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The classic multiplayer roguelike, Risk of Rain, returns with an extra dimension and more challenging action. No run will ever be the same with randomized stages, enemies, bosses, and items. Play solo, or team up with up to four friends to fight your way through hordes of monsters, unlock new loot, and find a way to escape the planet.
With each run, you’ll learn the patterns of your foes, and even the longest odds can be overcome with enough skill. A unique scaling system means both you and your foes limitlessly increase in power over the course of a game–what once was a bossfight will in time become a common enemy.
Other Risk of Rain 2 Guides:
- Risk of Rain 2: Console Commands & Cheats
- Risk of Rain 2: List of All Items
- Risk of Rain 2: Classes Tier List
- Risk of Rain 2: Mercenary Guide
- Risk of Rain 2: Artificer Guide
- Risk of Rain 2: Huntress Guide
- Risk of Rain 2: How to Unlock All Characters
- Risk of Rain 2: What Is The Blue Orb?
- Risk of Rain 2: Lunar Coins & Gold Farming
- Risk of Rain 2: Interactable Objects Guide
- Risk of Rain 2: Newt Alter Locations
Myriad survivors, items, enemies, and bosses return to Risk 2, and many new ones are joining the fight. Brand new survivors like the Artificer and MUL-T debut alongside classic survivors such as the Engineer, Huntress, and-of course-the Commando. With over 75 items to unlock and exploit, each run will keep you cleverly strategizing your way out of sticky situations.
Uncommon Items: S Tier
Will o’ the Wisp
Will o’ the Wisp is the best AOE item in Risk of Rain 2. Not only does it have an absurd amount of damage when it activates, but it has a good range and can easily start chain kills. This item stacks amazingly well: growing in both damage and AOE range with additional stacks. The amount of synergies this item can have is wonderful too. With Ceremonial Dagger, Gasoline, and Crowbar, Will o’ the Wisp can literally create unstoppable chain kills. Used properly during a boss fight, these chains are the number one way to clear adds late game and can heavily damage the boss too. Always go for a Will o’ the Wisp when available, just remember that (just like gasoline) this item does not immediately increase your available DPS.
Harvester’s Scythe is basically what Leeching Seed dreams to be. Instead of a measly 1 health healed per hit, Harvester’s Scythe heals 8 (+4 per stack). While the healing is significantly more powerful, Harvester’s Scythe comes at a catch: you can only heal if the attack crits. If the healing wasn’t powerful enough already, Harvester’s Scythe also comes with a commonly overlooked bonus; it provides a 5% bonus crit chance per stack. This bonus crit chance is both a slight increase to damage and survivability, but it can stack up to insane values after obtaining a few scythes. This is another example of exponential scaling, where each additional stack of scythe increases both healing and chance to heal.
There is often a debate between the placement of Harvester’s Scythe and Leeching Seed. Some may put Leeching Seed in S tier because it’s guaranteed healing but if we look at the numbers, Harvester’s Scythe is almost always superior. At a single stack with a 5% crit chance, we are healing 0.4 hp on average compared to Leeching Seed’s 1. But with a single pair of Lens-Maker Glasses this healing quickly surpasses Leeching Seed at and average of 1.2 hp per hit. Harvester’s Scythe will keep scaling as more crit is built and it will also boost damage output putting it in S Tier.
Fuel Cell was a difficult S Tier placement for me. However, I decided to place it in S tier for a few critical reasons:
- Some equipment items are absurdly powerful. Having an extra Foreign Fruit can be the difference between life or death. Being able to hold multiple charges of Royal Capacitor means you can instantly nuke dangerous blazing bosses from a safe distance.
- Fuel Cells reduce the cooldown of equipment items. This means that multiple copies of Fuel Cells stack extremely well and end up significantly reducing downtime on your equipment.
- Although equipment items scale poorly into late game due to long cooldowns, Fuel Cells is one of the few items that helps your equipment remain relevant throughout the game. I’d argue that having enough Fuel Cells is necessary, as it effectively adds an additional “skill” to your arsenal.
Not once have I ever regretted having Fuel Cells in the late game. This item is one of the best supporting items in the game and can easily carry runs when stacked high enough.
Uncommon Items: A Tier
ATG Missile is a relatively simple item that provides good single target damage. It grows by a consistent +300% damage when stacked and has a mediocre proc rate of 10%. In comparison to other uncommon items, the ATG Missile is just a solid option for bonus damage. My only complaint with this item (and the Disposable Missile Launcher) is that the missile targeting can be awful at times. But the missiles do serve their own purpose: during a boss fight they can clear out annoying lesser wisps without you ever noticing.
Hopoo Feathers are great for any situation. Mobility is one of the most important fundamentals to getting far in Risk of Rain 2. It enables you to dodge hits, kite adds during teleporter fights, and avoid taking fall damage that could be crippling. These feathers are amazing, but once you have enough midair jumps getting more just becomes redundant. Therefore they only deserve A Tier.
Leeching Seed is a consistent healing option that works on all classes. During a fight, its most important purpose is to outheal the constant chip damage so that you can remain healthy. By itself, this item will not be able to outheal spike damage, however, so make sure that you’re still dodging the right attacks. On certain classes, this item scales extremely poorly. One example would be MUL-T. Because he has a 0.4 proc coefficient on his nailgun, you would actually need 5 Leeching Seeds in order to start healing 2 health per hit (5 * 0.4 = 2).
Having more health is very nice. With the extra HP, you can heal more from a variety of sources and survive game ending hits. With each stack increasing the maximum HP that you can have by an additional 100, duplicates of Infusions can be very useful. The biggest limitation on this item is that it requires you to actually kill 100 enemies per stacks, which can make getting to the max a bit difficult if you print too many. All in all, this item is great for any class (especially the squishy ones) and can synergize wonderfully with many other items in Risk of Rain 2.
Some people would rate this item as lower tier because of the inconsistency of the effect, but killing three enemies in one second actually occurs much more often than you think. I’ve seen this item proc many times during a teleporter event and the bonus +50% movement speed and +100% attack speed is a very noticeable bump in DPS. In long teleporter events, you will eventually need to clear adds. This item will significantly boost your DPS against the boss afterwards. Even if you’re not targeting the adds, it’s not rare that one AOE ability wipes out 3 small enemies instantly. The only issue with this item is that it doesn’t scale well. Additional stacks only increase it’s duration instead of increasing attack speed or movement speed. In late game the procs should be getting more and more common anyways.
For a uncommon item, Kjaro’s Band provides an insane boost to DPS on any class. Although it has a relatively lackluster 8% proc chance, the 500% damage fire tornado is nothing to sleep on. This proc can and will chunk enemies. Having just a single copy of Kjaro’s Band is more than enough to boost on-hit DPS by a significant margin. Although it has an insane amount of damage when proceed, the biggest issue with this item is the fact that it has terrible scaling when stacked. Having additional Kjaro’s bands does not increase the low proc rate; it only increases the damage of the proc. But even if the stacking of this item isn’t as powerful as some others, the boost it grants to DPS is still strong and should not be overlooked. Plus, the tornado acts as a minor form of AOE than can be devastating if used with primordial cube.
Imagine having a extra dash on the kit of any character. Well, that’s exactly what the Wax Quail does! The Wax Quail provides a significant boost to the horizontal velocity of any character when sprint jumping. This boost can be used to kite enemies, quickly reposition, and even dodge attacks that otherwise couldn’t be avoided. Because it’s available on every sprint jump, the Wax Quail is most likely the best mobility item available in uncommon rarity. I’m always glad to get one of these (especially on classes like Artificer, Huntress, and Commando).
Uncommon Items: B Tier
Ukelele can be crazy against groups of enemies and it sports one of the best proc rates in the game (25% chance to proc on hit), but it stacks terribly. Instead of providing extra damage or proc chance per stack, each additional stack only adds more targets and range to the chain lightning. This means that getting one Ukelele is great for bonus DPS, but having multiple does a lot less for your damage. Some may argue that the increased amounts of targets is good for AOE, but there are already much better and efficient options covering that role. Overall, Ukelele earns its spot in B tier because it is a great item to have a single copy of.
Attack speed buffs are one of the strongest buffs in Risk of Rain 2, but the buffs from Predatory Instincts come at a catch. Bonus attack speed must be built up from critical hits. This item can do absolutely nothing for you if you have no crit, but it can be absolutely devastating on certain late game on-hit builds. Because it’s not that great early and has heavy reliance on other items, Predatory Instincts deserves its spot as a B on the Tier List.
Old War Stealth Kit
Old War Stealth Kit can be amazing during sticky situations as the invisibility and movement speed bonus can get you out of danger fast. This item will save your life in a pinch in the early to mid game but I’ve seen a lot of people die to burn from blazing bosses while invisible. Therefore, it deserves a B Tier because it can be useful and has a bit more impact in a fight than most players think.
Runald’s band is a great item to have a single copy of, but immediately drops off in effectiveness as multiple stacks are obtained. This is because (like Kjaro’s Band) it has a measly proc chance of 8% which does not increase when stacked. There is, however, a few significant differences between Runald’s Band and Kjaro’s band that leads to one being A Tier and the other being B Tier. While Kjaro’s Band provides 500% damage on proc (+250% per stack), Runald’s Band only provides 250% damage on proc (+125% per stack). Getting an extra 125% damage increase per stack is abysmal for an uncommon item. Additionally the ice blast slow is actually quite nice and works against all enemies, but the slow doesn’t scale with stacks. Like Ukelele, this is a good item to have a single copy of.
The slow from Chronobauble can be nice on a lot of classes, but it doesn’t stack well or provide any extra damage. Although some people don’t find this item useful at all, I believe having a single copy is great for locking down a single target during a fight. Having additional stacks only increases the time the enemy spends slowed, which isn’t very good considering a lot of other uncommon items can provide more impactful effects.
Uncommon Items: C Tier
I don’t like this item at all. It only provides a 30% bonus to movement speed (not a lot) out of combat. I would much rather have an Energy Drink over this garbage. One second you might be moving fast, but the second you step into combat you’re a sitting duck. Mercenary’s dashes will even cancel the movement speed bonus too. If possible, grab another uncommon.
Uncommon Items: Situational
Rose Buckler is one of those items that is average on all but a few classes. First of all, the bonus armor that Rose Buckler provides is limited to sprinting. Therefore classes that actually make efficient use of a sprint can also make efficient use of this item well. Rose Buckler is great on Huntress because it gives her almost 100% uptime bonus armor. Similarly, MUL-T’s transport mode also is considered a sprint, so having a Rose Buckler can increase his tankiness during a escape or when charging through a mob of enemies. I’d consider this a B Tier item on all other classes though. This decision isn’t because the bonus armor isn’t enough, but because the armor is limited to sprinting. Most people don’t die during a sprint to begin with, though having more armor during the sprint is definitely nice.
Bandolier is one of those crazy items that is exceptionally good on classes that rely on their abilities to excel. A class like Huntress needs the Bandolier in order to maintain uptime on Laser Glaive spam. A class like Mercenary can use the Bandolier to reset Eviscerate for combo chains and increased survivability. Mercenary also benefits significantly from the bonus as he is melee and picks up ammo packs instantly. The droprate of an ammo pack based on stacks of Bandolier is wrong in the ingame description. It actually scales by the equation:
Thus it is not wise to stack too many bandoliers, as the increased chance to obtain a cooldown reset becomes negligible at a certain point. Obtaining an ammo pack also comes at the requirement of defeating an enemy which makes it unwise to sacrifice damage for Bandoliers.
This item can be insane for cooldown reliant classes, but it’s relatively mediocre for other classes. The need to collect the ammo pack can put one in a dangerous position for a reward that doesn’t benefit the class as much as others. Therefore it obtains an S Tier for classes that need resets to function but gets a B Tier for classes that don’t.
It’s end. I hope “Risk of Rain 2: Uncommon Items Tier List (Green)” helps you. Feel free to contribute the topic. If you have also comments or suggestions, comment us.
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