Proc / Multi-hit
Overpowered Lamp and Lightning Orb reward frequent hits. Take the Lamp only when supported on-hit effects are already part of the route.
Compare the current Legendary item pool by immediate value, scaling, consistency and build fit. Use the table to check each effect and unlock, then open the detail page before routing a run around one item.
Overpowered Lamp is the leading proc pick when a loadout already has supported on-hit effects. Anvil, Pot, Joe's Dagger and Sucky Magnet become exceptional when the run matches their scaling condition. A lower-rarity item can still be the correct choice if it completes your build.
Need to compare Legendary picks against every rarity? Use the all-rarity Item Tier List. Need neutral effects and unlocks without ranking? Use the Items Database.
Tier measures general run value, not a mandatory pick order. The rating combines immediate impact, late-run scaling, trigger reliability, build coverage and how late the item can appear before its effect loses value.
High ceiling with reliable value in the right route.
Excellent effects with narrower build or timing requirements.
Useful when the trigger solves a specific problem.
No dependable power value for route planning.
Effects are condensed for comparison. Open the linked item guide for stacking rules, caps and full unlock instructions.
| Tier | Legendary Item | Current Effect | Unlock / Availability | Best Use & Editorial Reason |
|---|---|---|---|---|
| S | Adds an independent extra roll to supported on-hit effects. | Available by default | Multi-hit and proc engines Broad proc multiplier when the loadout already has supported on-hit effects. | |
| S | Weapon upgrade offers can gain one additional stat bonus. | Complete 3 Challenges | Weapon scaling and long runs Adds lasting value to future weapon upgrade offers when found early enough. | |
| S | Raises weapon level caps by +10 initially, with diminishing returns to a +2 minimum. | Clear every chest and pot in the first Crypt | Long, high-XP weapon runs Raises weapon level caps and has exceptional upside in long, high-XP runs. | |
| S | 1% Execute chance; each Execute grants permanent Damage. | Get 10,000 kills with Dexecutioner | Dense, extended runs Execute and permanent Damage scaling reward dense extended runs. | |
| S | Periodically pulls nearby XP shards toward the player. | Complete every Charge Shrine on a map | XP retention and stationary builds Protects XP collection and improves consistency for stationary or high-density routes. | |
| S | +15% Crit Chance; Crits can become Megacrits with 4x base Megacrit damage and stack scaling. | Available by default | Crit and Megacrit builds Adds Crit Chance and unlocks Megacrit scaling for crit-focused routes. | |
| S | Raises Tome level caps by +10 initially, with diminishing returns to a +2 minimum. | Available by default | Long Tome-scaling runs Raises Tome level caps with exceptional upside in long, high-XP runs. | |
| A | 25% on-hit chance to summon Lightning; Lightning can stun. | Get 3,000 kills with Lightning damage | Fast-hit elemental builds Adds reliable elemental procs and useful stun pressure to fast-hit loadouts. | |
| A | +100 Max HP, +50 HP Regen; healing radiates damage nearby. | Beat the first Stage Boss without taking damage | Healing and close-range defense Combines health, regeneration and healing-based area damage in one sustain pick. | |
| A | Every kill summons two homing souls. | Survive Final Swarm for 6 minutes | Swarm clear and kill chains Turns kill volume into additional homing coverage and scales with swarm density. | |
| A | Fires bursts of energy orbs at enemies; copies increase the output. | Defeat a Final Boss twice | Automatic ranged coverage Provides automatic ranged coverage without requiring a narrow weapon setup. | |
| A | Applies +4 Poison stacks and adds a 5% chance to burst stored Poison damage. | Find the Crypt secret | Poison and Amog builds A strong specialist pick for Poison stacking and burst conversion. | |
| A | +20% Lifesteal and Overheal capacity equal to 75% of Max HP. | Reach 500 Max HP | Lifesteal and sustain builds Combines strong Lifesteal with an Overheal buffer for durable sustain routes. | |
| A | 20% on-hit chance to inflict Ice damage; Ice can freeze enemies. | Available by default | Fast-hit control builds Frequent hits convert into Ice pressure and valuable crowd control. | |
| A | Attacks have a 25% chance to explode for 65% area damage. | Available by default | Multi-hit and area-clear builds Turns frequent attacks into additional area damage for dense waves. | |
| A | 2% on-hit chance to BONK for 20x damage. | Available by default | Fast-hit burst builds High hit frequency offsets its low proc rate and creates large burst spikes. | |
| B | 15% on-hit chance to summon Dragonfire; Fire damage can Burn. | Get 4,000 kills with Fire damage | Fire and proc builds Useful in Fire and frequent-hit routes but narrower than the strongest general picks. | |
| B | Lifesteal activates Bloodmark stacks and hits gain a 50% Bloodmark chance. | Reach Level 50 as Vlad | Vlad and Bloodmark builds High synergy with Bloodmark and Vlad, with limited value outside that route. | |
| B | Taking damage below 50% HP slows time and grants 2x Damage briefly. | Clear a stage with at least 2 Boss Curses | Low-HP recovery windows A conditional recovery window that depends on playing below half health. | |
| B | Fatal damage freezes time and consumes one copy. | Available by default | One-use survival insurance Powerful emergency insurance, but each copy is consumed rather than providing sustained value. | |
| B | 8% on-hit chance to create a damaging knockback blast. | Available by default | Crowd spacing and hit-rate builds Adds repeatable knockback blasts, but needs hit rate and close enemy density to shine. | |
| U | Its description says it does not seem to do anything. | Secret low-frequency drop | Do not route a build around it No dependable gameplay effect is documented for route planning. |
Overpowered Lamp and Lightning Orb reward frequent hits. Take the Lamp only when supported on-hit effects are already part of the route.
Joe's Dagger, Anvil, Pot, Sucky Magnet and Soul Harvester improve with kills, levels, XP retention or run length.
Snek supplies Poison stacks and burst potential. Dragonfire belongs to Fire routes instead of being forced into Poison.
Holy Book fits healing-heavy setups. Za Warudo is emergency insurance rather than ongoing sustain.
Bloody Cleaver is a specialist Vlad and Bloodmark choice, not a universal damage pickup.
Prefer immediate effects. Late Anvil, Pot or Joe's Dagger may not have enough time to repay the pickup.
Luck can improve rarity outcomes, but it does not guarantee a Legendary roll or a particular item. The exact chest formula is not available in published patch notes, so this page does not publish a fixed drop percentage or a minimum-Luck requirement.
Unlocking an item and seeing it during a run are separate steps. Check the item detail page for its prerequisite, then make sure it is available in your active item pool.
Overpowered Lamp is a leading proc pick when supported on-hit effects are already online. Anvil, Pot, Joe's Dagger and Sucky Magnet can be stronger in longer specialized runs.
No. Rarity affects availability, not whether an effect solves the current build's problem. A matching Epic can be more useful than an unrelated Legendary.
No. Luck can improve rarity outcomes, but it does not guarantee a Legendary or a specific item.
Its description says it does not seem to do anything, so it is not treated as dependable build power.
Use the Item Tier List to compare Legendary, Epic, Rare and Common choices together.