Every base weapon and every evolution ranked for runs that go past 30 minutes.
Data from build 25016043, updated
Two boards: 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.
Browse all 122 weaponsBase 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 sit in the same tiers as base-game ones rather than in a corner of their own. The reference point throughout is a long Hurry or Inverse run, where raw damage stops being the question and staying alive starts.
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.
Seven weapons that decide the run. Each one is already useful the minute you pick it up and each one ends in something that carries you past 30 minutes.
Fine at minute two, dropping zones that thin the pack while you keep walking. La Borra is the payoff: the zones follow you, grow while they travel, and cover most of the screen by minute twenty. Attractorb is a passive you wanted anyway.
The damage is modest and that has never been the point. Garlic clears the ring around your feet so nothing touches you in a crowd, and Soul Eater turns kills into health once Pummarola lands. The one weapon that keeps working after your damage stops keeping up.
Orbits that never stop once they become Unholy Vespers, and the orbit eats enemy projectiles on the way round. Spellbinder is cheap and you were taking it anyway.
Laurel looks like a panic button and plays like permission to walk into things. Crimson Shroud caps every hit you take at 10 damage, which is the whole difference between dying at 26 minutes and not dying. Both Metaglios are a nuisance to line up and it is still worth doing.
Freezing things is pleasant. Halving their health is the reason you take it. Infinite Corridor works on a percentage, so it is exactly as good against a wall of 28-minute enemies as it was at minute five.
Twelve levels instead of eight, a combo that retaliates when you get hit, and Sole Solution waiting at the end. Queen Sigma's sword does not need the rest of your build to cooperate.
Cones of fire that cover more ground than they look like they should. Ashes of Muspell grows with every kill and never stops growing, which is the right shape for a long run. Maxing Torrona's Box is a real tax. Pay it.
Take these without thinking twice. A few are only average until the evolution lands, and the evolution is worth the wait every time.
On its own it is a pinball you have limited say over. NO FUTURE is a different weapon entirely: it detonates on every bounce and again whenever something hits you, and Armor is a passive worth owning regardless.
Whip is unremarkable and Bloody Tear is only a little better. You commit anyway, because Bloody Tear plus Vento Sacro makes Fuwalafuwaloo, and Fuwalafuwaloo is one of the three best weapons in the game.
Crits, and it gets stronger the longer you keep moving, which you were doing already. Half of Fuwalafuwaloo, and good enough to hold a slot by itself if the union never comes together.
High damage, brutal Area scaling, and Death Spiral drops the arc so the blades pass straight through everything. Candelabrador is the whole build and you should grab it early.
Random targeting makes this feel like a waste for ten minutes. Thunder Loop makes every projectile strike twice and the room starts clearing itself. Duplicator was on your list already.
Weak alone, and you are not taking it for what it does alone. Holding two weapon slots for one union hurts at minute eight and means nothing at minute twenty-five, when Phieraggi is scaling off every Revival you own.
Crits spawn damaging zones, and revivals push the damage on consecutive crits higher. Spirit Disturbance then crits every single time, which is the kind of upgrade that skips two tiers.
Thin beams with absurd Amount scaling. Photonstorm can fire up to ten times the projectiles depending on Luck, and Luck is one of the easiest stats in the game to stack.
A free pick of any weapon you have unlocked, so it is whatever your build is short of. It shows up rarely, so stack Luck if you actually want Super Candybox II Turbo out of it.
Reasonable picks that hold a slot without winning you anything. Several of these are much better after the evolution than before it, and a couple actively work against you until then.
Pentagram wipes the screen and wipes your gems along with it, so committing early costs you levels you never get back. Gorgeous Moon reverses that completely, spawning extra gems and pulling in every one on the map. No other weapon in the game changes this much when it evolves.
Neither bird earns a slot by itself. Max both and you get Vandalier, one of the very few strong unions that asks for no passive at all.
Cats do what cats want, and sometimes what they want is the floor chicken you were saving. Vicious Hunger is genuinely strong, but getting there means tolerating ten minutes of nonsense first.
Character starting weapons and long side quests. Nothing here is broken, but every one of them asks for more than it gives back on a run that matters.
Stage hazards, character gifts and twin copies of weapons you already know. They are catalogued as weapons and they do damage, but the level-up screen will never offer you one, so there is nothing to build toward.
A second Peachone under a different name, handed to you rather than offered. Nothing wrong with the weapon. You simply never get to pick it.
A stage hazard that happens to be catalogued as a weapon. It hurts things, you do not control it, and it never scales with a single stat you own. Most of this tier works the same way.
The finished product: 38 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.
Nine weapons that end the argument. Some of them ask for two dead passive slots or two weapon slots, and all of them are worth it.
Zones that chase you, grow while they move, and blanket the screen by minute twenty. Santa Water plus Attractorb, a passive you want for pickups anyway. The safest S on the board.
King Bible plus Spellbinder, and the orbit simply never ends. It blocks projectiles, grinds down anything that closes in, and asks nothing of the rest of your build.
Garlic plus Pummarola. The damage is beside the point. Stealing hearts on kill means your health bar climbs during the exact fights that are supposed to end runs.
Laurel plus both Metaglios, the most irritating requirement on this board. What you get is a hard cap of 10 damage on everything that touches you, which turns the back half of an Inverse run into a formality.
Clock Lancet plus the Silver and Gold Rings, two passives that do nothing else for you all run. Halving enemy health is percentage-based, so it is the one effect that never falls behind the clock.
Phiera Der Tuphello and Eight The Sparrow together, plus Tiragisú. It scales off every Revival you are carrying, so the more insurance you buy the harder it hits. Two weapon slots for one gun is the only real cost.
Vento Sacro married to Bloody Tear, so you are paying two weapon slots and a Hollow Heart to get here. Crits spawn explosions, the explosions crit, and the screen stops holding enemies.
Flames of Misspell plus a maxed Torrona's Box. It gets stronger with every kill and a long run is nothing but kills, so by minute 28 it is doing numbers nothing else on this list touches.
Victory Sword maxed to twelve and Torrona's Box maxed as well, the heaviest requirement here by some distance. In exchange you get a weapon that compounds on kills and clears the screen without help.
Excellent weapons with one small catch each: a targeting quirk, a direction you have to face, or a stat you have to commit to.
Runetracer plus Armor. It explodes on every bounce and again whenever something hits you, so getting hurt becomes part of your damage output.
Lightning Ring plus Duplicator, and now every projectile strikes twice. Still randomly targeted, which is the only thing keeping it out of S.
Pentagram plus Crown. It erases the screen, then generates extra gems and gathers every one on the map, so the weapon that starved you of levels starts feeding you them.
Knife plus Bracer, firing with no delay whatsoever. A genuine firehose, as long as you keep remembering it only points where you are facing.
Phas3r plus a maxed Empty Tome. Two to ten times the projectiles depending on Luck, and a Luck build turns it into a moving wall of light.
Unearthly Bolt plus a maxed Tiragisú, and every hit is a critical hit. On a weapon that already spawned damaging zones off crits, that reads like a typo.
Peachone and Ebony Wings, both maxed, and no passive at all. The only union near the top that never asks you to hold a slot hostage.
Clear upgrades on what fed them, and none of them will be the reason you survived. Take them, build around something else.
Song of Mana plus Skull O'Maniac. The slow is worth more than the damage, and on a crowded map at minute 25 that slow is doing serious work.
Whip plus Hollow Heart, and on its own it is a mild upgrade with lifesteal bolted on. It sits here because it is a waypoint. The reason you built it is Fuwalafuwaloo.
The requirement and the result do not line up. You will not regret having these, but you would not plan a run around getting one.
Three steps and six levels each, from Bracelet through Bi-Bracelet, and the thing at the end is solid rather than special. A lot of level-ups for a mid-tier weapon.
Cherry Bomb plus Tetraforce, with extra explosions that crit off Luck. The weapon is perfectly good. Tetraforce is the problem, and it is the same problem for all four of these.
Dead ends and half-finished chains. Every one of these costs more than the weapon it produces is worth at 30 minutes.
Every entry above links straight to its own page, with the full effect text, art and the rest of the details.
All 122 weapons