An overview of how to play each of Risk of Rain 2’s survivors, and what you need to do to unlock them
Risk of Rain 2 is a near-perfect 3D translation of the 2D side-scroller it is based on, and it is a fun and exciting third-person shot besides. As we mentioned earlier, in Early Access, it’s worth your time, particularly in the event that you can play it with friends. Additionally, it gets exponentially more enjoyable as you earn new characters to play with. But earning all of them is not a simple task, so I’ve assembled a guide to all of Risk of Rain two’s personality unlocks.
Here is an overview of how each character plays and what you have to do in order to unlock them.
How many figures are there at Risk of Rain two, and also how do I unlock them?
And what characters are going to be added in Early Access?
At launch, Risk of Rain two has six playable characters: Commando, MUL-T, Huntress, Engineer, Artificer, and Mercenary.
Four more character icons are recorded as”under construction” Risk of Rain 2 is in Early Access, so those four figures will be inserted over the course of development.
Each character has a special method of unlocking clarified from the character guide below.
Commando is your default character, so you’ll play him a few Times at the beginning before moving onto someone new. But even after dozens of hours, I go back to Commando. His cooldowns are relatively brief, and his well-rounded skills do a fantastic job teaching how Risk of Rain 2’s combat flows.
Commando’s basic attack is fast and Simple To aim, and his piercing secondary ability is much more successful once you make time to line up a juicy group of enemies. He also has a fundamental but any dodge that will help you get out of danger, and also a rapid-fire ability that may stun most enemies at a pinch. Commando is easy to pick up and fun to perform, so don’t assume he is weak just because he’s the rookie survivor.
MUL-T is a fighter that is flexible with a Exceptional ability: It may swap Between two basic attacks at any moment. One is a short-range, fast-firing nail gun which is good for audiences and bosses and the other is a long-range sniper rifle, which excels at picking flying enemies off. Swapping your fundamental attack will also swap your Gear (your’Use’ thing ), making MUL-T the only survivor who will use two Gear items concurrently.
MUL-T’s other skills Include a speedy dash that you may use to get away from enemies or run right into them for heavy damage, in addition to a cluster of grenades which cope modest damage but stun enemies substantially. MUL-T is about swapping main attacks effectively while utilizing your dash and stun grenades to control huge aims and crowds. This robot’s a great deal of fun to play, particularly since you have two equipment items to experiment with.
Where the Commando excels in single-target harm, Huntress is the Queen of AoE. Her automobile primary attack is slow and comparatively weak, but her abilities are incredibly proficient at melting groups. Her secondary ability, a ricocheting glaive, can bounce between around six enemies, so you should only use it when you know it’ll hit two enemies. If you throw it in a lone dude, it is going to disappear after only one hit, which is a waste of valuable damage.
Huntress Can also lay down a rain of arrows in a target place, dealing damage over time to all nearby. This capacity is the go-to boss DPS, and holding the fee mid-air may also put you out of range of many enemies. Ultimately, Huntress has one of the best escape skills in the game: a straight-up teleport. This capacity sends you where you’re aiming, meaning you may also use it as a hop. Huntress was my favourite character in the original game, and she’s every bit as powerful in Risk of Rain 2.
The Engineer is all about putting and safeguarding turrets. Do not get me Incorrect, he has other cool abilities–deployable proximity mines, a bubble protector which blocks all outside attacks, along with a fundamental attack that fire volleys of bouncy grenades–but turrets are his bread and butter. Once deployed, your turrets will automatically attack all nearby enemies for enormous damage.
Here is The kicker: They gain from all of the items you pick up. In other words, if you get an item that boosts your attack rate, it will also increase your turrets’ attack rate. This synergy causes a few items to scale tremendously, with an Engineer fan-favorite being the Bustling Fungus, which essentially turns your turrets into recovery channels. The matter is, your turrets have a pretty long cooldown, which means that you can not throw them . So the perfect Engineer fight appears like this: Find a major group of enemies, put your turrets right in the middle of these, throw a shield and some mines, and watch those puppies go to perform.
The Artificer is a true-blue mage who wields ice, fire , and lightning. As you’d expect from a mage, her abilities are about managing cooldowns and combining elements. By way of instance, her fundamental attack is a fireball that works on a billing system. As soon as you use up all your fees, you will not be able to attack. Your fireballs recharge quickly but this ability can nevertheless be disorienting at first, especially if you’re used to someone like Commando who can spam his basic strike with impunity. Once you get accustomed to it though, the Artificer’s fireball is incredibly strong.
Her Other abilities correspond to certain components. To begin with she has a lightning orb, which she can charge up before releasing to increase its range and power. This deals heavy damage and stun on impact, and it is going to also zap nearby enemies because it flies through the air, so try to aim it between multiple small enemies and toward one major dude. Then there is her ice wall, which pops enemies in place and insta-kills them whenever they are below 20% health. This ability isn’t powerful on its own, but it is a potent finisher.
The Artificer does not have any Type of Dodge or teleport, which means you will also need to use this ice wall to control audiences. Finally, you’ve got a good conservative flamethrower. This deals significant damage but has extremely short selection, so it is best used on enemies stunned by your lightning orb. Watch your cooldowns and catch some mobility-boosting items and you’ll be slinging spells with all the best of’em.
As the only current melee character in Risk of Rain 2, Mercenary Plays very differently from the other survivors. You might think that a dude with a sword would feel clunky in a third-person shooter, but you’d be wrong. Mercenary has among the most frenetic playstyles of the lot, and played properly, he could devastate groups and supervisors equally.
His Standard attack is just a close-range sword swipe, but frankly, you’ll barely use it. Mercenary’s abilities have such low cooldowns that you can string them together almost forever. His secondary ability launches you into a horizontal sword twist on the ground and a vertical spin mid-air, while his final ability teleports you to the closest enemy and launches an extended flurry of strikes. Did I mention you are completely invincible in this flurry?
These two abilities can be Strung together using Mercenary’s dash. It not only stuns and damages Enemies you dash , it may also be used three times in rapid Series so long as you continue hitting enemies. Oh, and Mercenary can Double hop by default. Ya dig?