Commando

The  is a playable character in Risk of Rain 2.

Unlocked by default, he is intended as a well-rounded and easily-understood character with no particular weaknesses or strengths, combining mobility and offense in his tactics. Despite his ostensibly simple skills, Commando benefits greatly from the effects of item stacking given his high attack speed and equally high proc coefficient.

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 secondary (Phase Blast): Commando must be within 10m from the target and aiming at it. Commando will sprint and this behavior cannot be selected twice in a row. Due to the explicit skill stated, Commando will not use the secondary if it is either Phase Round or.
 * 2) Use special and stop: Commando must be within 15m from the target and have line of sight. This behavior is active for 0.5 seconds. If Commando is equipped with the Frag Grenade, there will be no effort to throw the grenade at the enemy's feet. The grenade will therefore either bounce off the target or miss them completely.
 * 3) Use utility and strafe: Commando must be within 15m from the target and have line of sight.
 * 4) Flee: Commando must be within 15m from the target and have line of sight. This behavior is active for 0.5 seconds.
 * 5) Use primary and strafe: Commando must be within 8-19m from the target and have line of sight. This behavior is active for 0.5 seconds. Due to the previous behavior, this is only selectable for the limited 15-19m distance range.
 * 6) Chase: no requirements.
 * 7) Chase (unselectable): Commando must be within 40m from the target and have line of sight. Due to the previous behavior, this will never be selected.
 * 8) Use secondary (unselectable): Commando must be within 6m from the target and have line of sight. Due to the Chase behavior, this will never be selected. This is either a misconfiguration of the behavior order, or a remnant of an older behavior. Had this been higher in the priority list, it could have been used for Phase Round. However, with Phase Round being a projectile, one would have normally expected a longer range window for the behavior to have been selectable.

Tips

 * Double Tap has one of the highest potentials to proc item effects out of all character’s primary skill because of its rapid attack speed and high proc coefficient.
 * Phase Round, Phase Blast, Suppressive Fire and Frag Grenades reset the accuracy spread of Double Tap. To maximize long-range damage, Double Tap a bit before using any of these skills so that they reset its accuracy, then Double Tap again. To similar effect, repeatedly pressing the button (through use of a turbo button or attempting to develop carpal tunnel) instead of holding it lowers your fire rate slightly but massively increases commando's accuracy at long range.
 * Tactical Dive and Tactical Slide can be used to avoid fall damage if used before hitting the ground.
 * Tactical Dive into upwards slopes for a huge upwards jump.
 * When airborne, Tactical Slide will propel the player slightly forward and upward.
 * The player can also jump during Tactical Slide, maintaining forward momentum and allowing the player to jump gaps otherwise unable to.
 * Suppressive Fire can be used to stun enemies and briefly interrupt attacks, though it should be noted the stun doesn't last very long.
 * Suppressive Fire has a brief "end lag" animation which prevents the player from using Double Tap for a short time. However, since all other skills can be used during this time, it is recommended to use Phase Round or Phase Blast to cancel the animation at the end, and maintain the highest possible damage output.
 * Frag Grenades have a similar but shorter "end lag" animation.
 * Frag Grenades are the sole AoE attack Commando possesses, and are also the only other way Commando can activate, and  with his abilities besides Phase Round.
 * Although Phase Round can activate the Bands as well, Frag Grenades are still more effective since the Bands deal total damage. Phase Round also cannot activate the Bands without piercing at least one enemy.
 * Frag Grenades are not stunning, but they can briefly stagger enemies.
 * Frag Grenades activate the and  exploding orbs when they bounce off terrain, allowing for a constant stream of explosions from grenade bounces.

Version History

 * Anniversary Update
 * Major Content
 * Added New Lore Entry: Commando
 * Gameplay Changes
 * Update VFX of Double Tap, Phase Round, and Suppressive Fire
 * Now fires a single bullet per click
 * Bloom Reset Time: 1s ⇒0.7s
 * Damage: 90% ⇒ 100%
 * Duration: 0.2s ⇒ 0.15s
 * Duration: 0.5s ⇒ 0.4s
 * Now deals 40% more damage every time it passes through an enemy
 * Bug Fixes
 * Fixed physics issues with Commando’s
 * Now deals 40% more damage every time it passes through an enemy
 * Bug Fixes
 * Fixed physics issues with Commando’s
 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Bug Fixes
 * Fix showing up in logbook before commando
 * Early Access Content Update 5
 * Bug Fixes
 * Fixed an issue with spread from bloom being applied to both minimum and maximum spread (ie you could never have a bullet travel dead-center when your spread bloom is at maximum) for Commando’s
 * (Undocumented) Updated description for to include keywords
 * Early Access Artifacts Content Update
 * Major Content
 * Added New Skill Variant:
 * Slide on the ground for a short distance. You can fire while sliding.
 * Added New Commando Challenge:
 * Gameplay Changes
 * Add 1 New Skill Variant
 * 🌧 Damage: 200% ⇒ 300%
 * Bug Fixes
 * Fix missing borders on some Commando skill icons
 * 🌧 Clarify description of to be a bit more accurate
 * 🌧 Clarify description of to be a bit more accurate
 * PC Early Access Patch (Build ID No.4233443)
 * Gameplay Changes
 * Animation Duration: 1s ⇒ 0.5s
 * Can now interrupt your other abilities
 * Can now interrupt your other abilities
 * Early Access 'Skills 2.0' Content Update
 * Major Content and Changes
 * Added New Skill Variant:
 * Fire two close-range blasts that deal 8x200% damage total.
 * Added New Skill Variant:
 * Throw a grenade that explodes for 175% damage. Deals 4x damage in the center of the explosion. Can hold up to 2.
 * Added New Skin:
 * Added New Class Challenge:
 * Added New Class Challenge:
 * Added New Class Challenge:
 * Gameplay Changes
 * 🌧︎Update (R) to fire more bullets with more attack speed
 * Add 2 new skill variants
 * Add 1 new skin
 * Early Access Scorched Acres Content Update
 * Music & SFX
 * ☂ Add new SFX for Commando’s M1
 * Early Access Patch (Build ID No.3731106)
 * Gameplay Changes
 * Improve FMJ impact graphics
 * *We think that a majority of the Commando's problems are actually VFX and SFX making him feel weak and boring. This is a small first step towards that. A full pass will be done in a later patch.*

Trivia

 * The Commando as a class returns from Risk of Rain, but it is not the same Commando. The only returning character that is the same person in both games is.
 * Prior to Skills 2.0, Commando's Suppressive Fire did not scale with attack speed.
 * Commando was the first Survivor to be worked on in both Risk of Rain and Risk of Rain 2.
 * Unlike every other Survivor, Commando's in-game icon features an older model from early in the game's development.
 * Prior to the Anniversary Update, the Commando's ending phrase was "..and so he left, with everything but his humanity.", reiterating their ending message from the first Risk of Rain.
 * Corpses of Commandos, such as on the main menu and surrounding the rescue ship on Commencement, points to the possibility that the playable Commando is a member of a contingent of soldiers sent to aid in the rescue mission that serves as the game's basis.