Ribbit Rogue Relic Tier List
Pick the relic that matches the pool you already have.
Relics are how a ten-die pool becomes a build. Steam 1.0 advertises 120-plus of them. This page ranks the ones we can name from official screenshots and patch notes, then groups the rest by job. Take relics that multiply a face you already roll. Do not take a relic that would be strong on a different frog.
S — run identity
Blacksmith Hammer. You can forge at campsites. That is extra anvil visits without extra map luck. S on any pool that still has blanks. Slightly less mandatory if your map already prints forges.
Fine Cutlery. Permanently upgrade a die side when that side defeats an enemy. It is a forge that happens in combat. S when you concentrated a kill die. F when your damage is spread across four pokes — nobody gets the kill credit cleanly.
Twin Die (boss). Extra reroll, Twin fires three times. This is not a relic in the row so much as a cube, but it belongs in the S conversation because it is the reward you plan a first boss around.
Spirit Jar. Every two blank sides you roll in a turn deal 4 to all enemies. S with Blank Die, Cursed Ring, or any project die you refused to clean. It turns a C-tier net into AoE. Useless if you already exiled every blank.
A — always happy
Spare Pouch. Leftover rerolls become +1 next turn. Teaches you not to dump the meter. A in every character.
Floppy Disk. Conserve up to three rerolls between turns. A on blank-heavy pools and on bosses.
Pocket Watch. +2 effect to Quick and Slow when they activate. A if you actually sequence. C if you click faces left to right.
Empty Hourglass. +2 effect for the final remaining die. Same skill test as Slow. A for disciplined players.
Skull. Heal when an enemy dies (later notes mention a static HP value, not a percent). A in packs, B in duels.
Medkit. Restore a chunk of HP if you die once (demo play said 25%). A safety net for learning bosses. Less exciting once you stop dying.
Hand Lens. Reroll relic rewards once. A because relic quality is the run.
B — situational, not bait
Amulet. +4 rerolls on turn one, −1 afterward. B on elites and bosses that you want to spike. Poor in long fights unless Floppy Disk covers the later turns.
Trick Coin (Heads / Tails). +1 to even or odd faces. B after you know which coin you took and you forge toward those numbers. D if you ignore it.
Cracked Sword. Gain 2 Might and 4 Weakness at battle start. B if your first turn can spend the Might before Weakness matters. A trap if you needed that first turn to shield.
Pill. 1 damage at the start of every turn, heal 5 after every battle. B on the Hero, who already refunds HP between rooms. Risky on a low-HP armored frog.
Crit capsules (gumball event). +3% crit chance per Crit. B that becomes S if you stack several and your faces have numbers worth doubling. See combat.
C — only with a plan
Start-of-turn shield relics are C if your shield die already covers the modal telegraph, A if you have no shield die. Random-damage-on-blank relics that are weaker than Spirit Jar are C. Shop-discount relics climb to A on Swamp Depth and fall to B on base difficulty where gold is looser.
Character tax
The Hero’s post-battle heal makes Pill and chip-damage relics safer. The wizard-hatted frog in screenshots sits at 90 HP with five rerolls in one fight — that frog wants Floppy Disk and Pocket Watch more than Medkit. The armored frog at 60 HP wants Medkit and a shield relic more than Cracked Sword. Rank relics after you pick a character, not before.
Level-up discipline
Level-up screens show three cards. Pick one job:
- Economy of actions (rerolls, forge access).
- Math on faces (Quick/Slow, even/odd, crit).
- Insurance (Medkit, Skull, post-battle heals).
Do not take two insurance relics and zero engines. Do not take two engines and zero ways to survive a 17. The build guide pairs these with dice jobs. The run planner has a relic slot checklist you can read during the pick, not after you misclick Fine Cutlery onto a spread pool.
Launch week will name more of the 120. When a new relic shows up in a patch, slot it into a job, not into a vibes list. Jobs survive patches. Vibes do not.
Frequently Asked Questions
Quick answers to the most common questions.
What is the best relic in Ribbit Rogue?
Blacksmith Hammer or Fine Cutlery if your pool still needs editing. Twin Die after the first boss if you already sequence Twin.
Is Spirit Jar good if I hate blanks?
Only if you keep blanks. If you already forged them off, take a reroll relic instead.
Should I reroll relic rewards?
Yes when you have Hand Lens or when none of the three cards match the pool. A mismatched S-tier card is a B-tier mistake.
Do boss relics replace normal relics?
They stack. Boss dice such as Twin Die sit in the pool; boss relics sit in the row. Plan the first boss around leaving with an engine.