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SpeedRunners 2 Items & Pickups

All 10 SpeedRunners 2 Pickups: What Every Item Does

Every SpeedRunners 2 pick-up explained: the golden hook, missiles, traps, freezing rays, plus new items Lightning Watch and Plasma Blaster. Verified facts only.

9/7/2026 1.6 Last updated: 10/20/2026 6 min read
All 10 SpeedRunners 2 Pickups: What Every Item Does

FAQ

How many pick-ups are in SpeedRunners 2 at launch?
Ten: eight returning from the original SpeedRunners and two new additions. The store listing confirms the count; the two new items were named in the August playtest as Lightning Watch and Plasma Blaster.
What does the golden grappling hook do in SpeedRunners 2?
The golden grappling hook is a pick-up that targets the runner ahead of you and pulls them toward you. It is different from your free movement grapple, which swings you across the map — one item moves your rival, the other moves you.
What are the two new pick-ups in SpeedRunners 2?
Lightning Watch and Plasma Blaster were named as the two new pick-ups in the August playtest announcement. The official account has since described the Lightning Watch as "used to get ahead of your opponents and go through physical objects like crates." The September 18 patch notes settle the other name — "Plasma Blaster balancing" — and sketch its kit: hits stun and knock back, and can be dodged like the Golden Hook.
Do pick-ups appear in every mode?
Pick-ups are part of the core race design — the store description centers races on learning maps and using powerful pick-ups — but we have not verified their availability in every campaign stage or custom setting. Bot races are the safe place to learn each item.

Pick-ups are the chaos layer of SpeedRunners 2: racing alone is a movement game, racing with pick-ups is a combat game where the person behind you has a missile. This page catalogs the ten launch pick-ups, explains the one confusion every new player hits (movement grapple vs. golden hook), and lays out when to hold an item and when to throw it — using only what official sources confirm.

The Ten Launch Pick-Ups at a Glance

Pick-up Status What it does (verified)
Golden Grappling Hook Returning, officially described Hooks the runner in front of you and pulls them toward you
Rocket (Missile) Returning, officially described A ranged attack aimed at runners ahead — the official achievement “Two Runners, One Rocket” confirms its in-game name
Trap Returning, officially described Hazard dropped behind you for pursuers — see the Trap page
Freezing Ray Returning, officially described Freezes targets — the “Freeze!” achievement confirms five-opponent freezes are tracked; Patch 1.4 (Sep 18) reduced the freeze duration
Crate Named in the official achievements Blocks incoming items — “Not This Time” and “Predictable” are literally about blocking with a Crate; see the Crate page
Superspeed Named in the official achievements A speed boost — “Fastest Runner Around” asks for 10 uses; the exact duration is not officially published
Lightning Watch New (August playtest reveal) Overtaking tool — per the official reveal, “used to get ahead of your opponents and go through physical objects like crates”; speed and duration numbers not published
Plasma Blaster New (August playtest reveal); name settled by the Patch 1.4 notes The balance pass sketches the kit: hits stun, knock back and are easier to dodge “like the Golden Hook” — all tuned down on Sep 18; exact numbers still unpublished. Its stun is also subject to the Patch 1.6 position rule below — all pick-up stuns now scale with position
Fireball Named in the store description The store listing name-drops “fireballs” among the power-ups — the strongest candidate for a remaining returning slot, mapping inferred
Portable Teleporter Named in the store description The store listing calls “portable teleporters” part of the new additions alongside blasters — which sits in tension with the playtest’s two-new count; noted below rather than forced into either box
Why the table has gaps — and why that is the right call

The count of ten (eight returning, two new) comes from the playtest-era announcements, and the store description names several items explicitly — freeze rays, golden hooks, blasters, fireballs, portable teleporters. Fireball is name-confirmed by the store among the “fan-favorites”; Portable Teleporter the store groups with the “new additions,” which does not fit the playtest’s two-new split cleanly. Either the launch pool grew past the playtest framing or the marketing copy is loose — we note the tension rather than pick a side, and both resolve when the live build is verified.

Plenty of launch-week sites will happily print a full ten-row table with confident numbers. Check their sources — a wiki that invents damage values will invent unlock codes too.

The Golden Hook Is Not Your Grapple

The single most common launch-week confusion, worth its own section:

  • Your grappling hook — free, unlimited, always equipped. Hooks grapple points and blue ceilings to swing you. Covered in the movement guide.
  • The golden grappling hook — a pick-up. It targets the runner ahead of you and drags them back toward you. Defensive? No — it’s an overtaking tool: yank the leader, take their line.

If you hook a ceiling with the golden hook and nothing happens, that’s not a bug — you’re holding the wrong tool.

When to Hold, When to Throw

Strategy survives without numbers, because the underlying logic is positional:

  • Hold when you’re leading. A missile does nothing for first place — the threats are behind you. Keep the map clean between you and the pack.
  • Throw early when you’re chasing. Damage in SpeedRunners is about forcing mistakes: a hit that makes the leader flinch mid-swing is a position gained.
  • The catch-up cushion is real now. Patch 1.6 (October 12) made pick-up stun duration position-based: “Players further behind receive significantly shorter stuns, up to 60% reduction for the last-place runner”. Hits land hardest on runners ahead of you — one more reason chasing throws beat leading throws.
  • Traps go behind you, always. The race loops; the runner you drop it for will meet it coming around.
  • The golden hook is a timing item. Best used where the runner ahead has no alternate line — right before a choke point or a lever-forced detour (see maps).
  • Freeze effects punish committed movement. A frozen runner mid-swing loses everything — aim where the target can’t bail out of the arc. (Exact freeze behavior in SpeedRunners 2 is still being verified against the live build.)

Learning Pick-Ups Fast: Bot Races

The tutorial teaches movement, not item play. The fastest self-teaching loop in the game:

  1. Start a bot race (offline, no queue, no stakes).
  2. Don’t try to win — follow the pack and throw every item you catch, immediately, at anything.
  3. Watch what each hit does to the victim’s movement. That pattern library is what you’ll actually use online.
  4. Graduate to holding items deliberately: one full race where you never throw first.

New Items: What We Know So Far

Lightning Watch and Plasma Blaster are the two confirmed-new pick-ups, named in the August playtest announcement. The naming question is now settled: developer notes had referenced a “Plasma Pistol,” and the September 18 patch notes use the settled name — “Plasma Blaster balancing” — while shipping the pass itself (reduced stun, reduced knockback, easier to dodge). The same patch also carries the first patch-note mention of a Drill item — the bug-fix line “Fixed Bots not using the Drill item enough” — name-only for now, effect details unpublished. The stun mechanic moved again in Patch 1.6 (October 12): “Stun duration now adjusts based on the player’s position. Players further behind receive significantly shorter stuns, up to 60% reduction for the last-place runner”. Numbers ride the patch cadence — 1.6 landed just eleven days after 1.5 — and this page re-verifies with each.

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