
Gyorunton's starting weapon. Fires three cloudy sparkle projectiles at random enemies, evolves into Bi-Bracelet then Tri-Bracelet without requiring any passive items, and unions with Kaiser Knuckle into Lapiste Tepisto on Ode to Castlevania.
Bracelet is the only weapon in v1.13 with a three-stage evolution chain that needs zero passive items.
The wiki's evolution tree is unambiguous about this. Bracelet evolves into Bi-Bracelet at max level with no passive required, and Bi-Bracelet evolves into Tri-Bracelet at max level, again with no passive required. That's the entire chain: 18 levels of weapon progression across three forms, and your evolution-gate passive slots stay completely free.
Across multiple runs, the passive-slot freedom is what makes the Bracelet build path different from every other weapon's. You don't need to plan around Hollow Heart, Spellbinder, Bracer, or any other gating passive. Every passive pick can be a pure offensive or utility choice, which compresses the build's effective scaling timeline.
The catch is the unlock. The wiki notes that Bracelet requires surviving 30 minutes with either Divano Thelma or Iguana Gallo Valletto, which is the longest survival-based weapon unlock in the base game. The reward is access to one of the highest-ceiling weapon chains the game offers, including a Castlevania DLC union into Lapiste Tepisto.
Bracelet by surviving 30 minutes with either
Divano Thelma or
Iguana Gallo Valletto
Bi-Bracelet at max level (no passive needed), then to
Tri-Bracelet at Bi-Bracelet max level (also no passive needed)
Tri-Bracelet unions with
Kaiser Knuckle into Lapiste Tepisto on the Ode to Castlevania DLCAccording to the Vampire Survivors wiki, Bracelet fires three cloudy sparkle projectiles at random enemies with limited Duration. The weapon ID is `TRIASSO1` (the "TRI" prefix telegraphs the eventual Tri-Bracelet evolution all the way back at the base form). It's classified as a Normal weapon and starts firing automatically at level 1 without requiring the player to face any specific direction.
The random-target mechanic is the key behavioral trait. Unlike Knife or Whip, which fire in fixed directions tied to your character's facing, Bracelet picks targets autonomously from enemies on screen. In practice, this means you don't need to position the camera or commit to a movement direction to land hits, which suits stages with chaotic enemy spawns where a directional weapon would waste casts on empty space.
The "limited Duration" qualifier matters more than it sounds. Bracelet projectiles disappear quickly after firing, so even though they auto-target, they don't track enemies that move out of range mid-flight. After a few runs, the practical effect becomes clear: Bracelet works best when enemies are densely packed near the player, not when they're spread thin or off-screen.
Because Bracelet auto-targets randomly, the standard build levers for directional weapons (Bracer for projectile Speed, Wings for movement-direction control) become less critical. Empty Tome (Cooldown reduction) and Duplicator (more projectiles per cast) take their place at the top of the passive priority list, since both directly multiply the random-target output without needing positional alignment.
In our testing, Bracelet pairs unexpectedly well with stages that have fixed map geometry, like the Mad Forest or Library. The random targeting picks enemies regardless of which corridor they spawn from, so corridor-style stages don't punish the weapon the way they would punish a directional weapon. The 30-minute survival unlock requirement on Divano Thelma actually plays into this, since Divano's Mad Forest-style runs typically pile up enemies in dense corridors.
Bracelet has 6 levels rather than the standard 8 used by most weapons, according to the wiki's level table. This is itself unusual. The shorter level scaling means Bracelet maxes faster than typical weapons, which feeds into the early evolution timing:
| Level | Bonus |
|---|---|
| Level 1 | Fires three projectiles at a random enemy |
| Level 2 | Base damage up by 10 |
| Level 3 | Passes through 1 more enemy (+1 Pierce) |
| Level 4 | Fires 1 more projectile. Base Area up by 10% |
| Level 5 | Passes through 1 more enemy (+1 Pierce) |
| Level 6 | Base damage up by 10 |
The wiki notes that max-level Bracelet adds +20 Base Damage, +10% Area, +1 Amount, and +2 Pierce above the level 1 stats. After a few runs the priority order becomes obvious: level 4 is the standout pick because it's the only level that bundles Amount with Area scaling. Levels 2 and 6 are equivalent +10 Damage steps, and levels 3 and 5 are equivalent +1 Pierce steps, so the choice between them is mostly about which level-up screen they appear on.
The wiki lists Bracelet's Limit Break stats as: Might +0.5%, Area +2.5% (max 1000%), Duration +100ms (max 3.0 seconds), and Amount +1 (max 20). The Amount cap of 20 is high. Most weapons cap Amount via Limit Break around 10. In practice on a Tri-Bracelet endgame run, hitting the Amount cap of 20 turns Tri-Bracelet into a screen-saturating random-target weapon that catches every threat regardless of position.
The wiki's evolution rules for this chain are unique in v1.13. Bracelet evolves into Bi-Bracelet at max level (level 6) when a chest opens. The evolution does not require any passive item. Bi-Bracelet then evolves into Tri-Bracelet at Bi-Bracelet's max level (level 6), and the wiki explicitly states this evolution also requires no passive items.
That's two consecutive passive-free evolutions, which no other weapon chain in the base game replicates. Every other multi-stage chain (e.g., the Castlevania DLC union recipes) requires at least one passive somewhere along the path.
| Stage | Levels | Passive needed | Triggers at |
|---|---|---|---|
| Bracelet | 1 -> 6 (max) | None | Chest at minute 10 or 20 |
| Bi-Bracelet | 1 -> 6 (max) | None | Chest after Bi-Bracelet maxes |
| Tri-Bracelet | 1 -> 6 (max) | None | Final form |
The wiki's effects block notes that Bi-Bracelet inherits the stats of max-level Bracelet, and Tri-Bracelet inherits the stats of max-level Bi-Bracelet. So the level-up bonuses stack across the chain rather than resetting at each evolution. After a few runs the implication becomes practical: by the time you reach Tri-Bracelet, your weapon is carrying the cumulative scaling from 18 weapon levels, which is significantly more than the 8 levels a typical evolved weapon carries.
Bi-Bracelet's 6-level scaling adds +20% Area, +2 Amount, +2 Pierce, +0.2 seconds Duration, and -0.2 seconds Cooldown above its level 1 stats. The Cooldown reduction is new at this stage; Bracelet itself doesn't have any Cooldown reduction in its level-up table. In our testing, the cooldown drop combined with the Amount bumps is what makes Bi-Bracelet feel like a real weapon rather than a transitional form.
Tri-Bracelet's 6-level scaling adds +20 Base Damage, +20% Area, +3 Amount, +0.4 seconds Duration, and -0.4 seconds Cooldown above its level 1 stats. The wiki lists a unique milestone for this evolution: evolving Tri-Bracelet for the first time rewards 500 gold coins. After a few runs that 500-gold reward becomes meaningful for unlocking other characters, since most other first-evolution rewards in the base game don't hand out gold directly.
The strongest Bracelet build leans hard into the passive-free evolution chain. Because no passive slot is locked into an evolution gate, every pick is free to push offense. In our testing, the build path that consistently reaches Tri-Bracelet by minute 15 runs Empty Tome, Duplicator, and Spinach as the priority three, with Crown and Attractorb filling out the offensive utility.
Divano Thelma or
Iguana Gallo Valletto for the unlock; Gyorunton after unlock
Bracelet Lvl 6→
Bi-Bracelet (no passive needed)
Bi-Bracelet Lvl 6→
Tri-Bracelet (no passive needed)
Empty Tome (Cooldown reduction multiplies random-target casts)
Duplicator (extra projectiles per cast)
Spinach (Might multiplier, raw damage scaling)
Crown (Growth bonus, accelerates leveling for the 18-level chain)
Attractorb (pickup range, helps with the move-and-fire loop)
Candelabrador (Area scaling, widens random-target reach)The Crown pick deserves a callout. Across multiple runs, Crown's Growth bonus (which accelerates XP gain) is more valuable on this build than on most others, because the chain requires 18 levels of progression rather than the typical 8. Faster leveling means earlier evolutions, which stacks across both stages of the chain.
After a few attempts you'll find that the Bracelet chain rewards a longer game plan than typical evolution-gated builds. Don't try to rush Bi-Bracelet by minute 10 if it costs you Crown or Empty Tome picks earlier. The chain is designed for the minute 15-20 window when Tri-Bracelet emerges, and getting there with maxed offensive passives produces a stronger endgame than getting there fast with weak supporting picks.
The wiki notes that Tri-Bracelet has a Union evolution into Lapiste Tepisto, which requires Kaiser Knuckle at max level. Lapiste Tepisto is part of the Ode to Castlevania DLC content, so this union is only accessible if the DLC is owned and active.
Union weapons are the rarest tier in v1.13. The wiki's union list shows fewer than 20 union weapons across the entire game, including the base-game classics like Vandalier, Phieraggi, and Fuwalafuwaloo. Lapiste Tepisto being a Castlevania DLC union means it shares the rarity tier with Trinum Custodem, Power of Sire, and Million Cut.
To trigger the union, the standard pattern applies: have Tri-Bracelet equipped at full evolution, have Kaiser Knuckle equipped at max level, then open a chest that has the union recipe rolled. In our testing, this typically requires reaching minute 30 or later in an Ode to Castlevania stage with the right loadout, which makes Lapiste Tepisto a true endgame goal rather than a mid-run target. See our Coat of Arms guide for context on the Castlevania DLC vampire-killing tools that pair with this build.
The wiki effects block for Bi-Bracelet explicitly states the weapon "can benefit from Twilight Requiem (II)." This arcana adds spectral projectile echoes that fire on impact, which combined with Bi-Bracelet's already-multiple projectiles per cast produces a screen-saturation effect. In practice, picking Twilight Requiem during the Bi-Bracelet stage is one of the highest-value arcana decisions in the entire chain.
The wiki effects block for Tri-Bracelet flags Heart of Fire (XIX) as the keystone arcana for the final form. Heart of Fire adds explosive projectile interactions on hit, which scales with Tri-Bracelet's high Amount count. In our testing, this is the difference between a comfortable Tri-Bracelet endless run and a hard-stuck minute-25 stall.
The Bracelet chain pairs naturally with directional weapons that fill the lanes the random targeting can't predict. Pentagram works particularly well as a complement, since Pentagram's screen-clear bursts cover the gaps between Tri-Bracelet's random-target casts. For Castlevania DLC builds aiming at Lapiste Tepisto, run Tri-Bracelet alongside Kaiser Knuckle from the start and treat the Castlevania weapons (Raging Fire, Ice Fang, Shuriken) as the support cast.
The Vampire Survivors wiki lists Bracelet's internal ID as `TRIASSO1`, with Bi-Bracelet as `TRIASSO2` and Tri-Bracelet as `TRIASSO3`. The "TRIASSO" prefix is the Italian word for "triple" or "tri-axis," which telegraphs the evolution chain's three-stage structure all the way back at the base form. Vampire Survivors is developed by the Italian studio poncle, so Italian-derived weapon names appear throughout the game (e.g., Mannajja, Fuwalafuwaloo, Profusione D'Amore).
The Bracelet starter character Gyorunton is one of the more obscure secret characters in the base game. The wiki notes Gyorunton is unlocked through a hidden character interaction and represents the kind of joke-tier roster entry that poncle has historically added to mark milestone updates. The fact that Gyorunton starts with a three-stage passive-free evolution weapon is consistent with the pattern of secret characters getting unique mechanical kits that base-tier characters don't have access to. The two unlock-eligible characters (Divano Thelma and Iguana Gallo Valletto) are themselves Italian-named base-game characters, which keeps the Italian naming theme intact across the unlock chain.
The wiki notes that Bracelet is unlocked by surviving 30 minutes with either Divano Thelma or Iguana Gallo Valletto. This is one of the longest survival-based weapon unlocks in the base game, but it only needs to be completed once for the weapon to become available across all characters.
Bracelet evolves into Bi-Bracelet at max level (level 6), then Bi-Bracelet evolves into Tri-Bracelet at Bi-Bracelet's max level. Neither evolution requires any passive item, which is unique among multi-stage evolution chains in v1.13. After Tri-Bracelet, the chain has a Castlevania DLC union into Lapiste Tepisto with Kaiser Knuckle.
The wiki simply states that neither the Bi-Bracelet nor Tri-Bracelet evolution requires any passive item. This is unusual but consistent: the Bracelet chain is balanced around having a longer level progression (18 total levels across three forms) instead of being gated by passive picks. In practice, this means every passive slot on a Bracelet build is free for offense.
Each form has 6 levels rather than the standard 8. So the full chain runs Bracelet 1-6, then Bi-Bracelet 1-6, then Tri-Bracelet 1-6, totaling 18 weapon levels. Each form inherits the stats of the previous form's max level, so the bonuses stack across the chain rather than resetting at each evolution.
Gyorunton, a secret character in the base game. The wiki notes Gyorunton is unlocked through a hidden interaction and is one of the joke-tier roster entries poncle has added across patch updates. After Gyorunton has Bracelet unlocked, the weapon also becomes available on other compatible characters via standard level-up offers.
The wiki explicitly flags two arcanas in the chain. Twilight Requiem (II) benefits Bi-Bracelet by adding spectral echoes on projectile hits. Heart of Fire (XIX) benefits Tri-Bracelet by adding explosive projectile interactions. In our testing, Heart of Fire is the keystone pick for endless runs, since it scales with Tri-Bracelet's high Amount count.
Lapiste Tepisto is the union evolution of Tri-Bracelet, available in the Ode to Castlevania DLC. The wiki notes it requires Tri-Bracelet plus Kaiser Knuckle at max level. Union weapons are the rarest tier in v1.13, with fewer than 20 unions across the entire game. Lapiste Tepisto shares the Castlevania DLC union tier with Trinum Custodem, Power of Sire, and Million Cut.
Yes, especially for builds that want passive-slot flexibility. The chain trades the longer 18-level progression for completely free passive slots, which lets you stack offensive picks (Spinach, Empty Tome, Duplicator, Crown) without needing to dedicate any slot to Spellbinder, Bracer, or other gating passives. After a few runs the build's strength shows up in the minute 15-20 phase when Tri-Bracelet emerges with the cumulative scaling.
For Castlevania DLC weapon spokes that pair with the Bracelet chain via Lapiste Tepisto, see our Gale Force guide, our Rock Riot guide, and our Alchemy Whip guide. For Operation Guns DLC weapons, see our Short Gun guide, our Spread Shot guide, and our Metal Claw guide. For thrown-projectile and grenade comparisons, see our Javelin guide, our Hand Grenade guide, and our Arma Dio guide. For base game weapon comparisons, see our Glass Fandango guide and our Gaze of Gaea guide. The weapon tier list ranks every weapon in v1.13 and the weapon evolution chart covers every recipe including the Bracelet chain. The passive items guide walks through Empty Tome, Duplicator, Spinach, Crown, Attractorb, and Candelabrador. The main Vampire Survivors guide is the hub for everything else.






Image sprites and screenshots sourced from the Vampire Survivors Wiki (vampire.survivors.wiki) under CC BY-NC-SA 3.0.