The Toxic Truth: Acrid Item Tier List For Risk Of Rain 2 (2025 Update)
Acrid's Vicious Profile and Core Mechanics
Acrid is the tenth survivor in *Risk of Rain 2*, a powerful hybrid melee/ranged character who excels at crowd control and boss damage through his signature debuff.- Name: Acrid (The Vicious)
- Class: Hybrid (Melee/Ranged DoT)
- Passive: Poison (Default) - Deals 1% of the enemy's maximum health per second, but cannot reduce health below 1. Blight (Alternate) - Deals flat damage over time and *can* kill, but scales poorly on bosses.
- Primary Skill: Vicious Wounds (Default) / Neurotoxin (Alternate)
- Secondary Skill: Neurotoxin (Default) / Vicious Wounds (Alternate)
- Utility Skill: Caustic Leap (High-damage, high-mobility jump)
- Special Skill: Epidemic (Spreads to nearby enemies, applying Poison/Blight)
- Core Strategy: Apply Poison to everything, then use proc-chain or flat-damage items to finish the remaining 1 HP.
S-Tier: The Essential 'Poison and Finish' Items
These items are absolutely non-negotiable for a successful Acrid run. They either dramatically increase his mobility, which is his primary defense, or directly solve the "cannot kill" problem of his Poison.Old Guillotine (Legendary - Red Item)
This is arguably Acrid’s single most important item. The Old Guillotine causes elites to instantly die when their health drops below 13%. Since Poison leaves all enemies (including elites and bosses) at 1 HP, a single stack of Old Guillotine essentially turns Acrid’s Poison into a lethal weapon against the most dangerous foes. Stacking this item isn't necessary, but a single one is a run-defining pickup.
Gasoline (Uncommon - Green Item)
Gasoline is the ultimate crowd control finisher. When an enemy dies, it explodes, igniting nearby enemies. Since Acrid’s Poison leaves every enemy at 1 HP, a single melee attack or proc-chain hit on one enemy will secure the kill, triggering the Gasoline explosion. This chain reaction instantly finishes off all other poisoned enemies in the vicinity, clearing entire swarms in seconds.
Paul's Goat Hoof & Energy Drink (Common - White Items)
Acrid’s primary defense is his mobility, often referred to as the "Komodo Dragon Game"—Poison and Run. Both Paul's Goat Hoof (movement speed) and Energy Drink (sprint speed) are critical for his survival. High movement speed allows him to kite enemies while his DoT works, and it also significantly boosts the utility and damage of his *Caustic Leap* (which scales with movement speed).
Backup Magazine (Common - White Item)
Extra charges for *Caustic Leap* or *Epidemic* are invaluable. More leaps mean more damage, more mobility, and more chances to escape danger. More *Epidemic* means faster and wider Poison spread, especially useful for clearing early stages.
A-Tier: Proc-Chain and Damage Multiplier Synergies
These items don't directly solve the Poison problem, but they drastically increase Acrid's damage output, survivability, and the efficiency of his 'Finish' items.Tri-Tip Dagger / Shatterspleen (Common/Legendary)
Acrid's primary attack, *Vicious Wounds*, has a high proc coefficient. Items that trigger on-hit, like the Tri-Tip Dagger (Bleed) or Shatterspleen (Aoe Bleed), are fantastic. The Bleed effect from these items is a consistent source of flat damage that *can* secure the kill on 1 HP enemies, making them a secondary finisher to Gasoline.
Brainstalks (Legendary - Red Item)
The Brainstalks item is a powerhouse for Acrid. Killing an elite instantly resets all your skill cooldowns. Since Acrid’s Poison makes killing elites trivial (with an Old Guillotine), you can spam *Caustic Leap* and *Epidemic* almost indefinitely, turning him into a hyper-mobile, CC-spamming menace. This synergy is a game-changer for late-game scaling.
Armor-Piercing Rounds (Common - White Item)
While Poison's damage is based on max HP, Acrid still benefits from flat damage against bosses and elites. Armor-Piercing Rounds provide a 20% damage boost against bosses, which is crucial for speeding up the final phase of a fight after the Poison has done its max-HP melting work.
Delicate Watch (Lunar - Yellow Item)
A high-risk, high-reward item. Delicate Watch provides a massive 20% damage boost. While it breaks after taking too much damage, Acrid's high-mobility playstyle (Poison and Run) makes him one of the best survivors to safely utilize this item for massive early-game power.
B-Tier and C-Tier: Good Utility and Situational Picks
These items are solid pickups that improve survivability or utility but are not core to the Acrid strategy.B-Tier: Strong Utility
- Squid Polyp: Summons a turret on kill. Excellent synergy with Gasoline, as the chain reaction of kills will flood the area with turrets, providing a massive temporary damage boost.
- Infusion: Permanent health increase on kill. Acrid is often in melee range, making the extra survivability valuable, especially in the early game.
- Aegis (Legendary): Converts healing into a temporary barrier. Synergizes well with items like Harvester's Scythe or Leeching Seed, turning Acrid's high-damage output into a powerful defensive layer.
C-Tier: Situational & Loadout Dependent
- Vision of Heresy (Lunar): Replaces *Neurotoxin* with a ranged projectile. This is a situational pick for players who prefer a purely ranged Acrid build, allowing him to stay out of danger entirely.
- Strides of Heresy (Lunar): Replaces *Caustic Leap* with a healing invulnerability ability. Good for a pure tank/utility Acrid, but it sacrifices his crucial mobility and primary burst damage source.
- Crowbar: Deals extra damage to full-health enemies. Useful for the first hit of a fight, but quickly loses value once Poison is applied and the enemy is at 1 HP.
The Ultimate Acrid Build Strategy for 2025
The current meta for Acrid is all about optimization and speed. Forget trying to stack every damage item; focus on the core 'Poison and Finish' loop.Early Game (Stages 1-3): Prioritize movement speed (Goat Hoof, Energy Drink) and utility (Backup Mag). Your goal is to apply *Epidemic* to every enemy and kite them until they are at 1 HP, then use a quick melee attack to secure the kill and trigger Gasoline. This is the fastest way to clear early stages.
Mid Game (Stages 4-6): Secure your finishers. You must find at least one Old Guillotine before the first teleporter boss on Stage 5 (the "Commencement" stage) to ensure you can kill the final boss. Look for Gasoline and Tri-Tip Daggers to make mob clear instantaneous.
Late Game (Looping): Focus on scaling. Brainstalks becomes your new S-Tier item, enabling infinite skill usage. Stack items that improve proc-chains (Ukulele, Will-o'-the-wisp) and survivability (Aegis, Rejuvenation Rack). At this point, your Poison is melting all health, and your finishers are simply securing the kill, allowing you to focus on mobility and skill spamming for maximum fun.
By focusing your item pickups on these specific synergies, you transform Acrid from a decent character into a legendary survivor capable of soloing the highest difficulties in *Risk of Rain 2*. The key is never to forget the central flaw—his Poison cannot kill—and build your entire run around compensating for it.
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