In Risk of Rain 2 your build is your inventory, and every copy of an item you already own stacks with it. A white that looks weak at one copy can define the run at fifteen, while an item that reads well can do almost nothing for a survivor whose attacks barely trigger it. The rankings below weigh both: value per copy across a run, and how reliably it works for most survivors. The sections after them explain the stacking math and proc coefficients behind those calls.
Numbers come from the item data on the Risk of Rain 2 wiki (wiki.gg). Seekers of the Storm items are marked (SotS); items from Alloyed Collective, the newest expansion, are not ranked here.
The best items by rarity
Rarity is the coloured border on the icon: white (Common), green (Uncommon), red (Legendary), yellow (Boss), blue (Lunar) and purple (Void). A Small Chest drops a red only 0.99% of the time, so reds mostly come from Large Chests, Legendary Chests, Rusty Lockboxes and printers.
White (Common)
Green (Uncommon)
Red (Legendary)
Yellow (Boss) — the ones to want
Boss items drop when a Teleporter boss of the matching kind spawned: every green reward from the Teleporter has an independent 15% chance to become that boss's item instead.
- Shatterspleen — +5% crit; crits bleed, and bleeding enemies explode on death for 400% damage plus 15% of their max health. The best boss item for crit builds.
- Titanic Knurl (+40 health, +1.6 regen per copy) and Planula (heal 15 per copy when hit). Solid defensive stacks.
- Molten / Charged Perforator — 10% chance on hit for extra damage.
- Irradiant Pearl (+10% all stats per copy) — from the Cleansing Pool, which trades away a lunar item.
How stacking actually works
Every item except equipment and Beads of Fealty gets stronger with more copies, but not all of them the same way. Most item disagreements in the community are really disagreements about this section.
| Type | Formula | Verified example | What it means for you |
|---|---|---|---|
| Linear | 1 + a x stacks | Soldier's Syringe: +15% attack speed each, 10 copies = +150% | Each copy is worth the same as the first. The default for most items. |
| Hyperbolic | 1 - 1/(1 + a x stacks) | Tougher Times (a = 0.15): 1 copy = 13.04%, 10 copies = 60% | Approaches 100% but never reaches it. Each copy is worth a little less. |
| Exponential | a ^ stacks | Shaped Glass: damage x2 per copy, 5 copies = 3,200% damage | Each copy multiplies the previous total. No diminishing returns. |
| Reciprocal | a / stacks | H3AD-5T v2: 10-second cooldown, halved by the 2nd copy, a third at 3 | The tooltip's -50% is only true from 1 to 2 copies. |
Linear loses relative value over time: going from 50 to 51 Soldier's Syringes moves attack speed from +750% to +765%, which you will not feel.
Hyperbolic is used where 100% would break the game: block chance, stun chance, Old Guillotine's threshold, Sentient Meat Hook's trigger. The tooltip shows the coefficient, not your real chance — Tougher Times reads 15% but one copy gives 13.04%; Old Guillotine reads 13% but one copy executes below about 11.5%.
Exponential items compound: Shaped Glass (damage x2, health x0.5 per copy), Alien Head (cooldowns x0.75 per copy), Fuel Cell's cooldown (x0.85 per copy) and Old War Stealthkit's 30-second recharge (halved per copy). These keep scaling deep into a loop.
Some caps are not in the tooltip: ten Lens-Maker's Glasses reach 100% crit, after which copies do nothing except on Railgunner. Bandolier uses its own formula where the first couple of copies matter most.
Proc coefficients and on-hit items
Many of the best items say "chance on hit". That chance is multiplied by the proc coefficient of the attack that hit. A coefficient of 1.0 rolls the full chance; 0.5 rolls half of it.
| Attack | Proc coefficient | Tri-Tip Dagger chance per copy | Daggers for guaranteed bleed |
|---|---|---|---|
| Typical 1.0 attack (e.g. Commando's Double Tap) | 1.0 | 10% | 10 |
| MUL-T's Auto-Nailgun | 0.6 | 6% | 17 |
| Railgunner's Supercharged Railgun | 3.0 | 30% | 4 |
What follows from this:
- Fast hitters that keep a 1.0 coefficient are the best on-hit platforms, which is why Commando's Double Tap does so well with Tri-Tip Dagger, AtG Missile and Ukulele.
- Items triggered by items are weak procs. Ukulele's lightning has 0.2 and the Meat Hook's hooks 0.33. Sticky Bomb, Brilliant Behemoth, Gasoline and the two Bands have 0.0 and trigger nothing further.
- Crit chance is never reduced by proc coefficient, and some effects scale with it instead: Tri-Tip bleed lasts 3 seconds x the coefficient, and Harvester's Scythe and Leeching Seed heal more on high-coefficient hits.
What to prioritise early vs. late
| Phase | What the run needs | Prioritise | Can wait |
|---|---|---|---|
| Stages 1-2 | Kill fast, open chests before the timer climbs | Soldier's Syringe, Crowbar, Lens-Maker's Glasses, Paul's Goat Hoof, 1-2 Tougher Times | Defensive reds you have not found yet; equipment cooldown items |
| Stages 3-5 | Survive Teleporter bosses and elite packs | Ukulele, AtG Missile, Will-o'-the-wisp, Predatory Instincts, Armor-Piercing Rounds, Hopoo Feather | Flat-health items such as Bison Steak and Infusion |
| Looping (stage 6+) | Not be one-shot; delete crowds of elites | Tougher Times stacks, Old Guillotine, movement, 57 Leaf Clover, Ceremonial Dagger, Behemoth, Meat Hook | Flat-value items: Repulsion Armor Plate, Topaz Brooch, Crowbar against bosses |
Early, value items that are good at one copy — Crowbar's +75% is enormous when everything dies in a hit. Later, value multipliers and percentages. Flat numbers (5 damage blocked, 25 health, 15 barrier) are sized for stage 1 enemies; percentage and chance-based items keep their value as enemies scale.
For the timer and stage flow that makes "kill fast early" matter, see the Beginner Guide. For when to loop and what deep loops demand, see Loop or Moon.
Printers, scrappers, cauldrons and lunar items
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1
Scrapper — turn dead items into scrap
Converts an item into scrap of the same rarity (white, green, red, yellow). Selecting a stack scraps up to 10 copies at once. Lunar, equipment and void items cannot be scrapped. Scrappers stay usable during the Teleporter event.
-
2
3D Printer — copy the item you want
Takes one item of the same rarity and drops the displayed item. If you hold matching scrap, the scrap is always consumed first; otherwise a random item goes. Uncommon printers appear from stage 2, Overgrown (boss) printers from stage 2, and red Mili-Tech printers from stage 5.
-
3
Cauldrons — trade up in the Bazaar
In the Bazaar Between Time, 3 whites buy one green and 5 greens buy one red. Scrap is used first here too. Time and difficulty are paused while you are in the Bazaar.
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4
Lunar items — buy with Lunar Coins
A Lunar Pod costs 1 Lunar Coin for a random lunar item; the five pods in the Bazaar show their item and cost 2 each. Lunar items cannot be scrapped, but a Cleansing Pool trades one for a Pearl (80%) or an Irradiant Pearl (20%).
The correct order is scrap first, then print. If you walk up to a Syringe printer with no white scrap, it eats a random white — possibly your Lens-Maker's Glasses. Scrap the whites your survivor gets least from, then print.
Lunar items worth knowing. Every lunar item has a drawback, and some of them are severe:
- Shaped Glass — x2 base damage and x0.5 maximum health per copy, and it removes one-shot protection, so one big hit can kill you from full.
- Gesture of the Drowned — 50% less equipment cooldown, but your equipment fires automatically whenever it is ready. Only for equipment you want firing constantly.
- Purity — all cooldowns 2 seconds shorter, but -1 luck, which cancels a 57 Leaf Clover.
- Egocentrism — orbiting bombs, but every 60 seconds a random item is converted into more Egocentrism. It eventually eats your build.
Void items (purple) come from Void Cradles. Each corrupts a normal counterpart: picking up a Needletick turns every Tri-Tip Dagger you own into Needleticks. Read what a void item replaces before you take it.
Survivor-specific notes
- Commando — fast Double Tap at a 1.0 coefficient makes on-hit items worth more on him than on almost anyone.
- MUL-T — the Auto-Nailgun's 0.6 coefficient needs more on-hit copies; Power Mode keeps him slow, which suits Bustling Fungus.
- Railgunner — 3.0 on the Supercharged Railgun, and excess crit chance becomes crit damage, so Lens-Maker's never stops helping.
- Engineer — stationary turrets are healed constantly by Bustling Fungus.
- Heretic — avoid Cleansing Pools; they can take one of her Heresy items.
Which survivor to pick for which item style is covered in the Survivor Tier List.
Common mistakes
- Reading hyperbolic tooltips as linear. Five Tougher Times is about 43% block, not 75%.
- Printing without scrap, and losing a random item of that rarity.
- Stacking Lens-Maker's past ten on anyone but Railgunner.
- Kjaro's or Runald's Band on a survivor that never hits for over 400%. They will rarely trigger.
- Shaped Glass with no defence, or Purity alongside a 57 Leaf Clover.
- Keeping flat-value whites into loops while a scrapper sits nearby.
- Taking a void item without checking what it corrupts.
For a broader opinion on how the item system plays, see our Risk of Rain 2 review.
★Honest Take: the tooltip is half the information
Risk of Rain 2's item system is one of the best in the genre because it lets small decisions compound into absurd results — a handful of whites on stage 1 really does become a screen-clearing machine by stage 8. Its weakness is that the game tells you very little about how anything scales. Tooltips show coefficients rather than real chances, proc coefficients are invisible in play, and nothing warns you that Purity cancels your Clover. Once you understand the three stacking types and the proc coefficient, most "is this item good?" questions answer themselves, and printers stop being a gamble. That knowledge, more than any tier list, is what turns a lucky run into a repeatable one.