Acrid

Acrid is a playable character in Risk of Rain 2.

A macabre, poison-spewing ex-prisoner, Acrid fights with a potent array of damage-over-time effects and self-sustaining melee ability.

Its unique ability to inflict Poison or Blight Status Effects makes it an incredibly lethal choice when stacking Items that inflict additional debuffs.

Tips

 * Acrid's Vicious Wounds attack animation can be cancelled and reset by initiating a dash. This allows Acrid to attack extremely quickly with no items. In Development Thoughts #11 it was noted this behavior will likely get removed.
 * Acrid's Poison can't kill on its own.
 * This makes items that can finish off low health enemies very effective, such as and.
 * Poisoning the boss or bosses via Neurotoxin and Epidemic and then running away while the poison ticks is a great tactic.
 * Acrid's Epidemic gives Acrid great early-game AOE damage. When combined with items such as the, , and , this lets Acrid easily clear crowds of enemies.
 * Acrid does not spawn from an escape pod, making Acrid unable to unlock Power Plant on its own.
 * Acrid does not take any fall damage while using Caustic Leap or Frenzied Leap.
 * Intentionally shooting Epidemic at the floor or walls can allow you to reliably hit flying Monsters such as.
 * Poison damage can be increased with, ,  and.
 * Blight is affected by.
 * Neurotoxin does not cancel sprint or Vicious Wounds.

Trivia

 * The challenge necessary to unlock Acrid, "...To be left alone" is a reference to Acrid's victory screen from the first Risk of Rain, which reads "...And so it left, with a new hunger: to be left alone."
 * Acrid is referred to internally as "Croco"
 * Acrid is commonly known as “Poison Doggo” as an internet meme.
 * Instead of starting in an Escape Pod, Acrid starts asleep on the surface of the planet. During its wake up animation, it is actually vulnerable to enemy attack before the player is given control if its spawn location is particularly unlucky.
 * Acrid originally fell onto Petrichor V along with the VES Contact Light's other cargo, locked inside a crate that landed atop the area known as Sunken Tomb. Despite Acrid's final wish upon defeating Providence, "to be left alone," it can be presumed that Void Reavers managed to imprison him in the Void Fields at some time between the events of the first two games.