Risk of Rain 2 Skills 20 Articifcer Review
Your initial choice out of the Risk of Rain 2 characters roster plays a very of import part in the length and flavour of your run. From the Mercenary to the Commando, from the Huntress to the Engineer, each graphic symbol comes equipped with a unlike series of attacks, skills, stats, and viable builds and strategies - all of which we'll get over in our Hazard of Rain 2 characters guide. Below you'll discover detailed information on each of the six survivors currently in the game, along with practical tips on how to get the near out of each grapheme.
This characters and survivors guide is just one part of our larger series of Take a chance of Pelting two guides, all of which you tin peruse by heading over to our main Gamble of Rain 2 guide folio. You'll detect everything from beginner-friendly explanations to useful tips and links to other areas of our guides, from Risk of Pelting two challenges to Risk of Rain ii enemies, and much more.
Risk of Rain 2 characters guide - skills, builds, tips
Risk of Rain 2 already features six fully fleshed out characters, each with their own unique talents and playstyles, and in that location'due south doubtless more than to come as the game continues to button through early on access. Then in that location's a off-white amount to get through with this characters guide. Click on whatsoever of the links below to skip ahead to a department or survivor of your choice.
Risk of Rain two characters & skills overview
Each time you begin a new run in Take chances of Rain 2, y'all'll be prompted to select your character, or "survivor". If y'all've simply started playing, then you'll only accept admission to the first character: the Commando. The other characters are unlocked past completing a specific challenge in-game for each of them. For full details on how to unlock all of the characters (and items) in the game, check out our Risk of Rain ii challenges guide.
Each grapheme operates in a very different manner, thank you to their unique sets of skills. Each grapheme has a master skill (your chief attack); a secondary skill (your secondary attack, usually on a curt cooldown); a utility skill (another activatable power on cooldown, usually mobility-based); and a special skill (a more powerful ability on a larger cooldown, usually offensive in nature). A couple of characters (MUL-T and Mercenary) have extra traits and/or skills too these primary four, but these core skill sets are what give each character a unique playstyle.
Bated from the skills, there are sure other stats assigned to each character, such as your maximum Health and Damage; the rate at which your Health regenerates; whether you have any harm-reducing Armor; and so on. Each graphic symbol also has a motion speed stat, which I've neglected to include in the tables below for the unproblematic reason that every character has exactly the same movement speed: 7 metres per second, which increases to 10.15 while sprinting (a 45% increase).
Below you can view both the stats and skills for each graphic symbol, alongside our own tips and thoughts on proficient strategies and item builds. We'll be talking a lot about specific items in the beneath sections, so if you'd similar some more than information on the items in question be sure to check out our Adventure of Rain 2 items guide.
Commando tips, stats & skills
Wellness | 110 (+33 per level) |
Damage | 12 (+two.4 per level) |
Primary Skill (Default: Left-Click) | Double Tap Shoot twice for 2x90% damage. |
Secondary Skill (Default: Right-Click) | Phase Round Fire a piercing bullet that hits all enemies in a line for 230% impairment. Cooldown: 3s |
Utility Skill (Default: Shift) | Tactical Swoop Roll a short distance. Cooldown: 4s |
Special Skill (Default: R) | Suppressive Burn Fire chop-chop, stunning enemies for 6x100% damage. Cooldown: 9s |
Commando is the first playable character in Hazard of Rain 2, and information technology's easy to meet why. Their skillset is impressively beginner-friendly, with three easy-to-use offensive skills on short cooldown, alongside the ever-useful Tactical Dive skill, which sounds like something footballers do a lot, but in this case allows you lot to curl out of the fashion of attacks or cross distances even faster than merely sprinting.
The depression cooldowns of all Commando'southward abilities allows y'all to concatenation together your attacks very easily. In particular, you should intersperse your Double Taps with Phase Rounds, because each use of Phase Round will reset the bloom (read: accuracy) of your main attacks. Suppressive Burn should be used as often as possible for that extra boost in DPS, but its true power comes with the stun effect, which allows you to reliably interrupt dangerous attacks such as the Rock Golem's light amplification by stimulated emission of radiation or the Beetle Guard's long-range strikes (for tonnes more info on all the different monsters in the game, accept a read of our Take a chance of Pelting two enemies when y'all get the hazard).
Equally far as item builds are concerned, Commando's versatility allows yous to go in many different directions without too much problem. At that place are no bad choices here, but if y'all're merely starting out, you should always focus on items that give y'all greater DPS over items that increment your survivability. Set on speed, critical hit chance, and on-hit items such as the Ukulele or Kjaro's Band should always be summit priority. Stun Grenade is another nifty pickup for any character, and combined with Commando's Suppressive Burn down you can very easily keep the majority of threats stunned and passive until yous kill them.
A couple more useful tidbits: Stage Rounds can travel through terrain, assuasive yous to deal impairment while behind cover. Your main attack has some pregnant harm drop-off over longer distances, and so utilize Phase Rounds to deal good damage at long range. Suppressive Fire also has impairment driblet-off, but it too has a slight motorcar-aim nigh information technology, allowing you to hit targets even if you're not quite aiming on them.
MUL-T tips, stats & skills
Health | 200 (+60 per level) |
Armor | 20 (16.67% impairment reduction) |
Damage | 11 (+2.2 per level) |
Primary Skill (Default: Left-Click) | Auto-Nailgun Rapidly fire nails for lx% damage. Fires six nails when initially pressed. |
Secondary Skill (Default: Right-Click) | Blast Canister Launch a stun canister for 220% damage. Drops stun bomblets for 5x44% damage. Cooldown: 6s |
Utility Skill (Default: Shift) | Transport Manner Zoom forward, gaining 200 Armor, and additional speed. Deals 250% harm to enemies in the fashion. Deals more than damage at higher speeds. Cooldown: 8s |
Special Skill (Default: R) | Retool Switches his principal burn down betwixt the rapid Machine-Nailgun and a piercing heavy-harm Rebar Puncher that deals 600% damage. |
Boosted Skills | Multifunctional MUL-T tin concord two equipment at once. The agile equipment is swapped by using Retool. Cooldown: 0.5s |
MUL-T takes quite a flake more than getting used to than Commando does, but repays this actress dedication with great survivability and impairment potential over whatsoever distance. Starting time matter y'all should notice is that your Retool skill allows you not only to switch between ii unlike Equipment slots simply between your 2 different principal attacks: the Auto-Nailgun, an uncommonly fast-firing but inaccurate assault; and the Rebar Puncher, which charges up to unleash a devastating piercing blast for 600% of your normal damage.
The Rebar Puncher is amazingly authentic over any altitude, making it your ideal long- and mid-range option. the Nailgun is so inaccurate that it should only be used at close-range, merely it can melt away enemies with its excellent DPS. Bated from this, simply like with Commando yous have a reliable stun in your Blast Canister that you should utilise whenever it's not on cooldown; and your Transport Fashion, while it may not seem like much at outset, gives you lot a whopping 200 Armor while you lot're using it. Adding on MUL-T's initial xx Armor, this makes for most a 70% damage reduction with Ship Mode in effect. So this is basically your practiced quondam "become me the hell out of this state of affairs" push.
Ane affair to bear in mind is that Hopoo accept added a hidden value called the "proc coefficient", which basically ways how ofttimes on-hit effects really come into effect. With MUL-T this modifier is very low, because if it weren't, their Nailgun'south insane charge per unit of fire would mean the on-hit effects proc all the time, making them utterly overpowered. Even so, some items are still exceptionally powerful with the Nailgun, such as the Ocular HUD, which volition double your already considerable damage while it is in effect.
Crowbars are more useful with high-damage single-shot abilities, which makes them a perfect match for MUL-T's Rebar Puncher. Movement bonuses are a must-take for MUL-T besides, considering even though their Transport Manner is very useful, it isn't equally quick for dodging and getting out of situations as Commando'southward roll or Huntress's teleport. I'd also say that MUL-T is perchance the character best suited for a Shaped Drinking glass run due to their already high harm, Health, and Armor values - but of course, information technology's still a take a chance that may or may not pay off.
Huntress tips, stats & skills
Health | 90 (+27 per level) |
Impairment | 12 (+2.4 per level) |
Primary Skill (Default: Left-Click) | Strafe Fire a seeking arrow for 150% impairment. Tin can be used while sprinting. |
Secondary Skill (Default: Right-Click) | Laser Glaive Throw a seeking glaive that bounces up to vi times for 250% damage. Harm increases past 10% per bounce. Cooldown: 7s |
Utility Skill (Default: Shift) | Glimmer Disappear and teleport forward. Cooldown: 7s |
Special Skill (Default: R) | Arrow Pelting Teleport into the sky. Target an expanse to pelting arrows, slowing all enemies and dealing 225% damage per 2d. Cooldown: 17s |
Huntress is the favourite of many Risk of Rain 2 players due to her ease of use, her excellent mobility, and her late game potential. I say late game potential mainly because, as yous'll likely accept realised if you've reached far plenty in a Risk of Pelting ii run, eventually you'll get to a point where fifty-fifty the slightest hit from a regular enemy volition one- or ii-shot you. Huntress excels here due to her manoeuvrability and dodging capabilities.
Huntress'southward Strafe locks onto a target, allowing her to deal decent consistent damage fifty-fifty while sprinting in a different direction. Her Light amplification by stimulated emission of radiation Glaive provides excellent crowd command in a variety of situations, allowing you to effectively bargain with a sky filled with Lesser Wisps, or a pair of more than powerful creatures in close proximity to one another. Endeavor not to use the Glaive against merely 1 enemy, considering it patently won't bargain anywhere most its maximum potential damage without the ability to bounce between targets.
Blink is probably the best mobility skill in Chance of Pelting two, and using the Hardlight Afterburner particular with Huntress feels absolutely incredible every bit a result. If you need to dodge and your Blink is on cooldown, yous can employ your Arrow Rain skill, which teleports you loftier into the air and allows yous to pelting hell down on a small surface area of result for several seconds. Oh, and by the fashion, Pointer Pelting has a simply ludicrous range on information technology, meaning you can identify that area of effect downward upon the ground from across the map if you wanted to.
Where Huntress excels is in crowd control, and where she falls brusque is her ability to flare-up down single loftier-threat targets. Your item build should work to counteract this every bit much as possible with heavy DPS buffs, using items like Soldier's Syringe, Harvester'southward Scythe, Ukulele, and so on. Berzerker'southward Pauldron is another skillful shout, because you lot're probable to be killing 3+ enemies in 1 second quite a lot with your Glaive and Arrow Pelting skills. Besides this, make certain y'all pick upwardly a handful of survival-based items to help her not exist quite and then squishy (Leeching Seed, Tougher Times, Medkit, Strange Fruit, etc.).
Engineer tips, stats & skills
Health | 130 (+39 per level) |
Damage | 14 (+2.8 per level) |
Primary Skill (Default: Left-Click) | Bouncing Grenades Accuse up to eight grenades that bargain 100% damage each. |
Secondary Skill (Default: Right-Click) | Pressure Mines Identify a mine that deals 300% damage when an enemy walks nearby. Can place upward to 10. Cooldown: 8s |
Utility Skill (Default: Shift) | Chimera Shield Create an impenetrable shield that blocks all incoming damage. Cooldown: 25s |
Special Skill (Default: R) | TR12 Gauss Automobile-Turret Place a turret that inherits all your items. Fires a cannon for 100% damage. Can identify upwards to two. Cooldown: 30s |
Don't permit the Engineer's strange skillset dissuade you from playing every bit this graphic symbol. In the correct hands, with the right build, they are absolutely magnificent at whatsoever stage of a run, thanks mainly to the synergy of their Turrets and Bubble Shield skill. If y'all're playing as Engineer, fix for a more thoughtful and defence-oriented game, because your main move is always going to be the following:
1) Identify Turrets
2) Identify Shield atop Turrets
3) Fire Grenades/Mines at enemies while your Turrets have care of everything else
Your Bouncing Grenades master attack serves to assist your Turrets with larger, closer threats, and the Force per unit area Mines add an actress layer of defence against enemies looking to pass through your Shield and melee you (and they're useful in a compression if yous're caught with most of your skills on cooldown, thanks to their high number of charges). Only the real meat of the Engineer'southward skillset is with those two placable Turrets which persist until they are destroyed or replaced elsewhere, and which oh-then crucially inherit all of your items once placed. That means the already massive damage potential obtainable through the other characters is tripled with the Engineer and their dual Turrets of Decease.
When information technology comes to particular builds, you'll want to go crazy with the on-hit items. Ukulele, Gasoline, Stun Grenade, Viscous Bomb, and and then on. All these volition buff both your attacks and your Turrets' attacks, pregnant each of these items is potentially thrice as effective as usual with Engineer. Soldier's Syringe is also useful for speeding up the charge-upwards time of your Billowy Grenades, assuasive yous to deal baffling damage in a tiny amount of time; and you'll also want Conflicting Head to reduce all your skill cooldowns if possible, because the but real downside to Engineer is that you exercise take some very high cooldowns on your abilities.
But ii items in item I'd like to highlight to help you with your turtling "turrets/shield/mines" strategy: Warbanner and Bustling Fungus. If you get a Warbanner placed down by the Teleporter before a fight, place your Turrets in the area of effect to give them a fantastic set on speed boost. And Bustling Fungus turns your Turrets into veritable field hospitals, providing healing to each other and to nearby players (every bit well equally y'all providing healing to them in return), giving all of yous much more survivability.
Oh, and by the way, if you lot're playing with a friend... Effort blanket them in your mines. Those mines stick, and they'll detach when enemies approach. Works especially well with close-range characters similar Mercenary. You lot're welcome.
Artificer tips, stats & skills
Health | 110 (+33 per level) |
Harm | 12 (+2.4 per level) |
Primary Skill (Default: Left-Click) | Flame Bolt Fire a bolt for 200% damage that ignites enemies. Hold up to 4. Cooldown: ane.3s |
Secondary Skill (Default: Right-Click) | Charged Nano-Bomb Charge up a nano-bomb that deals 400%-1200% damage and stuns all enemies. Cooldown: 5s |
Utility Skill (Default: Shift) | Snapfreeze Create a barrier that freezes enemies for 100% impairment. Enemies at low health are instantly killed if frozen. Cooldown: 12s |
Special Skill (Default: R) | Flamethrower Burn all enemies in forepart of yous for 1700% damage. Cooldown: 5s |
The nukiest nuker that ever nuked, Artificer is unmatched at bursting down enemies, whether groups of smaller ones or big chunky Elites (for more info on Elites, cheque out our Take chances of Rain 2 enemies guide). First thing I'll say is that your principal attack, while very good at delivering loftier damage for enemies, should non be used equally a primary assault. Because of its express number of charges, it'southward not an effective source of sustained damage - which is what you'd ordinarily expect from your primary skill.
This is the drawback of playing equally Artificer, and what counteracts their stupendous damage potential: you demand to be very careful to use your skills efficiently, and make sure you always have something in reserve ready to deal with the next threat. It's like shooting fish in a barrel to just shoot all your loftier-damage skills at every nearby target, only then y'all'll have nada left to deal with the next threat (and as time goes on in Risk of Rain 2, the filibuster between current threat and next threat gets e'er-shorter).
The good news is that these abilities are all really, really powerful. Flame Commodities is bang-up for anti-air and that actress fleck of harm potential; your Charged Nano-Flop is your real staff of life-and-butter, delivering ridiculous damage in a big area - and you lot tin but tap information technology rather than holding it downwards to trade damage for a speedy stun. Likewise, your Flamethrower deals massive impairment at a short range, and is incredibly good at proccing on-hit effects - only bear in mind that you tin't abolish out of Flamethrower by firing a Flame Commodities, so instead sprint or use some other skill to halt it. Snapfreeze is tricky to become to grips with, just fantastic against larger, already-damaged enemies, every bit it volition instantly kill any enemy at less than 30% Health that information technology comes into contact with.
Much like Huntress, Artificer is very squishy; and then you lot'll need some survival-focused items such as Tougher Times, Medkit, Leeching Seed, Foreign Fruit, and so on so you tin actually live long enough to deal your massive amounts of damage. Speaking of which, you'll also want to focus on tonnes of on-hitting items, as always, to heave your overall DPS. Soldier's Syringe is pretty pointless for your master attack equally information technology doesn't practise anything to reduce Flame Commodities's cooldown, but it'due south very dainty at reducing the charge-upwardly period of your real primary set on, which is the Charged Nano-Flop. Other excellent picks are Crowbar, Berzerker's Pauldron, and especially Bandolier (more ability usage!) and Primordial Cube (clump together enemies so y'all tin can burst them down all at once!).
Mercenary tips, stats & skills
Health | 140 (+42 per level) |
Armor | 20 (16.67% impairment reduction) |
Damage | 12 (+2.four per level) |
Master Skill (Default: Left-Click) | Laser Sword Piece in forepart for 130% damage. Every 3rd hit strikes in a greater area for 300% impairment. |
Secondary Skill (Default: Right-Click) | Whirlwind Speedily slice horizontally twice, dealing 2x200% damage. If airborne, piece vertically instead. Cooldown: two.5s |
Utility Skill (Default: Shift) | Blinding Assail Dash forrad, stunning enemies for 200% impairment. If y'all hit an enemy, you can dash again, up to iii full. Cooldown: 7s |
Special Skill (Default: R) | Eviscerate Target the nearest enemy, attacking them for 110% harm repeatedly. You lot cannot exist hitting for the duration. Cooldown: 6s |
Additional Skills | Cybernetic Enhancements The Mercenary tin can leap twice. Increased Health Regeneration While all other characters have a Wellness Regen of 1.5/southward (+0.3 per level), the Mercenary's is 3.75/south (+0.75 per level). |
Mercenary is described as a high-skill-ceiling character by the game, which is true to an extent, just I call up it's more suitable to say at that place's a bit of a barrier for entry with Mercenary, after which it becomes fairly manifestly sailing (with the right items, of course). That barrier for entry is that Mercenary is a melee-oriented character, and in that location's a tendency to get a bit confused and scared when you're surrounded past Lesser Wisps and other enemies. Only one time it starts to click, Mercenary become possibly the most fun survivor to play with.
This flighty melee acrobat is all about combos and synergies. Similar to Artificer, your secondary skill is the real bread-and-butter impairment dealer, rather than your primary attack. Cyclone allows you to shut gaps apace or stay in the air for much longer (a big thing with Mercenary, who spends pretty much all their fourth dimension in the air). This, combined with the second bound you receive right off the bat every bit Mercenary, gives you some fantastic aerial and vertical prowess that none of the other characters (non even Huntress) could promise to achieve.
And that's not even talking near Blinding Assail, which can human action as an escape, an initiate, or simply to reposition yourself for a good combo - and information technology stuns, and deals enough impairment to 1-shot a Bottom Wisp. And it stacks upwardly to 3 if you hitting enemies each time. AND you don't fifty-fifty have to be that accurate with it, because the impairment and stun is dealt in an a minor surface area of consequence around y'all. It's an astonishing power; as is your special skill, Eviscerate, which teleports yous towards the nearest enemy, dealing stupid damage to them and granting you complete invulnerability for the duration. You can too striking multiple targets with this ability, just like all your other skills.
Mercenary loves clumped together enemies. For this reason, Primordial Cube is an ideal pick for your equipment slot. You lot'll also want at least one Backup Magazine to give y'all some extra Cyclone charges to proceed you in the air for even longer (basically forever, if you want to). The rest of your build should be designed to get you lot past the early game (when you lot're at your weakest relative to the other characters - that barrier for entry rearing its head again) and to maximise your damage and on-hit effects. Brainstalks and Hardlight Afterburner allow you to go absolutely crazy with your skills, while Leeching Seed gives yous some much needed survivability befitting an aggressive all-in character such as yourself. To help with bosses (another weak bespeak for Mercenary) you'll want to take as many Armor Piercing Rounds every bit possible too, and hopefully end those Teleporter fights in as brusque a fourth dimension as possible, ideally while spending the bulk of the fight invincible.
And with that, we conclude (for now) our Risk of Rain ii characters guide. I've tried to provide a fair amount of practical information for each of the survivors currently in the game, regarding both their skills and the direction y'all'll want to take your detail build for each character. Hopefully you lot've learnt a thing or ii virtually these characters and how they should best be used under all manner of perilous circumstances.
Source: https://www.rockpapershotgun.com/risk-of-rain-2-characters-guide-skills-builds-stats-tips-for-all-risk-of-rain-characters
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