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.
FAQ
How many pick-ups are in SpeedRunners 2 at launch?
What does the golden grappling hook do in SpeedRunners 2?
What are the two new pick-ups in SpeedRunners 2?
Do pick-ups appear in every mode?
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hits stun, knock back and are easier to dodge “like the Golden Hook” — all tuned down on Sep 18; exact numbers still unpublished.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:
- Start a bot race (offline, no queue, no stakes).
- Don’t try to win — follow the pack and throw every item you catch, immediately, at anything.
- Watch what each hit does to the victim’s movement. That pattern library is what you’ll actually use online.
- 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.
Related Pages
- Rocket — the missile pick-up, achievement-confirmed
- Freezing Ray — the freeze pick-up, achievement-confirmed
- Superspeed — the boost pick-up, achievement-confirmed
- Movement techniques — the other half of every race
- All characters — the twelve-runner roster
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The Golden Grappling Hook in SpeedRunners 2: What It Does
The rarest pick-up gets its own page — throws, dodges and the achievement.
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