There are 78 items in Mega Bonk and 18 of them are Legendary — the yellow-bordered tier. The full pool breaks down as 21 Common, 21 Uncommon, 18 Rare and 18 Legendary, so Legendary is not the rarest tier by count; it is the tier with the run-defining effects.
Everything below is taken from the Mega Bonk Wiki’s Items page, including the exact unlock objective for each one.
How the 78 items split by rarity
| Rarity | Items | Share of the pool |
|---|---|---|
| Common | 21 | 27% |
| Uncommon | 21 | 27% |
| Rare | 18 | 23% |
| Legendary | 18 | 23% |
Legendary is tied with Rare for the smallest tier, 18 items each, so seeing a Legendary offer is not itself rare — the rarity colour tells you the effect size, not the odds.
All 18 legendary items
| Item | Effect | How to unlock |
|---|---|---|
| Overpowered Lamp | +1 chance to proc on-hit effects | Default |
| Za Warudo | On taking lethal damage, freeze time. Breaks after one use | Default |
| Big Bonk | 2% chance to BONK an enemy for 20x damage | Default |
| Spicy Meatball | Attacks have a 25% chance to explode for 65% damage to surrounding enemies | Default |
| Ice Cube | 20% chance to inflict ice damage when hitting enemies | Default |
| Giant Fork | Crits have a chance to become Megacrits | Default |
| Power Gloves | 8% chance on hit to create a giant blast that damages and knocks away enemies | Default |
| Lightning Orb | 25% chance to summon lightning on hit. Lightning can now stun | Kill 3,000 enemies using lightning damage |
| Chonkplate | Healing above Max HP lets you Overheal by 75%. Also gives 20% Lifesteal | Get Max HP to 500 |
| Dragonfire | 15% chance to summon dragonfire on hit | Kill 4,000 enemies using fire damage, or 18 silver |
| Sucky Magnet | Periodically drags in all XP around you | Complete every Charge Shrine on one map |
| Holy Book | 100 Max HP, 50 HP Regen. Healing radiates damage to nearby enemies | Kill a first Stage Boss without taking damage that run |
| Speed Boi | On dropping below 50% Max HP, slow time and deal 2x damage | Complete a stage with at least 2 Boss Curses active |
| Energy Core | Shoots energy orbs at enemies | Defeat the Final Boss 2 times |
| Anvil | Weapon Upgrades can now have +1 stats | Complete 3 Challenges |
| Soul Harvester | Killing an enemy summons 2 homing souls | Survive the Final Swarm for 6 minutes |
| Joe’s Dagger | 1% chance to execute an enemy. Each Execute permanently increases Damage by 1% | Kill 10,000 enemies using the Dexecutioner |
| Bloody Cleaver | Lifesteal activates Bloodmark stacks. Adds 50% chance to apply Bloodmark | Reach level 50 as Vlad |
Seven of the eighteen are unlocked by default, which is the answer to “best early legendary” — early runs can only roll those seven, so the early legendary question is really a question about those seven.
Which legendaries are worth duplicating
Duplicating is a real mechanic players search for, and the wiki text tells you which effects scale with copies and which do not. The rule that follows from the descriptions: percentage-chance on-hit effects trigger independently per copy; mechanical unlocks and one-use saves do not.
| Legendary | What the description implies about stacking | Duplicate it? |
|---|---|---|
| Spicy Meatball | 25% chance to explode — a second copy is a second independent 25% roll | Yes |
| Lightning Orb | 25% chance to summon lightning | Yes |
| Ice Cube | 20% chance to inflict ice damage | Yes |
| Dragonfire | 15% chance to summon dragonfire | Yes |
| Power Gloves | 8% chance to create a blast | Yes |
| Overpowered Lamp | +1 chance to proc on-hit effects — flat addition, so it compounds every on-hit item you hold | Yes |
| Joe’s Dagger | Each Execute permanently increases Damage by 1% — the only legendary that grows without limit | Yes |
| Big Bonk | 2% chance for 20x damage, the largest single multiplier in the game | Yes, if offered |
| Chonkplate | Fixed 75% Overheal and 20% Lifesteal | No — numbers do not improve |
| Holy Book | Fixed 100 Max HP and 50 HP Regen | No |
| Anvil | “Weapon Upgrades can now have +1 stats” — a permission, not a number | No |
| Za Warudo | “Breaks after one use” | Never |
Za Warudo is the trap. It is the most dramatic legendary in the game — it freezes time instead of letting you die — and it is unlocked by default, so new players see it constantly. But the wiki is explicit that it breaks after one use. One copy is a full extra life; a second copy is dead weight.
Overpowered Lamp is the opposite case. It does not add an effect of its own; it adds +1 chance to proc every on-hit effect you already have. If you are holding Ice Cube, Lightning Orb, Dragonfire and Power Gloves, a second Lamp feeds all four. That is why it is the strongest default legendary even though its own description looks plain.
Joe’s Dagger is the long-game pick. “Performing Execute increases Damage by 1%” is the only permanent-scaling line in the Legendary tier — and it is gated behind 10,000 kills with the Dexecutioner, which is itself gated behind 12,500 kills with the Sword. Both are kill quotas, so this is a grind item, not a lucky find.
Picking by what your run needs
- More on-hit procs — Overpowered Lamp first, then whichever of Spicy Meatball, Lightning Orb, Ice Cube or Dragonfire matches your damage type. Lightning Orb’s unlock is 3,000 lightning kills, so it pairs with the Lightning Staff; Dragonfire’s is 4,000 fire kills, so it pairs with Firestaff and Flamewalker.
- Surviving the final swarm — Za Warudo for the free save, Chonkplate for Overheal plus 20% Lifesteal, Holy Book for a flat 100 Max HP and 50 HP Regen.
- Scaling into late game — Anvil, because “Weapon Upgrades can now have +1 stats” makes every subsequent level-up roll better, and Joe’s Dagger for the permanent damage climb.
- Clearing waves faster — Soul Harvester (2 homing souls per kill) and Energy Core (extra projectiles), though the latter needs two Final Boss kills.
Legendaries are one part of the item pool; for the weapons they scale see best weapons, for the tomes that feed those weapons see best tomes, and for the characters that start with each weapon see best character. The full 78-item pool is browsable in the items database, and how items interact is covered in the synergy guide.