in ball x pitSelect your character, special ball, and passive. You might think that the first two are the most important choices in the game. And you won't be wrong. However, having poor passives for your build can be the difference between making it to the end or losing a run.
As well as unique balls, when used together, you can evolve certain passives. But we have a mix of early, mid and late game passives that you can get and perform well. Our picks for the best passives in Ball x Pit.
midnight oil
- effect: Balls that hit a burning enemy ignite and deal 10-20 additional fire damage on their next hit.
You can do this with any character and a little bit of luck, but I chose to do this because Itchy Finger is one of the best characters in the entire game and this passive goes with them like jam and cheese. Stretch your baby doll with other passivesAnd you can choose from a variety of fireballs that deal bonus damage.
hand mirror
- effect: When a projectile hits you, it has a 50% chance to reflect and deal 20-40 damage if it hits an enemy.
This passive is somewhat useless at the first level, but as you progress you will find it incredibly powerful. This is especially true in The Heavenly x Gates, where arrows fly everywhere. – Damn those blue homing bastards! If you don't get armor or anything that protects you from projectiles, this is a good replacement.
magic wand
- effect: Increases Area of Effect damage (e.g. Earthquake, Laser, Lightning) by 20%.
This applies to almost all characters, and balls like Laser (or better Holy Laser) are amazing. However, the Magic Staff is also here because it helps some of the best characters in the game. Makeshift Sisyphus. This is exactly what they need.
pressure valve
- effect: When an enemy dies, it explodes, dealing 20-30 damage to adjacent enemies.
There's nothing too unusual about this passive. Destroys enemies and deals damage to nearby enemies. When mixed with a ball that delivers an AoE attack, its reach can cover large groups of enemies. This deal is Heavy damage to many enemies per hit.
war horn
- effect: All Baby Balls deal 20% more damage.
If you're using the Baby Ball build, you should have the War Horn.. It doesn't matter how many baby balls you have. (The more the merrier.) As long as you have a starting number and a different passive (like the one in this guide), you have a good tool apart from the special balls.
slingshot
- effect: When picking up a gem, there is a 25% chance to launch a baby ball.
If you look at the initial passive, it is simple yet powerful. You will have dozens and dozens of gems to choose from each time.Having an extra ball is rarely a bad thing. Upgrade this passive to make baby balls a more guaranteed reality.
Deadeye's Cross
- effect: Increases critical hit chance to 60%.
The only bad part of Deadeye's Cross is making it.: You must find all 4 daggers in the game and level up. It gets a little easier if you can exile the passive and reroll for free, but it will take some time. Fortunately, all your efforts will be rewarded. Critical hit chance starts at 60%. And you can improve it further. This is a required passive.
Soul Reaper
- effect: You are healed by 1 each time you kill an enemy, and can heal beyond your maximum health with 30 efficiency.
Another combination to request Fully level up the Vampiric Sword and Everflowing Globet.. It's much easier to get than Deadeye's Cross, can heal, and has (at least) 30% extra health so you can move through most levels.
rubber headband
- effect: The ball starts at 70% speed, but increases by 20% with each bounce (up to 200%).
granted, Speed reduction is not a small thingAnd getting this item in the early stages when you have little balls can really hurt your run. But once you get over that and add some good characters to the mix (The Shieldbearer, The Repentant, The Juggler, etc.) you'll have a killer passive. Increase a lot of damage.