Spoiler season is finally here, and Season 5 is looking to be a huge leap forward for The Bazaar. If you haven't heard the news already, The Bazaar will be launching on Steam on August 13th, 2025.
This is only the beginning, so be sure to check back regularly as we update you with more reveals.
We've also included some miscellaneous items (at the bottom), but will move them at a later date if they're found to be in one of the upcoming expansions.
New Mechanic: Flying
The Bazaar is introducing a new keyword mechanic known as "Flying". Upon early reveals, it looks like this will be a key part of Stelle's gameplay, but it will also exist for other Heroes (Dooley confirmed).
Flying: Item is considered Flying. Slow and Freeze durations applied to this item are halved.
Knowing how strong disruption effects are in The Bazaar, Flying looks to be a welcome addition to the game. It's a supporting effect that can be applied to your items, giving players a new form of counter-play to circumvent Slow and Freeze.
It's far too early to give a full evaluation of the mechanic, but so far, I like what I'm seeing.
Aerial Turret has a Magic Carpet-esque effect, allowing it to reduce its Cooldown throughout a fight. With this effect it'll eventually reach a one second Cooldown, making it one of the fastest Weapons available.
However, a key difference from Magic Carpet is that other items can't do the work for it. It only speeds up from its own usage, but with Multicast enabled this should be quite easy to achieve.
As long as you can find a good source of Damage scaling, Aerial Turret can become a powerful threat. It may appear basic, but you can never discount an Atlatl!
Air-Pressure Rifle is like the Flying version of Arbalest. While it has a relatively long Cooldown, it has pretty great scaling potential, allowing it to eventually hit one-shot levels of power.
It's hard to evaluate the scaling rate currently as we haven't seen the Flying engine in practice. However, there does appear to be a lot of fast ways to grant Flying, so I wouldn't be surprised if this sees use.
Having a built-in Reload effect is pretty nice, allowing it to sustain itself alongside your "stop Flying" effects (which you'll very much be using already). It's got potential.
Airplane Glue seems like a pretty powerful synergy piece for the start/stop Flying setups. While it doesn't actually do anything on its own, assuming you have the combos in line, it offers incredible scaling.
It's sort of a miniature 28 Hour Fitness which is insane for its size (okay kind of but not exactly), and certainly seems to justify the amount of hoops you need to jump through to make it work.
There's a pretty good range of items that care about "stop Flying" effects, and I very much expect Airplane Glue to be included among them.
Altimeter is a cool Small supporting item for certain Flying setups. I think what makes it unique is that it has a reduced Cooldown for each adjacent Flying item, meaning it wants Flying to be active at all times.
It probably won't fit into the start/stop builds as its Cooldown would probably fluctuate too much. Though alongside some dedicated Fliers, it seems solid.
Anemometer is a rather unique supporting item. On the surface, it has the ability to make an adjacent item start Flying while simultaneously Hasting it for a short duration.
However, since the Haste applies only when the item starts or stops, subsequent Flying applications won't apply another instance of Haste. While it may initially look like a side-grade Captain's Wheel, in practice it'll be a lot different.
Regardless, if you can create the right push and pull between starting and stopping, Anemometer could be a fantastic inclusion. After all, its passive effect is board-wide, making it great with extra Flying items.
Angle Grinder Drone is the first of many brand new items to receive the Drone tag. On its own it's a pretty simple Weapon with some built-in Flying support.
As a Small Bronze-tier item with a reasonably low Cooldown, I expect it'll be a solid roleplayer for Drone-centric builds. Perhaps not a key component, but a worthy inclusion until better alternatives are found.
Aviators is a simple Shield item that fits well with fast Burn triggers. While its base effect is minimal, its self-Charging capabilities allow it to perform well with Shield scaling.
It seems like an easy slot-in to an early game Burn build, allowing you to take advantage of skills like Rear Shielding to a decent effect. With enough triggers it does have some late game potential, but it ultimately comes down to the rest of Stelle's item pool.
Balloon Engine combines Burn with the Flying archetype, specifically triggering whenever your items start Flying. With enough fast or widely applied Flying effects, Balloon Engine could create a pretty solid amount of Burn.
However, it gets significantly worse if the triggers are spread apart as the Burn will quickly fizzle out before it can stack. Additionally, you'll want to have some "stop Flying" effects in order to keep it functioning beyond the first round.
Overall, it's got solid early to mid game potential, especially if you have any early game Burn skills. Beyond that, it'll be hard to justify over the many other Flying alternatives.
Battle Balloon goes hand-in-hand with Balloon Engine and adds some defenses to this Flying Burn archetype. Its built-in Charge effect alongside its six second Cooldown makes it potentially really fast, although the main question is whether it's even necessary.
Historically, Burn + Shield hasn't been a very common combination, outside of things like Igloo with Steam Ladle (which is a Freeze build first, Burn build second). Oftentimes Burn just wants to race, making Shield less relevant. It's got potential, but we'll have to see whether it's worth including.
Battle Drone has the potential to pack a real punch alongside some reliable Damage scaling. It's essentially a slightly slower and weaker Flagship, except it comes at Medium size!
Its late game strength will ultimately depend on the items that support it, but it's certainly got good build-around potential assuming everything else falls in line.
Binoculars is the first item of its kind. Rather than functioning as an item itself, it instead generates a skill on purchase. Buying subsequent copies (or upgrading the one you have) will also upgrade the skill, allowing it to improve throughout the run.
The skill itself is a solid form of Crit Chance for Flying builds, but what's really interesting is that it can scale even further beyond its upgrades. As long as you can afford the slot on board, Binoculars will permanently scale the Crit Chance of Target Acquisition.
This is a super cool design space, and hopefully we'll see more similar type effects in the future.
Bird Cage provides "stop Flying" triggers for adjacent Small items, which seems a bit restrictive for its size. However, its passive Shielding effect is pretty darn strong, assuming you can loop these triggers fast enough.
Thematically Bird Cage is an absolute win, but I'm not quite convinced if it justifies being included over the many other Flying items that exist.
Blow Torch has been reworked down to a four second Cooldown, making it a simple but solid, fast Burn item, AKA a Lighter. This clearly has some synergy with Aviators, and could be useful in builds that care about quick Burn and/or Tool uses.
Bomb Voyage is a super flavorful item that could become quite an explosive finisher. You'll probably want to find ways to scale its Damage before its passive goes off, but if achieved it could deal a surprising amount of burst.
Box Cutter appears to have remained the same as its previous iteration, though we'll ultimately have to wait and see until the patch goes live (we only see the Bronze version now). Overall, it's a fine roleplayer if you need a fast Weapon and/or Tool.
Buster is quite an unusual item. Dealing percentage Max Health Damage is pretty solid, albeit the amount is quite low compared to similar existing items. However, having an unrestrictive Destroy effect makes this a pretty unique utility item.
The "stop Flying" items have reasonably short Cooldowns, so if you're able to line up a Flying effect on Buster right before, then it becomes one of the faster Destroy effects we've seen.
Caracara is a Medium Vehicle Weapon that's available at Bronze. It provides direct Flying support for itself and adjacent items while also applying a decent Damage buff.
This seems like a great pickup during the early game for the Flying archetype, but will definitely be replaced later on as better options are found.
Chicken Cannon is an interesting support item that effectively converts your Damage scaling into Shield scaling. This allows you to still scale defensively while focusing primarily on offense.
It seems like a fine early to mid game item if you give it any sort of Damage boost, but I don't expect it to do much else (aside from make me smile every time I see it!). :)
Cloche Hat is a really neat Economy item. While it doesn't directly generate gold, its coupon effect can save you a lot over the course of a run. With enough Apparel it's even possible to make certain Rerolls free, although it may come at the cost of extra Stash space.
It's usefulness will likely depend on the lineup of Apparel, but at a baseline, it's a pretty handy purchase that will allow you more freedom when shopping.
Clockwork Disc is a simple fast Weapon with a built-in start/stop effect. This seems quite good if your build can take advantage of at least one half of the Flying effect, but gets even better if you benefit from both starting and stopping.
It seems like a great Small-sized utility item for Flying builds, and will likely become a common slot-in during the early to mid game. One key note is that it lacks tags like Tool or Vehicle, meaning it won't combo with any of the more specific setups, but overall it's still solid.
Daggerwing has some pretty powerful scaling potential within the start/stop archetype. The aforementioned Clockwork Disc seems to fit very well here as it will scale Daggerwing's Damage with every use.
An eight second Cooldown isn't exactly quick, but assuming you can combine many of Stelle's Haste and/or Charge effects, it's very possible to make Daggerwing strike often enough.
Darts
Darts is a simple fast Weapon with a sleek design that guarantees a Crit every three uses. It's a solid early game Weapon if you have any form of Damage scaling, but will likely be replaced as better options are found.
Delivery Drone is a pretty useful Economy item that's effectively just Supply Cache in item form. However, if upgraded there's actually potential to hit some pretty strong power spikes if you're lucky enough to generate multiple Feathers and/or Insect Wings.
In terms of on-board use, it could actually be useful within some Flying builds. A low Cooldown item that Charges other items is always a great recipe for success, though it'll really come down to whether or not you can justify a Medium slot just for this effect.
Drafting Table is a really cool design that works both on and off the board. As a passive Stash item it's sort of like a Hammer mixed with a Wrench, but in play it could become a key source of Charge.
Its Cooldown is on the slow side, but the Charge amount could be huge if set up in the right way. It'll be interesting to see what players come up with, and whether or not it's worthy of a Medium slot.
Eject Button looks like one of the better "stop Flying" items for two specific reasons. For starters, it can apply to multiple items on board without any positioning requirements. Secondly, it has a built-in emergency trigger like Pepper Spray, helping to increase your odds of it going off in a timely manner.
All of this is on top of the fact it's a Small item, making it much easier to slot-in as opposed to Bird Cage. While its Shielding capabilities are certainly weaker, it could still be used to great effect if you find efficient scaling.
Fire Bomb is a useful component for the Burn Flying builds, helping to fuel the "stop Flying" half which appears to be very relevant. Assuming you can lineup the timing to efficiently Reload it, this seems like a no-brainer within its archetype.
I'm not sure that it'll see much use past the early to mid game, but it seems like a pretty solid roleplayer to help smooth out the beginning of your run.
Fire Hose is the end all be all in terms of the quantity of Slow triggers. This thing is absolutely nuts with Proboscis, and it has a short enough Cooldown to be frequently utilized.
Any build that cares about Slows will absolutely want this, and I expect it'll be a high priority off-Hero pickup for Vanessa (or Mak's Magnus' Femur builds).
On top of that, having the utility to Cleanse Burn is always a welcome addition, especially with an ever-expanding pool of items. It's a great bonus on an item that's already worth using, and definitely a win in terms of flavor.
Firecrackers
Firecrackers is a very explosive Weapon that's extremely fast and has crazy burst potential. Once it runs out of Ammo it will self-destruct and deal a ton of Damage, especially if you have Damage scaling.
It's rather unique as an Ammo item as once it hits zero it's immediately Destroyed and can't be Reloaded. However, its multiplicative destruction Damage is what makes it great in the first place, meaning you actually don't want to expand its capacity.
In all fairness, it does take a while before the item gets Destroyed, meaning the burst isn't exactly fast. However, it certainly hits fast enough to be included in an aggressive setup.
Flare Gun is another flavor win like so many others that have been revealed. While its active effect is pretty basic, its passive is crazy strong.
Being able to apply a flat one second Cooldown reduction (potentially more once upgraded?) to ALL your Vehicles is nuts, and it's not hard to enable. For a Small utility item, it's absolutely worth including.
Flashbang was already a solid Slow item as is, functioning as a more limited Plasma Grenade type effect. Its Slow duration makes it a strong disruption tool, even without Slow synergy.
Post-rework, Flashbang is even better! Its ability to Reload when it starts Flying is really solid. That said, in order to keep it going you'll still need to find ways to make it stop Flying.
I suppose the one relevant difference is that Slow as a mechanic has technically been nerfed. With Flying present in the game, it's possible it'll have some less ideal matchups that help police its long dominant presence.
Flycycle
Flycycle is a very simple utility item that provides Flying. While it may not seem like much, being a Small item with the Vehicle tag is already a solid point in its favor.
Freefall Simulator seems like one of the more reliable ways to ensure you get your start/stop triggers, as it will always swap the adjacent items regardless of their current position.
This will likely be a solid early game pickup for the start/stop archetype, though given its Medium size and lack of other effects, it will certainly be replaced later once better items are acquired.
Gatling Gun has received a rework from its current iteration, removing its ability to eventually reach a one second Cooldown, but allowing it to scale Crit and fire twice per use.
It was confirmed upon its reveal that the Cooldown actually decreases upon upgrades, going to 5/4 at Gold/Diamond, plus gaining extra Crit. So all things considered it's still going to feel just as fast, or even faster with Haste.
As long as you've got a way to scale its Damage, Gatling Gun is a phenomenal host that more than carries its own weight.
Goggles has existed since the beginning as a rather underwhelming item, however its rework makes it a pretty solid utility piece. Right now it applies Crit to all your items, but only when you grant Haste to the Goggles direclty.
Post-changes, it procs with every instance of Haste, albeit only to adjacent items. This is a pretty great exchange as it'll be far easier to activate, and hitting two items is still super solid.
Grabinator is a pretty wild item that works with the Self-Destruction theme, allowing you to benefit from "when this is destroyed" effects like Hydrogen Tank.
What makes it unique is that it actually becomes the item it Destroys, meaning it's possible to double-up those effects if you have additional Self-Destruction support. It's tough to evaluate its viability right now, but it's certainly entertaining for sure!
Gyro Gunsight is handy form of Damage scaling for Flying builds and only occupies a Small slot on board. Even if you only have start effects, it's a decent amount of Damage for the early game.
However, if you have a reliable start/stop engine it gets significantly better (Clockwork Disc looking even better), and may actually be good enough to build around in the late game.
Hammer has now been reworked into a one-time-use targeted upgrade effect, instead of its repeated level-up random upgrade. I think this design is a lot better, as random upgrades can be rather frustrating.
Buying 10 Tools shouldn't be too difficult for Stelle to do, and now we don't have to waste Stash space holding onto two extra Tools just to enable it. Great change.
Hang Glider
Hang Glider is a fast way to apply Flying across a board of Small items, giving you a wide degree of disruption protection. In addition, its passive effect could turn into a powerful Weapon if you can stack enough "stop Flying" triggers.
Assuming there's a solid package that comes together, Hang Glider seems quite strong. However, it ultimately depends on whether Stelle has good enough Damage scaling to support it even further.
Hangar is a Library for Vehicles and Tools. For Stelle, it should be very easy to build around this, all while other builds take a pretty big hit to their efficiency.
It's a little more specific to enable compared to simply including Non-Weapons, but it's a fantastic payoff for any build that can support it.
Headset is effectively a miniature version of Anemometer. It has the same passive which grants Haste whenever your items start Flying, except it does not apply upon stopping.
For a single Small slot this could be pretty useful to help you get off the ground running, although you'll probably still want a mix of start/stop items in order to reuse the effect.
Hydraulic Squeezer receives a complete rehaul to now match Stelle's very common Flying theme. Now it's become somewhat like The Core, allowing it to function as a board-wide Charge effect.
This could be very powerful depending on what exactly can be included within the build. It will probably come down to how many Tools fit within the Flying archetype, but we'll have to wait and see.
Hydrogen Tank is the reworked version of Propane Tank. Its effect remains similar, but now it can support any type of adjacent item as opposed ALL of your Vehicles. Seems like a worthy trade-off.
Additionally, if you have the support to pull off the Self-Destruction, 100 Burn is A LOT, especially for a Silver-tier item. It's really gonna come down to how easy it is to pull off, but if it's accessible, that's a ton of power for the early to mid game.
Ice Bomb is a rather fast Freeze item, which is quite a rare sight in The Bazaar. Its effect is balanced by its need for Ammo, though the passive Reload means it shouldn't be too hard to enable.
What's great is that it also has a built-in stop effect, helping trigger other items that care about "stop Flying", while also ensuring it can gain Flying again for the Reload.
In-Flight Meal may just have my favorite artwork of the set, but beyond that it's actually a very interesting item. It offers some really solid Heal scaling for the Flying archetype, while also providing a valuable on-sale effect.
Being able to gain percentage Max Health on-sale is really unique, especially since you can choose when to cash it in. Flying builds will be able to get the most out of it since the Quest doubles the gain, but it's still a great pickup in the late game regardless, as it's essentially free power. Fantastic design.
Jetpack is essentially a faster Zoarcid if you can grant it Flying, albeit without the ability to Charge itself. Assuming the Haste duration scales upon upgrades, this is an excellent source of Haste, especially for the size.
Joystick looks incredibly strong. It's a Small item, available early at Bronze, and Charges TWO adjacent items simultaneously. This item is nuts, and will undoubtedly be utilized in every Drone build.
Alongside Battle Drone alone this is really strong, providing 2/4 tags and accelerating its use. I wouldn't be surprised to see this upshifted to Silver-tier within the first week... keep an eye out for this one!
Kite is another Flying support item with a passive that grants Regen when an item starts Flying. For an item of Medium size, this honestly looks pretty underwhelming. However, it could find use during the early game as even a little bit of Regen can make a big difference in the first few days.
Launch Tower looks like a strong combo piece for Weapon-based Flying builds. Its on-start effect ensures you have Flying from the get-go, while also increasing their Damage by a significant amount.
On top of that, its active effect lets the Launch Tower actually function like a Weapon of its own. This is a pretty big deal, as oftentimes you have to give up an active item in order to take advantage of such powerful passive effects. Launch Tower lets you have your cake and eat it too!
LavaRoller is part of the Self-Destruction package and clearly pairs well with Hydrogen Tank. However, as a Gold-tier item its accessibility will be somewhat limited, which is probably for the best.
The fact that it hits an adjacent item means you could potentially trigger two Self-Destruction effects, but doing so would come with 50/50 odds of perhaps missing the ideal target.
Depending on how impactful the Self-Destruction effects are, this could be quite strong. Though with a 10 second Cooldown, it needs to make a big impact to justify its inclusion.
Lightning Butterfly is a fast Drone Friend with self-scaling. In addition to its low Cooldown, the fact that it begins each fight Flying makes it tough to slow down.
Its Damage is pretty minimal but could grow to be a reasonable threat during the early game, without need for other forms of scaling. As for later viability, it may still be worth using if there are more items similar to Tantius Carrier.
Lightning Rod is receiving a complete rework, turning it into the ultimate counter to Freeze and Slow strategies. It has a flavorful ability which draws in both effects, keeping the rest of your board safe, all while dishing out passive Damage in return.
Beyond its powerful protection, don't forget this is essentially a Large upgraded Proboscis. Alongside mass Slow effects like Fire Hose and Flashbang, Lightning Rod will trigger like crazy. If Stelle has good access to Damage scaling, I expect this to be a powerful contender in the meta.
Lowroller has two phenomenal keywords that we always like to see; Haste and Multicast. Assuming you've got the Tools to support it, this could be a decent item for speed control and triggering "on-use" effects.
How good this is will depend on how it upgrades. If I were to guess, it probably gains extra Haste duration at Gold/Diamond. However, there's always the chance it gets increased target quantity, which could create some wild combos with Goggles or other "when you Haste" items.
Lunch Box falls into the Medium-sized spawner category with Fishing Rod and many others. This already makes it an above average item, as regardless of what you get, it's decent early game Economy.
Food items are a pretty rare tag category currently, and feels rather unusual for Stelle's release. It almost feels like more of a teaser for Jules, but ultimately we'll have to wait and see what new Food exists.
MagShield is the quintessential build-around for the start/stop Flying archetype. It has the innate Shielding capabilities we've seen across a handful of similar items, while specifically being able to apply both halves of the keyword across your entire board (with zero restrictions).
If the strategy is good, I definitely expect MagShield to be a part of it. Consistency is a big component of many builds, and MagShield absolutely ensures everything will eventually take off.
Marshalling Lights is a simple and straightforward part of the "stop Flying" archetype. It literally only does one thing, but if you're building around the theme it's a useful one-slot component.
Molten Ball Blaster honestly looks like a bad Power Drill. It's tough to fully evaluate without seeing its upgrades, as perhaps the Cooldown will be significantly reduced, but on the surface it's not great.
While there do appear to be a lot of fast Tools, what makes Power Drill worth using is its ability to combo with an abundance of triggers. Simply using an item isn't good enough, it needs help from crazy spammed enchantments and/or skills to really pop off.
Perhaps it'll have a place in the early to mid game, but unless it gets substantially better upon upgrades, I don't think it's good enough.
Multitool appears to be the exact same item on the surface, although Sixten revealed that its upgrades will function differently. Instead of increasing its durations, it increases its targets.
This allows Multitool to pump out significantly more Haste/Slow triggers than before, and while the length may be shorter, its ceiling is a lot higher since it can be buffed with items like Rocket Boots, Improvised Bludgeon, and Makeshift Barricade.
Ni-Kola feels like Stelle's version of Shot Glasses, and if it's anywhere near as strong, it's got massive potential. Charging both adjacent items by two seconds at Silver-tier (presumably 3/4 at Gold/Diamond) is pretty insane, despite the self-Slow effect.
Keep in mind that if your adjacent items are Flying, the self-Slow is far less of a downside. With the amount of Flying items already revealed thus far, this seems rather easy to mitigate. I have high expectations for Ni-Kola. If you can manage to expand its Ammo, it'll likely be a pivotal supporting item.
Observatory might just become the pinnacle of Charge effects in The Bazaar. We've already seen a handful of items with low Cooldowns, meaning it should be relatively easy to fuel its Charge passive.
Large spammy items have historically had some pretty powerful utility enchantments, so I wouldn't be surprised if Observatory can create insane speed control when affected by Heavy or Turbo.
It's hard to give a good evaluation of it, but assuming there's an effective way to utilize multiple fast Flying items, Observatory may just become the catalyst to some insane combos.
Orbital Polisher has been reworked (to absolutely nobody's surprise) into an AWESOME and thematic item. While we're used to having easier access to enchants via Reagents and Greenheart Relics, never before have we seen a reliable way to apply Shiny.
Its Quest condition will certainly take some time to fulfill, and it will likely need upgrades to be of good use... but WOW is this ever a sweet payoff!
Ornithopter is a fantastic supporting item thanks to its fast speed, Flying, and most importantly its passive Cooldown reduction effect. We all know how insane Crude Tools is, so having another item with a similar text is a pretty good indicator of its power (albeit likely not as strong).
Oxygen Mask feels like a straight upgrade to Kite, offering the ability to stack Regen whenever you Shield instead of when an item starts Flying. Outside of specific combos, this should be much easier to achieve, especially since a Flying item can't Fly again until it stops.
Again, it's likely going to function primarily as an early game item, though I must say the combination of Shield + Regen is a pretty nice way to somewhat combat Poison.
Oxygen Tank
Oxygen Tank is a very unique Healing item. Depending on how many Vehicles you can feasibly run, this offers quite a considerable amount of Healing for its Cooldown and size.
Gaining +100 Regen (more once upgraded?) is no joke, allowing it to provide great sustain throughout the remainder of the fight once it's destroyed.
Paper Airplane is the perfect roleplayer for the start/stop archetype due to its fast speed and Small size. Its self-sustaining ability should make it an easy inclusion, helping to fill in the gaps and improve your build's overall consistency.
It'll likely be replaced as you get deeper into the run, though it's probably serviceable enough to remain in the late game if you can't find better alternatives.
Parachute can scale to a considerable amount of Regen within a start/stop build. This number could grow quite high and become dominant in the early to mid game, though keep in mind it does have a very long Cooldown.
What definitely aids its viability is its emergency trigger effect, allowing it to hopefully activate and turn the tide with a sizeable amount of Regen. However, this is still very matchup dependent, because if you're bursted below half before it gets the chance to scale, you'll be left with nothing.
Pillbuggy is a unique take on the Shield conversion archetype. It offers both the Shield half and Damage half in one item, while also having tremendous scaling potential. While it won't have the fast one-shot potential like Silk Scarf builds, it does offer a different type of inevitability in longer fights.
Usually the Shield needs to be applied first, giving the opponent time to break it before the Damage goes off (ex. Spiky Shield), mitigating the effect. This isn't the case with Pillbuggy, as once it's scaled up, it takes care of everything itself. If the Haste is reliable, Pillbuggy could be quite the contender.
Pilot's Wings seems very strong for dedicated Flying Vehicle setups. You'll probably want to focus on full Flying as opposed to start/stop, as this will improve its consistency.
Assuming the Haste duration goes up upon upgrades this is super solid. A board-wide Haste for a Small slot is extra premium, and getting Crit on top makes it all the sweeter.
Pinwheel is an absolute flavor win, but as far as viability goes it looks pretty bad. It's going to depend on what the start/stop engine looks like, as perhaps it's possible to keep things moving quick enough to where Pinwheel Charges often. Otherwise, it won't really do much at all (unless upgrades change a lot).
Pogo Stick has some pretty neat applications as within the Flying archetype. Its ability to start/stop itself could be quite useful for triggering other effects, but even on its own it still presents some value.
It's got a respectable Cooldown, innate Shielding, and can Charge your adjacent items. I dunno if it's good enough to be late game viable, but at worst it's a great roleplayer during the early to mid game.
Precision Calipers
Precision Calipers seems very strong on a board filled with Small items. It's not often that we get a board-wide Haste effect, and especially not at this size. It'll really depend on how Stelle's builds shape up, because if Large/Medium items take precedence then it won't find much use.
Pressure Heater offers some pretty solid Burn scaling if you've got the Tools and/or Vehicles to support it. Being able to Charge off your entire board is crazy, as oftentimes there are positional requirements for these types of effects.
That said, this does require a considerable amount of investment in order to get anything out of it. I fear that by the time it's acquired, it may not be efficient enough to contest in PvP (as it is a Gold item).
Private Runabout
Private Runabout offers a solid amount of a Damage at potentially remarkable speeds. Assuming you can apply Flying across the board, it's very possible for it to reach Atlatl or Magic Carpet levels.
While being a Large item may seem like a disadvantage, one key benefit is that it can make use of Large skills like Big Guns or Big Numbers; something that many other Weapons can't do.
Overall it'll depend on how good Flying is, but assuming the mechanic works as intended, Private Runabout could be a real threat.
Propeller
Propeller is sort of the Flying equivalent of Figurehead. However, instead of applying to a particular tag (and positioning), it affects items that are Flying.
Assuming the Cooldown reduction scales upon upgrades, I definitely expect to see Propeller as a common inclusion in Flying-based builds.
Radar Dome is a ridiculous Large item. It's a Multicast granter that starts at Gold-tier (most of its Large comparisons are Diamond only), and has the ability to work with THREE item types!?
Its Quest requirement doesn't seem that difficult to unlock, and getting the ability to grant Multicast to Weapons, Shield, and Burn items is insane. Sure, they need to gain Flying, but Radar Dome can absolutely assist with that.
The only real downside is that most of your items won't immediately begin with Multicast, meaning it has a slower startup time. This is relevant, but even so, Radar Dome seems like a powerful build-around and I can't wait to try it!
Ramming Balloon
Ramming Balloon is Stelle's own Spiky Shield, hinting that Shield conversion could be a viable archetype within her own item pool.
Its key difference is that it provides Flying support, which could certainly be useful to ensure your Shield items go off in time; something Silk Scarf can absolutely struggle with.
Red Lantern is essentially a more restrictive version of Korxena Crest, although the amount of Crit it provides is considerably more. If you're looking for some Crit during the early game and can manage the positioning, it seems like a solid pickup.
Rivet Gun has been significantly nerfed with its rework, but it's probably for the best. Its current iteration is essentially a less restrictive Fiber Optics in terms of positioning, acting more or less like a one-sided Pendulum at Small size.
If it weren't for the fact that it's rarely accessible, it would've likely become a problem. Post-rework, it retains its Charge theme but at a much more toned down rate. It seems alright, but it's nowhere near its current power level.
Rocket Drone
Rocket Drone doesn't do much, but it has a LOT of tags. It's essentially Stelle's very own Chris Army Knife, providing some basic synergies with a minimal investment. I don't expect it'll do too much, though getting double Damage from scaling is quite nice.
Sandbags mostly functions as a passive supporting item, allowing your Vehicles to Charge when they start Flying. This could be quite strong in the right shell, specifically if you can start/shop regularly enough to benefit from multiple Charges.
While it has the ability to apply Flying itself, its limited Ammo means you'll be relying on other items to do most of the heavy lifting. Overall it seems like a decent option, but it's got a lot of competition among the many other Flying support items.
Security Drone is basic Shield item with an Electric Eels-like passive effect. While it doesn't do anything special, it can very much function as a fast Shield item if you need it.
I don't imagine it'll see much use due to its size, though during the early game it's a solid way to make use of Shield skills like Rear Shielding.
Sirens retains most of its previous abilities but appears to have a reduced Cooldown, and the ability to work with Properties. This gives it a lot more flexibility among builds overall.
It seems like a fine component with its Slow/Haste-spamming capabilities, and should be a good pickup during the early to mid game, while still retaining some late game use.
Sky Anchor combines the "stop Flying" archetype with Slows, changing up the common scope of what we've seen within Stelle's pool. Any item with that level of Charge rate is worth keeping an eye on, especially when Slow is what triggers it.
Stelle has many incredible Slow items already that could trigger this like crazy, but what it'll ultimately come down to is your Damage scaling, and how it will fit onto the board. Like so many other Weapons we've seen thus far, it's definitely got potential.
Skyliner looks like a ton of fun, providing Stelle with a powerful Large win condition for the Flying archetype. You'll definitely want some Haste and/or Charge effects to kick it into gear, but as far as Damage output goes, it can deal a lot even without scaling.
Smoke Detector is the item form of Void Rage, which says a lot as it's an incredibly strong Monster skill. As a Small item available at Silver-tier, this seems incredibly strong for any builds that spam Burn triggers.
Even without a dedicated Burn setup, I can very much see this included alongside spammy Fiery enchanted items. As long as you have enough triggers, Smoke Detector is a one-slot Haste machine.
Solar Drone is a pretty basic Shield item with some inherent scaling capabilities. It's effectively the Burn version of Mr. Richardson, giving it some utility in certain builds.
Overall I don't expect it to see too much use, though it seems like a fine roleplayer during the early to mid game.
Space Laser is Stelle's very own The Boulder, but instead of having a clear 100-0, it deals a flat 9999. While it does have a significantly longer Cooldown, its inherent Charging effects make it very possible to accelerate quickly.
It also doesn't have the limited Ammo or Self-Destruction effects like many similar items do, meaning if you need to go beyond the single hit, you can always launch it again!
Spotlight reminds me of Secret Formula in that it can potentially create absurdly high scaling for two specifically placed items. However, one key difference is that Spotlight doubles numbers rather than adding to them. In some cases this it's better, in others it's much worse.
While it certainly looks fun, I am skeptical due to its speed and size. It'll take a specific setup in order to really benefit from its effect, so hopefully there's a build that justifies its inclusion.
Squirrel Suit has the potential to generate a decent amount of Regen, but is limited by the fact that it needs to stop Flying. Timing is going to matter a lot, as it's very possible for your adjacent items to go off while it's already Flying, thus wasting triggers.
With additional dedicated "stop Flying" support this could certainly take off, but given the hoops you need to jump through, it's a lot less consistent than what we're used to with the Self-Poison package (though understandably so). Solid in the early to mid game, but probably not beyond that.
Steam Hose has obvious synergy with Fire Hose, creating a two-item combo with some wild scaling potential. Both of these being accessible at Silver-tier seems really strong, especially considering how little of an investment is required.
We'll have to see what the scaling looks like at higher tiers, but knowing how strong Slow synergies are I wouldn't be surprised to see Steam Hose builds go the distance. +4 Burn is already a very solid baseline.
Steam Washer is a fast spamming Burn item alongside enough Vehicles (ideally fast ones). If you're able to scale its Burn it could become quite the threat, but it's also just a decent activator.
If spamming Burn triggers is important, Steam Washer might be just what we need. Although I expect it'll be more of an early game item, akin to Micro Dave.
Stellar Swallowtail is a pretty crazy item within a dedicated Flying shell. Its ability to Haste your Flying items on-use (including itself if Flying) is really strong, and on top of that it'll Charge itself each time.
With enough fast activators for the Haste, it's likely possible to create a continuously efficient loop. You're still going to want some form of Damage scaling, but once acquired Stellar Swallowtail will become a powerful carry.
Stelle's Workshop looks to be a key piece of any Tool archetypes. Applying a flat one second Cooldown reduction is a big deal (two at Diamond?), potentially enabling some crazy Charge loops.
What makes it interesting is that your Tools can Charge both Vehicles and Drones, incentivizing you to include non-Tools to maximize its benefit. We'll have to wait and see what this looks like, but given its Cooldown reduction and Charge capabilities, I have to imagine it's pretty good.
Tethers provides a reasonable amount of Shielding alongside its "stop Flying" support. At Bronze-tier this is probably one of the more accessible pieces to find, making it a fine roleplayer early on. It's by no means strong enough for the late game, but it's nice that it exists as a building block.
The Big One is Stelle's version of Powder Keg. While we don't know its Diamond-tier variant, its percentage Damage does match 1:1 at Gold-tier.
While it doesn't have any built-in Charging capabilities, the fact that the Damage is a passive effect means it can be triggered by your other Self-Destruction items. This could make it quite good, but it all depends on what other items exist to support it.
Toolbox has been reworked from an underwhelming Cooldown reduction item into a Fishing Rod. These are always welcome additions, as they're at worst a Medium-sized Economy item.
However, it also gives players the chance to acquire duplicates, leading to some fun and exciting builds that normally aren't possible, at least not in a reliable sense.
Vortex Cannon is a pretty hilarious Weapon that brings an entire fight to the skies. It's very fast and has great scaling potential, although its effectiveness can greatly vary depending on the matchup.
It has some pretty interesting implications against other Flying builds, as it's possible you may end up triggering their effects for them. This could be quite dangerous, or it could actually be disruptive depending on the timing; it's hard to say.
Stelle has many great Large build-around items in her pool, so I'm not sure how to rank Vortex Cannon among them. It's certainly got potential, but just remember you'll be giving the opponent protection from any of your Slows/Freezes.
Weather Machine receives a pretty big rework, adding Flying synergy to fit well with many other of Stelle's new items. Its double-edged Freeze/Slow effect is quite interesting, but knowing that your items will be Flying means it should hinder the opponent more than yourself.
Whether this is good enough to warrant the three slots is hard to say, but you certainly can't discount the amount of Slow triggers it provides.
Windbreaker is essentially the Flying version of Barrel or Wetware. It has pretty strong Shield scaling potential, especially thanks to its built-in doubling effect.
These types of items are quite strong during the early to mid game, making them occasionally fill a useful niche. However, they typically won't see much play later during the run.
Wrecking Ball is a crazy item with some mass Destroy potential. Dealing percentage Max Health Damage is one thing, but being able to dismantle the enemy board is wild.
If you're able to setup a reliably fast start/stop engine that specifically targets the Wrecking Ball, it's actually possible to wipe out your opponent's entire board... well, if you don't kill them first!
Wrench retains its core identity as a Tool upgrader, making it a solid pickup for any Tool-based builds. Additionally, it gains access to a useful passive effect which could make it somewhat viable to actually use it as a Weapon.
Having a built-in Damage doubler effectively gives it an Obsidian enchantment for free, so assuming you have access to reliable Damage scaling, it could see some use (especially as a fast Tool).
Misc. Item Reveals
Tantius Carrier
Tantius Carrier references a new item tag known as Drones, and scales its Damage whenever one gets used. Stelle's Drones are really fast, meaning it's very possible to grow this to huge numbers. Of course, the item itself is still quite slow.
That said, Multicast enablers are incredibly strong in The Bazaar, and considering the fact it's a scaling threat of its own? Yeah, it's probably insane, which I suppose makes sense for a Neutral item.