Look, Noita is basically a simulation of how many ways a wizard can accidentally turn themselves into a pile of gold or a very dead sheep. You’ve probably been there. You have a god-tier wand, three rows of hearts, and then—zap—you’re dead because you stepped in a pixel of electrified water.
The thing about a Noita perk tier list is that it’s not just about what is "strong." It’s about what stops the game from hating you. Some perks are basically mandatory if you want to see the bottom of the Lab, while others are trap options that look cool but will actually end your run in the most embarrassing way possible.
I’ve spent hundreds of hours in these caves. I've been humbled by a single fire pixel more times than I can count. Let’s talk about which perks actually deserve a spot in your Holy Mountain pick.
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The S-Tier: The Run Makers
These are the perks you take without thinking. If you see these and you have the gold, you grab them. Honestly, even if you don’t have the gold, you should probably consider selling your soul (or just kicking a statue) to get them.
Tinker with Wands Everywhere is the undisputed king. People will tell you that you can just "not collapse the Holy Mountain" by teleporting out or using polymorph. Sure, you can do that. But having the freedom to swap a Chainsaw onto your main wand in the middle of the Hiisi Base is a game-changer. It’s the ultimate quality-of-life perk that doubles as a massive power spike.
Then there’s Perk Lottery. It’s a gamble, yeah, but it’s the only way to get "stacked" early on. When it procs and leaves the other two perks on the altar, you feel like a genius. If it doesn't? Well, you were only going to get one perk anyway.
Permanent Shield and All-Seeing Eye round out the top. In a game where one stray projectile from off-screen can end a 40-minute run, knowing where the enemies are and having a layer of "oops" protection is vital.
The A-Tier: Essential Immunities
Noita is a game of environmental hazards. If you can ignore half of them, you’re halfway to a win.
- Explosion Immunity: This is arguably better than fire immunity. Why? Because it lets you use the most "unstable" spells—like Holy Grenade or Large Fireball—as point-blank melee weapons.
- Melee Immunity: Essential for the Jungle. Those spiders and flies will swarm you. Being able to ignore their bite damage turns a stressful floor into a cake walk.
- Fire/Toxic Immunity: These are the "don't die to a mistake" perks. You can usually manage fire with a water flask, but not having to worry about it at all saves so much mental energy.
- Electricity Immunity: This one is controversial. Some rank it lower because you can just "be careful." I disagree. Electricity is the fastest way to get stun-locked in a pool of water and watch your health bar vanish in two seconds.
The B-Tier: Great, But Situational
These perks are solid. They won’t win the game on their own, but they provide massive utility.
No More Shuffle is a sleeper hit. If you find a wand with 26 slots and 0.05 recharge speed but it’s a "Yes" on shuffle, it’s basically garbage. This perk turns those trash wands into end-game monsters.
Stainless Armor is the cornerstone of any "God Run." If you’re planning on going to Parallel Worlds and stacking health into the millions, you need this. It reduces damage by 50% as long as you aren't stained. Pair it with Repelling Cape, and you’re basically untouchable.
Stronger Levitation is just nice. It’s not flashy. It doesn't kill bosses. But being able to stay in the air longer means you aren't falling into pits of acid or landing on a Hiisi's head.
The Trap Tiers: What to Avoid
Now, let’s talk about the perks that look good on paper but are actually cursed.
The "Run Enders"
Teleportitis is the biggest offender. Taking damage and then being randomly teleported? Sounds like a great way to end up in a pool of lava or inside a wall. Unless you’re a speedrunner who knows exactly what they’re doing, leave this one alone.
Freeze Field is another one. It sounds great—it puts out fires! It freezes lava! It also traps you in ice if you’re bleeding or standing in water. I’ve seen more people die because they got stuck in their own frozen blood than I’ve seen people saved by this perk.
The "Noisy" Perks
Lukki Mutation or Leggy Mutation. They’re fun. They’re weird. They also completely ruin your movement mechanics. If you like being able to fly properly, don't let a spider grow out of your back.
A Quick Word on the "Long Run" Meta
If you aren't just trying to "win" (kill the final boss) and instead want a 10-hour run where you explore the entire map, your Noita perk tier list shifts dramatically.
In a long run, More Love becomes S-tier. If you stack four of these, enemies stop attacking you. It’s the closest thing to "Creative Mode" Noita has. You also want Iron Stomach and Eat Your Vegetables. This combo allows you to drink anything—including deadly polymorphine or acid—to gain short-term immunity and a massive damage boost from being "satiated."
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Actionable Insights for Your Next Run
- Prioritize Tinkering: If you see "Tinker with Wands Everywhere" in the first or second Holy Mountain, take it. Do not "save it for later." The ability to optimize your wands as you find spells is worth more than any immunity.
- Stack Immunities in Order: If you have to choose, go Explosion > Melee > Fire. You can wash off fire, but you can't "wash off" an explosion to the face.
- The "Reroll" Strategy: If the perks are all garbage (C-tier or lower), don't settle. Use your gold to reroll. A single A-tier perk is worth more than three mediocre ones.
- Watch the Synergy: Don't take "Stainless Armor" if you also have "Gas Blood" or "More Blood." You’ll be constantly stained, making the armor useless.
The beauty of Noita is that every run is a puzzle. Sometimes the "worst" perk on this list is exactly what you need to make a weird wand work. But 90% of the time? Just take the shield and the wand tinkering. Your future self will thank you when you don't explode in the Coal Pits.