong in any run
12B tier: Fine, never decisive
17C tier: Only when forced
12D tier: Not yours to choose
26Evolved & Union Weapons
The finished product: 38 base-game evolutions and unions, judged on what you end up holding rather than on how it started. Every note names what it comes from and what it needs, because half the work of a run is keeping the right passive slot open. Requirements that are genuinely painful cost the weapon a tier.