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.
 * Items that deal Total damage are particularly powerful for Railgunner due to the high damage dealt by her scoped skills, especially after her already impressive critical strike multiplier for hitting a weak point. 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.
 * 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. 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.
 * The recoil from the XQR Smart Round System can be used to greatly mitigate fall damage. This is much easier though less effective than using a Concussion Device.
 * 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.
 * 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.
 * 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's 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.
 * 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.
 * Non-Champion 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 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 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.
 * Most Champions 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.
 * 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 don't 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 where 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: 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.
 * M99 Sniper's scope zooms in for 7 frames (0.116 seconds) and a visual decoration expands for 6 frames afterwards.
 * XQR Smart Round System (or ) is not replaced until after M99 Sniper has fully zoomed, so firing during the 7 frame duration will result in a shot from Railgunner's unscoped primary.
 * While reloading, Railgunner's unscoped primary skill is replaced by the temporary Active Reload skill.
 * M99 Sniper zooms out over 14 frames (0.233 seconds) when the key is released. The reload indicator does not appear until fully unscoped.
 * Releasing the Secondary key and immediately pressing it within this window will reactivate the scope, but will not prevent the reload indicator from appearing at the end of the 14 frame duration. This allows for faster shots.
 * If the unscoping animation is allowed to play fully, Railgunner cannot reactivate her scope until after she has finished reloading.
 * At default attack speed, the cursor reaches the left edge of the reload indicator on the 30th frame (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).
 * HH44 Marksman zooms in over 6 frames (0.1 seconds). Railgunner's Primary skill is replaced with HH44 at the end of this duration.
 * If the Primary key is held while zooming in, a shot from XQR Smart Round System can be fired and then, several frames later, a shot from HH44.
 * Releasing the Secondary key causes the display to zoom out over 0.5 seconds, but H44 is replaced with XQR Smart Round System immediately upon releasing the key.