Huntress

Huntress is a playable character in Risk of Rain 2.

With powerful homing attacks and very high mobility, but very low health and somewhat limited area of effect on many of her skills, Huntress can be considered a "glass cannon" character. She is unlocked by default as an alternative to .

Tips

 * The player can only sprint forward and forward/to the side, which might seem to limit the use of Strafe, but they can still attack enemies behind them while sprinting away by quickly flicking the camera behind the player while using Strafe.
 * Phase Blink travels in any horizontal direction with an exceptionally short cooldown, making it ideal for maintaining as much uptime on Strafe as possible.
 * Phase Blink's teleportation distance increases with higher movement speed.
 * Laser Glaive stalls downward movement in the air and can be used to increase horizontal distance when jumping, or to avoid fall damage.
 * Laser Glaive can travel through terrain.
 * Laser Glaive, Blink, and Arrow Rain can all be used to avoid fall damage, though Laser Glaive needs a target to be used. Be careful, as the player is vulnerable while hovering.
 * Arrow Rain resets horizontal momentum, so use it first in jumping combos in order to Blink to the desired location.
 * The player can use Blink or Arrow Rain during Laser Glaive in order to cancel the otherwise long startup animation for Laser Glaive.
 * Jumping during the animation of Laser Glaive will send the player higher.
 * Arrows from Strafe and Flurry can travel through terrain.
 * While Flurry deals much more damage than Strafe once the player increases their critical strike chance, it has a slower overall start-up time in early stages, which can hinder its effectiveness against groups of enemies. This can be further exacerbated if Arrow Ballista is taken over Arrow Rain. A can be an invaluable pickup, allowing for rapid multi-target damage with consecutive uses of Laser Glaive.
 * Since each arrow from Flurry can trigger items, stacking can increase its attack speed rapidly.

Strafe vs Flurry

 * Strafe has a higher proc coefficient of 1, versus Flurry's 0.7 (per arrow).
 * This means more items are required to reach 100% trigger chance for on-hit items. For instance, the  adds 10% bleed chance per dagger, but with a 0.7 proc coefficient they add 7% each instead. This means 15 daggers are necessary to reach 100% bleed chance (or 14 to reach 98%), rather than the usual 10.
 * Due to Flurry firing multiple shots, however, it gains a much greater benefit from total damage items than Strafe does, despite the latter having the higher proc coefficient on paper. For example, a single appears to be a 30% damage per second increase for Strafe and a 21% damage per second increase for Flurry in a vacuum, but in practice a single use of Strafe has a 10% chance to proc a missile hit whilst a single use of Flurry has an effective 19.6% chance to proc at least one missile hit.
 * With maximum critical strike chance, a single use of Flurry has an effective 35% chance to proc at least one AtG Missile Mk. 1.
 * This disparity in scaling is further exacerbated the more crit and attackspeed items are added due to hard limit of 30 attack animations per second imposed by the game engine, as Strafe caps out at 30 attacks per second whilst Flurry caps out at 180 attacks per second.
 * The duration of many status effects, such as, is multiplied by the proc coefficient. Bleed normally lasts 3 seconds, but with a 0.7 proc coefficient it lasts 2.1 seconds instead.


 * Flurry with high critical strike chance deals much more damage per second than Strafe, but each individual arrow deals much less damage. This makes it less suitable for builds stacking.

Below is a table showing the damage per second of both skills at each critical strike chance interval.


 * With no additional critical chance, Flurry has 21.6% less DPS than Strafe.
 * With 16% critical chance, Flurry has 1.9% less DPS than Strafe.
 * With 100% critical chance, Flurry has 53.8% more DPS than Strafe.

Version History

 * Anniversary Update
 * Gameplay Changes
 * Now unlocked by default alongside the ! Her previous unlock condition (beat the 3rd stage) now unlocks the.
 * Quality of Life
 * Graphics Updates
 * Update skin visuals


 * Early Access Content Update 5
 * Major Content
 * Added New Character Lore Entry:
 * 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 Huntress’
 * Fixed allowing Huntress’  to exceed three shots


 * PC Early Access Patch (Build ID No.4892828)
 * Bug Fixes
 * Fix the Huntress being able to target herself with on

Trivia

 * Huntress was one of the original playable characters in the first Risk of Rain.
 * The lock-on used by Huntress's Strafe/Flurry and Laser Glaive abilities is slightly less sensitive than the one used by the, and her main abilities can lock on to a different target than the capacitor on some occasions.
 * Before the Anniversary Update, Huntress was unlocked by completing the Warrior achievement. has taken her place as the reward for the achievement, and she is unlocked by default.
 * Also before the Anniversary Update, Huntress's ending phrase was "..and so she left, her soul still remaining on the planet.", reiterating her ending message from Risk of Rain.
 * The scarf that Huntress wears in this game resembles the Hermit's Scarf from the first game but colored red, which fittingly was unlocked by achieving 200% attack speed as Huntress.
 * Despite the game's description, Huntress has the lowest damage output of the Survivors, with her only high damage output skill being on a 12 second cooldown. As such, she relies heavily on mobility to stay alive. In addition, she also has a very low proc rate, being only better than in raw procs per second (things like). She is still outmatched by other characters in total damage procs (such as the Bands or ).