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 eponymous railgun, 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.

Skills
{{SkillType|Secondary| {{Skill }} {{Skill }} {{Skill }}
 * name    = M99 Sniper
 * type    = Secondary
 * cooldown = N/A
 * proc    = 1.0
 * notes   =
 * Replaces Railgunner's primary with {{SkillLink|M99|Railgunner}}.
 * Scoping in takes 7 frames (0.116 seconds), after which Railgunner's primary skill becomes {{Color|railgunner|M99}}. A visual decoration expands for 6 frames afterwards. Pressing the primary button during the 7-frame scope-in results in a shot from Railgunner's unscoped primary, not an {{Color|railgunner|M99}} shot.
 * After taking a scoped shot and unscoping, Railgunner's primary skill becomes {{SkillLink|Active Reload|Railgunner}} until her rifle is reloaded. While reloading, Railgunner cannot activate {{Color|Railgunner|M99 Sniper}} again.
 * Unscoping takes 14 frames (0.233 seconds) when the key is released, and the reload indicator does not appear until fully unscoped.
 * Pressing the secondary button during this 14-frame window will immediately scope back in, although Railgunner must still reload once the 14 frames are up. However, this allows her to scope back in while reloading, enabling faster shots overall. If the player misses this 14-frame window, they cannot scope in again until reloaded.
 * At default attack speed, the cursor reaches the perfect reload zone 30 frames (0.5 seconds) after the reload indicator appears, allowing for a default minimum time between shots of 0.733 seconds (about 1.36 shots per second) assuming perfect inputs of both unscoping and reloading, and rescoping before fully unscoped.
 * With perfect inputs rescoping only after reloading, the default minimum time between shots is 0.849 seconds (about 1.17 shots per second).
 * Having any {{ItemLink|Backup Magazine|Backup Magazines}} allows {{Color|railgunner|Railgunner}} to take multiple consecutive shots (1 per second at base attack speed) before having to reload. All charges reload at once.
 * However, only the first shot taken after a perfect reload receives the bonus.
 * name    = M99
 * type    = Primary
 * cooldown =
 * proc    = 1.0
 * notes   =
 * This skill is only available when holding down {{SkillLink|M99 Sniper|Railgunner}}, while the reload bar is not active.
 * If the player immediately rescopes after unscoping, and fails the perfect reload, M99 will not reload charges.
 * name    = Active Reload
 * type    = Primary
 * cooldown =
 * proc    = N/A
 * notes   =
 * This skill is only available with {{SkillLink|M99 Sniper|Railgunner}}.
 * Approximately 0.28 seconds after releasing the secondary skill (unscoping), this skill temporarily replaces Railgunner's primary.
 * While this skill is available, the player cannot activate {{SkillLink|M99 Sniper|Railgunner}}.
 * After unscoping, a reload bar appears with a cursor that moves from left to right and a colored "perfect reload" zone. Pressing the button while the cursor is in the perfect reload zone not only allows Railgunner to fire again faster, but the next {{SkillLink|M99|Railgunner}}, Supercharged or Cryocharged attack deals an extra {{Color|d|500% base damage}}.
 * Unscoped Primary Fire does not apply or expend the bonus damage buff.
 * The damage bonus is indicated by a red lightning icon in the top-left corner of Railgunner's HUD.
 * Failing a perfect reload prevents {{Color|Railgunner|Railgunner}} from firing again until the cursor has moved all the way across the cursor reaches the end. At default attack speed, this takes exactly 2 seconds from the moment the reload indicator appears.
 * The perfect reload zone becomes wider with increased attack speed, making perfect reloads easier.
 * The bonus damage buff is lost when firing {SkillLink|M99|Railgunner}}, even if the shot does not hit any targets.

{{Skill }} {{Skill }} }}
 * name    = HH44 Marksman
 * type    = Secondary
 * cooldown = N/A
 * proc    = N/A
 * notes   =
 * Unlocked via the Railgunner: Marksman Challenge. 
 * Replaces Railgunner's primary with.
 * Scoping in takes 6 frames (0.1 seconds), after which Railgunner's primary skill becomes HH44. Pressing the primary button during the 6-frame scope-in results in a shot from {{Color|railgunner|Railgunner's}} unscoped primary, not an HH44 shot.
 * Scoping in takes 6 frames (0.1 seconds). {{Color|railgunner|Railgunner's}} Primary skill is replaced with HH44 at the end of this duration.
 * Unscoping takes 30 frames (0.5 seconds), but H44 is replaced with {{Color|railgunner|Railgunner's}} normal primary immediately upon releasing the key.
 * name    = HH44
 * type    = Primary
 * cooldown =
 * proc    = 1.0Verify
 * notes   =
 * This skill is only available when holding down.
 * HH44 fires 2 times per second at base attack speed.
 * {{Color|Railgunner|Railgunner}} does not need to reload between shots while using HH44. While this does lower the downtime between shots, this also means she cannot benefit from perfect reloads or Backup Magazines.
 * Unlike {{Color|Railgunner|M99}}, HH44 fires automatically as long as the primary key is held.
 * This allows for a near-instant shot immediately upon activating HH44 Marksman's scope.

{{SkillType|Utility| {{Skill }}
 * name    = Concussion Device
 * type    = Utility
 * cooldown = 6s
 * proc    = 0.0
 * notes   =
 * Unlike  and, this skill does not give fall damage immunity during its duration, so launching too high into the air can result in severe fall damage.
 * If another Concussion Device is thrown while another is active, the first one will immediately detonate.
 * Targets take no damage from the explosion itself, but if launched high enough or off a ledge, can take fall damage.
 * The force of the push is based on the target's current velocity plus some additional force. It is independent of distance from the device, though because the direction of the push is directly away from the device, airborne targets (including {{Color|Railgunner|Railgunner}} herself) further away are generally pushed more level with the ground than if they are closer.
 * Because the force of the push is based on current velocity, jumping (adding vertical velocity) just before the device detonates results in a stronger push.
 * Because the force of the push is based on current velocity, jumping (adding vertical velocity) just before the device detonates results in a stronger push.

}}

{{SkillType|Special| {{Skill }} {{Skill }}
 * name    = Supercharge
 * type    = Special
 * cooldown = 15s
 * proc    = N/A
 * notes   =
 * Upon casting, after approximately 2 seconds at base attack speed, replaces Railgunner's primary with.
 * The cooldown for this ability begins upon casting. Failing to fire in time will cause the cooldown to continue uninterrupted, but taking the shot puts it on full cooldown again. It will only begin to cool down once Railgunner's weapons come back online.
 * Increased attack speed reduces both the charge time and the duration that {{Color|Railgunner|Railgunner's}} weapons are disabled after firing the shot.
 * If {{Color|Railgunner|Railgunner}} has the and/or, neither  nor  are disabled after taking a Supercharge shot.
 * name    = Supercharged Railgun
 * type    = Primary
 * cooldown =
 * proc    = 3.0
 * notes   =
 * This skill is only available after using.
 * Requires a short preparation and has a brief delay between pressing the primary button and firing. Additionally, all primary, secondary, and special skills are disabled for 5 seconds. Utility skills and skills gained from Heresy items are not disabled.
 * The shot is only available to fire for about 3 seconds. Failing to fire it in time will not  disable {{Color|Railgunner|Railgunner's}} guns.

{{Skill }}
 * name    = Cryocharge
 * type    = Special
 * cooldown = 15s
 * proc    = N/A
 * notes   =
 * Unlocked via the Railgunner: Trickshot Challenge. 
 * Upon casting, after approximately 2 seconds at base attack speed, replaces {{Color|Railgunner|Railgunner's}} primary with.

}}

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  damage for the duration.
 * All of Railgunner's piercing attacks have piercing damage falloff. This means that, for each enemy pierced by a shot, the damage to the next enemy in line is halved. Even Supercharge may fail to kill enemies if it has to fire through a long crowd, so picking up area-of-effect and on-kill items is necessary for dealing with the largest of swarms.
 * Since Railgunner already has extremely high single-hit damage, picking up, , and will boost her damage even more.
 * Hitting a monster's weak point will trigger the attack speed increase of . With M99, this provides improved reload speed and reduces the delay between subsequent shots granted by . With HH44, this simply allows for faster shots overall.
 * Items that deal total damage are particularly powerful for Railgunner due to the high damage dealt by her scoped skills. Even XQR Smart Round System has a proc coefficient of 1.0, allowing it to activate on-hit items fairly consistently, similar to, but with automatic tracking and shorter range.
 * Supercharge's higher proc coefficient of 3.0 also gives it a higher chance to trigger some chance-based total damage items such as the, which can add onto the already massive damage of the original attack. This also means the radius of the explosions is tripled by Supercharge's shots, going from 4 meters at base to 12.
 * 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 landing any critical strikes.
 * The allows the M99 Sniper to fire multiple shots back-to-back without needing to reload. However, any subsequent shots granted by Backup Magazines will not be affected by the +500% damage increase granted by a successful active reload. The fire rate of subsequent shots is only marginally faster than Railgunner's reload speed, so stacking Backup Magazines excessively and taking too many shots without reloading is actually a damage loss.
 * However, it also takes less actions to fire without reloading than reloading. It is a valid tradeoff to exchange damage output with being able to deal said damage easier, especially with attack speed items, such as or, which generally reduce the gap between reload and no-reload damage outputs.
 * The HH44 Marksman secondary is entirely unaffected by the 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. 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.
 * Likewise, the recoil from XQR Smart Round System can be used to greatly mitigate fall damage. This is much easier than using a Concussion Device, albeit less effective without high attack speed.
 * The recoil from the XQR Smart Round System, M99, and HH44 is enough to deactivate healing aura, and Railgunner will stop sprinting upon firing XQR System or activating M99 Sniper or HH44 Marksman, deactivating  as well.
 * 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 regaining any charges, delaying recharge until unscoped again.
 * However, when unscoping, the total charges of Hungering Gaze become equal to the number of shots available while scoped. By default, this means unscoping will immediately set Hungering Gaze to just 1 charge and trigger the cooldown, but having any number of will increase the number of charges available after unscoping. With 11+ Backup Magazines, Hungering Gaze can be recharged instantly simply by scoping and unscoping.
 * For the M99, the total number of charges will update after reloading. For the HH44, the total number of charges will update at the beginning of each stage.
 * Equipment can be used while scoped. For example, can be used to finish off a low health target after a successful or unsuccessful shot, or it can even be used to hit a target that is otherwise very difficult to hit while scoped.
 * can mitigate Railgunner's vulnerability to nearby enemies to an extent by occasionally dealing damage to nearby enemies, as can, , , , or . By dealing with nearby enemies, these items also allow Railgunner to focus her attention on more distant enemies.
 * A can also help mitigate the Railgunner's weakness to fast-moving monsters by consistently slowing them. Firing a single shot (such as with XQR System or HH44) to apply the  effect can help subsequent attempts to hit the monster's weak point.
 * Monsters which move quickly tend to have low maximum health, making them more vulnerable to XQR Smart Round System than a larger, slower enemy, and more vulnerable to area effects, such as, , or . This effect is amplified with , as these monsters spend most of their time either above 90% health or dead.
 * Being a mobility skill, Concussion Device can help create some much-needed distance between the Railgunner and melee targets, allowing time to shoot them from afar.
 * Non-Boss monsters flinch when taking a large percentage of their maximum health in damage, allowing Railgunner to line up additional shots easily. For in particular, synergy with  allows Railgunner to interrupt their leap or charge with XQR System long enough to kill them.
 * The low damage of XQR System is generally not enough to cause a to flinch without the assistance of damage-increasing items such as  or, however.

Weak Points
Weak Point locations vary based on the type of monster and are consistent across all enemies of that type.
 * The weak point of most monsters with 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 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.
 * Most Bosses and some other 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 points of a are on its hands.
 * The weak points of a are on its eyes.
 * The weak points of a are at the center of its left and right cannons.
 * Each of the five eyes of an is a weak point.
 * The weak point for is its crippled left hand.
 * An enemy that moves unusually quickly (, (when not teleporting)),, , , or ), moves unusually erratically (, , or ), or teleports frequently , ) can be difficult to hit at all, let alone on its weak point, and the weak point of a monster that moves its weak point frequently (, , , , , , and ) can be difficult to hit unless the enemy stands still.
 * Monsters that move along the ground generally do not have any air control while jumping or flying through the air. Because their arc while flying through the air is very consistent, this can be an important window of opportunity to score a weak point hit on an evasive enemy. Monsters that move their weak point during their attacks similarly don't move their weak point in any unusual ways while jumping or flying through the air.
 * Even monsters that move their weak point will generally hold still, however briefly, at important times, such as for a brief period at some point during the activation time of an ability or while all their abilities are on cooldown. This, too, can be an important window of opportunity to take a shot.
 * Monsters which teleport have a brief cooldown period after teleporting during which they can't teleport again. Following a target, waiting for it to teleport, and lining up a shot during this window could mean the difference between a hit and a miss.
 * The weak point of 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 or continued fire from XQR System 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:
 * (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, and is tied with the for the highest proc coefficient of any skill in the game.
 * 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, Railgunner's Mastery skin heavily resembles the Sniper.