Learn about all the Passives in Ball x Pit! Discover Base Passives, Evolved Passives, and how to unlock and upgrade them to dominate your runs.
Alright, let's talk about Passives in Ball x Pit. These are like special boosts you can get during a run, and they can really change how you play. You can level them up to 3 times, and some of them can even be evolved using the Fusion Reactor, kind of like your balls, but you can't actually fuse the passives themselves. The game gives you a few to start with, and you'll unlock more as you get further into the levels. There are two main types of Passives: Base Passives and Evolved Passives. ### Base Passives These are the ones you'll see offered to you when you level up, assuming you have an open passive slot and have them unlocked. Some of these can even be combined to make those Evolved Passives we just mentioned. There are a whopping 51 Base Passives in the game right now! Most of the time, you just need a free slot to pick one up. However, some passives have extra conditions. For example, if a passive is tied to a specific status effect, you'll need to have a ball that can actually apply that status effect to enemies first. Keep an eye out, as the community is still figuring out all the requirements for some of these. Here's a look at some of the Base Passives: | Icon | Name | Description | Requirement | |---|---|---|---| | | Archer's Effigy | Every 7-12 rows, spawn a stone archer with 160 health on your side. Stone archers are immune to ball damage and shoot arrows at enemies, dealing 10-20 each | N/A | | | Artificial Heart | Friendly pieces gain 100% more health | The player needs to have at least one other passive that gives them "friendly pieces" (e.g. Archer's Effigy) | | | Baby Rattle | Gain 1.5x baby balls, but your aim becomes scattered | N/A | | | Bandage Roll | Shoot 1-2 baby balls each time you're healed | N/A | | | Bottled Tornado | When you catch a special ball, automatically shoot 1-3 new baby balls in random directions | N/A | | | Breastplate | Decrease damage taken by 10% | N/A | | | Crown of Thorns | Destroy the 2 nearest enemies when you are hit from close range | N/A | | | Cursed Elixir | When a poisoned enemy dies, 10% chance for them to come back as a zombie with 240 health that moves up the board and fights enemies | The player needs to have a ball that applies Poison | | | Deadeye's Amulet | Critical hits deal 10-15 bonus damage | N/A | | | Diamond Hilted Dagger | Increase crit chance to 20% when hitting enemies in the front | N/A | | | Dynamite | Every 5-10 rows, spawn an enemy with dynamite attached to them. Destroying them will deal 200-500 damage to nearby enemies | N/A | | | Emerald Hilted Dagger | Increase crit chance to 20% when hitting enemies on their right side | N/A | | | Ethereal Cloak | Balls go through enemies and deal 25% bonus damage until they hit the back of the field | N/A | | | Everflowing Goblet | You can heal past your max health at 20% efficiency | N/A | | | Eye of the Beholder | 10% chance to dodge incoming attacks | N/A | | | Fleet Feet | Increase movement speed by 10% and move at full speed while shooting | N/A | | | Frozen Spike | When an enemy is frozen, they emit a chill to nearby enemies that deals 10-20 damage | The player needs to have a ball that applies Freeze | | | Gemspring | Every 7-11 rows, spawn a Gemspring. Dealing damage to them causes them to drop an increasing amount of XP gems | N/A | | | Ghostly Corset | Balls go through enemies and deal 20% bonus damage when hitting them from the side | N/A | | | Ghostly Shield | Balls go through allies and heal them for 2 health | The player needs to have at least one other passive that gives them "allies" (e.g. Archer's Effigy) | | | Golden Bull | Every 7-11 rows, spawn a golden bull with 400 health on your side. Golden bulls accrue 10 gold per minute. They also move up the field, blocking and attacking enemies in the way | N/A | | | Hand Fan | Slow down enemies in the same column as you by 50% | N/A | | | Hand Mirror | Projectiles have a 50% chance to reflect upon hitting you, dealing 20-40 damage if they hit an enemy | N/A | | | Healer's Effigy | Every 7-12 rows, spawn a stone healer with 100 health on your side, which heals you 10 health per minute while it's on the field. Healers are immune to ball damage and move up the field, blocking and attacking enemies in the way | N/A | | | Hourglass | Balls deal 150% damage, but damage decays by 30% each time they bounce (minimum 50%) | N/A | | | Kiss of Death | Charmed enemies have a 10% chance of dying after recovering | The player needs to have a ball that applies Charm | | | Lover's Quiver | Projectiles have a 40% chance to heal you for 1 health instead of hurting you | N/A | | | Magic Staff | Increase area-of-effect damage (such as earthquake, laser, and lightning) by 20% | N/A |100% Human-Written. Community Verified. Learn how Ludo.guide verifies content