Wandering Vagrant

The  is a returning Boss Monster in Risk of Rain 2, and is part of the monster family. Being a Boss, the Wandering Vagrant may be encountered after initiating a stage's Teleporter Event. It can otherwise spawn naturally during higher difficulties.

Orb Volley
The Vagrant's primary skill, which fires 6 orbs in a span of 2 seconds towards its target. These orbs travel at 80m/s and explode on contact with a blast radius of 8m and a sweet spot damage falloff. The orbs can be blocked by.

The skill deals 6 x 400% damage and has a cooldown of 10s. Each orb has a proc coefficient of 1.0.

Homing Orb Bomb
The Vagrant's secondary skill, which charges up a larger orb beneath itself for 2 seconds (scales with attack speed). Unlike the orbs launched in the Orb Volley, this orb moves slowly at 10m/s, but will home in on its target. The resulting explosion is much larger with a blast radius of 15m and a sweet spot damage falloff. This skill has an ending lag of 2 seconds, which also scales with attack speed.

This orb has 75 health, and as such players can attack and destroy it, triggering any on-kill effects they have. The orb will still explode if destroyed this way, so players should take care to attack it from a safe distance. After 12 seconds without an impact, the orb will self-explode on the spot. This attack can also be blocked by Defensive Microbots.

The skill deals 600% damage, has a cooldown of 12s, and has a proc coefficient of 1.0.

Genesis Supernova
The Vagrant's special skill, where upon activation a large sphere of light emanates from the Vagrant as its body slowly brightens. After 4 seconds (scales with attack speed), the Vagrant creates a colossal explosion centered on itself, inflicting critical damage on any players or drones that within an 80m radius. If the player can't run away fast enough, they can avoid taking damage by breaking line of sight with the Vagrant.

The skill deals 2000% damage, has a cooldown of 15s, has a proc coefficient of 3.0, and has a force of 4000.

Behaviors

 * 1) Use special: the Vagrant must be within 60m from its target and have less than 25% health.
 * 2) Use secondary: the Vagrant must be within 15-100m from its target, have line of sight, and have less than 95% health.
 * 3) Use primary: the Vagrant must be within 15-100m from its target and have line of sight.
 * 4) Chase: no requirements. If the player stands on top of the Vagrant's head, it may cause it to continuously fly higher in an effort to get "closer" to the player.

Loot
Main Article: Genesis Loop

If the Wandering Vagrant is the Teleporter Boss, there is a 15% chance for the Uncommon item (that drops as a reward for defeating the Wandering Vagrant) to be replaced by its Boss item, the.

Tips

 * It's advisable to keep a safe distance from Wandering Vagrants, at least until a decent amount of movement items are acquired. Besides the obvious danger of the boss' Supernova attack, it is difficult for survivors to remain unscathed by the Orb Volley when fighting up close, even if sprinting.
 * It pays to have a good understanding of Environments. Similar to the Eye Laser, the Vagrant's Supernova can be dodged if players are able to hide behind an object and break line of sight. However, unlike the Stone Titan, the Vagrant's airborne nature makes finding suitable cover more difficult, and its superior mobility may force players to adjust their positioning as the fight goes on.
 * Although Vagrants remain almost completely stationary most of the time (given the long range of their attacks), they can still move to slowly follow a target that gets too far away. When they do, they can generally move unimpeded given how high above the ground they are, so fleeing from a Vagrant might prove deadly if there isn't enough cover to duck behind.
 * It is possible for Survivors with enough mobility (such as or ) to stand on top of the Vagrant and attack it from above. This is a decent strategy, as neither the Vagrant's Orb Volley nor Orb Bomb can reach a target standing on top of it. However, it is recommended to keep at least one movement skill charged and ready, in the event that the Vagrant suddenly begins to detonate.
 * This strategy is especially effective as Loader, as she will build up a considerable amount of barrier quickly. However, on higher difficulties this may still prove dangerous.
 * As, the Wandering Vagrant's Orb Bomb can be used against it. By using just as the Vagrant creates the orb, the glaive will rapidly bounce between the orb and the Vagrant itself. This will detonate the orb almost immediately and is an easy way of dealing decent damage to the Wandering Vagrant.

Version History

 * Anniversary Update
 * Major Content
 * Added New Lore Entry: Wandering Vagrant


 * PC Patch v1.0.3.1
 * Bug Fixes
 * Fixed boss spawns being extra far for Vagrants


 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Bug Fixes
 * Fix Wandering Vagrant’s portrait having a double red outline


 * Early Access 'Skills 2.0' Content Update
 * Bug Fixes
 * Update Wandering Vagrant’s Nova attack to properly apply on-hits


 * Early Access Scorched Acres Content Update
 * Gameplay Changes
 * Nova Proc Coefficient: 1 ⇒ 3
 * Music & SFX
 * Assign Wandering Vagrant’s proper M2 sound
 * QOL
 * Set up Wandering Vagrant corpses to properly disappear over time

Trivia

 * The Wandering Vagrant's name may be a reference to the Wayward Vagabond character from Homestuck, as the Wayward Vagabond is additionally referred to as "Wandering Vagrant."
 * Although the Wandering Vagrant may appear perfectly symmetrical, thereby making it impossible to determine where its backside is for the purpose of  passive, this is surprisingly not the case. On the underside of the Vagrant's body, there is a small red triangular arrow that indicates which direction it is facing.
 * The Vagrant's Genesis Supernova attack may be named after the Pokémon Mew's Z-Move, which has the same name.