Gaming Guide

Survive Your Ideas Items: Full Tier List, Odds and What to Equip

All 40 items in Survive Your Ideas ranked, with the exact spin odds, the pity counter, duplicate payouts and the five-slot loadout we would take into a match.

All 40 items in Survive Your Ideas ranked, with the exact spin odds, the pity counter, duplicate payouts and the five-slot loadout we would take into a match.

Survive Your Ideas hands you five item slots before every match, and which five you pick decides more about how long you live than your aim does. The game has 40 items across six rarities, from the free Bloxy Cola to the Mythical Eraser that deletes a hazard off the map. This is the full list, ranked by what each one actually buys you when a word is chasing you.

Quick answer: the five we would run are Force Field, Pocket Watch, Medkit, Grapple Hook and Umbrella. They are all about not dying: invincibility, a five-second rewind, a full heal, a 150-stud escape and a shield against anything falling from the sky.

A plain spin costs $10,000 cash, and your first spin is free. The odds, the pity counter and every duplicate refund are listed below exactly as the game shows them.


How items work in Survive Your Ideas

Items are collected in the lobby from the Items panel: a collection of 40, with a loadout of 5. The panel says it plainly: “Your best 5 go with you into the match.” Everything else stays behind.

The Survive Your Ideas Items panel showing the 40-item collection, the rarity sidebar and the free first spin prompt
The Items panel in Survive Your Ideas: 40 items, a five-slot loadout, and the first spin free.

Each item is one of three kinds, and the kinds matter more than the rarity does:

  • Recharge: unlimited uses in a match, gated by a timer. The Bloxy Cola is 45 seconds, the Grapple Hook 11, the Rainbow Magic Carpet 5.
  • Passive: no button at all. You hold it and it works. The Speed Coil, Gravity Coil, Umbrella, Swim Ring, Garlic and Coin Magnet are all passive.
  • Once: a single use per match. That covers the Medkit, the Force Field, the two Mythical items and the plain weapon drops (Sword, Rocket Launcher, BB Gun, Hyperlaser).

So a Common recharge item you will actually use can beat a Legendary once-per-match item you forgot to press. The tier list below takes that into account.


Survive Your Ideas item tier list

Every one of the 40 items appears exactly once. The rank is our judgement of how much survival the item buys in a normal match: an escape, a heal, an invincibility window or a way to remove a hazard scores above raw damage, because the words are what kill you, not the players.

TierItems
SForce Field (Legendary), Pocket Watch (Legendary), Eraser (Mythical), Veto Stamp (Mythical), Golden Pencil (Mythical), Medkit (Rare), Grapple Hook (Epic)
AJetpack (Epic), Ice Wand (Epic), Rocket Launcher (Legendary), Sword (Epic), Subspace Tripmine (Legendary), Inflatable Decoy (Epic), Rainbow Magic Carpet (Epic), Portable Ladder (Rare), Smoke Bomb (Rare), Fire Extinguisher (Uncommon), Umbrella (Uncommon), Trampoline (Uncommon), Red Balloon (Uncommon), Trowel (Rare)
BBoombox (Rare), Meat Bone (Uncommon), Snowball (Common), Water Balloon (Common), Bandage (Common), Bloxy Cola (Common), Speed Coil (Uncommon), Gravity Coil (Rare), Swim Ring (Uncommon), Pillow (Uncommon), Bug Spray (Common), Garlic (Common), Banana Peel (Common), Hot Cocoa (Common), Popsicle (Common), Coin Magnet (Rare)
CPizza (Common), BB Gun (Uncommon), Hyperlaser (Rare)

S tier: the items that save a match

  • Force Field – “Nothing can hurt you for 20 seconds.” Twenty seconds covers a whole word and the mess it leaves behind, and creatures near you are pushed back while it runs. Once per match, and worth the slot every time.
  • Pocket Watch – “Jump back to where you were 5 seconds ago, with your health from then, and shake off bad effects.” A free undo on a 35-second timer. If the word caught you, this is the answer.
  • Eraser – “Pick a word that’s still happening and erase it from the map.” It also wipes the creatures, fire and puddles around you and halves a boss’s health. The only item that deletes a hazard outright.
  • Veto Stamp – “Stamp the next word: it won’t happen. Use it while someone is typing.” You use it during the countdown and the next word never lands. The counter-play item.
  • Golden Pencil – “Write one extra word of your own, right now.” A write outside the roulette: you can drop a word the lobby has to survive while nobody is expecting it.
  • Medkit – “Heal to full health and get rid of fire, poison and cold. Not used up when there’s nothing to fix.” Full heal plus a cleanse, and it survives a misclick.
  • Grapple Hook – 150 studs of travel on an 11-second recharge. Mobility is survival here: most deaths are the floor going away or a wave arriving where you were standing.

A tier: strong, with a catch

These all do their job, but each one either has a long cooldown, only helps against one kind of threat, or needs you to aim while panicking.

  • Umbrella is the cheapest answer to the sky: “Things falling from the sky can’t hit you”, and it opens as a glider when you fall. It does nothing about lava, waves or cracks.
  • Portable Ladder puts a landing above a flood, which is the exact counter to the flood and tsunami words, but it is useless against anything else.
  • Ice Wand freezes creatures for 3 seconds and freezes water into a platform you can stand on. The platform is the real value.
  • Jetpack flies for 8 seconds of fuel that refills on the ground. Eight seconds is enough to leave the danger and land outside it.
  • Smoke Bomb and Inflatable Decoy both break the chase. The decoy pulls bosses and creatures for 25 seconds, the smoke hides you for 8.
  • Subspace Tripmine is the best offensive pick: whoever steps on it sucks everyone nearby into a rift before it blows. Drop it on a choke point and let the lobby do the rest.
  • Sword and Rocket Launcher are one-per-match weapons; strong against creatures, no help against the map itself.
  • Rainbow Magic Carpet gives 20 seconds of flight and is the one item in this guide we pulled ourselves, in a live free spin.
  • Trampoline, Red Balloon, Trowel and Fire Extinguisher each answer one specific word: height, height, walls and fire.

B and C tier: fine, not loadout slots

The B tier is a pile of small, honest items. Bandage heals 40 and is not consumed at full health. Bloxy Cola is 40% speed for 15 seconds plus 15 health. Speed Coil and Gravity Coil are passive and always on. Water Balloon soaks a crowd so they cannot catch fire, and Banana Peel is a free knockdown.

The C tier is the three plain weapon drops: Pizza (25 health), BB Gun and Hyperlaser. They are not bad, but a weapon answers players while the words are what actually end matches, and three of your five slots is too much to spend on that.


Spin odds, pity and duplicate cash

The rarity bar on the Items panel and the game’s own loot table agree, so these are the real numbers:

TierChance per spinItems in that tierDuplicate pays
Common50%10$1,700
Uncommon28%9$2,800
Rare15%8$4,900
Epic5.5%6$8,400
Legendary1.4%4$16,800
Mythical0.1%3$42,000

Split the tier chance across the items in it and a single Mythical is about 1 in 3,000 spins; a single Legendary is about 1 in 285. That is why the pity counter matters.

  • Plain spin: $10,000 cash. The panel shows Pity 0/100, and it moved to 1/100 after our spin. At 100 spins without one, the game hands you a Legendary or better.
  • Lucky spin: R$35 for a result of Rare or better.
  • Spin tickets: R$55 for 10 spins, R$199 for 50, R$349 for 100. Ten spins per 55 Robux is the cheapest rate of the three.
  • Your first spin is free. The panel says “Your first spin is free! Free spins: 1” until you spend it.

Duplicates are not wasted. Every repeat pays cash at the rate in the table above, so a Mythical duplicate is $42,000 – four more plain spins.

The spin result popup showing a Rainbow Magic Carpet, an Epic item, above the Spin and Lucky spin buttons
Our free first spin: a Rainbow Magic Carpet (Epic), with its recharge timer and effect text shown before you commit.

The five-slot loadout we would take

You only get five, and every match is a mix of map hazards and creature words, so the loadout should cover five different failure modes rather than five versions of the same one:

  • One invincibility: Force Field, for the word you cannot dodge.
  • One heal: Medkit, because a heal you can misclick and keep is worth more than a perfect one you lose.
  • One escape: Grapple Hook or Jetpack, for a floor that broke or a wave already on you.
  • One anti-air: Umbrella, for the falling-block and meteor words.
  • One reset: Pocket Watch, the answer when you are already caught.

Swap the anti-air slot for Eraser or Veto Stamp the moment you own either one. Both are better than any single-purpose item, because they act on the word itself.


Survive Your Ideas item FAQ

Do items carry over between matches? The collection does; the loadout is what goes in. The panel is explicit that your best five go with you and the rest stay.

Can you get items for free? The first spin is free, and cash spins cost $10,000 from the cash you earn in matches. Robux buys tickets and the Lucky spin, not required.

Is a higher rarity always better? No. A Common Umbrella beats a Legendary Rocket Launcher in a falling-blocks match, and a Rare Medkit beats a Mythical Golden Pencil if you have no time to write.

How many spins until a Legendary? The pity counter forces a Legendary or better at 100 spins. Natural odds are 1.4% per spin for the Legendary band and 0.1% for Mythical.

If you want the words themselves covered, we keep a separate guide to the command words and how to survive each one.