Choose one branch for the current Ability
Default: take the branch whose stated effect fixes the problem that is hurting the run now.
Reason: a final branch replaces the base Ability, uses its own stored statistics, and removes its sibling. The choice should have one clear job.
Premise: you are playing Full Release 1.0, the exact Evolution node is unlocked, the base Ability is Level 4 in this run, and the branch is present on the current level-up row.
Cost: the other branch leaves the run pool. Any base statistic that is absent from the chosen branch no longer comes from the old record.
Alternative: leave the Ability unresolved when the node is locked, the base is below Level 4, neither branch solves the current problem, or another visible card is more urgent.
Use one Ability decision
Choose the Ability that is already in the run. The two branch choices below belong to that one record. The page does not build a squad list or store a second Ability.
The controls use four facts: one Ability, the branch effect you need, its current level, and its permanent Evolution unlock. The page address stores those conditions so the same result can be reopened. With scripts disabled, the unlock, leveling, branch, and unresolved cases remain in the page.
Open the Ability records when you need exact branch text, stored statistics, level rows, damage types, owner, or permanent node. The guide owns the decision order; the query owns the complete entity record.
Pass both Evolution gates
Every current final branch has two separate gates. Its permanent Evolution node must be unlocked in that Survivor’s skill tree, and the base Ability must reach Level 4 during the run. Passing only one gate is not enough.
For , both and require Energy Shield Evolutions and base Level 4. Open Energy Shield directly to check both requirements and its three base level rows.
An eligible branch is still not guaranteed to appear on the next row. The screen draws from every eligible record that remains in the current run pool. If the branch is legal but absent, use the level-up offer guide before spending Reroll or Banish.
Know what the branch replaces
A final branch is not another level row added to the base Ability. Selecting it deactivates the base record. The branch then uses its own cooldown, damage, count, range, and duration fields.
makes the boundary easy to see. Its base record has 50 damage and a 0.6-second cooldown. is heal-only; its stored damage is 0 and its cooldown is 30 seconds. The old attack value does not fill the zero in the Defense record.
Permanent Ability investment follows the explicit reference instead. Every current branch points back to its matching base Ability boost. For , the permanent Grenade Trail boost still applies after either branch is chosen. This does not restore replaced base statistics; the branch still owns its active record.
The sibling lock is immediate. Taking removes from the run pool, and the reverse is also true.
Choose the job the run needs
Read the branch descriptions as two jobs inside the current Ability. Name the problem first, then take the branch whose effect answers it. Do not start from a claim that one branch is always stronger.
For , choose Protection when enemy projectiles are the named threat. Its description says the smaller dome blocks all enemy projectiles. Choose Sub-Zero when enemies entering the dome are the problem; it applies Frozen to those enemies. Protection keeps a range of 3, while Sub-Zero stores 5. The useful answer depends on what crossed the defensive line.
For , says: Each grenade explosion has an 80% chance of spawning another grenade. This chance is reduced by 20% for each grenade spawned in this way. says: Ability is now always active. Drops fragmentation grenades that deal additional slashing damage. Grenade drop frequency scales with the Ability Cooldown Reduction. These records support the stated branch effects, but they do not promise one fixed grenade count for an activation. Choose the effect that fixes the current gap and stop there.
Some branches change the job more sharply. Medical Drone: Offense is attack-only, while Defense is heal-only and creates a shield that nullifies one damage instance before its 30-second cooldown. If the run needs neither attack pressure nor that recovery package, you can leave Medical Drone unevolved and take another eligible card.
Diagnose a missing branch
Use this order when the branch you expected is unavailable:
- Open the current Ability in Abilities and confirm the exact Evolution node name.
- Check that the node is unlocked in the owning Survivor’s permanent skill tree.
- Check the base Ability’s current run level. It must be Level 4.
- Check whether the sibling branch was already selected. If so, the missing branch has left the run pool.
- If all gates pass, treat the absence as a row result. An eligible branch can wait for another level-up screen.
When a branch appears but neither effect addresses the current failure, leave it unresolved. A completed base Ability does not force an Evolution. Take a useful visible card, or use a screen action only when its own cost is justified.
FAQ
Can one Ability take both final branches?
No. Selecting either branch removes its sibling from the current run pool.
Does the branch keep the base Ability’s statistics?
No. It deactivates the base record and uses the branch’s stored statistics. Read the active branch fields in Abilities instead of adding the base and branch values together.
Does the permanent Ability boost still apply?
Yes, when the branch explicitly references the same permanent boost as its base Ability. Every current branch does. That reference is separate from the active branch statistics.
Why did an unlocked branch fail to appear?
The base Ability may be below Level 4, the sibling may already be selected, or the eligible branch may not have been drawn on this row. Unlocking a branch makes it legal after its run gate passes; it does not reserve a slot.
Must I evolve a Level 4 Ability?
No. Evolution is optional. Leave the Ability unresolved when neither internal branch job helps the current run or another eligible card has higher priority.
Where are all 36 Ability records?
Open Abilities. Each selected record contains its owner, base levels, both internal final branches, requirements, branch statistics, damage types, sibling lock, and permanent boost.