Trinkets are one of the most important systems in How Many Dudes because they can completely change how a Dude performs during a run. Every Roster Dude type can have one Trinket bound to it, and once equipped, that Trinket grants powerful passive effects throughout battle.
Some Trinkets are designed for damage dealers, others make tanks nearly impossible to kill, while a few are focused entirely on supporting your team through healing or buffs. Choosing the right Trinket for the right Dude often makes a bigger difference than simply increasing stats.
How Many Dudes Trinkets Guide – Best Trinkets 2026
The How Many Dudes Trinkets below explain exactly what every Trinket does, where it shines, and which types of Dudes benefit from it the most.
ADHD
The ADHD Trinket turns its wielder into one of the fastest units on the battlefield.
It immediately grants 40% Run Speed, allowing the Dude to move much faster than normal. On top of that, every 4 seconds the wielder automatically dashes toward the enemy that is farthest away.
This constant movement helps chase ranged enemies or isolated targets, but it also means your Dude may frequently leave your frontline. Because of that, ADHD is usually better on aggressive attackers that can survive while fighting alone instead of fragile support units.
Airhorn
Airhorn is a scaling Trinket that becomes stronger the longer the battle lasts.
Every second, the wielder permanently gains:
- 5% Attack Power
- 5% Run Speed
These bonuses continue stacking until reaching 10 stacks, resulting in an impressive 50% Attack Power and 50% Run Speed by the end of the buildup.
Airhorn performs best during boss fights and lengthy encounters where there is enough time to reach maximum stacks. In very short battles, however, it may not have enough time to show its full potential.
Bad Credit
Bad Credit has one of the most unique mechanics in the game.
Instead of immediately taking all incoming damage, 50% of that damage is stored and spread across the next four seconds.
While carrying stored damage, every second the wielder has a 50% chance to release half of the stored amount onto the most suitable enemy as Direct Damage.
This Trinket effectively softens incoming burst damage while also turning enemy attacks into offensive pressure. Durable frontline Dudes benefit from it the most since they naturally absorb large amounts of damage.
Bag of Nuts
Whenever the wielder deals Direct Damage, there is a 5% chance to “go nuts.”
When this activates, the Dude gains 50% Attack Speed for 2 seconds.
Although the activation chance isn’t particularly high, fast-attacking Dudes trigger Direct Damage frequently enough that the buff appears surprisingly often during longer battles.
This Trinket is especially enjoyable on characters built around rapid attacks.
Baseball Bat
Every 3 seconds, the wielder swings at the four nearest enemies.
Each target takes Direct Damage equal to 25% of the wielder’s DPS, and every one of these hits is guaranteed to Critical Hit.
Because the attack automatically hits multiple enemies, Baseball Bat provides consistent area damage without requiring any special setup.
It performs especially well against crowded waves where enemies naturally group together.
Black Belt
Black Belt focuses on survivability while rewarding successful dodges.
The wielder gains 10% Evasion, making enemy attacks miss more often.
Whenever an attack is successfully evaded, there is a 20% chance to immediately counterattack, dealing Direct Damage equal to 100% of the wielder’s DPS.
Instead of simply avoiding damage, Black Belt lets your Dude punish enemies for missing.
Agile melee fighters usually make the best use of this Trinket.
Bongos
Bongos constantly alternates between two defensive bonuses.
Every second, the wielder switches between:
- 20% Evasion
- 20% Deflection
Because the buffs rotate continuously, the Dude always has some form of additional defense active.
While not as predictable as permanent defensive stats, Bongos provides excellent overall survivability throughout long battles.
Crazy Straw
Crazy Straw is built around healing through combat.
The wielder gains 10% Lifesteal, allowing attacks to restore health.
Every time Lifesteal activates, the Dude also gains 5% Crit Chance for 3 seconds, with this bonus stacking up to two times.
As the fight continues, regular healing gradually improves critical hit consistency, making this Trinket especially effective on sustained damage dealers.
Cutoff Jorts
Movement directly translates into damage with Cutoff Jorts.
For every 25 feet traveled during battle, the wielder permanently gains 1% Attack Power.
Highly mobile Dudes naturally accumulate these bonuses much faster than stationary fighters.
Long encounters allow this Trinket to build an impressive amount of permanent Attack Power over time.
Diss Track
Diss Track is unique because it benefits every wielder using the Trinket.
It copies 30% of all damage dealt by every Dude carrying Diss Track and stores it.
Every second, the stored damage is unleashed onto the most suitable enemy.
The more Dudes using Diss Track on your roster, the stronger this shared damage pool becomes.
It works particularly well in teams built around multiple high-DPS characters.
Ear Gauges
Ear Gauges essentially provides a second life.
When the wielder receives fatal damage, instead of dying they:
- Fully heal.
- Permanently gain 30% Attack Power.
This effect can only activate once per battle.
Having a guaranteed second chance makes Ear Gauges excellent on powerful damage dealers you absolutely don’t want to lose.
Face Tattoo
Face Tattoo transforms the wielder into a defensive specialist.
The Dude gains 10% Deflection, and all redirected Deflected Damage is sent to him instead.
Whenever he receives that redirected damage, he gains 5% Toughness for 4 seconds, stacking up to five times.
Rather than avoiding redirected damage, this Trinket encourages absorbing it and becoming even tougher in return.
Tanky frontline characters are the natural choice for Face Tattoo.
Fedora
Fedora rewards using less common Dude types.
The wielder gains:
- 3% Attack Power
- 1% Max HP
These bonuses are multiplied by the difference between the number of the most common Dude type on your roster and the wielder’s own Dude type.
This means rare or unique Dude types receive much larger bonuses than those already dominating your roster.
Fedora becomes stronger as your team composition becomes more diverse.
Folding Chair
Whenever the wielder deals Attack Damage, there is a 20% chance to immediately strike again.
The follow-up attack deals Direct Damage equal to 30% of the wielder’s Max HP.
Because the extra damage scales from health instead of Attack Power, Folding Chair becomes incredibly effective on bulky Dudes with enormous health pools.
Friendship Bracelet
Friendship Bracelet keeps valuable teammates alive through teamwork.
When the wielder would normally die, he instead survives by equalizing his HP with the healthiest Dude on the roster.
This effect has a 2-second cooldown, preventing it from triggering repeatedly in rapid succession.
As long as another teammate remains healthy, Friendship Bracelet can dramatically increase survivability.
Ghillie Suit
Ghillie Suit offers a mixture of offense and protection.
The wielder gains:
- 10% Crit Chance
- 15% Attack Power
In addition, the Dude can no longer be affected by Cleave attacks.
Avoiding Cleave makes Ghillie Suit particularly valuable during battles filled with enemies capable of damaging multiple targets at once.
Glass Cannon
Glass Cannon perfectly lives up to its name.
Every Critical Hit permanently grants:
- 5% Attack Power
- 1% Vulnerability
Both effects stack throughout the battle.
As damage increases, the wielder also becomes easier to kill.
If the battle lasts long enough, Glass Cannon users become devastating offensive threats—but only if they can survive the growing Vulnerability.
Inhaler
Inhaler turns healers into even stronger support units.
Whenever the wielder heals any target, there is a chance equal to their Crit Chance to also heal the most injured Dude on the roster for the exact same amount.
The higher your healer’s Crit Chance, the more frequently this additional healing occurs.
It’s an outstanding Trinket for dedicated support characters.
Laser Pointer
Laser Pointer creates one of the strangest battlefield effects.
Every second, each wielder has a 20% chance to teleport a random Dude from the next Dude type beneath them on the roster to a random distant ally or enemy.
After teleporting, that Dude gains 20% Attack Speed for 2 seconds, stacking up to three times.
Although the teleportation can be unpredictable, the Attack Speed bonus can create surprisingly powerful bursts of damage.
Medical License
Medical License rewards dealing consistent damage.
For every 100 damage the wielder deals, a random injured teammate is healed for 15 HP.
Unlike burst healing abilities, this Trinket provides a constant stream of healing throughout combat.
Fast attackers who deal damage continuously trigger Medical License more frequently than slow heavy hitters.
Neckbrace
Neckbrace greatly improves survivability.
The wielder immediately gains 20% Max HP.
Whenever damage lowers him below 30% health, he receives Temporary Health equal to 50% of his Max HP for 4 seconds.
This effect has a 4-second cooldown.
Neckbrace is fantastic on frontline Dudes that regularly find themselves close to death.
Pet Rock
Pet Rock combines blocking with offensive scaling.
The wielder gains 10% Block Chance.
Whenever a Block occurs, the Dude gains:
- 10% Crit Chance
- 20% Crit Damage
These bonuses last 2 seconds.
This creates an interesting cycle where successful defense immediately boosts offensive potential.
Receipts
Receipts rewards landing Direct Critical Hits.
Whenever a Direct Crit occurs, there is a 50% chance to:
- Taunt two nearby enemies.
- Gain 10% Toughness.
- Gain 5% Lifesteal.
These buffs last 4 seconds and can stack up to two times.
The combination of defense, healing, and crowd control makes Receipts surprisingly versatile.
Rizz
Rizz is a support-oriented Trinket.
Instead of mainly strengthening the wielder, it buffs the Dude types positioned directly above and below him on the roster.
For every two Rizz wielders, adjacent Dude types gain:
- 1% Crit Chance
- 1% Evasion
These bonuses stack up to 10 times.
Rizz becomes significantly stronger when multiple copies exist across your roster.
Scrubs
Scrubs emphasizes Deflection.
The wielder gains 20% Deflection.
Whenever Deflection activates, there is a 20% chance to gain 30% Attack Power for 2 seconds.
This creates frequent offensive bursts while maintaining excellent defensive value.
It performs particularly well on Dudes already built around Deflection.
Shiv
Shiv becomes stronger as enemies become weaker.
Whenever the wielder deals Attack Damage, there is a chance equal to the target’s missing HP percentage to immediately perform another strike.
The bonus attack deals Direct Damage equal to 60% of the wielder’s Attack Power.
As enemies approach death, Shiv activates much more consistently, making it excellent for finishing opponents quickly.
Shovel
Shovel rewards surviving difficult situations.
For every Unconscious Dude on your team, the wielder gains 20% Cleave during battle.
If multiple teammates become unconscious, Cleave increases dramatically, allowing attacks to hit far more enemies.
Although it isn’t ideal to have teammates fall, Shovel helps turn desperate situations into potential recoveries.
Socialism
Socialism focuses entirely on protecting teammates.
Every 2 seconds, the wielder grants Temporary Health equal to 25% of his Max HP to a random injured teammate.
The shield lasts 3 seconds.
This steady stream of Temporary Health often prevents weaker allies from being knocked out during extended fights.
Support-oriented Dudes make excellent users of this Trinket.
Taser
Movement once again becomes offensive.
For every 50 feet traveled, the wielder shocks a nearby enemy, dealing damage equal to 50% of his DPS.
Highly mobile Dudes naturally trigger this effect much more often than stationary fighters.
When combined with movement-focused Trinkets, Taser can produce a surprising amount of extra damage.
Team Jersey
Team Jersey encourages grouping similar Dude types together.
During battle, the wielder gains:
- 10% Attack Power
- 3% Deflection
These bonuses are granted for every nearby Dude of the same type and can stack up to four times.
If your team is built around several copies of the same Dude type fighting together, Team Jersey becomes extremely powerful.
Therapy
Therapy provides dynamic survivability.
While the wielder remains above 70% HP, they enjoy 30% Toughness.
As health falls toward 20%, this bonus gradually decreases until only 10% Toughness remains.
This means Therapy offers the greatest protection before heavy damage arrives, helping prevent dangerous health drops in the first place.
Weighted Vest
Weighted Vest is one of the simplest yet strongest stat-focused Trinkets.
The wielder gains:
- 30% Toughness
- 30% Attack Power
In exchange, they lose 50% Run Speed.
For slow tanks that rarely need to chase enemies, this drawback is often insignificant. On fast melee attackers, however, losing half of their movement speed can noticeably reduce their effectiveness.
Trinkets are much more than simple stat boosts—they often define how a Dude performs for the entire run. Some, like Airhorn, Glass Cannon, and Cutoff Jorts, grow stronger as battles continue, while others such as Ear Gauges, Neckbrace, and Friendship Bracelet provide incredible survivability when things go wrong. Team-focused options like Rizz, Team Jersey, Medical License, and Socialism can quietly carry an entire roster by supporting nearby allies instead of boosting a single fighter.
From my experience, it’s usually better to match a Trinket to a Dude’s natural strengths rather than trying to fix their weaknesses. Tanks become much harder to kill with defensive Trinkets, fast attackers get far more value from movement and attack-speed effects, and healers can keep an entire team alive with support-focused options. Once you start pairing the right Trinkets with the right Dudes, you’ll notice your runs becoming much smoother, especially during the later stages where enemy traits and bosses become much more punishing.