Railgunner

 is a playable character in Risk of Rain 2, added in the Survivors of the Void expansion.

A lethal and skillful markswoman, the Railgunner fights with her M99 Sniper, using smart homing rounds in combination with powerful piercing shots that give her incredible long-range damage output and decent crowd control options, as well as the incredibly powerful all-or-nothing Supercharge.

Tips

 * Due to its curving trajectory, the XQR Smart Round System can fire at targets obscured by cover, as well up to 30 degrees behind the player.
 * The is an excellent equipment for Railgunner, giving her 100% increased weak point damage for the duration.
 * Since Railgunner already has extremely high single-hit damage, picking up, , and will boost her damage even more.
 * As Railgunner's critical strikes are tied to hitting exposed weak points with her secondary and special skills, acquiring both the and  will prevent her from getting any critical strikes.
 * synergizes excellently with the M99 Sniper secondary weapon, allowing Railgunner to take multiple shots back-to-back without needing to reload.
 * However, the HH44 Marksman secondary is entirely unaffected by Backup Magazine due to the lack of a reload, rendering the item useless.
 * The recoil from XQR Smart Round System can be used to change the trajectory of a Concussion Device jump. Shooting horizontally or straight down can double the distance traveled. It can also slow the player to mitigate fall damage. However, when used incorrectly, this can reduce the effectiveness of a Concussion Device jump by decreasing Railgunner's speed before the mine explodes.
 * Having enough attack speed boosts makes Railgunner able to fly when shooting XQR Smart Round System downwards.
 * If timed well, Concussion Device can be used to negate fall damage. Throwing one device onto the ground and throwing a second to immediately detonate the first before hitting the ground can greatly reduce downward momentum.
 * Railgunner's Cryocharge will not execute enemies on its own even if they end up frozen below the execution threshold. Follow up immediately with a shot to ensure a kill.
 * The scope-in from M99 Sniper and HH44 Marksman lowers the cursor slightly. The distance is about one barrel in height. When quick-scoping, adjust aim accordingly.
 * After performing a Concussion Device jump next to a cliff, placing another Concussion Device on the cliff wall gives additional height.
 * The synergizes well with Supercharge to maximize the number of enemies it hits. This also trivializes the  challenge.
 * As both M99 Sniper and HH44 Marksman change Railgunner's Primary skill while scoped, will not cool down while scoped. This prevents it from gaining any charges, essentially delaying recharge until the player waits the full cooldown duration while unscoped.
 * Weak Point locations vary based on the type of monster and are consistent across all enemies of that type.
 * The weak point of most monsterswith a head is on its head.
 * The weak point of a is at the very top of its shell.
 * The weak point of most monsters without a head, or whose body is its head, is at its center.
 * A weak point at its center.
 * The healing grenade spawned by a Mending elite also has a weak point at its center, and it can be killed before it detonates, preventing it from healing nearby monsters.
 * Some monsters have unusual weak point locations.
 * The weak points of a or  are on its "eyes".
 * The weak point of a, however, is at its center.
 * The weak point of a is at the center of its head.
 * The weak point of a is at the bottom of its head, where its "legs" emerge.
 * The weak points of a are on the tips of its tentacles. When charging Homing Orb Bomb, its tentacles retreat towards its center and can overlap slightly.
 * The weak point of an enemy that moves unusually quickly (, (when not teleporting)),, , , or ), moves unusually erratically (, , or ), teleports frequently , ), or moves its weak point frequently (, , , , , , and ) can be difficult to hit unless the enemy stands still.
 * The weak point to an enemy that rapidly approaches to a close distance (,, , or ) can be especially difficult to hit with M99 due to its high magnification. Enemies who are particularly close can be difficult to hit even with HH44. These enemies should be prioritized (or pushed away with Concussion Device) before they are allowed to close too much distance.
 * A, which is normally very difficult to hit, can be staggered with even the small amount of damage that XQR Smart Round System deals, even when it is in the air. If it is in the air when hit, it will fall to the ground and stand still very briefly, allowing a small window to hit its weak point (though even a body shot will generally kill it).
 * A has no weak point, and moves so quickly that it can be very difficult to hit it with M99 or HH44.

Version History

 * Survivors of the Void
 * (Undocumented) Added New Survivor: Railgunner
 * (Undocumented) Added New Survivor Skin: Marksman
 * (Undocumented) Added New Railgunner Challenge:
 * (Undocumented) Added New Railgunner Challenge:
 * (Undocumented) Added New Railgunner Challenge:
 * (Undocumented) Added New Railgunner Challenge:
 * (Undocumented) Added New Character Lore Entry:

Trivia

 * After using Supercharge, Railgunner's primary and secondary skill icons become the same "no entry" symbol as skill icons for when he has used both.
 * Railgunner is the first character to have a proc coefficient higher than 1.0 on a skill.
 * Railgunner is the successor to the Risk of Rain 1 character, Sniper. Sniper was originally planned to appear in Risk of Rain 2, as weak point data for many enemies existed in the game unused, but he was ultimately scrapped and reworked later into Railgunner.
 * In reference to this, the Railgunner's Mastery skin heavily resembles the Sniper.