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Quick answer: deciding between evolutions

Seeking a more durable run

Consider Imposing, health, defensive choices and an attack that fits. Body Slam and More Mass are examples to inspect, not a guaranteed safe answer.

Improving damage

Inspect physical choices such as Claws and Sharpen if they support your attack. A guaranteed improvement to boss damage has not been measured.

Achievement goals

Read the current The Crabtain condition before committing to Carcinisation. The old instruction to collect all seven choices is unverified.

Official Everything is Crab key art showing a large creature and the game title.
Key art from the official press kit.
Image: Odd Dreams Digital / Secret Mode

Everything is Crab Evolution Guide — 125+ Abilities and Six Affinities

This guide covers six Affinities, rarity, ten evolution examples and selection priorities, from early runs to Carcinisation goals. The old Branching classification and complete-list claims are not certified.

Updated: May 12, 2026 Original scope: launch patch; current values not fully checked Officially advertised: 125+ abilities
Where to go after the evolution guide
Related products for playing or researching Everything is CrabAmazon Associates
📑 Contents
🧬 Evolution basics

Evolution choices change Darwin’s body as well as the way you play. The old guide describes three options per level and completely irreversible choices; read the actual evolution screen and specialisations. The four topics below explain what to check first.

🎲 Level-up choices

The old guide describes three evolution choices at each level. Check the actual screen and unlock pool; equal access to every Affinity and rarity, and the precise weighting rule, are not verified.

⚖️ Affinity weighting (old +10%/level claim unchecked)

The draft claims a matching selection adds 10% appearance chance and almost guarantees a matching offer after two or three picks. Neither the formula nor that guarantee has been independently verified.

🧪 Mutagen

A resource used for evolution decisions. The old map-drop rule, one-point reroll and ten-point upgrade of every option are unverified; use the cost and effect shown on the current screen.

✨ Rarity

Compare Common, Rare, Epic and Legendary effects in the Codex rather than selecting by color alone. The draft’s fixed prerequisite-to-rarity progression rule has not been verified.

Rarity overview

Common 35 (old count; unchecked)

Old description: green frame and basic effects. Common choices can still support a later build; color, counts and exact progression must be checked in the current Codex.

Rare 30 (old count; unchecked)

Old description: blue frame and effects combining one or two Common choices. The fixed prerequisite rule is unverified.

Epic 11 (old count; unchecked)

Old description: purple frame and build-defining effects. A higher chance after two or three prerequisite choices has not been verified.

Legendary 10 (old count; unchecked)

Old description: gold frame and a finishing role, ideally one or two per run. No fixed ideal count is established.

Branching Boss-only (old claim; unchecked)

The old draft treats Branching as a red-framed boss-only rarity with permanent exclusions. This category is not verified; official material refers to Specialisations.

🌈 Six Affinities
Gre

Gregarious

(Gregarious) Allies and cooperation

An ally-focused direction built around Charm. The old 12-ally cap and speedrunner-adoption claim are unverified; 12 simultaneous allies is an achievement target, not proof of a cap.

Main evolution examples
Alpha Pack Tail Wag Courting Pollinator Antennae
Legacy stat targets (unchecked)
Social +50% or more (old target; unchecked) Senses +30% Ability +20%
Combination notes

An ally-focused concept. Inspect Alpha, Pollinator and Tail Wag individually. The old maximum of 12 allies, attack/area-Charm effects and mandatory prerequisite sequence have not been verified for the current version.

Build concepts (effects unchecked)
  • ▸ Alpha + Pollinator + Tail Wag: ally concept (effects unchecked)
  • ▸ Pack + Courting: ally support concept (exact HP/damage effects unchecked)
  • ▸ Antennae + Senses choices: detection concept (preemptive Charm claim unchecked)
Imp

Imposing

(Imposing) Durability and Size

A health-and-Size direction. Body Slam is one build concept, but the old universally strongest community ranking has not been measured or independently verified.

Main evolution examples
Chonky Plated Carapace Shell More Mass Body Slam
Legacy stat targets (unchecked)
Max HP +100% or more (old target; unchecked) Resistance +50% Size +30% Physical +40%
Combination notes

A durable concept combining health, Size and a suitable attack. Inspect Plating, Carapace, Shell, More Mass, Body Slam and Revenge in the Codex. The old best-build ranking, damage-reduction stacking and low-health-counter effect have not been verified.

Build concepts (effects unchecked)
  • ▸ Plating + Shell + More Mass + Body Slam: durable concept
  • ▸ Chonky + Carapace + Revenge: survival concept (effects unchecked)
  • ▸ Body Slam + Sharpen: damage concept (interaction unchecked)
Pre

Predator

(Predator) Attacks and movement

An offensive physical direction. Efficiently defeating suitable animals can support progression, but an unlimited-leveling guarantee and instant kills are unverified.

Main evolution examples
Carnivore Claws Jaws Muscular Tissue Sprint Sharpen
Legacy stat targets (unchecked)
Physical +60% or more (old target; unchecked) Speed +40% Attack Range +20%
Combination notes

An offensive concept using physical attacks and movement. Inspect Claws, Sharpen, Jaws, Sprint, Muscular Tissue and Carnivore separately. The old critical-hit, area-attack and meat-drop claims are unverified; do not assume a fixed three-step upgrade route.

Build concepts (effects unchecked)
  • ▸ Claws + Sharpen + Jaws: physical-attack concept
  • ▸ Sprint + Smol (Prey): movement/evasion concept
  • ▸ Muscular Tissue + Carnivore: sustained-combat concept (effects unchecked)
Pre

Prey

(Prey) Evasion and movement

An evasion-focused direction. Inspect Smol, movement and feeding effects individually rather than assuming a universal combination.

Main evolution examples
Elusive More Eyes! Smol Forager Herbivore Slow Metabolism
Legacy stat targets (unchecked)
Dodge +50% or more (old target; unchecked) Speed +40% Senses +30%
Combination notes

An evasion and mobility concept. Inspect Smol, Elusive, More Eyes!, Slow Metabolism and any supporting attacks. The old claim that More Eyes! reveals attack warnings, and a hunger-meter effect from Slow Metabolism, have not been verified.

Build concepts (effects unchecked)
  • ▸ Smol + Elusive + More Eyes!: evasion concept; not guaranteed immunity
  • ▸ Forager + Herbivore: food-focused concept (exact effects unchecked)
  • ▸ Prey + Predator (Sprint): mobile hit-and-run concept
Tri

Trickster

(Trickster) Range and Ability damage

An ability-focused direction that can include ranged or damage-over-time choices. Read each evolution’s effects rather than assuming every listed ability applies poison or parasitism.

Main evolution examples
Cortex Beak Spit Leech Tentacles Synapse Poisonous Saliva
Legacy stat targets (unchecked)
Ability +60% or more (old target; unchecked) Attack Range +50% Senses +20%
Combination notes

An ability-focused concept using ranged or damage-over-time choices. Inspect Spit, Beak, Tentacles, Poisonous Saliva, Leech, Cortex and Synapse. Their old range, poison and cooldown combinations are not all verified; select support according to current descriptions.

Build concepts (effects unchecked)
  • ▸ Spit + Poisonous Saliva: ranged-poison concept (interaction unchecked)
  • ▸ Tentacles + Leech: contact/healing concept (interaction unchecked)
  • ▸ Cortex + Synapse + Beak: ability-frequency concept (effects unchecked)
Car

Carcinisation

(Carcinisation) Special Affinity

Carcinisation is the game’s special crab-like evolution direction. The old one-point-per-unique-choice rule and cap of seven are not certified; the saved Steam achievement requires reaching Carcinisation 10 in a run. Check current tradeoffs in the Codex.

Main evolution examples
Antennae Exoskeleton Pincer Shell More Legs Pistol Pincer
Legacy stat targets (unchecked)
Enemy damage +10%/level, up to +70% (old value; unchecked) Food rarity +8%/level (old value; unchecked) Physical and resistance concept (effects unchecked)
Combination notes

The old draft says each unique evolution adds one Carcinisation level, capped at seven, and ties this to The Crabtain. The saved Steam condition instead requires reaching Carcinisation 10 in a run. Its list names only six examples while calling them seven, and the compulsory single-Affinity route has not been verified. Read the current conditions before planning the run.

Build concepts (effects unchecked)
  • ▸ Pincer + Pistol Pincer + Exoskeleton: Carcinisation concept
  • ▸ Shell + Carapace (Imposing): defensive concept (stacking unchecked)
  • ▸ More Legs + Sprint: movement concept (interaction unchecked)
🏆 Ten evolution examples from the old community draft

Steam Community and the subreddit r/EverythingIsCrab were the original draft’s discussion sources. No measured adoption rates were retained, so these ten examples are not a verified popularity ranking. Use them as entries to inspect in the Codex.

1

Body Slam

Legendary Imposing

Effect: Old description, unchecked: a short-cooldown charge with area knockback scaling with Size/Mass.

Why consider it: The old guide calls Body Slam a universally strongest evolution and claims fully multiplicative Size scaling. These rankings and scaling details are unverified; official 1.1 notes also changed its cooldown.

2

Alpha

Epic Gregarious

Effect: Old values, unchecked: ally damage +50%, HP +30%, and two extra ally slots.

Why consider it: The old guide calls Alpha a mandatory Epic that doubles combat strength and is used by almost all speedrunners. No adoption measurement or doubling effect has been verified.

3

Pollinator

Rare Gregarious

Effect: Old description, unchecked: automatically Charms small animals in range without a cooldown.

Why consider it: The old guide treats Pollinator as a required Alpha prerequisite and automatic ally generator. These effects and the dependency have not been verified; official 1.1 notes confirm its unlock was changed to 25 points of interest.

4

Sharpen

Common Predator

Effect: Old values, unchecked: physical critical chance +15% and critical damage +25%.

Why consider it: The old guide presents Sharpen as a universally useful Common critical multiplier, but this has not been verified. Check its actual effect and current damage interactions; official 1.1 notes exclude its bonus from damage-over-time attacks such as poison.

5

More Mass

Rare Imposing

Effect: Size +20%、Physical +15%、Speed -5%。

Why consider it: The old guide links More Mass directly to Body Slam damage and lists Speed −5%. The exact scaling and penalty are unchecked; do not assume the penalty is always easy to offset.

6

Pincer

Common Carcinisation

Effect: Old description, unchecked: a pincer attack adding one Carcinisation level.

Why consider it: The old guide treats Pincer as a Common starting point and compulsory for The Crabtain. Read the current evolution and achievement conditions; no universal requirement is verified here.

7

Pistol Pincer

Legendary Carcinisation

Effect: Old description, unchecked: a powerful ranged pincer shockwave inspired by a pistol shrimp.

Why consider it: The old guide calls Pistol Pincer a Legendary finisher adding one Carcinisation level. Its rarity, exact effect and guaranteed boss advantage have not been independently verified.

8

Tail Wag

Common Gregarious

Effect: Old values, unchecked: Charm range +30% and Social +10%.

Why consider it: The old guide treats Tail Wag as a required Common that expands Pollinator and Alpha range. Check those effects and prerequisites in the current Codex rather than assuming them.

9

Smol

Common Prey

Effect: Old values, unchecked: smaller hitbox, Speed +15% and Dodge +10%.

Why consider it: Smol is a Size-related option to inspect. The old promise of dramatic survival gains in every build has not been measured; official 1.1 notes also explain that smaller Size reduces Feeding Distance, Attack Area and Nearby Area nonlinearly.

10

Wings

Legendary Branching (movement; old classification unchecked)

Effect: Old description, unchecked: flight, terrain-damage immunity and partial avoidance of ground attacks.

Why consider it: The old guide says Wings is boss-only and completely nullifies Water, Sand and Snow hazards. These acquisition and immunity claims have not been verified; read its actual terrain effects before relying on it.

📊 Legacy evolution counts by rarity (unchecked)

The store advertises 125+ evolution-based abilities. The old community draft’s rarity breakdown below has not been reconciled with the current Codex, and updates can add more choices.

Rarity Count (legacy; unchecked) Role
Common 35entries Basic choices; combinations matter
Rare 30entries Middle-run choices
Epic 11entries Build direction
Legendary 10entries Finishing role
Branching ? Boss/branching category (unchecked)
Total 125+ Ongoing checks; updates can add content

The old guide treats Branching as boss-specific choices with an unknown total. This classification has not been verified; official updates discuss Specialisations separately.

💡 Five selection priorities

🎯 1. Let useful choices clarify your build

The old guide says an Epic at levels 3–5 fixes the build, with Sharpen/Smol as universally safe early choices. Those thresholds and guarantees are unchecked. Judge each choice by its actual effect and your current needs.

⚖️ 2. Keep a coherent direction

Matching choices can make a plan easier to follow, but +10% per level weighting, a two-to-three-pick threshold and the two-main/one-support rule are not verified game restrictions.

🧪 3. Compare rerolls and upgrades throughout the run

The old guide uses levels 1–5 for one-point rerolls, level 6+ for ten-point upgrades and a 5–10 point boss reserve. These figures and a guaranteed Branching reroll are unchecked; use the current screen’s costs.

👹 4. Review food and level-up timing

The old guide recommends withholding food before a boss to chain a Branching choice into a level-up. A guaranteed post-boss Branching reward and that timing advantage have not been verified.

🦀 5. Read Carcinisation’s actual goal and tradeoffs

The old all-seven-or-none rule and claim that taking three or four blocks other Affinities are unverified. Use the current Codex and The Crabtain condition rather than treating that restriction as compulsory.

📋 Evolution comparison tables by Affinity

The tables retain the old guide’s evolution names, rarities, effects, prerequisites and build roles for comparison. Their detailed values and dependencies are unchecked historical entries, not a certified complete Codex. Scroll horizontally on mobile; the first column remains fixed.

Common Rare Epic Legendary Branching

Gregarious Charm and allies

Evolution Rarity Effect Prerequisite (legacy; unchecked) Build role
Tail Wag Common Charm range +30%, Social +10% (unchecked) None listed (unchecked) Gregarious builds
Courting Common Shorter Charm cooldown (unchecked) None listed (unchecked) Early consistency concept
Antennae Common Detection range +40% (unchecked) None listed (unchecked) General support
Pack Rare Ally HP +20% (unchecked) After Tail Wag or Courting (unchecked) Middle-run support concept
Pollinator Rare Automatic area Charm, no cooldown (unchecked) After Tail Wag (unchecked) Gregarious core concept
Alpha Epic Ally damage +50%, HP +30%, ally cap +2 (unchecked) After Pollinator (unchecked) Gregarious core concept (requirements unchecked)
Wings Branching Flight and terrain-damage immunity (unchecked) After defeating a boss (unchecked) Movement support concept

Imposing Size and durability

Evolution Rarity Effect Prerequisite (legacy; unchecked) Build role
Chonky Common Max HP+20% None listed (unchecked) Early foundation concept
Plated Common Resistance+10% None listed (unchecked) Early durable concept
More Mass Rare Size+20%・Physical+15%・Speed-5% None listed (unchecked) Body Slam prerequisite (unchecked)
Carapace Rare Damage taken −15% (unchecked) After Plated (unchecked) Durable core concept
Shell Rare Block when hit (unchecked) After Chonky (unchecked) Imposing concept
Revenge Epic Attack +100% at or below 30% HP (unchecked) After Carapace or Shell (unchecked) Survival concept
Body Slam Legendary Size-scaled charge with area knockback (unchecked) At least two More Mass selections (unchecked) Finishing attack concept; ranking unchecked

Predator Damage and movement

Evolution Rarity Effect Prerequisite (legacy; unchecked) Build role
Claws Common Physical attack +15% (unchecked) None listed (unchecked) Offensive foundation concept
Sprint Common Movement speed +20% (unchecked) None listed (unchecked) General support
Sharpen Common Critical chance +15%, critical damage +25% (unchecked) None listed (unchecked) Damage support concept
Carnivore Rare Meat drops +50% (unchecked) None listed (unchecked) Recovery concept
Muscular Tissue Rare Attack speed +20%, movement speed +10% (unchecked) After Sprint (unchecked) Mobile concept
Jaws Epic Area biting attack (unchecked) At least two Claws selections (unchecked) Predator core concept
Frenzy Legendary Temporary attack speed after a kill (unchecked) After Muscular Tissue (unchecked) Offensive finishing concept

Prey Evasion and escape

Evolution Rarity Effect Prerequisite (legacy; unchecked) Build role
Smol Common Size −30% (smaller hitbox), Speed +15%, Dodge +10% (unchecked) None listed (unchecked) Evasion foundation concept
Forager Common Food collection range +40% (unchecked) None listed (unchecked) Food-focused concept
More Eyes! Rare Visible enemy attack warnings (unchecked) None listed (unchecked) Awareness support concept
Elusive Rare Dodge +25% (unchecked) After Smol (unchecked) Evasion concept
Herbivore Rare Healing from plant food +50% (unchecked) After Forager (unchecked) Survival concept
Slow Metabolism Epic Hunger depletion −50% (unchecked; hunger mechanic not established) After Herbivore (unchecked) Long-fight concept
Ghost Legendary Brief invisibility with a cooldown (unchecked) After Elusive (unchecked) Evasion finishing concept; immunity unverified

Trickster Range and abilities

Evolution Rarity Effect Prerequisite (legacy; unchecked) Build role
Beak Common Ranged beak attack (unchecked) None listed (unchecked) Ranged foundation concept
Spit Common Ranged saliva attack (unchecked) None listed (unchecked) Ranged foundation concept
Cortex Common Ability cooldown −15% (unchecked) None listed (unchecked) Ability-focused concept
Poisonous Saliva Rare Poison on attacks, dealing damage over time (unchecked) After Spit (unchecked) Damage-over-time concept
Tentacles Rare Tentacle attack, area/contact healing (unchecked) None listed (unchecked) Leech concept
Synapse Rare A further cooldown −20%, Ability damage +20% (unchecked) After Cortex (unchecked) Frequent-ability concept
Leech Epic Heal by attacking an enemy (unchecked) After Tentacles or several attacks (unchecked) Sustained-combat concept
Echo Legendary An additional automatic ability activation (unchecked) After Synapse (unchecked) Ability finishing concept

Carcinisation Carcinisation choices

Evolution Rarity Effect Prerequisite (legacy; unchecked) Build role
Pincer Common Pincer attack, Carcinisation level +1 (unchecked) None listed (unchecked) Carcinisation starting concept
Antennae Common Detection range +40%, shared with Gregarious (unchecked) None listed (unchecked) Carcinisation detection concept
More Legs Rare Movement speed +25%, Carcinisation level +1 (unchecked) None listed (unchecked) Carcinisation movement concept
Exoskeleton Rare Defense +20%, Carcinisation level +1 (unchecked) After Pincer (unchecked) Durable Carcinisation concept
Shell Rare Block when hit, shared with Imposing (unchecked) After Chonky through Imposing (unchecked) Carcinisation support concept
Pistol Pincer Legendary High-damage ranged pincer shockwave, Carcinisation level +1 (unchecked) After two Pincer selections (unchecked) Carcinisation finisher concept

All detailed prerequisites and values above are inherited from an unchecked community-based draft and may change with patches. Repeated entries such as Antennae or Shell do not establish that each listed Affinity assignment is current; use the game’s Codex as the final reference.

❓ FAQ
Q. Which evolution is strongest in Everything is Crab? ▼
A. The old community-based draft ranks Body Slam, Alpha and Pistol Pincer highly. Its exact rarity assignments, health-cost description and claim of a universal top three have not been verified. Read the current Codex and choose effects that fit your build rather than treating the list as a measured ranking.
Q. Should I mix Affinities or focus on one? ▼
A. A clear main direction can make choices easier, while support can cover health, Speed or Senses gaps. The old two-main-plus-one-support rule and +10% per level weighting formula are unverified. Imposing with some physical-damage support is an example, not a mandatory template.
Q. What is a branching evolution? ▼
A. A branching choice changes an evolution’s specialization. The old guide describes a guaranteed two-choice, boss-only reward with the unchosen option permanently locked; that exact system has not been verified. Official updates use Specialisations and allow skipping them in exchange for Mutagen in 1.1. Read the actual evolution screen for your version.
Q. When should I spend Mutagen? ▼
A. Use it when the offered reroll or upgrade meaningfully improves a choice. The old level 1–5/6+ schedule, one-point reroll, ten-point upgrade and 5–10 point boss reserve are unchecked historical rules. Compare the current on-screen cost and avoid spending everything automatically.
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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).