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Survivors of the Void - DLC Content
Railgunner is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Railgunner
The Railgunner is a long-range, single target survivor that can instantly kill any high priority target - and from any range.
Health 110 (+33 per level)
Health Regen 1.5/s (+0.3 per level)
1/s (+0.2 per level)
0.6/s (+0.12 per level)
Damage 12 (+2.4 per level)
Speed 7 m/s
Armor 0 ( 70)
Category ImmuneToExecutes
Internal Name Railgunner

Umbra Title
Forgotten Nomad
Ending Phrase
Escaped : ..and so she left, ready to take her shot.

Vanished : ..and so she vanished, out of sight.

Railgunner is a playable character in Risk of Rain 2, unlocked by default in the Survivors of the Void expansion.

A lethal and skillful markswoman, the Railgunner fights with her eponymous railgun. In combination with powerful piercing shots and smart homing rounds, Railgunner has incredible long-range damage output and decent crowd control options. Her signature ability is the incredibly powerful, all-or-nothing Supercharge that can devastate even the strongest of enemies in a single shot.

Skills[]

Passive

Magnetic Accelerator

Type Misc
Description All Critical Strike Chance is converted into Critical Strike Damage.
Notes
  • Unlike other Survivors, Railgunner cannot get random critical strikes. Instead, she is guaranteed to get critical strikes when hitting enemies' exposed weak points, and her critical strike chance increases the amount of damage her critical strikes deal.
  • Each 1% of critical strike chance becomes 1% bonus critical strike damage; for example, having 50% critical strike chance means a critical hit will deal 150% bonus damage instead of the usual 100% bonus (for a final 250% of the normal damage, instead of the usual 200%).
Primary

XQR Smart Round System

Type Primary
Proc Coefficient 1.0
Description Fire aggressive tracking rounds for 100% damage.
Notes
  • Fires 4 times per second at base attack speed.
  • The skill does not become inactive without targets nearby, unlike Huntress'sHuntressThe Huntress is an extremely mobile but fragile survivor with a high damage output.
    Class: Ranged
    HP: 90 (+27 per level)
    Damage: 12 (+2.4 per level)
    Armor: 0
    Umbra: Judge, Jury, Executioner
    StrafeStrafe (Primary)Agile. Quickly fire a seeking arrow for 150% damage.
    Survivor: Huntress
    , FlurryFlurry (Primary)Agile. Draw back a volley of 3 seeking arrows for 3x100% damage. Critical Strikes fire 6 arrows.
    Survivor: Huntress
    , and Laser GlaiveLaser Glaive (Secondary)Throw a seeking glaive that bounces up to 6 times for 250% damage. Damage increases by 10% per bounce.
    Survivor: Huntress
    .
  • While the attack shoots out forwards, it may home in on enemies that Railgunner is not looking at.
  • The shots have slight recoil, enough to disable the effects of Bustling FungusBustling Fungus
    Heal all nearby allies after standing still for 1 second.

    After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
    .
Secondary

M99 Sniper

Type Secondary
Cooldown N/A
Proc Coefficient 1.0
Description Activate your long-range scope, highlighting Weak Points and transforming your weapon into a piercing 1000% damage railgun.
Notes
  • Replaces Railgunner's primary with M99M99 (Primary)Launch a heavy projectile for 1000% damage.
    Survivor: Railgunner
    .
  • Scoping in takes 7 frames (0.116 seconds), after which Railgunner's primary skill becomes M99. A visual decoration expands for 6 frames afterwards. Pressing the primary button during the 7-frame scope-in results in a shot from Railgunner's unscoped primary, not an M99 shot.
  • After taking a scoped shot and unscoping, Railgunner's primary skill becomes Active ReloadActive Reload (Primary)Perfectly time your reload to recover faster and to boost the damage of your next shot by +100%.
    Survivor: Railgunner
    until her rifle is reloaded. While reloading, Railgunner cannot activate M99 Sniper again.
  • Unscoping takes 14 frames (0.233 seconds) when the key is released, and the reload indicator does not appear until fully unscoped.
    • Pressing the secondary button during this 14-frame window will immediately scope back in, although Railgunner must still reload once the 14 frames are up. However, this allows her to scope back in while reloading, enabling faster shots overall. If the player misses this 14-frame window, they cannot scope in again until reloaded.
  • At default attack speed, the cursor reaches the perfect reload zone 30 frames (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).
  • Having any Backup MagazinesBackup Magazine
    Add an extra charge of your Secondary skill.

    Add +1 (+1 per stack) charge of your Secondary skill.
    allows Railgunner to take multiple consecutive shots (1 per second at base attack speed) before having to reload. All charges reload at once.
    • However, only the first shot taken after a perfect reload receives the bonus.

M99

Type Primary
Proc Coefficient 1.0
Description Launch a heavy projectile for 1000% damage.
Notes
  • This skill is only available when holding down M99 SniperM99 Sniper (Secondary)Activate your long-range scope, highlighting Weak Points and transforming your weapon into a piercing 1000% damage railgun.
    Survivor: Railgunner
    , while the reload bar is not active.
    • If the player immediately rescopes after unscoping, and fails the perfect reload, M99 will not reload charges.

Active Reload

Type Primary
Proc Coefficient N/A
Description Perfectly time your reload to recover faster and to boost the damage of your next shot by +100%.
Notes
  • Correction: a perfect reload increases the next ability's damage by +500%, not +100%
  • This skill is only available after firing M99M99 (Primary)Launch a heavy projectile for 1000% damage.
    Survivor: Railgunner
    .
  • Approximately 0.28 seconds after releasing the secondary skill (unscoping), this skill temporarily replaces Railgunner's primary.
    • While this skill is available, the player cannot activate M99 SniperM99 Sniper (Secondary)Activate your long-range scope, highlighting Weak Points and transforming your weapon into a piercing 1000% damage railgun.
      Survivor: Railgunner
      .
  • After unscoping, a reload bar appears with a cursor that moves from left to right and a colored "perfect reload" zone. Pressing the button while the cursor is in the perfect reload zone not only allows Railgunner to fire again faster, but the next M99M99 (Primary)Launch a heavy projectile for 1000% damage.
    Survivor: Railgunner
    , SuperchargeSupercharge (Special)Fire a piercing round for 4000% damage and 150% Weak Point damage. Afterwards, all your weapons are disabled for 5 seconds.
    Survivor: Railgunner
    or CryochargeCryocharge (Special)Freezing. Fire a piercing round for 2000% damage.
    Survivor: Railgunner
    attack deals an extra 500% base damage.
    • Unscoped Primary Fire does not apply or expend the bonus damage buff.
    • The damage bonus is indicated by a red lightning icon in the top-left corner of Railgunner's HUD.
  • Failing a perfect reload prevents Railgunner from firing again until the cursor has moved all the way across the cursor reaches the end. At default attack speed, this takes exactly 2 seconds from the moment the reload indicator appears.
  • The perfect reload zone becomes wider with increased attack speed, making perfect reloads easier.
  • The bonus damage buff is lost when firing M99M99 (Primary)Launch a heavy projectile for 1000% damage.
    Survivor: Railgunner
    , even if the shot does not hit any targets.

HH44 Marksman

Type Secondary
Cooldown N/A
Proc Coefficient N/A
Description Activate your short-range scope, highlighting Weak Points and transforming your weapon into a quick 400% damage railgun.
Notes
  • Unlocked via the Railgunner: Marksman Challenge. (As Railgunner, fire 30 consecutive sniper shots without missing a Weak Point.)
  • Replaces Railgunner's primary with HH44HH44 (Primary)Launch a light projectile for 400% damage.
    Survivor: Railgunner
    .
  • Scoping in takes 6 frames (0.1 seconds), after which Railgunner's primary skill becomes HH44. Pressing the primary button during the 6-frame scope-in results in a shot from Railgunner's unscoped primary, not an HH44 shot.
  • Scoping in takes 6 frames (0.1 seconds). Railgunner's Primary skill is replaced with HH44 at the end of this duration.
  • Unscoping takes 30 frames (0.5 seconds), but H44 is replaced with Railgunner's normal primary immediately upon releasing the key.

HH44

Type Primary
Proc Coefficient 1.0
Description Launch a light projectile for 400% damage.
Notes
  • This skill is only available when holding down HH44 MarksmanHH44 Marksman (Secondary)Activate your short-range scope, highlighting Weak Points and transforming your weapon into a quick 400% damage railgun.
    Survivor: Railgunner
    .
  • HH44 fires 2 times per second at base attack speed.
  • Railgunner does not need to reload between shots while using HH44. While this does lower the downtime between shots, this also means she cannot benefit from perfect reloads or Backup Magazines.
  • Unlike M99, HH44 fires automatically as long as the primary key is held.
    • This allows for a near-instant shot immediately upon activating HH44 Marksman's scope.
Utility

Concussion Device

Type Utility
Cooldown 6s
Proc Coefficient 0.0
Description Throw out a device that pushes you and all nearby enemies away. Can hold up to 2.
Notes
  • Agile
    [ Agile ]
    The skill can be used while sprinting.
    .
  • Unlike Acrid'sAcridAcrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.
    Class: Melee / Ranged
    HP: 160 (+48 per level)
    Damage: 15 (+3 per level)
    Armor: 20
    Umbra: Test Subject
    Caustic LeapCaustic Leap (Utility)Poisonous. Stunning. Leap in the air, dealing 320% damage. Leave acid that deals 25% damage.
    Survivor: Acrid
    and Frenzied LeapFrenzied Leap (Utility)Stunning. Leap in the air, dealing 550% damage. Reduce the cooldown by 2s for every enemy hit.
    Survivor: Acrid
    , this skill does not give fall damage immunity during its duration, so launching too high into the air can result in severe fall damage.
  • If another Concussion Device is thrown while another is active, the first one will immediately detonate.
  • Targets take no damage from the explosion itself, but if launched high enough or off a ledge, can take fall damage.
  • The force of the push is based on the target's current velocity plus some additional force. It is independent of distance from the device, though because the direction of the push is directly away from the device, airborne targets (including Railgunner herself) further away are generally pushed more level with the ground than if they are closer.
    • Because the force of the push is based on current velocity, jumping (adding vertical velocity) just before the device detonates results in a stronger push.

Polar Field Device

Type Utility
Cooldown 12s
Proc Coefficient 0.0
Description Throw out a device that slows down all nearby enemies and projectiles.
Notes
  • Agile
    [ Agile ]
    The skill can be used while sprinting.
    .
  • Unlocked via the Railgunner: Annihilator Challenge. (As Railgunner, deal 1,000,000 damage in one shot.)
  • The duration of the slowing field is also 12 seconds.
Special

Supercharge

Type Special
Cooldown 15s
Proc Coefficient N/A
Description Fire a piercing round for 4000% damage and 150% Weak Point damage. Afterwards, all your weapons are disabled for 5 seconds.
Notes
  • Correction: The disabled period is actually 6 seconds not 5.
  • Upon casting, after approximately 2 seconds at base attack speed, replaces Railgunner's primary with Supercharged RailgunSupercharged Railgun (Primary)Launch a super-charged projectile for 4000% damage. Critical Strike damage is multiplied by 1.5.
    Survivor: Railgunner
    .
  • The cooldown for this ability begins upon casting. Failing to fire in time will cause the cooldown to continue uninterrupted, but taking the shot puts it on full cooldown again. It will only begin to cool down once Railgunner's weapons come back online.
  • Increased attack speed reduces both the charge time and the duration that Railgunner's weapons are disabled after firing the shot.
  • If Railgunner has the Visions of HeresyVisions of Heresy
    Replace your Primary Skill with 'Hungering Gaze'.

    Replace your Primary Skill with Hungering Gaze.

    Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
    and/or Hooks of HeresyHooks of Heresy
    Replace your Secondary Skill with 'Slicing Maelstrom'.

    Replace your Secondary Skill with Slicing Maelstrom.

    Charge up a projectile that deals 875% damage per second to nearby enemies, exploding after 3 seconds to deal 700% damage and root enemies for 3 (+3 per stack) seconds. Recharges after 5 (+5 per stack) seconds.
    , neither Hungering GazeHungering Gaze (Primary)Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
    Survivor: Heretic
    nor Slicing MaelstromSlicing Maelstrom (Secondary)Charge up a projectile that deals 875% damage per second to nearby enemies, exploding after 3 seconds to deal 700% damage and root enemies for 3 (+3 per stack) seconds. Recharges after 5 (+5 per stack) seconds.
    Survivor: Heretic
    are disabled after taking a Supercharge shot.

Supercharged Railgun

Type Primary
Proc Coefficient 3.0
Description Launch a super-charged projectile for 4000% damage. Critical Strike damage is multiplied by 1.5.
Notes
  • Description clarification: The extra Weak Point damage boosts the base damage by 50% when hitting weak points BEFORE the skill's and critical strike's damage multipliers apply.
  • This skill is only available after using SuperchargeSupercharge (Special)Fire a piercing round for 4000% damage and 150% Weak Point damage. Afterwards, all your weapons are disabled for 5 seconds.
    Survivor: Railgunner
    .
  • Requires a short preparation and has a brief delay between pressing the primary button and firing. Additionally, all primary, secondary, and special skills are disabled for 5 seconds. Utility skills and skills gained from Heresy items are not disabled.
  • The shot is only available to fire for about 3 seconds. Failing to fire it in time will not disable Railgunner's guns.

Cryocharge

Type Special
Cooldown 15s
Proc Coefficient N/A
Description Freezing
[ Freezing ]
Freeze enemies in place. Frozen enemies are instantly killed if below 30% health.
. Fire a piercing round for 2000% damage.
Notes
  • Unlocked via the Railgunner: Trickshot Challenge. (As Railgunner, get 3 kills with a single Supercharge shot while airborne.)
  • Upon casting, after approximately 2 seconds at base attack speed, replaces Railgunner's primary with Cryocharged RailgunCryocharged Railgun (Primary)Freezing. Launch a super-cooled projectile for 350% damage.
    Survivor: Railgunner
    .

Cryocharged Railgun

Type Primary
Proc Coefficient 1.5
Description Freezing. Launch a super-cooled projectile for 350% damage.
Notes
  • Correction: the skill deals 2000% damage, not 350%.
  • This skill is only available after using CryochargeCryocharge (Special)Freezing. Fire a piercing round for 2000% damage.
    Survivor: Railgunner
    .
  • Requires a short preparation and has a brief delay between pressing the primary button and firing. Unlike Supercharged Railgun, skills are not disabled.
  • Enemies brought to or below their execution threshold will not be executed by that shot, requiring a second shot to be executed.
  • After using this skill, Railgunner can fire immediately afterwards with M99 without having to reload inbetween.

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 special: Railgunner must be within 300m from the target and have line of sight. This behavior is active for 2 seconds and the Use Primary (Snipe) behavior is set to follow it after.
  2. Use primary and strafe: Railgunner must be within 60m from the target and have line of sight. This behavior is active for 0.5 seconds.
  3. Use secondary: Railgunner must be within 300m from the target and have line of sight. This behavior is active for 0.3 seconds. The Use Primary (Snipe) behavior is set to follow it after.
  4. Use primary (Snipe): Railgunner must be within 300m from the target. This behavior is active for 2 seconds and cannot be selected twice in a row. The primary key is held down for the duration, which means if Railgunner uses the M99 Sniper, they will miss the active reload. Similarly, for HH44 Marskman only one shot will be fired and for the remaining duration of the behavior Railgunner will behave as if firing the primary. This behavior makes poor use out of both secondary skills, while the special skills are not affected.
  5. Use utility and flee: Railgunner must be within 25m from the target.
  6. Use primary and flee: Railgunner must be within 8m from the target.
  7. Chase: no requirements.

Tips[]

  • Due to its curving trajectory, the XQR Smart Round System can fire at targets obscured by cover, as well as up to 30 degrees behind the player.
  • The Ocular HUD60sOcular HUD
    Gain +100% Critical Strike Chance for 8 seconds.
    provides 100% increased Weak Point
    [ Weak Point ]
    Sections of enemies are identified as containing Weak Points. Hitting a Weak Point guarantees a Critical Strike.
    damage for the duration.
  • The piercing attacks of M99 Sniper and HH44 Marksman suffer from piercing damage falloff. This means that for each enemy pierced by a shot, the damage to the next enemy is halved.
    • Supercharge and Cryocharge do not have this attribute and deal the full damage on each pierced enemy.
  • Since Railgunner already has extremely high single-hit damage, she benefits greatly from picking up CrowbarsCrowbar
    Deal bonus damage to enemies above 90% health.

    Deal +75% (+75% per stack) damage to enemies above 90% health.
    , Kjaro's BandKjaro's Band
    High damage hits also blasts enemies with a runic flame tornado. Recharges over time.

    Hits that deal more than 400% damage also blasts enemies with a runic flame tornado, dealing 300% (+300% per stack) TOTAL damage over time. Recharges every 10 seconds.
    , and Runald's BandRunald's Band
    High damage hits also blasts enemies with runic ice. Recharges over time.

    Hits that deal more than 400% damage also blasts enemies with a runic ice blast, slowing them by 80% for 3s (+3s per stack) and dealing 250% (+250% per stack) TOTAL damage. Recharges every 10 seconds.
    .
  • Hitting a monster's weak point will trigger the attack speed increase of Predatory InstinctsPredatory Instincts
    'Critical Strikes' increase attack speed. Stacks 3 times.

    Gain 5% critical chance. Critical strikes increase attack speed by 12%. Maximum cap of 36% (+24% per stack) attack speed.
    . With M99, this provides improved reload speed and reduces the delay between subsequent shots granted by Backup MagazineBackup Magazine
    Add an extra charge of your Secondary skill.

    Add +1 (+1 per stack) charge of your Secondary skill.
    . With HH44, this simply allows for faster shots overall.
  • Items that deal total damage are particularly powerful for Railgunner due to the high damage dealt by her scoped skills. Even XQR Smart Round System has a proc coefficient of 1.0, allowing it to activate on-hit items fairly consistently, similar to Commando'sCommandoThe Commando is a jack-of-all-trades character that is reliable in all situations of the game.
    Class: Ranged
    HP: 110 (+33 per level)
    Damage: 12 (+2.4 per level)
    Armor: 0
    Umbra: Cornered Gunslinger
    Double TapDouble Tap (Primary)Rapidly shoot an enemy for 100% damage.
    Survivor: Commando
    , but with automatic tracking and shorter range.
    • Supercharge's higher proc coefficient of 3.0 gives it a higher chance to trigger some chance-based total damage items such as the AtG Missile Mk. 1AtG Missile Mk. 1
      Chance to fire a missile.

      10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage.
      , which can add onto the already massive damage of the original attack. This also means the radius of the Brilliant Behemoth'sBrilliant Behemoth
      All your attacks explode!

      All your attacks explode in a 4m (+2.5m per stack) radius for a bonus 60% TOTAL damage to nearby enemies.
      explosions is tripled by Supercharge's shots, going from 4 meters at base to 12.
      • In particular, Railgunner only needs 7 Sticky BombSticky Bomb
        Chance on hit to attach a bomb to enemies.

        5% (+5% per stack) chance on hit to attach a bomb to an enemy, detonating for 180% TOTAL damage.
        to guarantee triggering them with this ability assuming base Luck, almost tripling the already monstrous damage of this ability while giving it even more crowd-clearing potential due to the explosion's AoE and the piercing attribute creating a bomb per each target hit. Cryocharge instead requires about 14 stickies due to its lower 1.5 proc coefficient but can still be effective.
  • As Railgunner's critical strikes are tied to hitting exposed weak points with her secondary and special skills, acquiring both the Hooks of HeresyHooks of Heresy
    Replace your Secondary Skill with 'Slicing Maelstrom'.

    Replace your Secondary Skill with Slicing Maelstrom.

    Charge up a projectile that deals 875% damage per second to nearby enemies, exploding after 3 seconds to deal 700% damage and root enemies for 3 (+3 per stack) seconds. Recharges after 5 (+5 per stack) seconds.
    and Essence of HeresyEssence of Heresy
    Replace your Special Skill with 'Ruin'.

    Replace your Special Skill with Ruin.

    Dealing damage adds a stack of Ruin for 10 (+10 per stack) seconds. Activating the skill detonates all Ruin stacks at unlimited range, dealing 300% damage plus 120% damage per stack of Ruin. Recharges after 8 (+8 per stack) seconds.
    will prevent her from landing any critical strikes.
  • The Backup MagazineBackup Magazine
    Add an extra charge of your Secondary skill.

    Add +1 (+1 per stack) charge of your Secondary skill.
    allows the M99 Sniper to fire multiple shots back-to-back without needing to reload. However, any subsequent shots granted by Backup Magazines will not be affected by the +500% damage increase granted by a successful active reload. The fire rate of subsequent shots is only marginally faster than Railgunner's reload speed, so stacking Backup Magazines can prevent players from taking advantage of the active reload bonus.
    • It is a valid tradeoff to exchange damage output for easier shots, especially when holding attack speed items, such as Soldier's SyringeSoldier's Syringe
      Increase attack speed.

      Increases attack speed by 15% (+15% per stack).
      or Predatory InstinctsPredatory Instincts
      'Critical Strikes' increase attack speed. Stacks 3 times.

      Gain 5% critical chance. Critical strikes increase attack speed by 12%. Maximum cap of 36% (+24% per stack) attack speed.
      , which generally reduce the gap between reload and no-reload damage.
    • The HH44 Marksman secondary is unaffected by the 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.
    • Likewise, the recoil from XQR Smart Round System can be used to greatly mitigate fall damage. This is much easier than using a Concussion Device, albeit less effective without high attack speed.
  • The recoil from the XQR Smart Round System, M99, and HH44 is enough to deactivate Bustling Fungus'Bustling Fungus
    Heal all nearby allies after standing still for 1 second.

    After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
    healing aura, and Railgunner will stop sprinting upon firing XQR System or activating M99 Sniper or HH44 Marksman, deactivating Survivors of the Void - DLC Content
    Weeping Fungus is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Weeping FungusSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Weeping Fungus
    Heal while sprinting. Corrupts all Bustling Fungi.

    Heals for 2% (+2% per stack) of your health every second while sprinting. Corrupts all Bustling Fungi.
    as well.
    • Curiously, collecting 10 or more Paul's Goat HoofPaul's Goat Hoof
      Increase movement speed.

      Increases movement speed by 14% (+14% per stack).
      will completely negate non-vertical recoil from the XQR Smart Round System. This effect is present even when standing still, allowing Bustling Fungus'Bustling Fungus
      Heal all nearby allies after standing still for 1 second.

      After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
      field to remain active while firing.
  • 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 Primordial Cube60sPrimordial Cube
    Fire a black hole that draws enemies in.

    Fire a black hole that draws enemies within 30m into its center. Lasts 10 seconds
    synergizes well with Supercharge to maximize the number of enemies it hits. This also trivializes the TrickshotCryocharge (Special)Freezing. Fire a piercing round for 2000% damage.
    Survivor: Railgunner
    challenge.
  • As both M99 Sniper and HH44 Marksman change Railgunner's Primary skill while scoped, Hungering GazeHungering Gaze (Primary)Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
    Survivor: Heretic
    will not cool down while scoped. This prevents it from regaining any charges, delaying recharge until unscoped again.
    • However, when unscoping, the total charges of Hungering Gaze become equal to the number of shots available while scoped. By default, this means unscoping will immediately set Hungering Gaze to just 1 charge and trigger the cooldown, but having any number of Backup MagazinesBackup Magazine
      Add an extra charge of your Secondary skill.

      Add +1 (+1 per stack) charge of your Secondary skill.
      will increase the number of charges available after unscoping. With 11+ Backup Magazines, Hungering Gaze can be recharged instantly simply by scoping and unscoping.
    • For the M99, the total number of charges will update after reloading. For the HH44, the total number of charges will update at the beginning of each stage.
  • Equipment can be used while scoped. For example, Royal Capacitor20sRoyal Capacitor
    Call down a lightning strike on a targeted monster.

    Call down a lightning strike on a targeted monster, dealing 3000% damage and stunning nearby monsters.
    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 is otherwise very difficult to hit while scoped.
  • RazorwireRazorwire
    Retaliate in a burst of razors on taking damage.

    Getting hit causes you to explode in a burst of razors, dealing 160% damage. Hits up to 5 (+2 per stack) targets in a 25m (+10m per stack) radius
    can mitigate Railgunner's vulnerability to nearby enemies to an extent by occasionally dealing damage to nearby enemies, as can Helfire Tincture45sHelfire Tincture
    Burn everything nearby... including you and allies.

    Ignite ALL characters within 15m for 12s. Deal 5% of your maximum health/second as burning as damage. The burn is 0.5x stronger on yourself, 0.25x stronger on allies, and 24x stronger on enemies.
    , Unstable Tesla CoilUnstable Tesla Coil
    Shock all nearby enemies every 10 seconds.

    Fire out lightning that hits 3 (+2 per stack) enemies for 200% base damage every 0.5s. The Tesla Coil switches off every 10 seconds.
    , Frost RelicFrost Relic
    Killing enemies surrounds you with an ice storm.

    Killing an enemy surrounds you with an ice storm that deals 1200% damage per second and slows enemies by 80% for 1.5s. The storm grows with every kill, increasing its radius by 2m. Stacks up to 18m (+12m per stack).
    , Survivors of the Void - DLC Content
    Egocentrism is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    EgocentrismSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Egocentrism
    Gain multiple orbiting bombs. Every minute, assimilate another item into Egocentrism.

    Every 3 (-50% per stack) seconds, gain an orbiting bomb that detonates on impact for 360% damage, up to a maximum of 3 bombs (+1 per stack). Every 60 seconds, a random item is converted into this item.
    , or Survivors of the Void - DLC Content
    Voidsent Flame is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Voidsent FlameSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Voidsent Flame
    Full health enemies also detonate on hit. Corrupts all Will-o'-the-wisps.

    Upon hitting an enemy at full health, spawn a lava pillar in a 12m (+2.4m per stack) radius for 260% (+156% per stack) base damage. Corrupts all Will-o'-the-wisps.
    . By dealing with nearby enemies, these items also allow Railgunner to focus her attention on more distant enemies.
    • A ChronobaubleChronobauble
      Slow enemies on hit.

      Slow enemies on hit for -60% movement speed for 2s (+2s per stack).
      can also help mitigate the Railgunner's weakness to fast-moving monsters by consistently slowing them. Firing a single shot (such as with XQR System or HH44) to apply the 60% Slow60% Slow (Debuff)
      Reduces movement speed by 60% (in practice, 37.5%).
      effect can help subsequent attempts to hit the monster's weak point.
  • 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 UkuleleUkulele
    ...and his music was electric.

    25% chance to fire chain lightning for 80% TOTAL damage on up to 3 (+2 per stack) targets within 20m (+2m per stack).
    , Will-o'-the-wispWill-o'-the-wisp
    Detonate enemies on kill.

    On killing an enemy, spawn a lava pillar in a 12m (+2.4m per stack) radius for 350% (+280% per stack) base damage.
    , or GasolineGasoline
    Killing an enemy ignites other nearby enemies.

    Killing an enemy ignites all enemies within 12m (+4m per stack) for 150% base damage. Additionally, enemies burn for 150% (+75% per stack) base damage.
    . This effect is amplified with CrowbarsCrowbar
    Deal bonus damage to enemies above 90% health.

    Deal +75% (+75% per stack) damage to enemies above 90% health.
    , as these monsters spend most of their time either above 90% health or dead.
  • Being a mobility skill, Concussion Device can help create some much-needed distance between the Railgunner and melee targets, allowing time to shoot them from afar.
  • Non-Boss monsters flinch when taking a large percentage of their maximum health in damage, allowing Railgunner to line up additional shots easily. For Survivors of the Void - DLC Content
    Larva is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    LarvaeSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Larva
    HP: 45 (+14 per level)
    Damage: 11 (+2.2 per level)
    Class: Self-Destruct
    Speed: 1.5 m/s
    Armor: Unknown
    in particular, synergy with CrowbarsCrowbar
    Deal bonus damage to enemies above 90% health.

    Deal +75% (+75% per stack) damage to enemies above 90% health.
    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 Survivors of the Void - DLC Content
      Larva is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      LarvaSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Larva
      HP: 45 (+14 per level)
      Damage: 11 (+2.2 per level)
      Class: Self-Destruct
      Speed: 1.5 m/s
      Armor: Unknown
      to flinch without the assistance of damage-increasing items such as CrowbarCrowbar
      Deal bonus damage to enemies above 90% health.

      Deal +75% (+75% per stack) damage to enemies above 90% health.
      or Survivors of the Void - DLC Content
      Delicate Watch is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Delicate WatchSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Delicate Watch
      Deal bonus damage. Breaks at low health.

      Increase damage by 20% (+20% per stack). Taking damage to below 25% health breaks this item.
      , however.

Weak Points[]

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 Hermit CrabHermit Crab
      HP: 100 (+30 per level)
      Damage: 12 (+2.4 per level)
      Class: Ranged
      Speed: 10 m/s
      Armor: Unknown
      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 Malachite Urchin'sMalachite Urchin
      HP: 250 (+75 per level)
      Damage: 18 (+3.6 per level)
      Class: Ranged
      Speed: Unknown m/s
      Armor: 100
      weak point at its center.
    • The Survivors of the Void - DLC Content
      Healing Core is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Healing CoreSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Healing Core
      HP: 50 (+0 per level)
      Damage: 20 (+0 per level)
      Class: Self-Destruct
      Speed: Unknown m/s
      Armor: Unknown
      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 Bosses and some other monsters have unusual weak point locations.
    • The weak points of a Survivors of the Void - DLC Content
      Gup is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      GupSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Gup
      HP: 1000 (+300 per level)
      Damage: 12 (+2.4 per level)
      Class: Melee
      Speed: 12 m/s
      Armor: Unknown
      or Survivors of the Void - DLC Content
      Geep is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      GeepSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Geep
      HP: 500 (+150 per level)
      Damage: 6 (+1.2 per level)
      Class: Melee
      Speed: 8 m/s
      Armor: Unknown
      are on its "eyes".
    • The weak point of a Survivors of the Void - DLC Content
      Gip is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      GipSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Gip
      HP: 250 (+75 per level)
      Damage: 3 (+0.6 per level)
      Class: Melee
      Speed: 5 m/s
      Armor: Unknown
      , however, is at its center.
    • The weak point of a Mini MushrumMini Mushrum
      HP: 290 (+87 per level)
      Damage: 16 (+3.2 per level)
      Class: Ranged
      Speed: 2 m/s
      Armor: Unknown
      is at the center of its head.
    • The weak point of a Clay DunestriderClay Dunestrider
      Ravenous SymbiontHP: 2100 (+630 per level)
      Damage: 20 (+4 per level)
      Class: Ranged
      Speed: 9 m/s
      Armor: 20
      is at the bottom of its head, where its "legs" emerge.
    • The weak points of a Wandering VagrantWandering Vagrant
      Gentle ProtectorHP: 2100 (+630 per level)
      Damage: 6.5 (+1.3 per level)
      Class: Ranged
      Speed: 6 m/s
      Armor: 15
      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 GrandparentGrandparent
      Aberrant CaretakerHP: 3625 (+1088 per level)
      Damage: 26 (+5.2 per level)
      Class: Ranged
      Speed: Unknown m/s
      Armor: 20
      are on its hands.
    • The weak points of a Magma WormMagma Worm
      Ancient Lava SwimmerHP: 2400 (+720 per level)
      Damage: 10 (+2 per level)
      Class: Melee
      Speed: 20 m/s
      Armor: 15
      (and Overloading WormOverloading Worm
      The ReminderHP: 12000 (+3600 per level)
      Damage: 50 (+10 per level)
      Class: Melee
      Speed: 20 m/s
      Armor: 15
      ) are on its eyes.
    • The weak points of a Lunar Chimera (Golem)Lunar Chimera (Golem)
      Zenith DesignsHP: 1615 (+485 per level)
      Damage: 35 (+7 per level)
      Class: Ranged
      Speed: 8 m/s
      Armor: Unknown
      are at the center of its left and right cannons.
    • Each of the five eyes of an Imp OverlordImp Overlord
      Lord of the Red PlaneHP: 2800 (+840 per level)
      Damage: 16 (+3.2 per level)
      Class: Melee / Ranged
      Speed: 13 m/s
      Armor: 20
      is a weak point.
    • The weak point for NewtNewt
      HP: 500000 (+150000 per level)
      Damage: 12 (+2.4 per level)
      Class: N/A
      Speed: Unknown m/s
      Armor: 100
      is its crippled left hand.
  • An enemy that moves unusually quickly (Survivors of the Void - DLC Content
    Blind Vermin is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Blind VerminSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Blind Vermin
    HP: 90 (+27 per level)
    Damage: 15 (+3 per level)
    Class: Melee
    Speed: 13 m/s
    Armor: Unknown
    , ImpImp
    HP: 140 (+42 per level)
    Damage: 10 (+2 per level)
    Class: Melee
    Speed: 10 m/s
    Armor: Unknown
    (when not teleporting)), Survivors of the Void - DLC Content
    Larva is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    LarvaSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Larva
    HP: 45 (+14 per level)
    Damage: 11 (+2.2 per level)
    Class: Self-Destruct
    Speed: 1.5 m/s
    Armor: Unknown
    , Lunar Chimera (Exploder)Lunar Chimera (Exploder)
    Zenith DesignsHP: 180 (+54 per level)
    Damage: 11 (+2.2 per level)
    Class: Ranged / Self-Destruct
    Speed: 8 m/s
    Armor: Unknown
    , Magma WormMagma Worm
    Ancient Lava SwimmerHP: 2400 (+720 per level)
    Damage: 10 (+2 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    , or Overloading WormOverloading Worm
    The ReminderHP: 12000 (+3600 per level)
    Damage: 50 (+10 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    ), moves unusually erratically ( Alloy VultureAlloy Vulture
    HP: 140 (+42 per level)
    Damage: 15 (+3 per level)
    Class: Ranged
    Speed: 3 m/s
    Armor: Unknown
    , Survivors of the Void - DLC Content
    Blind Pest is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Blind PestSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Blind Pest
    HP: 80 (+24 per level)
    Damage: 15 (+3 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: Unknown
    , or Survivors of the Void - DLC Content
    Larva is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    LarvaSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Larva
    HP: 45 (+14 per level)
    Damage: 11 (+2.2 per level)
    Class: Self-Destruct
    Speed: 1.5 m/s
    Armor: Unknown
    ), or teleports frequently ImpImp
    HP: 140 (+42 per level)
    Damage: 10 (+2 per level)
    Class: Melee
    Speed: 10 m/s
    Armor: Unknown
    , ParentParent
    HP: 585 (+176 per level)
    Damage: 16 (+3.2 per level)
    Class: Melee
    Speed: 11 m/s
    Armor: Unknown
    ) 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 ( Alloy VultureAlloy Vulture
    HP: 140 (+42 per level)
    Damage: 15 (+3 per level)
    Class: Ranged
    Speed: 3 m/s
    Armor: Unknown
    , Beetle GuardBeetle Guard
    HP: 480 (+144 per level)
    Damage: 12 (+2.4 per level)
    Class: Melee / Ranged
    Speed: 17 m/s
    Armor: Unknown
    , Elder LemurianElder Lemurian
    HP: 900 (+270 per level)
    Damage: 16 (+3.2 per level)
    Class: Ranged
    Speed: 13 m/s
    Armor: Unknown
    , ParentParent
    HP: 585 (+176 per level)
    Damage: 16 (+3.2 per level)
    Class: Melee
    Speed: 11 m/s
    Armor: Unknown
    , Beetle QueenBeetle Queen
    Swarm MotherHP: 2100 (+630 per level)
    Damage: 25 (+5 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 20
    , Stone TitanStone Titan
    Crisis VanguardHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Ranged / Melee
    Speed: 5 m/s
    Armor: 20
    , and Wandering VagrantWandering Vagrant
    Gentle ProtectorHP: 2100 (+630 per level)
    Damage: 6.5 (+1.3 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 15
    ) can be difficult to hit unless the enemy stands still.
    • Monsters that move along the ground generally do not 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 during which 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 (Survivors of the Void - DLC Content
    Blind Vermin is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Blind VerminSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Blind Vermin
    HP: 90 (+27 per level)
    Damage: 15 (+3 per level)
    Class: Melee
    Speed: 13 m/s
    Armor: Unknown
    , ImpImp
    HP: 140 (+42 per level)
    Damage: 10 (+2 per level)
    Class: Melee
    Speed: 10 m/s
    Armor: Unknown
    , JellyfishJellyfish
    HP: 60 (+18 per level)
    Damage: 5 (+1 per level)
    Class: Self-Destruct
    Speed: 10 m/s
    Armor: Unknown
    , or Survivors of the Void - DLC Content
    Larva is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    LarvaSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Larva
    HP: 45 (+14 per level)
    Damage: 11 (+2.2 per level)
    Class: Self-Destruct
    Speed: 1.5 m/s
    Armor: Unknown
    ) 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 Survivors of the Void - DLC Content
      Larva is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      LarvaSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Larva
      HP: 45 (+14 per level)
      Damage: 11 (+2.2 per level)
      Class: Self-Destruct
      Speed: 1.5 m/s
      Armor: Unknown
      , 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 Survivors of the Void - DLC Content
    Void Infestor is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Void InfestorSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Void Infestor
    HP: 45 (+14 per level)
    Damage: 11 (+2.2 per level)
    Class: Melee
    Speed: 14 m/s
    Armor: Unknown
    has no weak point, and moves so quickly that it can be very difficult to hit it with M99 or HH44.

Lore[]

"Snipes aren't real."

"...What?"

"That's the point of a snipe hunt:  to send a schmuck off into the woods looking for an animal that doesn't exist."

"...Except they totally exist."

"Haha, sure."

"No, really.  They're birds back on Earth.  Tiny, camouflaged birds.  Ever wonder why we call sharpshooters 'snipers'?  Because they're good enough to hit a snipe."

"No kidding?"

"Cross my heart and hope to die."

"Huh."

"You know, rails are a kind of bird too."

"Get out."

Version History[]

Patch v1.3.6
  • Both Magma Worms and Overloading Magma Worms now have functioning weak spots when playing as Railgunner.

Survivors of the Void
  • (Undocumented) Added New Survivor: Railgunner
  • (Undocumented) Added New Survivor Skin: Marksman
  • (Undocumented) Added New Railgunner Challenge: MarksmanHH44 Marksman (Secondary)Activate your short-range scope, highlighting Weak Points and transforming your weapon into a quick 400% damage railgun.
    Survivor: Railgunner
  • (Undocumented) Added New Railgunner Challenge: AnnihilatorPolar Field Device (Utility)Throw out a device that slows down all nearby enemies and projectiles.
    Survivor: Railgunner
  • (Undocumented) Added New Railgunner Challenge: TrickshotCryocharge (Special)Freezing. Fire a piercing round for 2000% damage.
    Survivor: Railgunner
  • (Undocumented) Added New Railgunner Challenge: Railgunner: Mastery
  • (Undocumented) Added New Character Lore Entry: Railgunner

Gallery[]

Trivia[]

  • After using Supercharge, Railgunner's primary and secondary skill icons become the same "unplugged" symbol that Captain'sCaptainThe Captain is a unique survivor that can control the battlefield with utility and damage - with help from the UES Safe Travels.
    Class: Ranged
    HP: 110 (+33 per level)
    Damage: 12 (+2.4 per level)
    Armor: 0
    Umbra: Tired Veteran
    Orbital ProbeOrbital Probe (Utility)Stunning. Request up to 3 Orbital Probes from the UES Safe Travels. Each probe deals 1000% damage.
    Survivor: Captain
    and Orbital Supply BeaconsOrbital Supply Beacon (Special)Request a permanent Supply Beacon. Can only be requested twice per stage.
    Survivor: Captain
    use when he is in Hidden Realms.
  • Railgunner starts with a +101% critical strike damage, as every survivor starts with a 1% critical strike chance (Railgunner included).
  • Railgunner is the first character to have a proc coefficient higher than 1.0 on a skill, and is tied with the Wandering VagrantWandering Vagrant
    Gentle ProtectorHP: 2100 (+630 per level)
    Damage: 6.5 (+1.3 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 15
    for the highest proc coefficient of any skill in the game.
  • Railgunner's Concussion Device technically deals zero damage, meaning that it may be blocked by Tougher TimesTougher Times
    Chance to block incoming damage.

    15% (+15% per stack) chance to block incoming damage. Unaffected by luck.
    .
    • Additionally, this means that Concussion Device will break pots found on Abandoned Aqueduct
  • 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 they were ultimately scrapped and reworked later into Railgunner.
    • In reference to this, Railgunner's Mastery skin heavily resembles the Sniper. The backpack of the Mastery skin even has Sniper's Spotter drone at the bottom, possibly implying that the skin is meant to be Sniper themselves.
  • While Railgunner's HUD will usually read "All Systems Nominal" with an orange tint, the color will change to red and the text will read "System Error - Unknown Input Detected" whenever she has Visions of HeresyVisions of Heresy
    Replace your Primary Skill with 'Hungering Gaze'.

    Replace your Primary Skill with Hungering Gaze.

    Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
    .
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