
Risk of Rain 2
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| Icon | Name / Effect |
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Ranger |
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| Ranger The Ranger is a versatile character with two distinct forms. Her base form excels at burst damage from any range using electricity, while the other is much more resource-managing focusing on high-risk, but extremely high damage fire attacks. |
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Passive: Charge Hold up to 10 Charge. Each Charge increases base health regeneration by 0.25 hp/s and armor by 1.5. Charge decays over time. |
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Primary: Direct Current Fire an arcing electric current for 250% damage. Hitting enemies generates 1 Charge. |
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Secondary: Release Lose all Charge. Fire 3 orbs of electricity, increasing up to 10 at full Charge for 70% damage per second each. |
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Alt-Secondary: Galvanize Lose all Charge. Fire a piercing blast for 400% damage, increasing up to 1600% at full Charge. |
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Utility: Sidestep Agile. Quickly sidestep a short distance. Getting hit during Sidestep generates 5 Charge. |
| Special: Overdrive Agile. Transform your rifle, replacing all of your skills with scorching forms. Charge amplifies base damage gain while in full heat. |
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| Primary: Enflame Agile. Fire a rapid stream of bullets for 90% damage. Heat increases ignite chance and spread. |
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Secondary: Exhaust Ignite. Fire a short-range heat burst for 8x180% damage. Increase heat by 15%. |
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Alt-Secondary: Char Ignite. Fire off a blazing ball for 600% damage that engulfs the ground on impact for 250% damage per second. |
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Utility: Heat Signature Agile. Stunning. Sidestep a very short distance and deal 250% damage. Hitting enemies generates 3 Charge. |
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Special: Heat Sink Agile. Ignite. Release a fire nova around you that deals 300% base damage, increasing up to 900% in full heat. Consume all heat, gaining an attack speed boost, and exit overdrive. |
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Heat Mechanic While in overdrive, you passively build up heat and healing reduction. While in full heat, base damage increases by a lot, which is further amplified by Charge, but take increasingly high self-damage. |
VOL-T |
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| VOL-T VOL-T is a positional survivor who relies on locking down the area to offset her frailty. |
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Volatile Shields Start with innate shields. When your shield breaks, shock nearby targets for 2x600% damage and gain +40% movement speed for 7 seconds. |
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Galvanic Bolt Blast out a galvanic ball that sticks into terrain, zapping nearby enemies for 150% damage periodically. Explodes for 300% damage on impact. |
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Tempest Sphere Send forth an orb of energy that damages targets within for 500% damage per second. Release to lock the orb in place. |
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Static Snare Lightweight. Deploy a pylon that zaps targets for 300% damage, and damages targets between you and it for 200% damage per second. Re-activate to zip to the pylon, dealing 800% damage. |
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Signal Overload Grounding. Charge up and beam energy forward, zapping enemies in a large radius around impact for 1600% damage and pulling them inward over 4 seconds. Charging drains shield, and effect scales from 0.4x to 1.5x based on shield consumed. |
| Icon | Name / Effect |
|---|---|
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Cannonball Jellyfish Launches itself at you and stuns itself if it misses. On death sends a slightly homing fireball after you. |
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Gamma Construct Alternates between firing a large deathray and two smaller, ones that follow a set sweeping path. |
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Delta Construct Fires two projectiles horizontally at you. Soars to the sky, charging up a configuration of small lasers that go in random directions, leaving a fire trail behind them. |
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Theta Construct Guards an enemy, preventing all ranged damage. Gives it an attack speed buff and shares its elite aspect effect. |
| Icon | Name / Effect |
|---|---|
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Motivator T1 Passively carries a warbanner that grants all allies and itself 25% movement speed and 25% attack speed in a 20m radius. On hit, increases all ally attack speed by 25% in a 20m radius for 4s. |
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Osmium T2 Passively has a 13m-40m aura, scaling with base max health, that makes every ally and itself take 85% less damage and reduce procs by 50% from outside the aura. From the inside, takes 33% more damage instead, but passively pulls down all airborne enemies every second. Immune to knockback. |
| Icon | Name / Effect |
|---|---|
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Inferno Drone Periodically launches a missile that explodes into pools of lava. |
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Shrine of Ruin Sacrifice 10 random common items to corrupt the next stage, making it a simulacrum variant that exclusively drops void items and spawns void enemies. Details: Usable only once, can only spawn once per stage, can only spawn on stages ≥ 2, costs 45 credits. The combat director gets 100% more credits and interactable credits are reduced by 55%. |
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Shrine of Sacrifice Gain 20% curse to drop 2 copies of a random common item. Details: Usable only once, can only spawn once per stage, costs 20 credits. |
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Shrine of The Future Summon a random Tier 2 Elite Miniboss with halved stats that, upon being defeated, drops 3 item potentials per player. Details: Usable only once, can only spawn once per stage, can only spawn on stages ≥ 3 and ≤ 11, costs 35 credits. Item potentials have a choice between a random white and a random green. |
| Icon | Name / Effect |
|---|---|
Status Effects |
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Decay Per stack, deal 250% base damage over 3s. Base damage scales up to 750% based on the player's and enemy's missing health. Duration does not scale with proc coefficient. |
White Items |
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Amber Knife Gain a 10% chance on hit to fire a knife for 140% (+140% per stack) base damage that pierces. Gain 3.5% barrier for every pierce with the knife. |
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Fractured Timepiece Upon using your utility skill, heal for 5% (+5% per stack) of your maximum health and reduce special skill cooldown by 15%. |
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Red Spring Water Increase health regeneration by 0.4 hp/s, plus an additional 0.4 hp/s (+0.4 hp/s per stack) for every buff you have. |
Green Items |
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Crown's Diamond Being out of danger grants 20% of maximum health as barrier. Barrier decays 15% (+15% per stack, hyperbolic) slower while out of combat or danger. |
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Drifting Perception Upon entering combat, become cloaked for 6s. While cloaked, increase 'Critical Strike' chance by 20% and 'Critical Strike' damage by 60% (+60% per stack). Recharges every 25 seconds. |
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Nuclear Salvo Every 5 seconds, all mechanical allies fire 2 (+2 per stack) nuclear missiles that deal 100% base damage each and ignite on hit. |
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Pocket Plutonium Gain a shield equal to 10% of your maximum health. Upon losing all shield, create a nuclear pool in a 16m area that deals 750% (+750% per stack) base damage, plus an additional 250% (+250% per stack) of shields. |
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Sacrificial Band Hits that deal more than 400% damage also inflict 1 (+1 per stack) bleeds on enemies for each 110% of skill damage. Recharges every 10 seconds. |
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Smouldering Document 5% chance to ignite enemies on hit for 250% TOTAL damage. Damage over time effects burden enemies, reducing their damage by 12.5% (+12.5% per stack, hyperbolic) and attack speed by 12.5% (+12.5% per stack, hyperbolic). |
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Sun Fragment 9% chance on hit to create a blinding flash in a 12m area, stunning for 1.5s and igniting enemies for 150% (+150% per stack) TOTAL damage. |
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Universal VIP Pass Category chests have a 45% chance of dropping 1 (+1 per stack) extra items. |
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Void Items |
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Festering Hunger 7% chance on hit to inflict decay for 300% base damage. Moving near decaying enemies increases movement speed by 33% (+33% per stack) for 2s. Corrupts all Smouldering Documents. |
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Millenium 7% chance on hit to create a tidal cataclysm in a 12m (+4m per stack) area, collapsing and grounding enemies for 400% base damage. Corrupts all Sun Fragments. |
Red Items |
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Bleeding Witness 8% chance on hit to hemorrhage enemies for 500% base damage. Your damage over time effects heal all allies for 0.33% (+0.33% per stack) of their maximum health. |
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Ceremonial Jar On hit, link enemies up to 3 times. Linked enemies take 1500% (+1500% per stack) base damage each and cannot be linked for 5s afterward. |
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Torn Feather Tap Interact to perform an omnidirectional dash. Can dash twice until hitting the ground. Gain 20% (+35% per stack) movement speed. |
Lunar Items / Lunar Equipment |
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Their Prominence Using a Shrine has a 35% (+15% per stack, hyperbolic) chance to invite the challenge of the Mountain. |
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Corrupted Catalyst Create a 30m aura that gives all allies and enemies a random buff for 15s. Cooldown: 35s |
Equipment |
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Galvanic Cell Shield Evoke a shield that parries the next attack. Upon successfully parrying, shock and damage nearby enemies for 2000% damage. Cooldown: 20s |
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The Sand Sweeper Pushes all enemies within 20m, dealing up to 500% damage and stunning for up to 6 seconds based on the distance. Cooldown: 30s |