Residence Massacre Items Tier List
Coins Shop gear ranked for Night 1–3, memories, and co-op roles.
The Coins Shop in Residence Massacre replaced the older Item Shop and crate system, letting you buy tools with Coins earned from nights, memories, and endless modes. Equipped items spawn at the start of baseline runs unless a night disables them. This tier list ranks shop and map items—flashlight Batteries, Bloxy Cola, Crowbar, Hammer, Lantern, Radar, Flare Gun, Gas Cans, and more—based on co-op survival value across Night 1, Night 2, and Night 3.
Read How to Earn Coins before bulk buying, and pair purchases with Gamepasses like Better Flashlight or Double Tools. Threat context lives in The Mutant, The Stalker, and the full Anomalies guide.
S Tier — core survival staples
Battery (300 Coins)
Map spawns scale with player count; shop copies guarantee extras. Batteries refill flashlight charge when the main cell dies—critical on Night 1 against The Mutant and Night 2 against The Stalker. Share batteries in voice chat instead of hoarding. Synergizes with the Better Flashlight gamepass for near-permanent uptime on some nights.
Bloxy Cola (500 Coins)
Refills stamina with a stronger kick than Lemonade. Best for runners who kite chases and reposition during Night 3 cabin scrambles. S-tier if your squad lacks Iron Lungs.
Flare Gun (2,500 Coins + Hello World badge)
One-shot flare stuns most anomalies for roughly 25 seconds, including Night 3 threats except undead and The Stalker. Unlocked after surviving The Bunker memory. Emergency saves when shotgun ammo runs dry or The Spider marks a cabin. Expensive but fight-winning—see Characters for Miner lore.
A Tier — strong night-specific tools
Radar (2,000 Coins)
Reveals anomaly position information—incredible on Night 2 when multiple threats overlap. Requires Coin savings from VIP farming. One squad member carrying Radar can call rotations for everyone.
Lemonade (300 Coins)
Full stamina refill at half the price of Bloxy Cola. A-tier for budget players; downgrade if you already buy Bloxy Cola every run.
UV Light / Camera Flash (map spawn)
Not always shop items, but mandatory A-tier picks on Night 2 for flashing The Stalker during emergence and rampage. Free on the map—skill beats price.
Medkit (750 Coins + Bloody Job badge)
Three heals per kit. Strong when Night 2 static damage or Night 3 spider marks chip health. Badge gate slows early access.
Gas Can (Night 3 map objective)
Required narrative item on Night 3 to refuel the truck—S-tier for that night only as a mission piece, not a shop staple.
B Tier — situational utility
Crowbar (200 Coins)
Dismantles barricades for recycling on Night 1. Price dropped from 1,000 to 200 Coins, improving value. Disabled on Night 3—drop priority if you only push forest cabins.
Hammer (300 Coins)
Places up to three barricades. Great for Night 1 house defense, useless on Night 3. Pair with coordinated builders in co-op.
Lantern (500 Coins)
Placeable light source. Helpful when squadmates lack flashlight passes, but redundant with Better Flashlight owners.
Candy Bucket (750 Coins + Mansion Incident badge)
Four stamina uses from the memory reward line. B-tier until you finish Mansion Incident; then rivals Lemonade for memory replay farmers.
Wrench (repair contexts)
Referenced in factory repair loops on Night 2—map-dependent. Bring when objectives demand generator or repair worker tasks; not a default shop buy every run.
C Tier — niche, meme, or badge flex
Plushie (3,000 Coins + Spirit Helper badge)
Comfort item with minimal combat value. Buy after Spirit Helper clear for collection, not survival.
Birthday Cake (1 Coin + Sugar Rush badge)
Throwable stamina and minor heal—event badge flavor. Fun, not meta.
Subspace Tripmine (999,999 Coins)
Joke pricing. Do not buy unless you enjoy memes and have infinite Coins.
Night-by-night loadout cheat sheet
| Night | Recommended shop items | Map must-haves |
|---|---|---|
| Night 1 | Battery, Bloxy Cola | Flashlight, closets |
| Night 2 | Radar, Battery, Medkit | UV Light, cameras |
| Night 3 | Flare Gun (if unlocked) | Shotgun, Gas Cans |
| Memories | Lemonade, Flashlight upgrades | Varies per memory |
Night 3 disables Hammer and Crowbar—update your Double Tools loadout before queueing.
Co-op distribution tips
- Do not duplicate Radar unless both players split east/west callouts.
- Pool Batteries on Night 1 so the Mutant chaser always has light.
- Assign one Flare holder for Night 3 cabin breaks; others carry stamina.
- Buy Medkit on the player who gets hit by Stalker static most often.
Coins Shop vs. map pickups
Many items spawn on the map equal to player count. Shop copies guarantee consistency when random spawns fail. If your squad wipes often, invest shop Coins before cosmetics. If you win reliably, map pickups may be enough until badge items unlock.
Track price changes on Updates—Crowbar’s discount reshuffled the economy overnight once already. Ignore promo codes; none are active. Spend honestly farmed Coins on S-tier items first, and revisit this list when Tea Studio adds new shop rows after seasonal events.
Frequently Asked Questions
Quick answers for Residence Massacre survivors.
What is the best item in the Coins Shop?
Battery and Bloxy Cola are the best general purchases for most nights. Flare Gun is strongest after you unlock it via The Bunker badge.
Which items are disabled on Night 3?
Crowbar, Hammer, and Subspace Tripmine do not work on Night 3. Plan Night 3 loadouts around shotgun, flares, and gas can objectives instead.
Is Radar worth 2,000 Coins?
Yes for Night 2 teams that struggle with anomaly positioning. One dedicated callout player can carry Radar while others buy stamina items.
How do badge-locked items work?
You must earn the related memory badge first, then pay Coins in the shop. Examples include Flare Gun, Plushie, Medkit, and Candy Bucket.
Should I buy Lantern if I have Better Flashlight?
Usually no. Lantern is B-tier when a squadmate already owns the Better Flashlight gamepass. Buy stamina or Battery instead.
Do equipped items carry into memories?
Most baseline equipped shop items appear at memory start, but each memory has unique rules. Check the memory guide before assuming a loadout works.