Trinkets are the passive power-ups that quietly decide how far a run in How Many Dudes? goes. You earn them by beating Act Bosses, and once a Trinket is bound it stays active for the rest of that run. Each one hooks into a specific behavior, whether that’s dealing damage, staying alive, or keeping teammates topped up, so the value of a Trinket depends far more on the Dude carrying it than on the raw numbers printed on it.
Quick answer: There are 32 Trinkets, and each Roster Dude type can have exactly one Trinket bound to it during a run. Bind a Trinket to the Dude whose baseline ability already triggers its effect often, not to whichever Dude happens to be in front of you.

How Trinkets are earned and bound
Trinkets are boss rewards. After you defeat an Act Boss, you pick one Trinket, and it locks onto a Dude type in your current squad. Unlike Relics, which drop randomly and modify combat broadly, a Trinket sticks to its assigned Dude type for the rest of the run.
A few rules matter before you commit to a pick:
- Each Roster Dude type can hold only one Trinket at a time during a run.
- Trinkets do not carry over between runs. Every new run starts you back at zero, and you earn them again from Act Bosses.
- Because the Trinket binds to a Dude type, picking one for a Dude you plan to phase out wastes the reward. Choose for a Dude that will stay central to your build.
Tip: Match the trigger, not the headline number. A Trinket that fires on Critical Hits does nothing on a Dude that rarely crits, while the same Trinket can snowball on a crit-focused attacker.
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The table below lists every Trinket in the game with its full effect. Feet, seconds, and percentages are exact, so you can plan around cooldowns and stack caps.
| Trinket | Effect |
|---|---|
| ADHD | Grants 40% Run Speed. Every 4 seconds the wielder dashes to the farthest enemy. |
| Airhorn | Every second the wielder gains 5% Attack Power and 5% Run Speed for the rest of the battle, stacking up to 10 times. |
| Bad Credit | Stores 50% of incoming damage over 4 seconds. Every second there is a 50% chance to expel half the stored damage onto the Best Fit enemy as Direct Damage. |
| Bag of Nuts | Dealing Direct Damage has a 5% chance to grant 50% Attack Speed for 2 seconds. |
| Baseball Bat | Every 3 seconds strikes the nearest 4 enemies for Direct Damage equal to 25% of the wielder’s DPS. These hits always crit. |
| Black Belt | Grants 10% Evasion. After evading, 20% chance to counter for Direct Damage equal to 100% of the wielder’s DPS. |
| Bongos | Every second alternates between 20% Evasion and 20% Deflection. |
| Crazy Straw | Grants 10% Lifesteal. Each Lifesteal grants 5% Crit Chance for 3 seconds, stacking up to 2 times. |
| Cutoff Jorts | For every 25 feet traveled, gains a stacking 1% Attack Power for the rest of the battle. |
| Diss Track | Copies 30% of damage dealt by all its wielders and stores it. Every second the stored damage is expelled onto the Best Fit enemy. |
| Ear Gauges | The first time the wielder takes fatal damage, he fully heals and gains 30% Attack Power for the rest of the battle. Once per battle. |
| Face Tattoo | Grants 10% Deflection and redirects all Deflected Damage to the wielder. Taking that damage grants 5% Toughness for 4 seconds, stacking up to 5 times. |
| Fedora | Grants 3% Attack Power and 1% Max HP, multiplied by the difference between the most prevalent Dude Type on the roster and the wielder’s Dude Type. |
| Folding Chair | Dealing Attack Damage has a 20% chance to strike again for Direct Damage equal to 30% of the wielder’s Max HP. |
| Friendship Bracelet | On fatal damage, survives by equalizing HP with the Dude who has the highest HP. Has a 2-second cooldown. |
| Ghillie Suit | Grants 10% Crit Chance and 15% Attack Power, and the wielder can no longer be Cleaved. |
| Glass Cannon | Each Critical Hit grants a stacking 5% Attack Power and 1% Vulnerability for the rest of the battle. |
| Inhaler | When the wielder heals any target, a chance equal to his Crit Chance also heals the most-injured Roster Dude for the same amount. |
| Laser Pointer | Every second, 20% chance to teleport a random Dude of the type below the wielder on the roster to a distant Dude or enemy and grant 20% Attack Speed for 2 seconds, stacking up to 3 times. |
| Medical License | For every 100 damage dealt, heals a random injured Roster Dude for 15 HP. |
| Neckbrace | Grants 20% Max HP. Dropping below 30% HP grants Temporary Health equal to 50% of Max HP for 4 seconds. Has a 4-second cooldown. |
| Pet Rock | Grants 10% Block Chance. Blocking grants 10% Crit Chance and 20% Crit Damage for 2 seconds. |
| Receipts | Landing a Direct Crit has a 50% chance to Taunt 2 nearby enemies and grant 10% Toughness and 5% Lifesteal for 4 seconds, stacking up to 2 times. |
| Rizz | Dudes adjacent on the roster gain 1% Crit Chance and 1% Evasion for every 2 wielders, stacking up to 10 times. |
| Scrubs | Grants 20% Deflection. Deflecting has a 20% chance to grant 30% Attack Power for 2 seconds. |
| Shiv | Dealing Attack Damage has a chance equal to the target’s missing HP percentage to strike again for Direct Damage equal to 60% of the wielder’s Attack Power. |
| Shovel | Gains a stacking 20% Cleave for every Unconscious Dude on your team. |
| Socialism | Every 2 seconds, grants Temporary Health equal to 25% of the wielder’s Max HP to a random injured Roster Dude for 3 seconds. |
| Taser | For every 50 feet traveled, shocks a nearby enemy for 50% of the wielder’s DPS. |
| Team Jersey | Grants 10% Attack Power and 3% Deflection for every nearby Dude of the same Dude Type, stacking up to 4 times. |
| Therapy | Above 70% HP the wielder gains 30% Toughness, dropping toward 10% as HP approaches 20%. |
| Weighted Vest | Grants 30% Toughness and 30% Attack Power but loses 50% Run Speed. |
Which Trinkets fit which role
There is no single best Trinket. The strongest pick is the one that lines up with what your squad already does. Grouping them by role makes the choice faster when a boss reward pops up.

Damage scaling
Airhorn, Baseball Bat, and Glass Cannon push offense hardest. Airhorn climbs to 50% Attack Power and 50% Run Speed once it hits 10 stacks, so it rewards long boss fights. Baseball Bat provides steady, guaranteed critical area damage with no setup, and Glass Cannon turns every crit into permanent Attack Power at the cost of rising Vulnerability. Cutoff Jorts and Shiv scale off movement and finishing wounded enemies respectively.
Survival and defense
Neckbrace and Friendship Bracelet are the standout defensive picks. Neckbrace adds 20% Max HP and hands out a large Temporary Health burst when the wielder drops low, while Friendship Bracelet lets a key Dude cheat a fatal hit by equalizing HP with your healthiest Dude. Ear Gauges gives a one-time full heal and permanent Attack Power on lethal damage, and Therapy, Face Tattoo, and Weighted Vest lean into Toughness for frontline Dudes.
Healing and support
Medical License and Inhaler are the core support Trinkets. Medical License converts a fast attacker’s damage into a constant trickle of healing for injured teammates, so it works best on Dudes that hit often rather than slow heavy hitters. Inhaler scales with a healer’s Crit Chance to double up on healing the most-injured Dude, and Socialism steadily feeds Temporary Health to whoever needs it.
Roster and positioning payoffs
A few Trinkets reward how you build and arrange the roster rather than raw combat stats. Team Jersey and Fedora scale with Dude Type counts, Rizz buffs the Dudes adjacent on your roster, and Diss Track grows stronger the more copies your squad runs. Shovel keys off unconscious teammates, so it fits attrition-heavy comps.
The takeaway stays the same across every run. Pick the Trinket that fires off something your Dude already does frequently, keep it on a Dude that will still be in your lineup deep into the run, and treat these boss rewards as a way to sharpen an existing strategy rather than to bolt on a whole new one.






