Risk of Rain 2 - REX Abilities Guide - Magic Game World

Risk of Rain 2 – REX Abilities Guide

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REX Abilities

Primary (M1): DIRECTIVE: Inject – “Fires 3 syringes for 3×80% damage. The last syirnge Weakensand heals for 30% of damage dealt.” This actually might not be your bread and butter depending on how you build, not unlike the Artificer, who often has to juggle all her skills early on due to running out of fire blasts. However, your primary is pretty good, but the refire rate is abysmal. I thought you couldn’t hold the mouse button to get a refire rate at first, it’s that bad.

 

Note that the three syringe shots fan out slightly in a horizontal line, so the second syringe goes right down the middle of your aim, while the first is slightly to the left and the second is slightly to the right. If all you want to do is land the debuff, keep this in mind.

 

Secondary (M2): Seed Barrage – “Costs 15% of your current health. Launch a mortar into the sky for 450% damage.” Well, “mortar” is misleading. You target an area and a thing drops out of the sky and explodes on that. This ignores ceilings and stuff, otherwise it would probably be useless on stage 4. Importantly, Seed Barrage does a ton of damage, and its low cooldown (a second or less!) makes it incredibly spammable. So it’s kind of an actual barrage.

 

15% of your current HP sounds intimidating, but it’s not horrible with some recovery items — this self-damage procs on-damage effects for items like Medkit and Brittle Crown — and with the effects of your healing skills. REX have a surprising amount of sustain despite hurting themselves constantly.

 

Seed Barrage has a ridiculous range, by the way, so it’s not a bad idea to get into a position and play sniper. Not… not like RoR1 Sniper, your damage ain’t quite that high, but you know what I mean.

 

Utility (Shift): DIRECTIVE: Disperse – “Fire a sonic boom that pushes and Weakens all enemies hit. Pushes you backwards if you are airborne.” I don’t use this a whole lot, but it’s very good for increasing the distance between you and enemies or, better yet, pushing them all together so you can hit them all with one big attack.

 

Ultimate (R, “ult”): Tangling GrowthCosts 25% of your current health. Fires a flower that roots for 200% damageHeals for every target hit. Again, “root” is kind of a misleading term — it’s more of a tether. Enemies can still move around a little, but only inside of the sphere of influence of the flower. Using the shockwave to push enemies into this if you can is a good idea.

 

Note that you will continue to leech from dead enemies in the area of your ult. Not sure why this is, but every little bit helps, because 25% of your current HP is a pretty intimidating cost even with a lot of healing.

 

Your ult does a ton of damage over time (it lasts for 8 seconds or so) over a decently-sized area. This means that early game Trials of the Mountain are very easy, most of the time, since you can usuallyeasily snare multiple bosses. If you see one on the first level, take it, because it’s basically free real estate.

 

With an 11-second cooldown ant an 8-second duration, this ability has a great uptime. It’s a good choice any time there’s a large group of enemies clustered nearby, and you can usually get away with having it down for a second or two. Even so, though, don’t waste it too freely; you should try to use it almost exclusively when you can catch 4+ enemies at once.

 

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    He is the founder and editor of Magic Game World. He loved gaming from the moment he got a PlayStation 1 with Gran Turismo on his 7th birthday.

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