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  3. BALL x PIT>
  4. Passives

All 54 Passives and What They Do in BALL x PIT

Updated on November 1, 2026 (3 days ago)

In BALL x PIT, a run is built from three main choices: your character, the balls that bounce around the arena and hit enemies, and your passives. Passives are upgrades you collect during a run, and they keep working until that run ends. Each one adds a lasting bonus, like stronger attacks, healing, or allies that fight on your side. A weak passive for your build can be the difference between finishing a run and losing it, so they matter more than they might seem.

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Passive

Items

54 items

Archer's Effigy

Adds an allied stone archer at regular row intervals.

Effect
Every 7–12 rows, spawn a stone archer with 160 health. It is immune to ball damage and shoots arrows that deal 10–20 damage.
Appears When
-
Unlock
Clear The SNOWYxSHORES.

Artificial Heart

Makes friendly pieces tougher.

Effect
Friendly pieces gain 100% more health.
Appears When
Have at least one other passive that creates friendly pieces, such as Archer's Effigy.
Unlock
Available by default.

Baby Rattle

Fires more baby balls at the cost of aim.

Effect
Gain 1.5× as many baby balls, but your aim becomes scattered.
Appears When
-
Unlock
Available by default.

Bandage Roll

Fires baby balls whenever you recover health.

Effect
Shoot 1–2 baby balls each time you are healed.
Appears When
-
Unlock
Available by default.

Bottled Tornado

Adds random baby-ball shots when you catch a special ball.

Effect
When you catch a special ball, automatically shoot 1–3 baby balls in random directions.
Appears When
-
Unlock
Available by default.

Breastplate

Reduces incoming damage.

Effect
Decrease damage taken by 10%.
Appears When
-
Unlock
Available by default.

Crown of Thorns

Strikes nearby enemies when you take a close-range hit.

Effect
Destroy the two nearest enemies when you are hit at close range.
Appears When
-
Unlock
Available by default.

Cursed Elixir

Can turn a poisoned enemy into an allied zombie.

Effect
When a poisoned enemy dies, it has a 10% chance to return as a 240-health zombie that fights other enemies.
Appears When
Have a ball that applies Poison.
Unlock
Clear The BONExYARD.

Deadeye's Amulet

Adds extra damage to critical hits.

Effect
Critical hits deal 10–15 bonus damage.
Appears When
-
Unlock
Clear The LIMINALxDESERT.

Diamond Hilted Dagger

Improves critical hits against enemies in front of you.

Effect
Hitting an enemy from the front gives a 20% critical-hit chance.
Appears When
-
Unlock
Available by default.

Dynamite

Adds explosive enemies at regular row intervals.

Effect
Every 5–10 rows, an enemy appears with dynamite attached. Killing that enemy deals 200–500 damage to nearby enemies.
Appears When
-
Unlock
Clear The SMOLDERINGxDEPTHS.

Emerald Hilted Dagger

Improves critical hits against enemies on their right.

Effect
Hitting an enemy on its right side gives a 20% critical-hit chance.
Appears When
-
Unlock
Available by default.

Ethereal Cloak

Lets balls pierce enemies for bonus damage.

Effect
Balls pass through enemies and deal 25% bonus damage until they hit the back of the field.
Appears When
-
Unlock
Available by default.

Everflowing Goblet

Lets healing fill some health beyond your maximum.

Effect
You can heal past your maximum health at 20% efficiency.
Appears When
-
Unlock
Available by default.

Eye of the Beholder

Gives you a chance to dodge incoming attacks.

Effect
You have a 10% chance to dodge incoming attacks.
Appears When
-
Unlock
Available by default.

Fleet Feet

Speeds up movement and removes the shooting slowdown.

Effect
Increase movement speed by 10% and move at full speed while shooting.
Appears When
-
Unlock
Available by default.

Frozen Spike

Makes frozen enemies damage nearby enemies.

Effect
When an enemy is frozen, it emits a chill that deals 10–20 damage to nearby enemies.
Appears When
Have a ball that applies Freeze.
Unlock
Available by default.

Gemspring

Adds a gem source that drops more XP gems as it is hit.

Effect
Every 7–11 rows, a Gemspring appears. Damaging it drops an increasing number of XP gems.
Appears When
-
Unlock
Clear The SMOLDERINGxDEPTHS.

Ghostly Corset

Rewards side hits while balls pass through enemies.

Effect
Balls pass through enemies and deal 20% bonus damage when they hit from the side.
Appears When
-
Unlock
Clear The HEAVENLYxGATES.

Ghostly Shield

Lets balls pass through allies and restore their health.

Effect
Balls pass through allies and heal them for 2 health.
Appears When
Have at least one other passive that creates allies, such as Archer's Effigy.
Unlock
Clear The HEAVENLYxGATES.

Golden Bull

Adds an advancing ally that earns gold and blocks enemies.

Effect
Every 7–11 rows, spawn a golden bull with 400 health. It accrues 10 gold per minute, moves up the field, and blocks and attacks enemies.
Appears When
-
Unlock
Clear The SNOWYxSHORES.

Hand Fan

Slows enemies lined up with you.

Effect
Slow enemies in the same column as you by 50%.
Appears When
-
Unlock
Clear The GORYxGRASSLANDS.

Hand Mirror

Can reflect projectiles back at enemies.

Effect
Enemy projectiles have a 50% chance to reflect when they hit you; reflected shots deal 20–40 damage if they hit an enemy.
Appears When
-
Unlock
Clear The GORYxGRASSLANDS.

Healer's Effigy

Adds an advancing ally that heals you over time.

Effect
Every 7–12 rows, spawn a stone healer with 100 health. It heals you for 10 health per minute while active, moves up the field, and blocks and attacks enemies. It is immune to ball damage.
Appears When
-
Unlock
Clear The SNOWYxSHORES.

Hourglass

Front-loads ball damage and loses power with each bounce.

Effect
Balls deal 150% damage, but their damage drops by 30% with each bounce, to a minimum of 50%.
Appears When
-
Unlock
Available by default.

Iron Onesie

Scales ball damage with the number of baby balls in play.

Effect
Balls deal 0.5% more damage for each baby ball on the field.
Appears When
-
Unlock
Available by default.

Kiss of Death

Can kill enemies when their Charm effect ends.

Effect
Charmed enemies have a 10% chance of dying when Charm wears off.
Appears When
Have a ball that applies Charm.
Unlock
Available by default.

Lover's Quiver

Can turn incoming projectiles into healing.

Effect
Enemy projectiles have a 40% chance to heal you for 1 health instead of hurting you.
Appears When
-
Unlock
Clear The GORYxGRASSLANDS.

Magic Staff

Boosts damage from area attacks.

Effect
Increase area-of-effect damage, such as Earthquake, Laser, and Lightning, by 20%.
Appears When
-
Unlock
Available by default.

Magnet

Extends item pickup and ball catch range.

Effect
Increase the range for picking up items and catching balls by 1 tile.
Appears When
-
Unlock
Available by default.

Midnight Oil

Adds fire damage to a ball after it hits a burning enemy.

Effect
Balls that hit burning enemies catch fire and deal 10–20 bonus fire damage on their next hit.
Appears When
Have a ball that applies Burn.
Unlock
Available by default.

Platinum Dumbbell

Keeps a damage bonus on balls until they hit the back wall.

Effect
Balls deal 12% bonus damage until they hit the back of the field.
Appears When
-
Unlock
-

Pressure Valve

Makes defeated enemies damage nearby enemies.

Effect
Defeated enemies explode, dealing 20–30 damage to adjacent enemies.
Appears When
-
Unlock
Clear The BONExYARD.

Protective Charm

Blocks one hit and recharges over time.

Effect
Gain a shield that blocks the next damage you take. It recharges after 60 seconds.
Appears When
-
Unlock
Clear The FUNGALxFOREST.

Radiant Feather

Speeds up launched balls but pushes you back when shooting.

Effect
Increase ball launch speed by 20%, but you are knocked back slightly each time you shoot.
Appears When
-
Unlock
Available by default.

Reacher's Spear

Improves critical hits against enemies in your column.

Effect
Hitting an enemy in the same column as you gives a 20% critical-hit chance.
Appears When
-
Unlock
Available by default.

Rubber Headband

Trades slower launches for faster ball speed after each bounce.

Effect
Balls start at 70% speed and gain 20% speed with each bounce, up to 200%.
Appears When
-
Unlock
Available by default.

Ruby Hilted Dagger

Improves critical hits against enemies from behind.

Effect
Hitting an enemy from behind gives a 15% critical-hit chance.
Appears When
-
Unlock
Available by default.

Sapphire Hilted Dagger

Improves critical hits against enemies on their left.

Effect
Hitting an enemy on its left side gives a 30% critical-hit chance.
Appears When
-
Unlock
Available by default.

Shortbow

Increases firing rate.

Effect
Increase firing rate by 15%.
Appears When
-
Unlock
Available by default.

Silver Blindfold

Improves critical hits against blinded enemies.

Effect
Hitting a blinded enemy gives a 20% critical-hit chance.
Appears When
-
Unlock
Clear The LIMINALxDESERT.

Silver Bullet

Adds ball damage until a wall bounce.

Effect
Balls deal 20% bonus damage until they hit a wall.
Appears When
-
Unlock
Available by default.

Slingshot

Can fire a baby ball when you collect a gem.

Effect
You have a 25% chance to launch a baby ball when picking up a gem.
Appears When
-
Unlock
Available by default.

Spiked Collar

Damages enemies the first time they get close.

Effect
Deal 30–50 damage to enemies the first time you enter their melee range.
Appears When
-
Unlock
Clear The FUNGALxFOREST.

Stone Effigy

Adds an advancing stone ally that blocks and attacks enemies.

Effect
Every 7–12 rows, spawn a stone soldier with 200 health. It moves up the field, blocks and attacks enemies, and is immune to ball damage.
Appears When
-
Unlock
Available by default.

Sword Breaker

Trades lower starting damage for more damage as enemies fill the field.

Effect
Balls deal 40% less damage, but gain 1% damage for each enemy on the field.
Appears When
-
Unlock
-

Traitor's Cowl

Lets your balls heal you when they hit stone allies.

Effect
Stone allies can be damaged by your balls, but each hit restores 2 health to you.
Appears When
Have at least one other passive that creates stone allies, such as Archer's Effigy.
Unlock
Clear The HEAVENLYxGATES.

Turret

Adds a small turret that fires baby balls.

Effect
Float around the player and shoot a baby ball at an enemy every 2 seconds.
Appears When
-
Unlock
Available by default.

Upturned Hatchet

Rewards balls that reach the back of the field.

Effect
Balls deal 20% less damage until they hit the back of the field, then deal 80% bonus damage.
Appears When
-
Unlock
Available by default.

Vampiric Sword

Trades health on each shot for health on kills.

Effect
Each kill restores 5 health, but every ball you shoot costs 2 health.
Appears When
-
Unlock
Clear The LIMINALxDESERT.

Voodoo Doll

Can kill cursed enemies.

Effect
Cursed enemies have a 10% chance to die.
Appears When
Have a ball that applies Curse.
Unlock
Clear The BONExYARD.

Wagon Wheel

Builds extra damage after each wall bounce.

Effect
Each time a ball hits a wall, it deals 30% extra damage on its next hit.
Appears When
-
Unlock
Clear The SMOLDERINGxDEPTHS.

War Horn

Boosts baby-ball damage.

Effect
Baby balls deal 20% more damage.
Appears When
-
Unlock
Available by default.

Wretched Onion

Damages nearby enemies over time.

Effect
Deal 6–12 damage per second to enemies within 2 tiles.
Appears When
-
Unlock
Clear The FUNGALxFOREST.

How Passives Work in BALL x PIT

Passives sit in a limited number of slots, and you need an open one before you can take a new passive. That limit is what makes each choice matter. When your slots are full, you have to decide what to keep, and a passive that helped early may not be worth its slot later.

Passives affect different things. Some change your balls, like adding extra baby balls or letting balls pierce through enemies. Others protect you, such as lowering the damage you take or healing you after kills. Each passive can be leveled up to level 3, so a passive you keep can keep getting stronger.

Characters can change how many passives you can carry. The Hoary Hoarder, for example, runs only two ball slots, but every leftover equipment slot becomes a passive slot. That roughly doubles its passive capacity, so the character trades ball space for more passives.

How to Get Passives During a Run

You're offered passives when you level up, but the options are random and can include ball upgrades too, so the one you want won't always show up. Knowing which passives fit your build before the choice comes up helps you pick well.

Not every passive is available right away. Many appear from the first map, but others only start showing up after you clear certain maps, so your options grow as you progress. Some also need a particular kind of ball before they'll appear.

Shops are another place to look, and rerolling the shop with spare gold gives you a fresh set of choices when you're hunting for one passive in particular.

How Passive Evolutions Work

Passive evolutions combine two passives into a stronger version. You need the right pair in your inventory, both at level 3, and you combine them at the Fusion Reactor. Most evolutions use two passives, but Deadeye's Cross is the exception and needs all four elemental hilted daggers: Diamond, Emerald, Ruby, and Sapphire.

The pieces in each pair usually share a theme, which makes them easier to plan for. Cornucopia, for example, comes from Baby Rattle and War Horn, and both boost baby balls. Some evolutions, like Soul Reaver, are strong enough to carry much of a run, so it's worth holding onto the pieces you'll need.

Which Passives Are Best in BALL x PIT

There isn't one best passive, because the right pick depends on your balls and your character. War Horn adds 20% damage to baby balls, which makes it a must-have for baby ball builds and useless outside them. Some passives suit specific characters too. Midnight Oil pairs well with The Itchy Finger, and Healer's Effigy is a must-have for fragile characters.

A few passives stay strong across most builds. Deadeye's Cross raises your critical-hit chance to 60%, and the work it takes to build is its only real downside. Pair it with Gracious Impaler and you get Deadeye's Impaler, which makes critical hits instantly kill non-boss enemies. Phantom Regalia lets balls pass through enemies, so it keeps hitting targets in crowded waves.

Early in a run, Slingshot is a good pick. You collect dozens of gems in the first maps, and each one has a chance to launch a baby ball.

FAQ

Q.

Why isn't a certain passive showing up for me?

Check what you've unlocked first. Golden Bull only appears after you clear The SNOWYxSHORES, and Protective Charm needs The FUNGALxFOREST. Some passives also need something already in your run. Artificial Heart needs a passive that spawns allies, Midnight Oil needs a ball that burns enemies, and Cursed Elixir needs a poison ball.

Q.

Which passives are worth keeping late in a run?

Effigies are the clearest case of a passive that fades. Stone Effigy and Archer's Effigy help early, but they become too slow in the middle and late stages. Breastplate's damage reduction also stops keeping up later in a run. Grotesque Artillery holds up better. It comes from Turret and Hand Fan, and it adds an orbiting turret that fires a random level 1 special ball every 8 seconds, so it keeps attacking on its own.

Q.

Where do I find the ingredients for a passive evolution?

Some ingredients only appear deeper into the pit, so you may not see them on your first few maps. Keep the half of a pair you already have, as long as you have a free slot, so you're ready when the other piece shows up.

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  • Special BallsBALL x PIT special balls explained: where to get them, how to evolve them at the Fusion Reactor, and which evolved balls build on each other in a run.
  • CharactersBALL x PIT characters explained: how each one plays, how to unlock them through base building, how to bring two into a run, and which are strongest.
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