
Henry's starting weapon in the Castlevania DLC. Fires a single bullet that splits into a cone of pierce-capable line projectiles, drops a falling revolver every 6th cast as a reload animation, and evolves into Jewel Gun with Karoma's Mana to unlock Cornell.
Silver Revolver fires three different damage sources from a single cast.
The wiki effects block describes the firing pattern in unusual detail. The Silver Revolver fires a single bullet projectile at the closest enemy when standing still, or in the faced direction when moving. Upon hitting an enemy, the bullet splits into smaller line-shaped projectiles within a cone shape, dealing 1/3 Base Damage each and piercing through enemies. So one cast produces a main bullet (full damage), plus split-projectile shrapnel (1/3 damage per projectile, multi-hit pierce). Already two damage layers in one cast.
The third layer fires every sixth activation. Per the wiki, "Every 6th activation, a revolver will be dropped as 'reloading animation', which travels down and deals 1/3 Base Damage like an Axe with limited duration." The reload animation is functional damage. Each six-cast cycle ends with a falling revolver that hits enemies on its way down. Three damage sources from one weapon: bullet + split shrapnel + reload drop.
The Area stat affects size of the bullet and the revolver, but not the split projectiles. That's a precise stat-scaling distinction that matters for passive priority. Candelabrador thickens the bullet hitbox and the falling revolver radius, but does nothing for the cone of split shrapnel. Most guides treat Area as a uniform stat across all weapon components; Silver Revolver is one of the exceptions.
The unlock requires upgrading Silver Revolver to level 6. Henry's run path makes this trivial. By the minute 8-10 mark, Silver Revolver is already at level 6 from standard level-up offers, and the unlock triggers automatically without any farming step.
Silver Revolver by upgrading the weapon to level 6 in any run. Henry's standard runs hit this by minute 8-10
Jewel Gun at max level paired with
Karoma's Mana. The passive does NOT need to be max level, which makes the recipe lighter than Optical Shot's Acerbatus gate
Henry, who scales Area and Luck based on on-screen enemy count, parallel to Albus's Might/Cooldown scalingSilver Revolver is classified as a vampire-killing tool in the Ode to Castlevania DLC with internal ID `TP_GUN1`. The vampire-killing-tool classification matters because it places Silver Revolver in the Coat of Arms weapon pool. Henry can also pick Coat of Arms as an alternate starting weapon via skin selection, which trades the Silver Revolver baseline for a different starter.
The targeting behavior changes based on player movement. When standing still, the bullet aims at the closest enemy. When moving, the bullet fires in the faced direction. After a few runs the practical pattern becomes clear: aggressive movement makes Silver Revolver function as a directional cone weapon, while defensive standstill positioning turns it into an auto-targeting weapon. Both modes have utility depending on the wave structure.
The 6-cast cycle creates a rhythmic damage pattern. Casts 1 through 5 produce only the bullet plus split-shrapnel layers. Cast 6 adds the falling revolver. Combined with Cooldown reduction, the cycle compresses over the run, eventually producing falling revolvers every few seconds during max-stat builds.
In our testing, Silver Revolver pairs naturally with high-Cooldown-reduction builds because the 6-cast reload pattern means more total casts per minute equals more reload-drop revolvers per minute. Empty Tome plus Henry's enemy-count scaling (which provides additional bonuses at high enemy density) tightens the cycle to a falling revolver every 4-5 seconds in late-game density.
Silver Revolver has 8 levels. The level-up structure mixes Damage, Amount, and Cooldown picks across the scaling, with Damage as the dominant stat:
| Level | Bonus |
|---|---|
| Level 1 | Fires a powerful projectile, six times. Reload drop on every 6th cast |
| Level 2 | Cooldown reduced by 0.5 seconds |
| Level 3 | Base Damage up by 20 |
| Level 4 | Fires 2 more projectiles (+2 Amount) |
| Level 5 | Cooldown reduced by 0.5 seconds |
| Level 6 | Base Damage up by 20. Weapon unlocks for all characters at this level |
| Level 7 | Fires 2 more projectiles (+2 Amount) |
| Level 8 | Base Damage up by 20 |
At max level, Silver Revolver gains +60 Base Damage, +4 Amount, and -1.0 second Cooldown above level 1. The Damage scaling is generous; +60 across 8 levels sits in the upper tier of v1.13 weapons. The +4 Amount adds substantially more split-projectile shrapnel per bullet hit, since Amount controls the cone of line projectiles that fire after the bullet impacts.
Level 6 is the global unlock threshold. Silver Revolver permanently joins the level-up pool once any character reaches level 6 with the weapon. Combined with Henry's Silver-Revolver-as-default starter, the unlock typically triggers on the first Henry run without any specific farming step.
The wiki lists Silver Revolver's Limit Break stats: Might +0.5%, Area +2.5%, Amount +1, Speed +5%, and Pierce +1 (max 20). The Pierce stat is the build's late-game scaling axis; each Limit Break tier adds another enemy that bullets and split-projectile shrapnel can pierce through. After enough Limit Break Pierce stacks, Silver Revolver's bullets can clear entire enemy lines on a single cast.
Silver Revolver is one of the few weapons in v1.13 that fires multiple distinct damage types from a single cast. Most weapons produce one projectile (Holy Wand fires N bullets at full damage each). Silver Revolver layers three different damage sources with different stat-scaling:
| Damage source | Damage | Behavior | Stat scaling |
|---|---|---|---|
| Main bullet | 100% Base Damage | Targets closest enemy (still) or faced direction (moving). Single projectile per cast | Damage, Amount (extra bullets), Area (size) |
| Split projectiles | 1/3 Base Damage each | Cone of line-shaped projectiles spawned at bullet impact. Pierces multiple enemies | Damage, Amount (cone width), Pierce (count limit) |
| Reload revolver | 1/3 Base Damage | Falling revolver dropped on every 6th cast. Travels down with limited duration like an Axe | Damage, Area (size) |
Area affects the size of both the bullet and the revolver, but not the split projectiles. Candelabrador picks visibly thicken the bullet hitbox and the falling revolver radius, but the cone of split-projectile shrapnel stays the same width regardless of Area. Players who pick Candelabrador thinking it scales the entire weapon find that two-thirds of the cast doesn't change.
Amount, on the other hand, scales both the main-bullet count AND the split-projectile cone width. Each +1 Amount adds another bullet to the cast cycle, and each bullet hit produces another cone of split projectiles. Across multiple runs, Amount-stacking on Silver Revolver scales faster than Damage-stacking does, which makes Duplicator a higher-priority pick than Spinach for raw DPS.
Pierce is the build's late-game scaling axis. Limit Break adds +1 Pierce per tier (max 20), which on split projectiles means each shrapnel piece can hit up to 20 additional enemies in a line. After enough Limit Break tiers, Silver Revolver's bullet impact spawns shrapnel that clears entire vertical or horizontal enemy lines on every cast.
Silver Revolver evolves into Jewel Gun when paired with
Karoma's Mana. The recipe is a single passive at any level (not max level), which makes it a lighter evolution gate than the Optical Shot to Acerbatus recipe (which requires max-level Karoma's Mana).
| Step | Requirement |
|---|---|
| 1. Equip Silver Revolver | Auto-equipped on Henry. Pick from level-up offers if unlocked on other characters |
| 2. Level Silver Revolver to 8 | Standard level-up path |
| 3. Find Karoma's Mana | Stage item only. Spawns in Westwoods, Ode to Castlevania, or Emerald Diorama |
| 4. Level Karoma's Mana once | Just pick up the passive. Does NOT need to be at max level for Silver Revolver evolution |
| 5. Open chest at min 10 or 20 | Standard evolution gate. Jewel Gun replaces Silver Revolver in the slot |
| 6. Cornell unlock | Triggers automatically when the evolution completes for the first time |
Both Silver Revolver and Optical Shot use Karoma's Mana as the evolution gate, but the requirement levels differ. Silver Revolver evolves with Karoma's Mana at any level. Optical Shot requires Karoma's Mana at max level (level 5). The same passive serves two evolution recipes with different difficulty thresholds, which is why pairing Silver Revolver and Optical Shot in the same run is efficient: one Karoma's Mana spawn at full max-level pace serves both evolutions when Optical Shot evolves last.
The wiki's Jewel Gun page is sparse on combat details, but the Limit Break stats reveal the build direction: Might +0.25%, Area +2.5% (max 500%), Amount +1 (max 10), Speed +5% (max 300%), Pierce +1 (max 20). Pierce continues as the late-game scaling axis from the base form, suggesting Jewel Gun retains the bullet-plus-split-projectile mechanic with higher per-shot damage and broader pierce capability.
Henry is the build-defining character for Silver Revolver. The wiki lists his stats: 100 Max Health, +2 Armor, +20% Move Speed. His unique mechanic mirrors Albus from the Optical Shot build: "Gains a bonus to Area and Luck depending on how many enemies are in sight." Same enemy-count scaling formula, but on different stats. Henry gains Area (which scales bullet size and revolver size) and Luck (which scales pickup quality and crit rolls) instead of Albus's Might and Cooldown.
| Character | Scaling stats | Build implication |
|---|---|---|
| Albus (Optical Shot) | Might + Cooldown at high enemy count | Damage and cast frequency scale with density. Optimal for forward-cone burst weapons |
| Henry (Silver Revolver) | Area + Luck at high enemy count | Bullet size and pickup quality scale with density. Optimal for piercing-projectile weapons that benefit from larger hitbox per shot |
Henry sits in a 3-step Castlevania DLC unlock chain. Henry is unlocked by evolving Tyrfing, his Silver Revolver evolves to Jewel Gun, and Silver Revolver's evolution unlocks Cornell. Three Castlevania-named characters tied together by sequential weapon evolutions.
| Step | Action | Unlocks |
|---|---|---|
| 1 | Evolve Tyrfing into Mormegil Tip with Hollow Heart | Henry as playable character |
| 2 | Evolve Silver Revolver into Jewel Gun as Henry | Cornell as playable character |
| 3 | Defeat 7,000 enemies with Cornell | Centralis Custos weapon |
Run Tyrfing first if you're chasing the full chain. Tyrfing's Reinhardt Schneider crit-stacking build clears most stages efficiently, which makes the evolution accessible. Once Henry is unlocked, his +20% Move Speed plus Area/Luck enemy-scaling makes Silver Revolver runs smooth, which leads to Cornell as the third unlock.
Henry is the natural carrier for Silver Revolver because it's his starting weapon and his Area/Luck scaling feeds the build directly. The +2 Armor and +20% Move Speed support aggressive engagement with enemy waves, which is necessary to push the on-screen enemy count toward the scaling cap.
Henry+
Silver Revolver (starting weapon)
Silver Revolver+
Karoma's Mana→
Jewel Gun
Karoma's Mana (evolution gate, plus enemy spawn quantity for Henry's Area/Luck scaling)
Duplicator (Amount stacks bullets AND split-projectile cone width)
Empty Tome (Cooldown reduction tightens the 6-cast reload cycle)
Spinach (Might multiplier on all three damage layers)
Clover (Luck stacks with Henry's enemy-count Luck bonus for crit and pickup rolls)
Candelabrador (Area widens bullet and reload-revolver hitboxes; does NOT affect split projectiles)Duplicator deserves a callout. On most weapon builds, Duplicator is a mid-tier Amount passive. On Silver Revolver, Amount scales BOTH the main bullet count AND the split-projectile cone width per bullet impact. The math stacks multiplicatively: a +2 Amount pick adds 2 more bullets, and each of those bullets produces another cone of shrapnel on impact. Across multiple runs, Duplicator-enabled Silver Revolver builds produce 30-50% more total damage than no-Duplicator builds at the same Damage level.
Bracer is intentionally excluded. Bracer adds Speed, which scales projectile travel speed but does not affect Silver Revolver's bullet damage, split-projectile damage, or reload-revolver damage. The Speed stat is functional only in narrow scenarios where bullets struggle to reach distant enemies before the cast cycle completes. After a few attempts the math becomes clear: Bracer's Speed contribution does not match what Spinach (Might) or Duplicator (Amount) provide on this weapon.
Iron Blue Will (VII) makes projectiles bounce up to three times. Silver Revolver's main bullet and split projectiles both become reflecting projectiles under this arcana, which doubles or triples the effective damage of every cast. Combined with the Pierce limit-break scaling, bouncing pierces extend the range each split projectile can hit, since pierces and bounces stack on the same projectile.
Wicked Season (XIII) ramps Curse upward over time, scaling enemy density and HP. On Henry specifically, this is the keystone arcana because higher enemy density feeds the on-screen count toward Henry's Area and Luck scaling cap. Combined with Karoma's Mana's "increases enemies spawn quantity by 10" effect, Wicked Season runs reach high-density windows reliably by minute 12-15.
Run Silver Revolver alongside other Castlevania DLC weapons that scale from Pierce or Amount-driven shrapnel patterns. Whip-family weapons cover the close-range arc that Silver Revolver leaves open during the standstill auto-target mode. Within the broader Castlevania weapon set, Silver Revolver pairs naturally with weapons that thin density on demand to give the bullet auto-target a useful selection of close enemies, leaving the bulk of the screen populated for Henry's enemy-count scaling.
Silver Revolver is a deep Castlevania franchise reference. Silver bullets are the classic werewolf-killing weapon in vampire and werewolf mythology, and the Castlevania franchise has used silver bullets in multiple games as anti-supernatural ammunition. Henry, the character who starts with Silver Revolver, is a reference to multiple Castlevania appearances: Henry Oldrey is a character who appears as a child in Castlevania: Curse of Darkness (2005), and Henry is also a playable character in Castlevania: Harmony of Despair (2010), the multiplayer Castlevania title where he's the silver-bullet-shooting human ally to the supernatural Belmonts.
Cornell, unlocked by evolving Silver Revolver, is the protagonist of Castlevania: Legacy of Darkness (1999), the N64 expansion to Castlevania 64. In the source game, Cornell is a werewolf who can transform between human and werewolf forms. The "silverbullet" cheat code for Henry is poncle's reverse joke: the cheat code references the silver-bullet anti-werewolf ammunition, but the cheat unlocks Henry the human (the silver-bullet user), not Cornell the werewolf (the silver-bullet target). Cornell's own cheat code and his Centralis Custos unlock chain ties him to a separate Castlevania weapon family.
The 6-cast reload mechanic references the standard six-shot revolver cylinder. Silver Revolver fires six bullets in sequence before the reload-drop revolver appears as the seventh visible weapon component. The reload animation is functional damage rather than a cosmetic effect, which is unusual for v1.13 weapons. Most weapons either have constant damage output (no reload pattern) or use cooldown timers without a visible reload sequence. Silver Revolver's six-shot rhythm with a falling-revolver punctuation is one of the more thematically grounded Castlevania DLC mechanics in the game.
Upgrade Silver Revolver to level 6 in any run. The level-up offers progress automatically as you play Henry (whose starting weapon is Silver Revolver), so the unlock typically triggers by minute 8-10 without any specific farming step. After the unlock, Silver Revolver becomes available as a level-up offer for any character.
Evolve Silver Revolver at max level (level 8) when paired with Karoma's Mana at any level. The recipe does NOT require Karoma's Mana at max level, which is different from the Optical Shot to Acerbatus recipe (which requires max-level Karoma's Mana). Open any chest at minute 10 or later with Silver Revolver maxed and Karoma's Mana picked up at any level to receive Jewel Gun.
Evolving Silver Revolver into Jewel Gun for the first time unlocks Cornell as a playable character. The wiki confirms 'Evolving it unlocks Cornell as a playable character.' Cornell can then be purchased for 2,000 gold and starts with Dextro Custos (or Sinestro Custos via skin selection). Cornell is the protagonist of Castlevania: Legacy of Darkness and has a unique mechanic where he morphs into a stronger version when equipped with Trinum Custodem.
Per the wiki effects block, every 6th activation drops a revolver as a 'reloading animation' that travels down and deals 1/3 Base Damage like an Axe with limited duration. So the reload is functional damage rather than a cosmetic effect. The falling revolver hits enemies on its descent path, which adds a third damage source to Silver Revolver's cast cycle alongside the main bullet and the split projectiles.
Henry gains a bonus to Area and Luck depending on how many enemies are in sight. The mechanic mirrors Albus's enemy-count scaling, but on different stats. Where Albus scales Might and Cooldown, Henry scales Area and Luck. The Area gain widens the Silver Revolver bullet hitbox and the reload-revolver size; the Luck gain scales pickup quality and crit rolls. Both bonuses cap at high on-screen enemy density, similar to Albus's 300-enemy cap.
Henry can be unlocked by evolving Tyrfing. Tyrfing evolves into Mormegil Tip with Hollow Heart at max level. The most efficient unlock path is running Reinhardt Schneider as the Tyrfing-starter character, leveling Tyrfing and Hollow Heart to max, then triggering the evolution chest at minute 10 or later. Henry's cost is 2,000 gold after unlock.
Damage, Amount, Cooldown, Area, Pierce, Speed, and Might. Area affects size of the main bullet and the reload-revolver, but NOT the split projectiles. So Candelabrador thickens two of the three damage sources but leaves the cone of shrapnel unchanged. Pierce is the late-game scaling axis via Limit Break (+1 Pierce per tier, max 20).
Jewel Gun is the evolved form of Silver Revolver, requiring Karoma's Mana. It's an Ode to Castlevania DLC weapon with internal ID `TP_GUN2`. The wiki's combat-detail entry is sparse, but the Limit Break stats (Might +0.25%, Area +2.5%, Amount +1, Speed +5%, Pierce +1) suggest Jewel Gun retains the bullet-plus-split-projectile mechanic with higher base damage and broader pierce capability. The Pierce continuation from base to evolved form is the build's late-game scaling axis.
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Image sprites and screenshots sourced from the Vampire Survivors Wiki (vampire.survivors.wiki) under CC BY-NC-SA 3.0.