All 170 items ranked within their own rarity: white, green, red, yellow, blue, and purple.
Data from build 21587608, updated
Item RNG decides more of a Risk of Rain 2 run than the survivor you picked, and not every pickup earns its slot once you're staring down Mithrix or the Voidling. Every common, uncommon, legendary, boss, lunar, and void item, 170 in total, gets ranked here against the balance patches the Alloyed Collective shipped. Chef's five Meals and the consumed or scrap Untiered variants aren't graded, since a chest never offers you that choice in the first place.
Browse all 193 itemsItems are ranked within their own rarity, because that's the actual decision at a chest or a Printer: whether this white item beats that white item, not whether a common can out-damage a legendary. Verdicts reflect Gearbox's current balance patches and the Alloyed Collective's numbers rather than launch-era wiki folklore. Void items are judged strictly against the exact item they corrupt, since that's the only comparison that matters once you've locked in the trade.
The items you'll hold the most copies of by stage 5. A few of these are auto-pick forever, and a few are pure Printer fuel.
Every run wants these on sight. None of them need a build around them, they just make every build better.
15% flat dodge chance per stack that ignores luck, so it never falls off the way scaling items do. Ten of these turn early mobs into background noise.
14% move speed per stack, uncapped, and speed is survivability in this game. Grab every one you see and never think twice.
10% crit chance per stack carries every crit build in the game, and even without one it's just free double damage on a tenth of your hits.
An 8%-max-health shield per stack that recharges the moment you're out of danger. Free effective health that costs you nothing to maintain.
15% attack speed per stack hits harder, and it makes every proc item in your inventory check its chance more often too. The best 'generic' common in the game for exactly that reason.
Excellent, but each one either wants a specific playstyle or trails off a little once the run gets long.
A healing orb on every kill, 8 health plus 2% max HP per stack. Phenomenal against the constant trash mobs on stages 1 through 4, dead weight once a fight is just you and one boss.
20 health plus 5% max HP two seconds after you get hurt, no strings attached. Quietly great sustain because it never asks you to do anything.
Guarantees a hidden item cache every stage. More items compounds into more power faster than any flat stat item ever will, it just isn't flashy.
An extra secondary charge sounds small until you're on a character whose secondary is the actual damage source. Mediocre on some kits, run-defining on others.
Ignites everything in a 12m radius when something dies, and the burn scales with stacks. Turns one kill into a chain reaction through the rest of the pack.
Stacking damage that refreshes every time you deal damage, up to 10 stacks. In a game about killing things fast, this snowballs harder than its common rarity suggests.
Flat 5 damage reduction per stack that can't drop below 1. Incredible on stage 1 when everything hits for 8, increasingly irrelevant once bosses are hitting for 400.
Good items that ask something of you first: a build, a position, or a specific character.
75% bonus damage to anything still above 90% health, but that window closes fast against anything you're not one-shotting. Great on burst characters, forgettable on sustained DPS.
20% bonus damage to enemies within 13m per stack. Fantastic on melee and shotgun-range kits, dead weight on a Railgunner sniping from across the map.
Splits your next hit into several smaller ones and makes almost all of them non-lethal. A genuine defensive sleeper most players skip because the tooltip undersells it.
Not bad, just replaceable. You'll grab these when nothing better is in the chest and forget most of them by the next stage.
Does nothing on its own. Exists to feed a 3D Printer, not your build.
Uncommons carry more of the build-defining mechanics than any other rarity: elemental procs, execute thresholds, extra equipment charges. Pay attention to these chests.
The green items you take over almost anything else in the chest, rarity be damned.
10% chance to fire a 300% TOTAL damage missile, and TOTAL damage means it scales with every other damage item you own instead of just your base stats. Stack five and watch every pack melt.
25% chance to chain lightning to 3 targets for 80% TOTAL damage, checking on every hit you land. This is the single item most responsible for late-game screen clears.
An extra equipment charge plus 15% shorter cooldown per stack. Turns any strong equipment into something you're firing constantly instead of hoarding.
Instantly kills any Elite under 13% health per stack. Elites are the actual threat past stage 3, and this makes most of them a non-issue once your damage is decent.
5% crit chance plus 8 health per stack on every critical hit. Pair it with any crit-chance item and you've got sustain that scales with your damage instead of fighting it.
No item here is a trap. Some just want a little synergy to look this good.
Crits push your attack speed toward a 36% cap, but you need crit chance from somewhere else to see it. Pair it with a Lens-Maker's Glasses and it snowballs harder than any flat attack speed stat in the game.
A runic flame tornado on any hit over 400% damage, on a separate 10-second cooldown. Paired with its ice twin, Runald's Band, it's the classic fire-and-ice combo that's been a community staple since launch.
An 80% slow plus 250% TOTAL damage on big hits, same 10-second cooldown as its fire counterpart. Slows an enemy right as it explodes, which is as good defensively as it is offensively.
Permanent max health on kill, up to 100 per stack, baked in rather than a buff that can be stripped. The best long-game tank stat in the uncommon pool.
An extra jump per stack. Sounds like a QoL pickup until you realize it's also a free dodge against ground-based attacks and pit deaths.
A lava pillar on kill that hits everything in a 12m radius for 350% base damage. Turns any kill into the start of a chain reaction through a pack.
A free two-item chest every stage, weighted 79/20/1 toward the higher rarities the more copies you stack. Pure economy, and economy wins runs.
An extra item off the first chest you open each stage. Same logic as Shipping Request Form: more items early compounds into more items late.
Flat lifesteal per hit that scales with attack speed instead of raw damage, so it's cheap sustain on anything that swings fast.
A free 400% base damage projectile on your primary, reloading three charges over 10 seconds. Extra damage on the skill you're already spamming, no rotation change required.
A panic barrier and a teleport-and-bleed aura at 25% health, regenerating each stage. Gearbox pushed the barrier back up to 60% after an earlier nerf overcorrected, and it's a legitimately strong safety net again.
Solid uncommons that lean hard on a specific kit, drone, or playstyle to be worth the pick over something else in the chest.
The best drone item Alloyed Collective added, but it does nothing unless you're actually running one. On Engineer or MUL-T it's a free stunning AOE every 10 seconds.
30 armor per stack while shielded, plus a stunning pulse when the shield breaks. Dead weight without a shield source, excellent the moment you're running one.
Technically fine, but you'll reach for something above it almost every time.
Printer fuel wearing a green rarity.
Legendaries are rare enough that you remember which ones you passed up. A few are worth detouring for, and a couple are actively bad, which is rarer at this rarity than players expect.
Take these over anything else on the ground, no exceptions.
Rerolls every random effect you own an extra time: an extra proc chance, an extra chest roll, an extra shot at a Guillotine kill. The single best legendary in the game, and it isn't close.
25% cooldown reduction per stack turns every kit into a skill-spam machine. More button presses means more procs, more mobility, and more damage, full stop.
Shoots down incoming projectiles automatically, recharging faster with attack speed. Against the ranged-heavy late stages, this is close to a second life bar.
Infects up to 4 enemies with a virus that pools 45% of all damage they take and redistributes it to every infected target every 3 seconds. The best new legendary Alloyed Collective shipped, since it turns one big hit into area damage with no range cap.
A pet Solus unit that inherits your movement speed items and hits harder the faster it moves. Stack some mobility items and it starts carrying fights solo while you focus on staying alive.
Large monsters always drop an item, and Elites get a 4% chance of dropping one too, plus 1% per stack. More items is the actual win condition in this game, and this legendary just hands you more of them.
Strong enough to build a run around, even if a couple want a little support to reach their ceiling.
20% chance to fire homing hooks at up to 10 enemies for 100% TOTAL damage. Against a packed room this clears faster than almost anything else in the legendary pool.
Every attack explodes for 60% TOTAL bonus damage in a growing radius. Built for multi-hit, high attack speed characters, less exciting on single-shot snipers.
Two extra utility charges and a 33% shorter cooldown on the skill that usually carries your mobility or your panic button. More dodges is more survival, and this is the cleanest way to get them.
Kills cut your equipment cooldown by 4 seconds per stack. In mob-heavy fights you'll be firing your equipment on nearly every kill, which turns any strong equipment into a loop.
Both the chance and the damage on its meteor strike scale with how much attack damage you're dealing, so this gets exponentially better the more damage items you already own.
Converts healing into stored damage that detonates once it reaches 10% of your max health. Pair it with any strong heal source and you're turning survivability directly into a nuke.
100% chance on hit to permanently strip 2 armor per stack. Slept on because the number looks small, but it fully strips a boss's armor over the course of a fight and never resets.
Prevents a debuff and grants a barrier instead, recharging every 5 seconds. Turns ignite, bleed, and the nastier late-game status effects into a non-problem.
Strips 60 armor after 5 hits land, and each copy stacks the duration further. Melts anything wearing armor, which by stage 5 is most of the roster.
Doubles all healing per stack, multiplying every heal source you're carrying, no matter where it comes from. The legendary a Bustling Fungus or Corpsebloom sustain build is built around.
Every item pickup grants a temporary duplicate, lasting longer per stack. New in Alloyed Collective, and it's absurd on Drifter or anyone leaning on late-run chest and Printer spam.
A free revive with invulnerability frames right when you'd otherwise die. No downside, just a second life when you need one.
Reliable damage or utility that doesn't crack the top two tiers, mostly because something else in this rarity does its job better.
Three homing daggers on every kill for 150% base damage. It needs kills to ramp up, so the payoff shows up after the fight is already going your way.
100% extra crit damage per stack, but it's dead weight without crit chance from somewhere else. Monstrous in a dedicated crit build, a wasted pickup in anything else.
An ice storm that grows with every kill and slows everything caught in it by 80%. Feeds off constant kills, so it shines against packs and stalls out once the room goes quiet.
A piercing boomerang that stuns on the way out and hits again on the way back. Reliable crowd control that also happens to hit like a truck.
Chain lightning to 3 targets every half second, but the coil switches off for a stretch every 10 seconds. Strong while it's active, wasted during its own downtime.
Comes with its own drone, Col. Droneman, plus attack speed and a chaingun for any drones you're already running. Fine on its own, great alongside Box of Dynamite or Pocket I.C.B.M.
Every missile item and equipment fires two extra missiles. Does nothing without a missile source, turns AtG Missile or a missile equipment into a small air force.
A healing zone that grows from a seed dropped on kill. Good team sustain if the fight lasts long enough for the plant to finish growing.
No cooldowns for several seconds after killing an Elite. Elites are rare enough that this is a burst window, not a steady-state buff.
4% to every stat per active buff you're holding, capped at 4 stacks worth of buffs. Only as good as whatever's putting buffs on you in the first place.
Charges off four kills in seven seconds, then launches a homing nuke that pierces, explodes, and boomerangs back through everything again. Reads complicated because it is, but it does serious damage in any kill-heavy fight.
A use case exists for each of these. It just doesn't come up most runs.
Turns fall damage into a kinetic explosion that scales all the way up to 10000% base damage. Needs height and a 10-second cooldown to reset, so it's a build-around toy more than a reliable pick.
Overhealing past full grants a barrier instead of wasting the excess. Only relevant if you're already overhealing constantly, which most builds aren't.
Steals a killed Elite's power for several seconds. Elite kills are rare and the buff is gone almost as fast as it arrives.
7% chance to raise a 1500%-damage ghost of whatever you just killed. Strong when it procs, but the chance is low enough that you can't plan a build around it.
Missiles that only fire during boss events, scaling off gold spent beforehand. The entire item is dead weight for four stages out of five.
Actively bad, or so situational that most players are better off ignoring the drop entirely.
Triggers a random equipment effect instead of the one you chose to carry. You lose all control over when your best equipment goes off, which defeats the purpose of picking your own equipment in the first place.
Does nothing except bias a Legendary 3D Printer roll. A legendary rarity on an item with zero legendary power.
Boss items drop off big monsters and events, not chests, so you'll see far fewer of them per run. A handful are quest items that do nothing in a fight, worth knowing before you waste an inventory slot wondering.
Take these straight off a boss fight without a second thought.
10% to every stat per stack: damage, healing, speed, all of it. The best all-around stat stick in the game, full stop.
Crits bleed for 240% base damage, and bleeding enemies explode on death for 400% plus 15% of their max health. In any crit build this turns every kill into a second explosion.
An extra equipment slot, cycled with a button press. Doubles up your best equipment or lets you carry two completely different ones, with no real downside.
Explode for 6000% base damage the moment you drop below 25% health, recharging every 30 seconds. A panic button that doubles as a nuke big enough to solo most bosses.
Reliably strong, most of them just don't headline a build the way the S tier does.
Free health and regen with no conditions attached. Unglamorous, but good on every character in the roster.
A flat 10% max health per stack. Less flashy than its Irradiant cousin, but free health is never a bad boss item.
Tethers the nearest enemy while you're in combat, dealing tar damage and healing you for everything it deals. Turns any close fight into free sustain.
Summons Aurelionite to fight alongside you during the teleporter event, the single most dangerous moment of most stages. Having a second boss on your side when the game throws one at you is enormous.
10% chance on hit to call down three magma balls that ignite everything nearby. A solid proc-damage item that also spreads burn for free.
10% chance on hit for a 500%-damage lightning strike per stack. Straightforward burst that scales cleanly with attack speed.
Solid pickups that ask for allies, a specific moment, or just don't move the needle as hard as what's above.
Summons a buffed Beetle Guard every 30 seconds. A steady extra body in the fight, though it's only ever one ally per stack.
Killing an Elite spawns an Alpha Construct with triple damage and health, up to four at once. Good passive army-building if you're actually killing Elites.
Heals you for 15 per stack every time you take damage. Turns getting hit from a pure negative into partial sustain.
Two Solus Probes every 30 seconds that gain damage per ally on your team. Fantastic in multiplayer, noticeably weaker solo with nobody else to scale off.
A tracking wisp for 300% damage that fires faster the quicker you're moving. Rewards a mobility-heavy build, does nothing while you're standing still.
Periodically buffs nearby allies with guaranteed crits on electric items and attacks. A team item first; solo it's a smaller version of its own effect.
New terminal-locked utility from Alloyed Collective. Fine stats, gated behind a mechanic you won't always have access to.
50% bonus armor, plus it slots into a Matrix Terminal for more. Decent flat defense on its own; the terminal payoff is the actual reason to grab it.
15% move speed, and doubles as a key for Sentry Terminals and decryption. Grab it for the terminal access; the stat line is a bonus.
Quest items first, Printer fuel second. Neither helps you fight anything.
A stone shard that does nothing in combat, existing purely to unlock an Artifact. Don't expect it to keep you alive.
A quest item tied to the Collective network storyline. Zero build value, needed only if you're chasing that specific unlock.
The other half of the same Collective quest chain. Like its Encrypted counterpart, it does nothing for your build.
Does nothing except bias a Boss 3D Printer roll toward another yellow item. Never pick this up expecting combat value.
Every Lunar item comes with a real drawback, and a few of them are traps dressed up as power. Read the downside before you spend the coin, not after.
The best Lunar items in the game, and even the riskiest one here rewards a player who plans around its downside.
Halves your equipment cooldown and auto-fires it the instant it's off cooldown. No downside listed on the tooltip because there isn't one: this is just a better version of your equipment.
Doubles healing, but every point of it comes in slowly over time instead of all at once, capped per stack. Turns burst heals into steady regen, which is exactly what keeps you alive against DoT-heavy late bosses.
Double damage, half max health, both per stack. The strongest damage multiplier in the entire item pool if you can keep yourself alive, a death sentence in anyone else's hands.
Genuine power that demands a specific build or a specific character to be good.
Converts all but 1 health into a regenerating shield, plus 50% more max health per stack. Makes you immune to most DoTs and current-HP checks, and a genuine liability the moment your shield fully breaks.
Doubles max health, halves move speed, per stack. A dedicated tank build wants this; anyone who relies on kiting should leave it in the chest.
Halves cooldowns and halves attack speed. Incredible on ability-spam kits that don't care about auto-attacking, a straight downgrade on anyone whose damage lives in their primary.
Replaces your utility skill with a dash that turns you intangible and heals 25% max health. Nothing else in the Lunar pool trades away a utility skill for this much raw survival.
Replaces your secondary with a charged projectile dealing 875% damage per second before it detonates and roots enemies. Serious damage and lockdown on a skill slot most characters don't need.
30% chance on hit for gold, but you lose gold equal to a percentage of the max health you lost taking damage. A snowballing economy engine for players who dodge well, a death spiral for anyone tanking hits.
Workable, just narrower than the tiers above.
Charges the teleporter 30% faster per stack but shrinks its safe zone by half. Great for speedrunning a stage, worse for surviving the boss fight you just made smaller.
Replaces your special with a detonator that stacks damage over time and unloads it at unlimited range. Slow to build up, but the eventual payoff hits hard.
Replaces your primary with a flurry of delayed tracking shards. Usually a sidegrade at best since most primaries already do this job better.
The kind of pick you settle for when the pool offers nothing better.
Drops a zone that buffs damage for everyone inside it, allies and enemies both. Reads as offense, plays as a coin flip in any fight where enemies can walk into their own buff zone.
5% chance per stack for any item you pick up to become a Lunar item instead. Turns a guaranteed pickup into a gamble, which is rarely what you want mid-run.
Does nothing on pickup, and stacking more than one is pointless too. Its entire purpose is swapping your Obliteration ending at the void obelisk into a fight against the Twisted Scavenger instead of the usual fadeout.
The Lunar items with a genuinely bad trade. Don't spend Lunar Coins here.
Cuts cooldowns, but every random effect you own rolls for the worse outcome instead of the better one. That includes your Clovers, your chests, your Printers: this item actively sabotages every other lucky roll in your build.
Orbiting bombs that grow over time, but every 60 seconds it eats one of your other items and turns it into another copy of itself. It will absolutely devour your best legendary if you let it sit long enough.
Every Shrine you activate now also spawns enemies on top of you. Turns a beneficial action into a punishment for using it.
A free unlock on level-up, but all your gold converts to experience and everything that costs gold gets 50% more expensive. The economy hit is brutal for how small the payoff is.
Cuts your damage, attack speed, movement speed, and armor by roughly a third while you're in combat, hoping you tag an enemy to pass it off to. Widely considered the worst item Alloyed Collective added, and the community consensus isn't being generous.
Void items corrupt and consume every copy of one specific item you're carrying, so the only fair question is whether the trade is worth it. Half of these are clear upgrades. A couple of them you should refuse.
Straight upgrades over the item they corrupt. There's no reason to hesitate on these three.
Corrupts every 57 Leaf Clover you own, but instead of extra rerolls, it upgrades 3 random items to the next rarity up at the start of every stage. On a long run this out-scales the item it replaces by a wide margin.
Corrupts Bustling Fungus and swaps its 'stand still for a second' condition for 'heal while sprinting.' A pure functional upgrade for anyone who actually moves during fights, which is everyone.
Corrupts Will-o'-the-wisp, changing the trigger from on-kill to on-hit against full-health enemies. That means it goes off the instant you tag a fresh pack instead of waiting for the first kill.
Sidegrades that lean upgrade. Take the trade when you're already running the base item.
Corrupts both Kjaro's and Runald's Bands at once, merging fire and ice into a single black hole that pulls enemies in before it detonates. Combines two good items into one strong crowd-control nuke.
Corrupts Dio's Best Friend. Same free revive, but it also corrupts every other corruptible item you're holding when it triggers, turning your build over in one death.
Corrupts every Tri-Tip Dagger, trading the 240% bleed-over-time proc for a 10%-per-stack chance to collapse an enemy for 400% base damage outright.
Corrupts Rusted Key with better odds on the hidden cache, 60/30/10 instead of 80/20. A modest upgrade to an item that was already good.
Corrupts Chronobauble, swapping a guaranteed slow for a chance to root instead. A root shuts an enemy down harder than a slow does, when it procs.
Not a clean upgrade or downgrade. What you're running matters more than the item itself.
Corrupts Fuel Cell, swapping equipment charge for an extra charge of your Special skill instead. Incredible on a charge-based Special like Engineer's turrets, dead weight on a character whose Special doesn't use charges.
Corrupts Tougher Times, trading an uncapped 15%-per-stack dodge chance for a single guaranteed block that recharges every 15 seconds. Worse at low stacks than the dodge chance it replaces, only catching up once you've got several.
Legal trades, just not good ones most of the time.
Corrupts AtG Missile Mk. 1, gating the missile proc behind maintaining an active shield. Downtime without a shield source means downtime without missiles, which defeats the point of a proc item.
Corrupts every yellow item you own in exchange for a random Void ally every 60 seconds. Corrupting your entire boss item collection for one summon is brutal if you've picked up anything good like Titanic Knurl or Irradiant Pearl.
The two Void items the community actively avoids, because the corruption strictly loses to what it replaces.
Corrupts every Lens-Maker's Glasses you own, which also deletes every source of crit chance a Predatory Instincts or Laser Scope build was relying on, in exchange for a 0.5% instant-kill chance that doesn't even work on bosses. Wrecks the exact builds most likely to be carrying it.
Corrupts Ukulele, the best proc uncommon in the game, for a version that trades away its ever-increasing chain range for flat extra hits. Most players who stacked Ukuleles hard consider this a downgrade, not a sidegrade.
Every entry above links straight to its own page, with the full effect text, art and the rest of the details.
All 193 items