RE9 All 18 Charms Ranked — Tier List S to D (Best Loadouts)

Author note: Written by Jachin, a 23-year Resident Evil series fan based in Seoul, South Korea. This guide is based on 6 full RE9 playthroughs on PS5 and Steam (Casual → Insanity → NG+ Insanity completions). All strategies, timings, and locations have been personally tested across the v1.02 patch. AI tools were used only for grammar review and note organization; no AI-generated content appears in strategy analysis.

Verified on: v1.02 + DLC patch · Last reviewed: May 30, 2026 · About the author · Editorial policies

PUBLISHED JUNE 2026 · 11 MIN READ · ALL 18 CHARMS TESTED ACROSS 6 PLAYTHROUGHS
✓ SPOILER LEVEL: LOW

All 18 RE9 charms ranked S to D by combat utility, resource economy, Insanity viability, slot efficiency, and acquisition ease. You have 3 charm slots (4 in NG+). Equipping the right 3 is the difference between an Insanity run that's manageable and one that's impossible. Tested across all 6 of my playthroughs.

RankCharmEffectTier
#1Crafter's Touch+25% crafting yield (ammo, herbs, gunpowder)S-tier — must-equip
#2Iron Skin+15% damage reduction from all sourcesS-tier — must-equip
#3Survivor's WillHerbs and First Aid heal +50% HPA-tier — excellent
#4Marksman's Eye+15% headshot damage, +10% crit chanceA-tier — excellent
#5Lucky Star+5% drop rate from all enemiesA-tier — excellent
#6Phoenix DownRevive once per chapter at 50% HPA-tier — excellent
#7BloodhoundEnemies show on map within 50mB-tier — solid
#8Ammo Hoarder+25% max ammo capacity all weaponsB-tier — solid
#9Predator+10% damage to wounded enemiesB-tier — solid
#10Knife Edge+30% knife damage, +20% durabilityB-tier — solid
#11Magnetic HandAuto-pickup items within 3m radiusB-tier — solid
#12Berserker+20% damage when HP < 25%C-tier — situational
#13QuickstepDodge cooldown -30%C-tier — situational
#14Eye SpyReveal enemies through walls within 15mC-tier — situational
#15Hawkeye+50% aim assist strengthC-tier — situational
#16WhisperSilent movement, no enemy alert from runningD-tier — skippable
#17Lockpick MasteryLockpicking time -50%D-tier — skippable
#18Eagle VisionMini-map range +30%D-tier — skippable
Table of contents

Ranking methodology

Each charm scored across 5 dimensions:

DimensionWhat it measuresWeight
Combat utilityDirect DPS, damage taken, survivability in fights30%
Resource economyAmmo, herbs, gunpowder yield over a full playthrough25%
Insanity viabilityWhether the charm scales with hardest difficulty20%
Slot efficiencyValue per slot — passive vs trigger-based15%
Acquisition easeHow early/easily you can unlock it10%

TL;DR — best 3 charms by playstyle

S-tier — must-equip charms

#1: Crafter's Touch (+25% crafting yield)

Why #1: This is the single most economy-defining charm in RE9. A standard playthrough crafts ~120 items (ammo + herbs + gunpowder). +25% yield means an extra 30 items over a campaign — equivalent to 4-5 extra boss-prep cycles. On Insanity, this charm alone can extend your Magnum ammo supply from 30 rounds to ~38. Unlocked early (Chapter 2 reward).

Slot efficiency: ★★★★★ Passive. No trigger needed. Always active.

Insanity scaling: ★★★★★ The harder the difficulty, the more this matters.

#2: Iron Skin (+15% damage reduction)

Why #2: Flat damage reduction stacks against everything — boss attacks, enemy bites, environmental damage. On Insanity where bosses one-shot at full HP, 15% reduction often lets you survive a hit that would otherwise kill. Unlocked Chapter 4 (Care Center Basement chest). Passive, no trigger.

Slot efficiency: ★★★★★ Pure passive defense.

Insanity scaling: ★★★★★ Makes one-shot mechanics survivable.

A-tier — excellent charms

#3: Survivor's Will (Herbs +50% HP)

Why A-tier: Doubles the value of every herb pickup. Effectively means you carry "fewer herbs but heal more" — saves 2-3 inventory slots over a chapter. Combined with Crafter's Touch, this is the resource-efficient backbone. Drops to A because it requires you to actually take damage (Iron Skin reduces the trigger).

#4: Marksman's Eye (+15% headshot, +10% crit)

Why A-tier: The offense king. A Magnum headshot already deals massive damage — +15% on top can finish Victor Gideon Phase 3 in one shot instead of two. The 10% crit chance has unspoken synergy with weapons that fire multiple shots (assault rifles, shotguns).

#5: Lucky Star (+5% drop rate)

Why A-tier: Subtle but compounds. Over a 12-hour playthrough killing ~400 enemies, +5% drops = ~20 extra herb/ammo pickups. Synergizes with Magnetic Hand if you want a loot-focused build. Easy to dismiss but math is on its side.

#6: Phoenix Down (Revive once per chapter @ 50% HP)

Why A-tier: The Insanity must-equip. One free death per chapter means you can recover from any one-shot mistake. On Insanity, this charm has saved my runs more times than I can count. Drops below #5 only because it does nothing on lower difficulties.

B-tier — solid charms

#7: Bloodhound (Enemies on map within 50m)

Why B-tier: Essential for stealth/exploration. Identifies boss positions before encounters, lets you plan ambush routes. Loses value in linear chapters (Chapter 4, Chapter 7) where there's only one path forward.

#8: Ammo Hoarder (+25% max ammo)

Why B-tier: Lets you avoid mid-chapter ammo crafting. Particularly strong on Magnum (24 → 30 capacity) and Assault Rifle (60 → 75). Loses value if you have Crafter's Touch already (you can just craft more).

#9: Predator (+10% to wounded)

Why B-tier: Targets enemies under 50% HP. Works well with crowd-control weapons (shotgun, AR) where you wound multiple. Falls off against bosses (who don't become "wounded" in the same sense).

#10: Knife Edge (+30% knife dmg, +20% durability)

Why B-tier: Strong for knife-only runs and trophy hunters (Knife the Plant 43 trophy). Unspoken benefit: parry damage uses knife damage values, so this boosts Mr. X parry windows.

#11: Magnetic Hand (Auto-pickup 3m radius)

Why B-tier: Quality of life. Cuts ~30 seconds per chapter from manual pickups. Drops from A-tier because it doesn't affect gameplay outcomes — just convenience.

C-tier — situational charms

#12: Berserker (+20% damage when HP < 25%)

Why C-tier: The risk/reward charm. +20% damage is significant, but staying under 25% HP is suicide on Insanity. Niche use: Casual difficulty challenge runs.

#13: Quickstep (Dodge cooldown -30%)

Why C-tier: Useful against agile bosses (Titan Spinner, The Girl). Less useful against tank bosses (Plant 43, Mr. X) where dodge doesn't apply.

#14: Eye Spy (Enemies through walls 15m)

Why C-tier: Better than Bloodhound for tight indoor spaces but worse range. Niche.

#15: Hawkeye (+50% aim assist)

Why C-tier: Helpful for controller players. PC players with mouse aim will skip this entirely.

D-tier — skippable charms

#16: Whisper (Silent movement)

Why D-tier: RE9 stealth is mostly scripted. Real stealth gameplay is limited to Chapter 4 (Courtyard). Doesn't justify a slot.

#17: Lockpick Mastery (Lockpicking -50% time)

Why D-tier: Saves 4-6 seconds per lock × ~12 locks = ~1 minute over a campaign. Not worth a slot.

#18: Eagle Vision (Mini-map +30% range)

Why D-tier: Bloodhound is strictly better for the same purpose. Unsure why this exists.

Best 3-charm loadouts by playthrough

Playthrough typeCharm 1Charm 2Charm 3Reasoning
Standard 1st runCrafter's TouchIron SkinMarksman's EyeBalanced economy + survival + offense
InsanityCrafter's TouchIron SkinPhoenix DownMaximum death prevention
NG+ Plat huntCrafter's TouchMarksman's EyeQuickstepFast boss clears
Knife-onlyKnife EdgeIron SkinPhoenix DownMandatory knife buff + survival
SpeedrunMarksman's EyeQuickstepMagnetic HandFaster combat + faster pickups
Collection runBloodhoundMagnetic HandLucky StarMap sweep efficiency
S-rank time attackCrafter's TouchMarksman's EyeAmmo HoarderNo mid-fight reload/craft pauses
Casual / first hourSurvivor's WillBloodhoundMagnetic HandForgiving onboarding loadout

Where to find every charm

CharmChapterLocation / requirement
Crafter's TouchChapter 2Care Center records room reward
Iron SkinChapter 3Care Center Basement chest after Organless Corpse puzzle
Survivor's WillChapter 1Wrenwood Hotel basement boiler room
Marksman's EyeChapter 5Water Treatment control room safe (code 7-4-2-9)
Lucky StarChapter 4Courtyard fountain drainage area (hidden)
Phoenix DownChapter 8 / NG+ARK Facility Vivien lab (or NG+ start reward)
BloodhoundChapter 6RPD evidence locker (RPD key required)
Ammo HoarderChapter 5Water Treatment shop (15,000 currency)
PredatorChapter 3Defeat Blister Borne with knife only
Knife EdgeChapter 7Raccoon City alley shop (12,000 currency)
Magnetic HandChapter 6Orphanage attic chest
BerserkerChapter 4Defeat Chunk in Chapter 4 without taking damage (achievement-linked)
QuickstepChapter 2Care Center 3rd floor PT room
Eye SpyChapter 1Wrenwood Hotel guest room 217
HawkeyeChapter 5Water Treatment exterior catwalk
WhisperChapter 4Courtyard greenhouse
Lockpick MasteryChapter 2Care Center utility closet
Eagle VisionChapter 7Raccoon City clock tower top floor

See our all 75 files and collectibles guide for exact map positions.

FAQ — charm mechanics

Q: How many charm slots do I have?
A: 3 slots in standard playthrough. 4 slots unlock in NG+. NG+ Insanity unlocks a hidden 5th slot if you achieve S-rank.

Q: Do charm effects stack?
A: Yes. Iron Skin + Survivor's Will = effectively 27.5% effective damage reduction (15% reduce + healed back more from each herb). All three S/A-tier charms equipped have measurable synergy on Insanity.

Q: Can I switch charms mid-chapter?
A: Yes — at any save room. There's no cooldown or cost. Some speedrunners switch charms between bosses (Marksman's Eye for combat, Magnetic Hand for cleanup).

Q: Are there hidden charms not on this list?
A: NG+ Insanity unlocks "Eveline's Whisper" — a meme charm that does nothing mechanical but adds Insanity-only flavor dialogue. Not gameplay-relevant.

Q: Which charms are best for trophy hunting?
A: Knife Edge (for "Knife Specialist" trophy), Marksman's Eye (for "Headhunter"), Lucky Star (for "Treasure Hunter" — rare drop dependent).

Q: Are charms different for Grace vs Leon?
A: No. Both characters share the same charm pool. However, Leon's extended NG+ campaign gives him more time to find them all.

Q: Should I prioritize charms or weapon upgrades?
A: Charms first. A +25% craft yield charm provides more value than +5% weapon damage on most weapons. Exception: Magnum upgrades (always prioritize).

Q: Will RE10 keep this charm system?
A: Director Nakanishi praised the charm system in his Famitsu interview (May 2026), confirming it will return in some form for RE10.

Related ranked content
View the tier lists hub (6 lists) All 17 weapons ranked S to D All 10 bosses ranked best to worst All 8 endings ranked tier list All 8 chapters ranked S to C Bosses by difficulty Magnum ammo farming NG+ complete guide All 75 files locations Insanity playbook All guides
All 10 bosses ranked (tier list) All 8 endings ranked (tier list) All 17 weapons ranked S to D Bosses ranked by difficulty Difficulty comparison guide Chapter 8 walkthrough (#1) Chapter 6 walkthrough (#2) NG+ complete guide Insanity playbook All guides
Eye Spy Charm explained (S-tier equipment) Best crafting recipes & ammo All 25 Mr. Raccoon Locations How to Beat Victor Gideon How to Beat Super Tyrant All 5 Safe Codes All guides home

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