Imp

The  is a returning floating demon-like monster in Risk of Rain 2, and is part of the monster family.

Skills & Behavior
Any single instance of damage that deals more than 35% of the Imp's total health will stun it and interrupt its attacks or movement.

Primary: Abyssal Slash
The Imp slashes twice in front, dealing 150% damage per hit and inflicting for 5 ticks, with each dealing 20% damage. Each slash moves the Imp a bit forward. The attack lasts for 1.2 seconds in total, which scales with attack speed.

This skill has a cooldown of 1 second and each slash has a proc coefficient of 0.4.

Utility: Abyssal Blink
The imp can "blink" (teleport) a short distance away. It looks ahead up to 9m and finds the closest ground node point from that spot to teleport to. This means that if the Imp is currently in the air, it will teleport to the ground. If it is facing a cliff, where no node points exist, it may blink backwards. It is very likely the closest node point will not be where the Imp is facing or heading to and will therefore appear to teleport in a zig-zag pattern.

This skill has a cooldown of 5 seconds. The Imp can store three charges of this skill.

Behaviors

 * 1) Use primary and chase off nodegraph: the Imp must be within 9m from its target. The skill must be initially off cooldown for it to be selected, but it will remain active for 3 seconds, meaning the Imp will continue chasing for the duration and activate the skill whenever it comes off cooldown again.
 * 2) Blink (close): the Imp must be within 8-25m from its target. This behavior will remain active for 1 second and cannot be chosen twice in a row. It is mainly used to close in the distance.
 * 3) Strafe waiting for the primary: the Imp must be within 10m from its target and have line of sight.
 * 4) Chase off nodegraph: the Imp must be within 10-20m from its target and have line of sight. If it is within 10-20m from its target, it will effectively alternate betwen blinking and after 1 second selecting this behavior, which then allows it to blink again (assuming it has any charges left). This can allow the player to tactically exhaust the Imp's utility charges before they attempt to take an accurate shot at it.
 * 5) Blink (far): the Imp must be at least 50m away from its target and have line of sight. This behavior cannot be chosen twice in a row.
 * 6) Chase: no requirements. If the Imp is more than 50m away, it will effectively alternate between this and blinking to close the distance whenever the skill is off cooldown.

Version History

 * Early Access Content Update 5
 * Major Content
 * Added New Monster Lore Entry:


 * Early Access Artifacts Content Update
 * Gameplay Changes
 * Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
 * Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.


 * Early Access Patch (Build ID No.3731106)
 * Gameplay Changes
 * [Community Suggestion] Reduce base health from 250 to 200.