All card evolutions in Vampire Crawlers

All card evolutions in Vampire Crawlers


In Vampire Crawlers: The Turbo Wildcard from Vampire Survivors, evolutions are the best way to obtain stronger cards. By combining two base cards according to their evolution recipe, you can get a much stronger one, such as the Hellfire or Holy Wand. There’s just one caveat: The game won’t tell you the evolution recipes before you’ve discovered them.

If you’d like to get stronger cards, here’s how to get all card evolutions in Vampire Crawlers.


How to evolve cards in Vampire Crawlers

Evolution refers to the process of combining one base attack card and one stat, defense, or mana upgrade card into a single, more powerful attack card. To get Hellfire, for example, you must sacrifice a Fire Wand and any type of Spinach card. Beware that the two base cards will disappear, and the mana cost of the newly evolved card will increase. That said, evolutions are almost always worth obtaining.

To evolve two base cards into a more powerful card, you must find an Evolution Gem. Such Gems may be hidden in treasure chests (usually the ones behind bosses) or other types of objects, such as a stone slate (the same type of object that may reward a Mana Orb). Beware that you won’t find any Evolution Gems until you’ve got enough cards for at least one evolution in your card deck.

A player finds two evolution gems inside a treasure chest in Vampire Crawlers. Image: poncle, Nosebleed Interactive/poncle

In other words, it’s important to collect the right card combinations early to increase your chances of completing an evolution. Once you’ve got the correct card types in your deck, collect as much loot as you can to maximize your chances of obtaining an Evolution Gem. Beware, however, that the attack card must have an empty Gem slot, as the evolution takes up one slot. Don’t place gems on attack cards if you’d like to evolve them!


All evolutions in Vampire Crawlers

Here’s a list of all card evolutions in Vampire Crawlers. The “base cards” are the cards you must sacrifice, while the “evolution card” is the end result. If the “base card” category lists more than one card, you can pick whichever you prefer. Note that the damage is the card’s base amount, which will be affected by your buffs and combo stack.

Evolution card

Abilities

Mana cost

Base card one (attack)

Base card two (upgrades)

Holy Wand

Deal 150 damage. Prioritize attackers.

2

Magic Wand

  • Empty Tome
  • Light Tome
  • Weighty Tome
  • Ancient Tome

Hellfire

Deal 225 damage with a chance to cause knockback.

3

Fire Wand

Bloody Tear

Deal 40 damage to multiple enemies. On landing a critical hit: Heal 3.

2

Whip

  • Hollow Heart
  • Forever Heart

Thousand Edge

Deal 180 damage.

3

Knife

Death Spiral

Deals 160 damage to the front row. Has a chance to land a critical hit.

3

Axe

  • Candle
  • Candela
  • Candelabrador

La Borra

Deal 150 damage. Burns the enemy after every turn.

4

Santa Water

Unholy Vespers

Deal 120 damage with a chance to cause knockback.

2

King Bible

Gorgeous Moon

Erases one enemy. Has the Moonrise effect, which means it grows stronger, but the mana cost increases by 1 on every use. After spending 5 mana, this effect resets.

1+

Pentagram

Soul Eater

Deals 20 damage to the front row. Heals 3. Has a chance to disarm.

3

Garlic

Valkyrie Turner

Deal 25 damage to the front row. After playing it, the next cards played charge the Valkyrie Turner’s damage.

2

Shadow Pinion

Vandalier

Deal 500 damage with a chance to cause knockback. Removes all active birds (Peachones/Ebony Wings) to deal extra damage.

5

Peachone

No Future

Deal 20 damage. Bounces and explodes.

3

Runetracer

  • Armor
  • Golden Armor
  • Rainbow Armor
  • Hero’s Armor

Mannajja

Deal 70 damage to multiple enemies. Has a chance to draw two mana cards.

5

Song of Mana

Vicious Hunger

Deal 100 damage. May turn enemies into coins upon defeat.

2

Gatti Amari

Phieraggi

Deal 350 damage.

5

Tirajisu

  • Eight the Sparrow and Phiera der Tuphello

Thunder Loop

Deal 150 damage. Attacks again at the end of the turn.

4

Lightning Ring

Heaven Sword

Deal 100 damage. Has a chance to land a critical hit.

3

Cross



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