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Risk of Rain 2: Every Void Item and What It Does

A guide to every Risk of Rain 2 Void item, its effect, the item it corrupts, and the trade-offs that determine whether it fits your build.
Length5 min Posted Quest giverVGSources Team
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Risk of Rain 2’s Void items can reshape a build: each one replaces or corrupts applicable stacks of a related item in your inventory. They are not automatic upgrades. The choice is a trade-off between the Void item’s trigger and effect and the counterpart you give up. These are Survivors of the Void expansion items; the expansion must be enabled to use them. The list below follows the item names and mechanics available in community reference pages, but it is not a version-stamped, officially verified roster. Check the current in-game logbook for exact wording and patch-sensitive values.

How Void item corruption works

Void items are associated with counterpart items. Picking one up corrupts applicable stacks of its counterpart in your inventory, replacing them rather than simply adding a second effect. That means a pickup can change the behavior of an existing build, and the value depends on which stacks you have, your survivor, and how often the new item’s trigger can happen. The item relationships and effects below are documented in the Risk of Rain 2 community wiki’s Void Items reference; it is not an official developer source.

Every Void item and its trade-off

Void item Effect Corrupts What changes in your build
Encrusted Key Opens a hidden cache on a stage containing an item; the key is consumed when used. The community overview lists cache rarity chances of 60% / 30% / 10%, but does not establish all cache details. Rusted Key It trades the Rusted Key’s cache behavior for the Encrusted Key’s cache and item outcome. The available reference does not provide enough detail to compare the resulting item odds or all cache rules.
Lost Seer’s Lenses Each attack has a 0.5% chance per stack to instantly kill a non-boss enemy. The effect is subject to proc coefficient and luck. Lens-Maker’s Glasses You exchange critical-hit chance for a small chance of an instant kill against eligible enemies. Its value depends on attack frequency and target type.
Lysate Cell Adds one Special skill charge per stack. Its item-page text also says it reduces Special cooldown by 33%, although that detail is absent from the in-game description. Fuel Cell It shifts the benefit toward extra Special uses rather than the Fuel Cell’s equipment-focused effect. The cooldown-reduction detail should be treated cautiously because the two descriptions differ.
Needletick The overview describes a chance to apply Collapse. A surfaced item result gives 10% chance, increasing by 10 percentage points per stack, and 400% base damage; verify those values in the current logbook. Tri-Tip Dagger It replaces the counterpart’s bleed application with Collapse. Exact usefulness and scaling depend on the current item values and how reliably your build hits.
Plasma Shrimp The first stack grants shield equal to 10% of maximum health. While you have shield, hits fire a missile for 40% total damage, increasing by 40 percentage points per additional stack. AtG Missile Mk. 1 Missiles become conditional on having shield, rather than relying on the counterpart’s chance-based missile trigger. A build that frequently loses its shield may activate the effect less consistently.
Pluripotent Larva Grants a consumed extra life. When it revives you, corruptible inventory items are also corrupted. The overview reports three seconds of invulnerability after revival. Dio’s Best Friend The revival can alter multiple item stacks at once, not just replace the extra-life item. Consider what your inventory will become if the Larva triggers.
Polylute Has a 25% chance to strike one enemy repeatedly with lightning. The surfaced result lists up to three hits, plus three hits per stack. Ukulele It shifts from the counterpart’s chain-lightning coverage toward repeated strikes on one target. The difference matters when choosing between group damage and focus on a single enemy.
Safer Spaces Blocks one incoming damage instance while charged, then recharges. The surfaced page text conflicts on its base recharge: one portion says 13.5 seconds, another says 15 seconds; the page also gives a 10% reduction per stack. Tougher Times It replaces a chance-based block with a charged block. Because the published recharge figures conflict, check the current in-game logbook rather than relying on a precise cooldown here.
Singularity Band Qualifying high-damage hits create a black hole that pulls enemies together before collapsing. The overview lists a hit threshold above 400%, a 15 m radius, five seconds, and a 20-second recharge; confirm current values in the logbook. Runald’s Band and Kjaro’s Band It combines the band counterparts into crowd grouping and a delayed area effect rather than their separate damage effects. The trigger and timing make it a different encounter tool, not a universal upgrade.
Tentabauble Has a chance to root enemies on hit. The overview lists 5% chance, increasing by 5 percentage points per stack, and a one-second root duration, increasing by one second per stack; verify current scaling. Chronobauble It trades the counterpart’s slow for a chance to stop an enemy in place. Its utility depends on whether the root lands on threats that matter to your build.
Voidsent Flame Hitting an enemy at full health triggers an area lava pillar. The surfaced values list a 12 m base radius and 260% damage, increasing by 156 percentage points per additional stack. Will-o’-the-wisp The trigger changes from kills to hits against full-health targets. That can make it useful for opening a fight, but its trigger is less suited to damage dealt after enemies have already lost health.
Weeping Fungus Heals you for 2% of maximum health per second while sprinting, increasing by 2 percentage points per stack. Bustling Fungus It exchanges stationary healing for nearby allies for personal healing while sprinting. It favors mobile play over a team healing zone.
Newly Hatched Zoea The overview says it periodically recruits Void allies: one random ally every 60 seconds, with the interval halved per stack. The listed ally capacity is one plus one per stack. No dedicated item-page detail was surfaced for these figures. Yellow / boss items It trades yellow-item stacks for periodic allied units. Because the available detail comes from an overview result rather than a dedicated item page, confirm the current name, effect, and corruption scope in the logbook.

How to decide whether a Void item is worth taking

  • Check what it corrupts first. Count the counterpart stacks you will lose; the cost can be larger than the single pickup suggests.
  • Match the trigger to your build. Plasma Shrimp depends on having shield, Weeping Fungus on sprinting, Voidsent Flame on hitting full-health targets, and Lost Seer’s Lenses on attack rolls against non-boss enemies.
  • Consider the encounter pattern. Polylute focuses repeated strikes on one target, while Singularity Band groups enemies for an area effect. Similar-looking damage effects can serve different situations.
  • Account for the survivor and skill kit. Extra Special charges from Lysate Cell, personal sprint healing, and item triggers may be more or less valuable depending on how you play that survivor.
  • Use the current logbook for exact values. Some surfaced values conflict or are not confirmed in a dedicated item page, especially Safer Spaces’ recharge and the scaling listed for several items.
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Why “better” depends on the build

There is no reliable blanket ranking of a Void item against its counterpart based on these descriptions alone. A conditional effect may outperform a chance-based one for a build that reliably meets its trigger, while another build may value the counterpart’s behavior more. Compare the trigger, targets affected, reliability, and stacks lost; the descriptions establish trade-offs, not a universal winner.

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