Items
/items
Items
Slotbound Items
All 63 shop items of Slotbound. Items are bought with Essence and level up when bought again.
6 at the start. Item Slot Expansion I and II in the upgrade tree add one each, up to 8.
The shop offers 3 items and new ones every 2 waves. The first reroll costs 2 Essence, 1 with the Shop Reroll upgrade; each further reroll costs 1 more until the next new offer.
Gives back 50% of the shop price of every level it has, 80% with the Recycling Ledger upgrade, rounded down.

Every 5th basic attack of a ranged ally also throws a boomerang that deals 50% of the ally's ATK to every enemy on its way to the target and back.

The first basic attack to hit each moving enemy roots them for 0.8s.

Immediately removes poison and stat reductions when an ally receives them. Triggers once every 8 seconds per ally.

Archers Attack Speed +5%.

Enemy self-destructs deal 25% less damage to allies and 25% more to other enemies.

Allied attack skills that can hit at least 2 enemies hit 1 additional enemy for 50% damage.

When an enemy first drops to 30% HP or less, a brimstone gust pushes it back 40. Bosses are never pushed.

The ally with the highest ATK gains 20% max HP. Its first charm, fear or petrification breaks the mask and is removed.

When an ally's shield breaks, one other ally with the lowest HP percentage gains a shield of 6% of max HP.

Allies' basic attacks deal 50% more damage, but their max HP is -20%.

Cavalry HP and ATK +4%.

Every 6 seconds, all allies focus their attacks on the foremost enemy for 2 seconds.

When a melee ally kills an enemy, the ranged ally with the highest ATK immediately attacks. Ranged kills trigger the reverse. Triggers once every 4s.

When an enemy dies with poison, bleed, or burn, 60% of its remaining damage over time transfers to one nearby enemy.

When one lane is cleared of enemies, up to 2 melee allies there cross to the opposite lane 1 s later. Once per battle.

Place a decoy dummy on the front line at the start of battle. Enemies prioritize attacking it. The first hit it takes alerts all allies to enemies.

The 2 allies with an active skill and the highest ATK start with their first skill ready. In return, each pays 15% of their current HP when first using it.

When an ally in a marsh uses a skill, 2 enemies in that marsh sink into the mud and stop for 1 s. Once every 8 s for the whole squad. Bosses never sink.

Duelists ATK +6%.

Each battle, ranged allies completely block the first enemy ranged basic attack that hits them.

The first time each ally falls to 30% HP or lower, they retreat toward the base and gain a shield equal to 8% of their maximum HP.

Enemy ranged basic attacks also deal 15% of the shooter's ATK to the first other enemy crossed along their path. The original target is still hit normally.

Once per battle, instantly heals the first ally to fall to 30% HP or less for 20% of max HP.

The ally placed furthest forward takes 10% less damage.

A melee ally with no enemy close enough to strike sends a spatial slash at a distant enemy every 4 s for 90% of its ATK. It can also hit the opposite lane.

Roots up to 2 enemies near the base for 2 seconds. Activates twice per battle.

Two guardian blades float behind the ally with the highest LV and slash nearby enemies.

Adds 1 stone golem to the battlefield. When an ally is healed, the golem also recovers 30% of the HP restored.

A Guardian Totem stands before the base. Enemies touching its line take 80% of the highest ally ATK as damage every 2 seconds.

A marsh an ally steps in hardens for 4 s and no longer reduces Move Speed or Attack Speed. Once per marsh per battle.

A spring rises in your camp. Allies standing in it recover 1.5% of max HP every second.

If a ranged basic attack's target dies while the projectile is in flight, it tracks another enemy and deals 20% bonus damage.

The ally with the highest ATK prioritizes the enemy with the highest max HP within range and deals 25% more damage to it.

Mages ATK +5% and Attack Speed +4%.

A magic circle is drawn on your side of the field. Mages standing on it get -20% skill cooldown but take +10% damage.

Allies knocked back or thrown by enemies travel 40% less distance.

Allies standing in a marsh take 15% less damage.

Enemies take more damage as more distinct allied families attack them: 2 families +8% / 3 families +16% / 4 or more families +24%.

The first ally to fall survives as a statue for 1.5s, then recovers 15% of max HP.

75% of an ally's overflowing healing stays as a shield. It lasts 5 seconds and stacks up to 15% of max HP, but doesn't build for 2 seconds after taking damage.

At the start of each battle, 2 random items you don't own come out of the pack. They work at Lv.1 for that battle only.

Gain Attack Speed +15% while attacking enemies that ignore allies and head for the base.

Archers gain +90% Attack Speed for 3 seconds, then reload for 2 seconds.

Killing an enemy with a skill refunds 30% of that skill’s cooldown. Triggers once every 8 seconds per unit.

When an enemy uses a skill, the ally with the highest base ATK who has an active skill casts it once more without changing its cooldown. Triggers once every 8s.

On a kill, a ricochet stone flies at another enemy, dealing 50% of the excess damage.

Enemy attacks from the opposite lane deal 25% less damage to allies, and allies deal 25% more damage to enemies in the opposite lane.

If there are at least 4 enemies, the 1 rearmost enemy appears 1.5 seconds later.