Helfire Tincture

From Risk of Rain 2 Wiki
Jump to: navigation, search
Helfire Tincture
Helfire Tincture.png
Burn everything nearby... including you and allies.
Ignite ALL characters within 15m for 12s. Deal 5% of your maximum health/second as burning to yourself. The burn is 0.5x stronger on allies, and 24x stronger on enemies.
Rarity Lunar Equipment
Cooldown 45s
Amount needed for permanent effect
5 Gesture of the Drowned.pngGesturesBgLunar.pngGesture of the Drowned.pngDramatically reduce Equipment cooldown... BUT it automatically activates.
Reduce Equipment cooldown by 50% (+15% per stack). Forces your Equipment to activate whenever it is off cooldown.
9 Fuel Cell.pngFuel CellsBgUncommon.pngFuel Cell.pngHold an additional equipment charge. Reduce equipment cooldown.
Hold an additional equipment charge (+1 per stack). Reduce equipment cooldown by 15% (+15% per stack).
Unlock Multikill!

The Helfire Tincture is a new equipment in Risk of Rain 2.

Helfire Tincture ticks 5 times per second, dealing 1% max health per tick in damage to yourself, or 24% max health per tick in damage to your enemies. This means that Helfire Tincture deals damage equal to 120% of your max health per second to enemies.

Item Effects[edit | edit source]

Beneficial[edit | edit source]

  • Tougher Times.pngTougher TimesBgCommon.pngTougher Times.pngChance to block incoming damage.
    15% (+15% per stack) chance to block incoming damage. Unaffected by luck.
    will block damage ticks.
  • Repulsion Armor Plate.pngRepulsion Armor PlateBgCommon.pngRepulsion Armor Plate.pngReceive flat damage reduction from all attacks.
    Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1.
    does reduce damage, and because it ticks extremely fast for low amounts its easy reduce burning damage taken to 1. Highly efficient mitigation.
  • Focus Crystal.pngFocus CrystalBgCommon.pngFocus Crystal.pngDeal bonus damage to nearby enemies.
    Increase damage to enemies within 13m by 15% (+15% per stack).
    does increase burn damage against enemies, however its range is slightly smaller than the burn range so you will need to get closer.
  • Razorwire.pngRazorwireBgUncommon.pngRazorwire.pngRetaliate in a burst of razors on taking damage.
    Getting hit causes you to explode in a burst of razors, dealing 160% damage. Hits up to 5 (+2 per stack) targets in a 25m (+10m per stack) radius
    will proc per burning tick, causing the resulting razor shots to trigger on-hit effects like Leeching Seed.pngLeeching SeedBgUncommon.pngLeeching Seed.pngDealing damage heals you.
    Dealing damage heals you for 1 (+1 per stack) health.
    or Harvester's Scythe.pngHarvester's ScytheBgUncommon.pngHarvester's Scythe.png'Critical Strikes' heal you.
    Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health.
  • Stacking Tougher Times will prevent Razorwire from firing, so a delicate balance will be needed in your ratio of bears to razorwire to life leech if you go this method of sustain.
  • Titanic Knurl.pngTitanic KnurlBgBoss.pngTitanic Knurl.pngBoosts health and regeneration.
    Increase maximum health by 40 (+40 per stack) and base health regeneration by +1.6 hp/s (+1.6 hp/s per stack).
    and Infusion.pngInfusionBgUncommon.pngInfusion.pngKilling an enemy permanently increases your health, up to 100.
    Killing an enemy increases your health permanently by 1 (+1 per stack), up to a maximum of 100 (+100 per stack) health.
    greatly increase your damage while simultaneously increasing survivability.
  • The more infusions you take, the more Repulsion Armor Plates you will need.
  • A single Fresh Meat.pngFresh MeatBgCommon.pngFresh Meat.pngRegenerate health after killing an enemy.
    Increases base health regeneration by +2 hp/s for 3s (+3s per stack) after killing an enemy.
    helps mitigate during combat, more only increasing the duration between enemies.
  • Mired Urn.pngMired UrnBgBoss.pngMired Urn.pngSiphon health from nearby characters while in combat.
    While in combat, the nearest 1 (+1 per stack) characters to you within 13m will be 'tethered' to you, dealing 100% damage per second, applying tar, and healing you for 100% of the damage dealt.
    will also sustain greatly during combat, and you aren't going to be close to your friends anyway with Helfire Tincture active.
  • Aegis.pngAegisBgLegendary.pngAegis.pngHealing past full grants you a temporary barrier.
    Healing past full grants you a temporary barrier for 50% (+50% per stack) of the amount you healed.
    alongside Monster Tooth.pngMonster ToothBgCommon.pngMonster Tooth.pngDrop a healing orb on kill.
    Killing an enemy spawns a healing orb that heals for 8 plus an additional 2% (+2% per stack) of maximum health.
    will add a considerable amount of barrier late-game when your max HP is higher.
  • All of the above are greatly enhanced by the Rejuvenation Rack.pngRejuvenation RackBgLegendary.pngRejuvenation Rack.pngDouble the strength of healing.
    Heal +100% (+100% per stack) more.

Detrimental or useless[edit | edit source]

  • Medkit.pngMedkitBgCommon.pngMedkit.pngReceive a delayed heal after taking damage.
    2 seconds after getting hurt, heal for 20 plus an additional 5% (+5% per stack) of maximum health.
    is useless because of the frequent burn ticks unless you get an extremely lucky long string of BLOCKED procs.
  • The barrier from Topaz Brooch.pngTopaz BroochBgCommon.pngTopaz Brooch.pngGain a temporary barrier on kill.
    Gain a temporary barrier on kill for 15 health (+15 per stack).
    is consumed almost instantly, and later on the stack requirement gets too high to be sustainable.
  • Personal Shield Generator.pngPersonal Shield GeneratorBgCommon.pngPersonal Shield Generator.pngGain a recharging shield.
    Gain a shield equal to 8% (+8% per stack) of your maximum health. Recharges outside of danger.
    and all shield effects DO NOT increase damage.
  • Cautious Slug.pngCautious SlugBgCommon.pngCautious Slug.pngRapidly heal outside of danger.
    Increases base health regeneration by +3 hp/s (+3 hp/s per stack) while outside of combat.
    will effectively never activate because you are constantly taking damage.
  • Rose Buckler.pngRose BucklerBgUncommon.pngRose Buckler.pngReduce incoming damage while sprinting.
    Increase armor by 30 (+30 per stack) while sprinting.
    can reduce the incoming burn damage, but the effect is considerably smaller than a single Repulsion Armor Plate. The armor granted is still useful for approaching enemies.
  • Shaped Glass.pngShaped GlassBgLunar.pngShaped Glass.pngDouble your damage... BUT halve your health.
    Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack).
    should be avoided as the damage from this item is based on max health, not base damage, so glass will halve the damage that Helfire Tincure deals.
  • Transcendence.pngTranscendenceBgLunar.pngTranscendence.pngConvert all your health into shield. Increase maximum health.
    Convert all but 1 health into regenerating shields. Gain 50% (+25% per stack) maximum health.
    will make your damage negligible, as your max health is set to 1.

Notes[edit | edit source]

  • Correction: The in-game description of 8m radius is incorrect, and the description does not specify the duration
  • Survivors with a natural Armor bonus will take less damage from Helfire Tincture.

Lore[edit | edit source]

====   MyBabel Machine Translator   ====
====     [Version ]   ======
Training… <100000000 cycles>
Training… <1453461 cycles>
Display result? Y/N
[Grix] ignites. We measure the time. 

Too ordered. Composition is settling - I scrape the mixture from the bottom.  
[Ouju] ignites. We measure the time.

Too smooth. Ratio can be greater. I flatten the mixture. Black ichor of [Ouju] begins to pool around my feet. 
[Rhisko] ignites. I measure the time.

I increase the ratio of Tetrafoil. I saturate the mixture. Ichor floods the chamber. Ash flutters in the air before settling on the floor.
I ignite. <He> measures my time.