Railgunner

 is a playable character in Risk of Rain 2, unlocked by default in the Survivors of the Void expansion.

A lethal and skillful markswoman, the Railgunner fights with her eponymous railgun. In combination with powerful piercing shots and smart homing rounds, Railgunner has incredible long-range damage output and decent crowd control options. Her signature ability is the incredibly powerful, all-or-nothing Supercharge that can devastate even the strongest of enemies in a single shot.

Behaviors
''For an explanation of how these behaviors are implemented read about Enemy AI. This section only applies when the character is controlled by AI.''


 * 1) Use special: Railgunner must be within 300m from the target and have line of sight. This behavior is active for 2 seconds and the Use Primary (Snipe) behavior is set to follow it after.
 * 2) Use primary and strafe: Railgunner must be within 60m from the target and have line of sight. This behavior is active for 0.5 seconds.
 * 3) Use secondary: Railgunner must be within 300m from the target and have line of sight. This behavior is active for 0.3 seconds. The Use Primary (Snipe) behavior is set to follow it after.
 * 4) Use primary (Snipe): Railgunner must be within 300m from the target. This behavior is active for 2 seconds and cannot be selected twice in a row. The primary key is held down for the duration, which means if Railgunner uses the M99 Sniper, they will miss the active reload. Similarly, for HH44 Marskman only one shot will be fired and for the remaining duration of the behavior Railgunner will behave as if firing the primary. This behavior makes poor use out of both secondary skills, while the special skills are not affected.
 * 5) Use utility and flee: Railgunner must be within 25m from the target.
 * 6) Use primary and flee: Railgunner must be within 8m from the target.
 * 7) Chase: no requirements.

Tips

 * Due to its curving trajectory, the XQR Smart Round System can fire at targets obscured by cover, as well as up to 30 degrees behind the player.
 * The provides 100% increased  damage for the duration.
 * The piercing attacks of M99 Sniper and HH44 Marksman suffer from piercing damage falloff. This means that for each enemy pierced by a shot, the damage to the next enemy is halved.
 * Supercharge and Cryocharge do not have this attribute and deal the full damage on each pierced enemy.
 * Since Railgunner already has extremely high single-hit damage, she benefits greatly from picking up, , and.
 * 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 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.
 * In particular, Railgunner only needs 7 to guarantee triggering them with this ability assuming base Luck, almost tripling the already monstrous damage of this ability while giving it even more crowd-clearing potential due to the explosion's AoE and the piercing attribute creating a bomb per each target hit. Cryocharge instead requires about 14 stickies due to its lower 1.5 proc coefficient but can still be effective.
 * 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 can prevent players from taking advantage of the active reload bonus.
 * It is a valid tradeoff to exchange damage output for easier shots, especially when holding attack speed items, such as or, which generally reduce the gap between reload and no-reload damage.
 * The HH44 Marksman secondary is 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.
 * Curiously, collecting 10 or more will completely negate non-vertical recoil from the XQR Smart Round System. This affect is present even when standing still, allowing field to remain active while firing.
 * 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 starts with a +101% critical strike damage, as every survivor starts with a 1% critical strike chance (Railgunner included).
 * 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's Concussion Device technically deals zero damage, meaning that it may be blocked by.
 * 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 they were ultimately scrapped and reworked later into Railgunner.
 * In reference to this, Railgunner's Mastery skin heavily resembles the Sniper. The backpack of the Mastery skin even has Sniper's Spotter drone at the bottom, possibly implying that the skin is meant to be Sniper themselves.
 * While Railgunner's HUD will usually read "All systems nominal" with an orange tint, the color will change to red and the text will read "System Error - Unknown Input Detected" whenever she has