MUL-T

 is a playable character in Risk of Rain 2.

A modified multi-purpose robot, MUL-T lives up to its designation through its sheer versatility. Highly durable in terms of both high health and armor, it possesses the unique ability to select two of four primary weapons and utilize them in two different configurations: either swapping between two weapons and equipment via Retool, or utilizing two primary weapons at once in the armored Power Mode.

Completing the Verified challenge will unlock MUL-T as a playable survivor.

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 and strafe: MUL-T must be within 10-35m from the target and have line of sight. This behavior cannot be selected twice in a row.
 * 2) Use special and stop: MUL-T must be within 40m from the target and the equipment must be off cooldown. This behavior is active for 0.1 seconds and it cannot be selected twice in a row. A target will be reselected after this. This behavior cannot be selected if MUL-T does not have an equipment in the current slot. If Retool is the selected special and there is no equipment in the alternative slot, MUL-T will be unable to switch back with this behavior. The internal name for this behavior is "SwapWeapons", which seems was conceived before Power Mode was introduced. Even so, the code is not designed for checking whether the equipment is off cooldown in the alternative slot, which would have been a more useful feature. If Power Mode is the selected skill, due to many of the following behaviors force MUL-T to sprint, the mode will be exited prematurely, thus making it an almost useless skill to employ.
 * 3) Use utility: MUL-T must be within 10-20m from the target, have line of sight, and be aiming at it. MUL-T will also attempt to sprint, which is unncessary as the skill enforces that anyway.
 * 4) Use primary (Power-Saw) and strafe sprinting: MUL-T must be within 4m from the target.
 * 5) Use primary (Power-Saw) and chase sprinting: MUL-T must be within 20m from the target. Due to the previous behavior this can only be selected for the range 4-20m.
 * 6) Use primary (Auto-Nailgun): MUL-T must be within 12m from the target. MUL-T will attempt to sprint, even though the skill is not agile and the behavior cannot be selected twice in a row.
 * 7) Use primary (Rebar Launcher) and flee: MUL-T must be within 20m from the target, have line of sight, and be aiming at it.
 * 8) Use primary (Rebar Launcher) and chase: MUL-T must have line of sight to the target and be aiming at it. MUL-T will also attempt to sprint and a target will be reselected after this behavior. Due to the previous behavior, MUL-T will flee if closer than 20m and give chase otherwise.
 * 9) Use primary (Rebar Launcher) and strafe: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. This behavior cannot be selected twice in a row and a target will be reselected after this. The priority of the previous two behaviors ensures this will never get chosen.
 * 10) Use primary (Scrap Launcher) and strafe: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. This behavior cannot be selected twice in a row and a target will be reselected after this.
 * 11) Use primary (Scrap Launcher) and chase: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. A target will be reselected after this. In combination with the previous behavior, which cannot be selected twice in a row, if MUL-T is within 30m from the target, it will effectively alternative between strafing and chasing.
 * 12) Use special: no requirements, but this behavior cannot be selected twice in a row. This is the only other way MUL-T can use the special skill. If Retool is selected and the alternative primary is the Rebar Launcher, this behavior will never be selected again because it is preceeded by a behavior which uses Rebar Launcher regardless of what distance is the enemy is at. As such, if MUL-T does not have an equipment in the alternative slot, there will be no way to switch back.
 * 13) Chase: no requirements.

Tips

 * With enough attack speed, the recoil of Auto-Nailgun can knock the player back enough to keep them indefinitely in the air. This can also be achieved by carefully timing the final nail burst while wielding double Nailguns with Power Mode.
 * Use Blast Canister as a means of mass stunning to maximize the effectiveness of MUL-T's primaries.
 * Transport Mode's armor also applies to fall damage. Use it before landing to greatly reduce the damage taken.
 * Ramming into a larger enemy such as a while in Transport Mode will stun the enemy and instantly end the duration. Smaller enemies won't be stunned, but MUL-T can plow through them to deal damage to everything in an area.
 * Due to the Rebar Puncher's high single shot damage, it synergizes very well with the . A couple stacked up can allow the player to defeat even Stone Golems in a single shot for a good while, and take a good chunk out of any boss. If going for this build, it is important to remember to avoid purchasing offensive drones, as they can damage enemies below the threshold for the Crowbar. Damage-over-time effects such as will also lower the effectiveness of Crowbars.
 * It is possible to rapidly fire Rebar Puncher by equipping it to both the primary and miscellaneous loadout slots and constantly cycling weapons with Retool, effectively reducing the cooldown time between shots by 1.3 seconds. However, it is impossible to constantly hold both keybinds to do so anymore. Hold Rebar Puncher's keybind, but only use Retool after each shot. Doing this will fire faster than holding down primary fire.
 * When doing this, since the cooldown for the Rebar Puncher is bypassed, the attack will not scale with attack speed. However, this method will still remain faster than holding down the primary fire button until the player reaches 360% or more attack speed.
 * Power-Saw can be used both while sprinting and when Transport Mode is active as long as the primary button is held down. This will also applies while the player is using the.
 * Auto-Nailgun will fire its final burst if canceled by entering Transport Mode, but it will not do this if cancelled by using Blast Canister or Retool.
 * The increases the number of Blast Canisters held, making it essential when surrounded by a large group of enemies from either side.
 * When leaving Power Mode, all stacks of Blast Canisters are immediately recharged. If the player has a lot of Magazines, it is far quicker to quickly enter and exit Power Mode than to wait for all the stacks to recharge naturally.
 * The Backup Magazine affects MUL-T's secondary fire when in Power Mode, although it only has a meaningful effect for Scrap Launcher. Even in this instance, the Scrap Launcher will only load in 4 shots per reload, meaning only the first barrage is improved under sustained fire.
 * While Scrap Launcher's knockback can make it difficult to use against aerial targets, the knockback can also be used to hit flying enemies downwards. Learning to aim and predict where the projectiles will go is key to using Scrap Launcher effectively.
 * Power-Saw pulls MUL-T forwards when striking a target, allowing the player to cling to and strafe around larger enemies.
 * Power Mode effectively doubles the player's damage output for little cost. Make use of this for great effect. One example is running 2 Power-Saws, which will turn its 1000% DPS and 10 procs per second into 2000% DPS and 20 procs per second.
 * Running 2 Auto-Nailguns helps make up for the low proc coefficient by triggering many on-hit effects from a distance.
 * The shot deviation of the primary weapon while Power Mode is equipped determines the deviation of the miscellaneous weapon. For example, equipping the Power-Saw as the primary and Auto-Nailgun as the miscellaneous will result in the Auto-Nailgun having the same spread as the Power-Saw, or in other words, no spread at all. Equipping Rebar Puncher as the primary will also result in reduced spread, but the effect is not as noticeable as the Power-Saw's. Using the Scrap Launcher as the primary seems to have no effect on spread, and having the Auto-Nailgun as the primary has no effect on spread. This mechanic can allow for more accurate bursts of Auto-Nailgun fire, or more controllable Scrap Launcher rockets. Consider this when choosing a loadout.
 * The replaces Retool; this makes MUL-T's second primary attack and second equipment inaccessible, unless the player uses a Cleansing Pool or Shrine of Order to remove or transform the Essence of Heresy. Entering a new area automatically equips MUL-T's first primary attack, regardless of which primary was currently in use when first collecting the Essence.
 * affects the cooldown of the Scrap Launcher, reducing it to the minimum cooldown of 0.5 seconds, substantially increasing overall firepower. also affects this, but the overall result is much less noticeable.

Version History

 * PC Patch v1.1.1.4


 * Bug Fixes
 * Fixed MUL-T’s description not accurately reflecting in-game values


 * PC Patch v1.1.1.2


 * Quality of Life
 * Armor Buff: 200 armor (66% damage reduction) ⇒ 100 armor (50% damage damage reduction)
 * Developer Notes: Power Mode is gated behind a difficult challenge, but its current iteration is a bit too insane. Players should be motivated to leave Power Mode every now-and-then, and this is a safe way to make it less powerful while still keeping it fun.
 * Bug Fixes
 * Fixed MUL-T not properly stopping its second primary in all cases when exiting
 * Fixed MUL-T’s not resetting its cooldown timer on firing, making it reload much faster
 * Fixed MUL-T’s behaving strangely with, making it fire much slower
 * Fixed MUL-T’s behaving strangely with, making it fire much slower


 * Anniversary Update


 * Major Content
 * Added New Skill Variant:
 * Enter a heavy stance, equipping both your primary attacks at once. Gain 200 armor, but lose -60% movement speed.
 * Added New Class Challenge:
 * Quality of Life
 * Graphics Updates
 * Update skin visuals
 * (Undocumented) Subsequent shots of no longer reset the cooldown


 * PC Patch v1.0.1.1 (Build ID No.5440050)


 * Bug Fixes
 * Fix MUL-T’s effect leaving behind objects that aren’t cleaned up until scene exit


 * Early Access Content Update 5


 * Major Content
 * Added New Character Lore Entry:
 * Gameplay Changes
 * Developer Notes: MUL-T has gotten some love from this patch to really push forward the idea that his weapons are strong in specific roles. Faster swap time and more responsive actions for the weapons will (hopefully) make weapon swapping feel better. We’ve also admittedly creeped cooldowns down over time, and MUL-T felt a bit left behind.
 * Base Acceleration: 25 ⇒ 30
 * Now charges after firing, rather than before.
 * Now behaves like a rocket instead of a grenade
 * Lifetime: 3s ⇒ 4s
 * Explosion Radius: 5m ⇒ 7m
 * Velocity: 70 m/s ⇒ 100 m/s
 * No longer has an initial shotgun of 6 nails.
 * Now has a final shotgun of 12 nails.
 * Now fires in a consistent corkscrew pattern
 * Proc Coefficient: 0.4 ⇒ 0.6
 * Damage: 60% ⇒ 70%
 * Wind-down duration: 0s ⇒ 1.152s
 * Swap duration: 0.7s ⇒ 0.4s
 * Cooldown: 8s ⇒ 6s
 * 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 MUL-T’s
 * Fixed MUL-T’s not properly animating over the network
 * Cooldown: 8s ⇒ 6s
 * 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 MUL-T’s
 * Fixed MUL-T’s not properly animating over the network
 * Fixed MUL-T’s not properly animating over the network


 * PC Early Access Patch (Build ID No.4892828)


 * Bug Fixes
 * Fix MUL-T’s skill not performing self-pull force on non-host clients


 * Early Access Artifacts Content Update


 * Bug Fixes
 * 🌧 Fix MUL-T’s dash impact with heavy enemies not stunning and dealing bonus damage for clients
 * Fix MUL-T’s dash impact with heavy enemies not triggering on-hit effects


 * Early Access Hidden Realms Content Update


 * Gameplay Changes
 * Cooldown: 3s ⇒ 1.5s.
 * Animation Duration: 0.4s ⇒ 0.3s.
 * Grenade Speed: 50m/s ⇒ 70m/s.
 * Grenade Speed: 50m/s ⇒ 70m/s.


 * PC Early Access Patch (Build ID No.4233443)


 * Gameplay Changes
 * Improve vacuum effect to pull towards enemies
 * Bug Fixes
 * Fix MUL-T's buzzsaw caching attack speed and crit chance on starting the attack
 * Fix MUL-T's buzzsaw caching attack speed and crit chance on starting the attack


 * Early Access 'Skills 2.0' Content Update


 * Major Content and Changes
 * Added New Skill Variant:
 * Fire an arcing hunk that explodes for 360% damage. Hold up to 4.
 * Saw nearby enemies for 1000% damage per second.
 * Added New Skin:
 * Added New Class Challenge:
 * Added New Class Challenge:
 * Added New Class Challenge:
 * Gameplay Changes
 * 🌧︎ Show both primary and alternate fire descriptions in Character Select
 * Move “Multifunctional” passive into “”
 * This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.
 * Add 2 new skill variants
 * Add 1 new skin
 * Bug Fixes
 * 🌧︎MUL-T’s now properly applies crits


 * Early Access Scorched Acres Content Update


 * Gameplay Changes
 * ☂ Now comes down in a unique pod!
 * Music & SFX
 * ☂ Add new SFX for MUL-T’s
 * Bug Fixes
 * ☂ Update the rotation of on MUL-T to no longer be upside down
 * Alternate equipment slot for MUL-T now counts towards ‘Moon Worshipper’ achievement


 * Early Access Patch (Build ID No.3731106)


 * Bug Fixes
 * [Community Found] secondary Equipment will no longer inherit the cooldown of the first when picking up Equipment off the floor


 * Early Access Patch (Build ID No.3703355)


 * Gameplay Changes
 * Reduce base movement speed from 9 to 7 to match all other Survivors
 * Reduce base damage from 12 to 11
 * Increase Transport Mode speed boost from 200% to 220% to compensate for his lost base movement speed.
 * We really really don't like to nerf characters in general - these are very light touches, and the movement speed being higher was an oversight. We also want to make sure that MUL-T's big success isn't coming from its ability to abuse Ocular HUD for infinite crits.
 * Bug Fixes
 * Holding the Primary Skill Button down while activating and shooting with Mul-T  no longer deals infinite critical damage.


 * Early Access Launch


 * Introduced MUL-T

Trivia

 * MUL-T's "Janitor" skin is a reference to the Risk of Rain Survivor, HAN-D.
 * MUL-T has the highest base health of any selectable survivor.
 * MUL-T starts the run in a crate instead of a drop pod. The crate breaks on impact with the terrain.
 * MUL-T is referred to internally as "Toolbot."
 * During the release of the Anniversary Update, the Scrap Launcher briefly had a bug where it would activate its cooldown even while the player was firing it, making it have an effective cooldown of 0.5 seconds. This was quickly patched soon after its discovery.
 * MUL-T's primary skills are all homages to various weapons from the Quake series of video games. The Auto-Nailgun, Rebar Puncher, Scrap Launcher and Power-Saw correspond to the Nailgun, Railgun, Rocket Launcher and Gauntlet respectively. The original grenade-launching form of the Scrap Launcher was similarly an homage to Quake 's Grenade Launcher.
 * Alongside the itself being a Doom reference, the name of the unlock challenge for the Power-Saw is also a Doom reference.
 * The MUL-T you play as is the same MUL-T in the lore entry, it probably wasn’t caught before the Safe Travels reached its destination, from there it was most likely deployed but it went rogue and didn’t do its given mission.