Helfire Tincture

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

When activated, blue flames surround the player for 12 seconds and damage everything within 15 meters (including the player and their allies).

The damage from the Helfire Tincture ticks 5 times per second, dealing 1% of the player's max health per tick to themself and 24% of their max health per tick to enemies. This means that Helfire Tincture deals damage equal to 120% of the player's max health per second to enemies, while the holder loses 5% of their max health per second.

SInce all friendly fire deals half damage, for both monsters and players, allied players caught in the flames will only take 2.5% of the holder's max health per second as damage.

The Helfire Tincture's self-damage cannot kill the holder.

Beneficial

 * can block self-damage ticks.
 * reduces the damage taken while on fire, and because it ticks extremely fast for low amounts, it's easy to reduce burning damage taken to 1.
 * Combining Armor Plates with can result in a steady healing over time effect, although the Planula's relative scarcity can make this theoretical synergy unfeasible in actuality.
 * does increase burn damage against enemies, but its range is slightly smaller than the burn range. The player will need to get slightly closer to enemies to gain the bonus damage. This item can be a double-edged sword, as it also increases the damage given to the player and allies in range.
 * will activate each tick of burning, firing extremely rapidly and triggering on-hit effects.
 * Pairing the Razorwire with on-hit healing from the or  gives the player automatic healing as long as enemies are within the Razorwire's range.
 * Stacking Tougher Times will occasionally prevent the Razorwire from activating. If the player wishes to mix these different survivability options, they must maintain a delicate balance between Tougher Times, Razorwire, and on-hit healing.
 * ,, and increase the damage dealt by the flames while simultaneously increasing survivability.
 * Having more max health increases the damage dealt, but likewise increases the damage taken, so more Repulsion Armor Plates are necessary. Taking 1 Repulsion Armor Plate per 500 max health reduces each self-damage tick to 1.
 * helps the player automatically heal when close to enemies, and reduces enemies' movement speed to ensure they can't escape the burning area as easily.
 * An alongside a will add a considerable amount of barrier late-game when max HP is higher.
 * Having two allows the player to stand still and recover HP at a higher rate than the Tincture burns them. Additional Fungi make recovering from combat damage easier as well.
 * All of the above healing strategies are greatly enhanced by the.
 * The recovery ceiling is lower than the self-injury inflicted by the Tincture, and still affords the bonus healing that the Rejuvenation Rack does. However, in exchange, the Corpsebloom prevents the player from healing excessively, so the Aegis will virtually never activate and combat damage becomes much more difficult to recover from.
 * will make all burn damage negligible, as the player's max health becomes 1.
 * The same effect happens upon killing a Perfected Elite while holding the.
 * A lesser effect happens when the player gains the Overloading buff by killing an Overloading Elite while holding the Wake of Vultures, where half of their max health becomes shields. This means that, for the duration of the Overloading buff, all damage taken from and dealt by the Tincture is halved.

Detrimental or useless

 * is near-useless because of how rapidly the burn damage ticks, constantly resetting the 2 seconds necessary to recover. The only way to make use of a Medkit is to proc Tougher Times many times in a row.
 * The barrier from is consumed almost instantly, and—in the late-game—the stack requirement becomes too high to be sustainable.
 * and all shield effects do not increase the damage dealt, and shields require 7 seconds without taking damage to replenish.
 * will never activate because the player is constantly taking damage.
 * can reduce incoming burn damage, but the effect is considerably smaller than a single Repulsion Armor Plate. The armor granted is still useful for approaching enemies, but sprinting also means that becomes unusable.
 * should be avoided as the damage from this item is based on max health, not base damage, and so it will halve the damage that the Helfire Tincture deals.

Version History

 * Anniversary Update
 * Bug Fixes
 * Fixed Helfire Tincture’s burning effect being offset


 * Early Access Content Update 5
 * Gameplay Changes
 * Helfire Radius: 10m ⇒ 15m
 * Helfire Duration: 8s ⇒ 12s
 * Improve VFX and SFX


 * Early Access Patch (Build ID No.3731106)
 * Gameplay Changes
 * Increase radius from 6m to 9m.
 * Bug Fixes
 * Improve collision detection of aura