Hermit Crab

The  is a ground-based monster in Risk of Rain 2 that looks and serves as a mortar.

The challenge The Demons And The Crabs requires the player to chase 20 Hermit Crabs off the edge of the map.

Environments
Unlike other monsters, the Hermit Crab will not spawn at all if the is enabled.

Skill & Behavior
Hermit Crabs initially spawn a distance away from the player(s), so that they are not easily taken care of when spawned in.

Any single instance of damage that deals more than 50% of the Hermit Crab's total health will stun it and interrupt its attacks or movement.

Primary: Bury + Mortar Volley
This skill has two modes depending on whether the Hermit Crab is on the move or burrowed. If it is on the move, it will burrow within 1 second (scales with attack speed. While burrowed, it can fire a mortar which takes 1 second to execute (scales with attack speed). Then the mortar will go on cooldown for 3 seconds, after which it can be fired again. If the Hermit Crab moves while burrowed, it will unburrow over 1.3 seconds (scales with attack speed).

The mortal deals 400% damage with a proc coefficient of 0.5 in a radius of 7m with linear falloff. The mortal's trajectory is adjusted so that it will land 4 seconds after being fired, but it cannot be made to land closer than 25 meters away.

The skill has a cooldown of 3 seconds, which is only activated when the Hermit Crab first burrows in. However, the mortal cannot be fired while the skill is on cooldown. Therefore, after burrowing the first mortal can be fired after 3 seconds, while every following shot after 4 seconds.

Behaviors

 * 1) Unburrow and flee: the Hermit Crab must be within 20m from its target. This behavior lasts for 3 seconds. If it is already unburrowed, it will simply run away. If it is burrowed, it will run away for $$3 - unburrowTime$$ seconds. It will also ignore the node graph, so it will flee directly away from the enemy. It is this behavior that causes Hermit Crabs to jump off from cliffs on, as without ignoring the node graph they would not go off the stage.
 * 2) Use primary (mortal): the Hermit Crab must be within 20-120m from its target. The primary is not necessary to be off cooldown, which means this will be the Crab's primary behavior while burrowed in and waiting for the mortal to come off cooldown. This behavior also does not require to have line of sight to the target, as the Hermit Crab always knows its target's position.
 * 3) Use primary (burrow): the Hermit Crab must be within 20-120m from its target and have line of sight. This ensure that sieging its enemy will be successful. However, it does not take into account obstacles for actually firing mortals from that spot, such as the ceiling in the cave on.
 * 4) Chase: no requirements. Having no requirements is for the sake of sanity, but it will not be chosen as a behavior if the target is more than 120m away.

Tips

 * Try to make a point of taking out Hermit Crabs whenever noticed, either directly or indicated by the mortar. A single one on its own is not particularly dangerous, but they can quickly become a problem if too many are left untouched.

Version History

 * Anniversary Update
 * Major Content
 * Added New Lore Entry: Hermit Crab
 * Gameplay Changes
 * Base Damage: 4 (+0.8 per level) ⇒ 12 (+2.4 per level)
 * Mortar Projectile Count: 3 ⇒ 1
 * Mortar Projectile now has more visible trail Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.


 * Early Access Scorched Acres Content Update
 * Bug Fixes
 * Clear idle animation for Hermit Crabs after they die


 * Early Access Patch (Build ID No.3731106)
 * Gameplay Changes
 * [Community Suggestion] Reduce proc coefficient of mortar attack from 3 to 0.5.
 * *This primarily affects the duration of burning effects.
 * [Community Suggestion] Reduce base health from 150 to 100.