aBetterGunWiki

Weapon evolutions

Each weapon offers a choice of three evolutions at weapon levels 5, 10, 15, 20, 25. Each step also raises the weapon's damage: Mk II x1.3, Mk III x1.69, Mk IV x2.28, Mk V x3.19, Mk VI x4.63. Pick a weapon:

Auto-Rifle Dual SMGs Heavy Cannon Shotgun Laser Beam Grenade Launcher Rocket Launcher Cluster Fire Rail Driver Saw Disc

Auto-Rifle

Mk II (weapon level 5)

Twin-Link, evolution paintingTwin-Link

A second barrel joins the first and doubles the stream.

Piercing Rounds, evolution paintingPiercing Rounds

Heavier rounds pass through one enemy and strike the one behind.

Stunning Rounds, evolution paintingStunning Rounds

Heavier rounds briefly stun what they hit. Bosses are immune.

Mk III (weapon level 10)

Saturation Fire, evolution paintingSaturation Fire

Every sixth volley adds a piercing fan of rounds.

Overclock Cycle, evolution paintingOverclock Cycle

The rifle fires faster, with a bigger magazine to match.

Fragment Rounds, evolution paintingFragment Rounds

Heavier rounds burst into shards when spent. The shards fly on through the pack.

Mk IV (weapon level 15)

Focus Fire, evolution paintingFocus Fire

Hits on one target ramp damage up to sixty percent more. A new target resets it.

Chain Burst, evolution paintingChain Burst

Every tenth round bursts in a blast that hits the pack.

Stagger Rounds, evolution paintingStagger Rounds

Rounds shove what they hit backward. Bosses do not budge.

Mk V (weapon level 20)

Charged Pulse, evolution paintingCharged Pulse

Every few seconds one round fires as a line that pierces everything.

Mesh Ricochet, evolution paintingMesh Ricochet

Rounds rebound twice, seeking the nearest enemy they have not hit.

Pinning Fire, evolution paintingPinning Fire

Shocked enemies take more damage from every source for a short time.

Mk VI (weapon level 25)

Kill Zone, evolution paintingKill Zone

Long bursts double the rifle's fire rate briefly. Once per magazine.

Storm Barrage, evolution paintingStorm Barrage

Every fourth volley becomes a wide fan of piercing rounds.

Lockdown Array, evolution paintingLockdown Array

Shocked enemies arc to each other. Stun time is capped and bosses are immune.

Dual SMGs

Mk II (weapon level 5)

Ricochet Rounds, evolution paintingRicochet Rounds

Faster fire from bigger magazines. Lighter rounds rebound once to a second target.

Needle Rounds, evolution paintingNeedle Rounds

Faster fire from bigger magazines. Lighter rounds pass through to the enemy behind.

Long Barrels, evolution paintingLong Barrels

Faster fire from bigger magazines. A tighter cone that carries further.

Mk III (weapon level 10)

Harvest Cycle, evolution paintingHarvest Cycle

Each kill refreshes a surge of fire rate. Keep killing to keep it.

Chain Ricochet, evolution paintingChain Ricochet

Rounds rebound once more, off walls and off enemies.

Drum Feed, evolution paintingDrum Feed

Drum magazines hold far more rounds and reload quicker.

Mk IV (weapon level 15)

Pinpoint Rounds, evolution paintingPinpoint Rounds

Critical hits come more often and deal far more damage.

Split Tracers, evolution paintingSplit Tracers

A round that hits forks into two smaller rounds.

Slipstream, evolution paintingSlipstream

Firing while moving speeds you up and tightens the spread.

Mk V (weapon level 20)

Dead Eye, evolution paintingDead Eye

Every eighth round per barrel is a sure critical that pierces on.

Akimbo Overdrive, evolution paintingAkimbo Overdrive

Each barrel picks its own target, and fire rate climbs while both have one.

Reload Dash, evolution paintingReload Dash

A dash cancels your reload and refunds a load of rounds.

Mk VI (weapon level 25)

Bullet Hose, evolution paintingBullet Hose

Fire rate builds to double while you hold the trigger, then fades.

Ricochet Storm, evolution paintingRicochet Storm

Rounds rebound three times, each hit stronger. Wall hits split the round.

Phantom Clips, evolution paintingPhantom Clips

A kill can refund a full magazine. It cannot happen often.

Heavy Cannon

Mk II (weapon level 5)

Boulder-Bounce, evolution paintingBoulder-Bounce

The shell bounces on impact and crushes a second line of enemies.

Armor Piercer, evolution paintingArmor Piercer

A heavier shell punches through two more enemies instead of bouncing.

Concussion Shell, evolution paintingConcussion Shell

A heavier shell that stuns every enemy it hits. Bosses are immune.

Mk III (weapon level 10)

Kinetic Scatter, evolution paintingKinetic Scatter

On impact the shell splits into piercing shrapnel.

Blast Shell, evolution paintingBlast Shell

On impact the shell detonates and throws the pack back.

Autoloader, evolution paintingAutoloader

The cannon fires faster and holds more shells.

Mk IV (weapon level 15)

Sabot Core, evolution paintingSabot Core

The first body a shell hits takes far more damage, and the shell pierces on.

Shockwave Shell, evolution paintingShockwave Shell

Where the shell is spent, a ring of force knocks everything outward.

Recoil Brace, evolution paintingRecoil Brace

Each shot braces the cannon, cutting damage taken for a moment.

Mk V (weapon level 20)

Siege Mode, evolution paintingSiege Mode

Stand still and the cannon hits harder and reaches farther. Moving releases it.

Rolling Thunder, evolution paintingRolling Thunder

Shells bounce farther, and each bounce leaves a shockwave line that burns.

Gravity Shell, evolution paintingGravity Shell

On impact the shell pulls nearby enemies into its centre.

Mk VI (weapon level 25)

Orbital Marker, evolution paintingOrbital Marker

Every sixth shell calls in three more shells on the same target.

Seismic Cascade, evolution paintingSeismic Cascade

Every bounce and split sets off a blast, up to a limit per shell.

Quake Battery, evolution paintingQuake Battery

Each kill shortens Earthshaker's cooldown, up to a cap.

Shotgun

Mk II (weapon level 5)

Choke Slug, evolution paintingChoke Slug

A heavy slug rides the center of the spread, with longer reach.

Wide Pattern, evolution paintingWide Pattern

More pellets in a wider cone that carries further.

Breaching Slug, evolution paintingBreaching Slug

One heavy slug replaces the pellets and punches through a line of enemies.

Mk III (weapon level 10)

Thermal Spread, evolution paintingThermal Spread

Pellets ignite. Burning enemies keep taking damage after the blast.

Cryo Spread, evolution paintingCryo Spread

Every pellet chills its target and slows it down.

Arc Shells, evolution paintingArc Shells

Every pellet briefly stuns its target. Bosses are immune.

Mk IV (weapon level 15)

Rifled Core, evolution paintingRifled Core

The two centre pellets hit far harder and ignore range loss.

Scatter Burst, evolution paintingScatter Burst

Pellets split into two at the end of their flight.

Buckshot Slam, evolution paintingBuckshot Slam

Point-blank hits knock back hard and stun briefly. Bosses are immune.

Mk V (weapon level 20)

Double Barrel, evolution paintingDouble Barrel

Each trigger fires two blasts in quick succession from one charge.

Flechette Cloud, evolution paintingFlechette Cloud

Pellets pierce one more body, and the cone spreads wider.

Kick Step, evolution paintingKick Step

A point-blank shot kicks you back, a free dash on a short timer.

Mk VI (weapon level 25)

Executioner, evolution paintingExecutioner

The slug finishes off a weakened Nihil outright. Strains and bosses are not finished.

Pellet Storm, evolution paintingPellet Storm

Twenty-four pellets fan across a wide arc at reduced damage.

Reload Nova, evolution paintingReload Nova

An empty magazine releases a nova that knocks back and hurts everything near.

Laser Beam

Mk II (weapon level 5)

Wall Refraction, evolution paintingWall Refraction

The beam passes one target and refracts off walls along a new line.

Focus Lens, evolution paintingFocus Lens

The beam ramps faster and higher on a held target.

Wide Aperture, evolution paintingWide Aperture

A wider beam that cuts through several enemies in its band.

Mk III (weapon level 10)

Prism Split, evolution paintingPrism Split

A prism splits the beam in three, covering a wide arc.

Thermal Lance, evolution paintingThermal Lance

A hotter beam that burns everything it touches.

Arc Beam, evolution paintingArc Beam

A charged beam that stuns what it touches. Bosses are immune.

Mk IV (weapon level 15)

Coherent Beam, evolution paintingCoherent Beam

The beam's ramp climbs much higher on a held target.

Fork Lens, evolution paintingFork Lens

At its first target the beam forks into two lesser beams.

Cooling Vent, evolution paintingCooling Vent

The beam holds more heat and cools much faster.

Mk V (weapon level 20)

Lance Mode, evolution paintingLance Mode

Hold the beam, then release a lance that hits hard and pierces all.

Sweep Arc, evolution paintingSweep Arc

The beam sweeps across the aim, cutting a wider arc.

Mirror Field, evolution paintingMirror Field

The beam deflects enemy rounds it crosses.

Mk VI (weapon level 25)

Sunfire Core, evolution paintingSunfire Core

The ramp survives a retarget, and at full heat the beam hits much harder.

Prism Array, evolution paintingPrism Array

Five beams fan across a wide arc, each one weaker.

Overload Vent, evolution paintingOverload Vent

An overheat vents a blast that stuns nearby enemies. Bosses are immune.

Grenade Launcher

Mk II (weapon level 5)

Bomblet Burst, evolution paintingBomblet Burst

Each blast scatters bomblets that detonate a moment later.

Heavy Charge, evolution paintingHeavy Charge

A heavier charge with a bigger, harder-hitting blast.

Frost Shell, evolution paintingFrost Shell

Blasts chill everything they hit and slow the pack.

Mk III (weapon level 10)

Chain Detonation, evolution paintingChain Detonation

Each kill by a blast detonates again on the next enemy, in a chain.

Twin Volley, evolution paintingTwin Volley

Each trigger lobs two grenades in a fan, each with a lighter blast.

Guided Shells, evolution paintingGuided Shells

Grenades curve toward the nearest enemy in flight.

Mk IV (weapon level 15)

Sticky Charge, evolution paintingSticky Charge

Grenades stick to the first body and detonate harder after a short fuse.

Frag Rain, evolution paintingFrag Rain

Each blast scatters more bomblets.

Concussion Field, evolution paintingConcussion Field

Blasts knock back much farther and stagger whatever they reach.

Mk V (weapon level 20)

Demolition Charge, evolution paintingDemolition Charge

Every fourth grenade is a much wider, far harder blast.

Carpet Bomb, evolution paintingCarpet Bomb

Three grenades land in a line on one charge.

Proxy Mines, evolution paintingProxy Mines

A grenade that hits nothing stays behind as a mine for a while.

Mk VI (weapon level 25)

Thermobaric Shell, evolution paintingThermobaric Shell

Every fifth grenade is a huge blast at far greater damage.

Chain Reaction, evolution paintingChain Reaction

Chained blasts reach much farther and link through more targets.

Recycle Loader, evolution paintingRecycle Loader

A blast kill returns a charge to the launcher, up to a limit.

Rocket Launcher

Mk II (weapon level 5)

Homing Guidance, evolution paintingHoming Guidance

Rockets steer toward the nearest enemy after launch.

Wide Warhead, evolution paintingWide Warhead

A bigger warhead widens every blast, a little weaker at the center.

Rapid Rocket, evolution paintingRapid Rocket

A faster motor: rockets land before the pack can move.

Mk III (weapon level 10)

Rocket Salvo, evolution paintingRocket Salvo

Each shot launches a salvo of rockets in a tight fan.

Cluster Warhead, evolution paintingCluster Warhead

A heavier rocket that scatters bomblets where it bursts.

Cryo Warhead, evolution paintingCryo Warhead

A heavier rocket whose blast chills everything it hits.

Mk IV (weapon level 15)

Tandem Warhead, evolution paintingTandem Warhead

A second warhead follows the first onto the same target.

Micro Pod, evolution paintingMicro Pod

Each salvo adds two small rockets alongside the main ones.

Shock Rocket, evolution paintingShock Rocket

Impacts knock back far harder.

Mk V (weapon level 20)

Armor Breaker, evolution paintingArmor Breaker

Hits harder against Gristle, strains and bosses.

Swarm Rockets, evolution paintingSwarm Rockets

Each trigger fires a swarm of small homing rockets.

Decoy Burst, evolution paintingDecoy Burst

Rocket impacts draw nearby enemies to the blast for a moment.

Mk VI (weapon level 25)

Siege Rocket, evolution paintingSiege Rocket

Every fourth trigger fires one huge rocket.

Rolling Barrage, evolution paintingRolling Barrage

A salvo repeats again and again on one charge.

Retro Thrusters, evolution paintingRetro Thrusters

Firing pushes you backward, counting as a dash.

Cluster Fire

Mk II (weapon level 5)

Flak Cascade, evolution paintingFlak Cascade

Sub-munitions split once more in flight, widening the flak field.

Frag Casing, evolution paintingFrag Casing

Heavier shards pass through one enemy to the one behind.

Focused Flak, evolution paintingFocused Flak

A tighter burst whose shards fly further.

Mk III (weapon level 10)

Seeker Shards, evolution paintingSeeker Shards

The last shards steer toward the nearest enemies.

Arc Flak, evolution paintingArc Flak

Heavier shards that stun what they hit. Bosses are immune.

Incendiary Flak, evolution paintingIncendiary Flak

Every shard ignites what it hits.

Mk IV (weapon level 15)

Dense Core, evolution paintingDense Core

The centre shard hits much harder.

Triple Split, evolution paintingTriple Split

Each second split shatters again into three.

Snare Flak, evolution paintingSnare Flak

Shards shove enemies aside and interrupt their attacks. Bosses are not interrupted.

Mk V (weapon level 20)

Hunter Shards, evolution paintingHunter Shards

Shards seek out the toughest target in range.

Homing Flak, evolution paintingHoming Flak

Every shard homes in on the nearest enemy.

Flak Screen, evolution paintingFlak Screen

Shards destroy enemy rounds they pass through.

Mk VI (weapon level 25)

Flak Singularity, evolution paintingFlak Singularity

All shards converge on one target.

Firestorm Canopy, evolution paintingFirestorm Canopy

The burst repeats along its path, sweeping the pack.

Aegis Burst, evolution paintingAegis Burst

A trigger grants a brief shield, on a long cooldown.

Rail Driver

Mk II (weapon level 5)

Long Barrel, evolution paintingLong Barrel

The needle reaches much farther down the lane.

Wide Lance, evolution paintingWide Lance

A thicker needle that catches the whole pack in its lane.

Quick Cycle, evolution paintingQuick Cycle

The charge builds faster, so the needle fires sooner.

Mk III (weapon level 10)

Phase Lance, evolution paintingPhase Lance

The needle passes three walls and ignores armor.

Fork Lance, evolution paintingFork Lance

The needle splits into two forks that spread wide of the aim.

Kinetic Wake, evolution paintingKinetic Wake

Each hit shoves the pack back. Bosses are immune.

Mk IV (weapon level 15)

Focused Coil, evolution paintingFocused Coil

Shots on one target build damage, up to forty percent more.

Wide Bore, evolution paintingWide Bore

The needle is a much wider line, cutting a broad band.

Recoil Skid, evolution paintingRecoil Skid

Each shot skids you backward a short way, out of the crowd.

Mk V (weapon level 20)

Overcharge Hold, evolution paintingOvercharge Hold

Hold longer for a far stronger needle. You move slowly while charging.

Shatter Line, evolution paintingShatter Line

Each kill throws a short spark line that hits the pack behind.

Afterimage Wall, evolution paintingAfterimage Wall

The afterimage lingers and erases enemy rounds it crosses. Not boss fire.

Mk VI (weapon level 25)

Execution Line, evolution paintingExecution Line

A needle that lands on a badly hurt Nihil finishes it. Never a boss.

Lance Volley, evolution paintingLance Volley

Three needles fan out from each shot, each one weaker.

Capacitor Cloak, evolution paintingCapacitor Cloak

A brief cloak cuts damage taken by a quarter, then recharges.

Saw Disc

Mk II (weapon level 5)

Serrated Edge, evolution paintingSerrated Edge

The return pass cuts harder than the way out.

Long Throw, evolution paintingLong Throw

The disc flies much farther before it turns.

Twin Disc, evolution paintingTwin Disc

Two discs fly side by side on two lanes.

Mk III (weapon level 10)

Boomerang Arc, evolution paintingBoomerang Arc

The return curves wide, sweeping the pack from the side.

Wall Carom, evolution paintingWall Carom

The disc rebounds off walls up to three times, cutting each time.

Magnet Return, evolution paintingMagnet Return

On the way back the disc pulls nearby enemies inward.

Mk IV (weapon level 15)

Hot Edge, evolution paintingHot Edge

Each hit heats the blade, adding damage up to fifty percent more.

Wide Blade, evolution paintingWide Blade

The blade is wider, so it cuts a broader band of the pack.

Catch Dash, evolution paintingCatch Dash

Catching the disc speeds you up for a moment.

Mk V (weapon level 20)

Double Pass, evolution paintingDouble Pass

The disc pauses at each turn and cuts the pack there.

Shard Burst, evolution paintingShard Burst

Each wall bounce throws out shards that cut the pack nearby.

Shove Blade, evolution paintingShove Blade

Each cut shoves the enemy back. Bosses do not budge.

Mk VI (weapon level 25)

Orbital Saw, evolution paintingOrbital Saw

The disc orbits a struck Nihil and keeps cutting it. Not bosses.

Buzzsaw Fan, evolution paintingBuzzsaw Fan

Each throw sends three discs out in a fan.

Catch Shield, evolution paintingCatch Shield

Catching the disc raises a brief shield, on a long cooldown.