Captain



The Captain is a playable character in Risk of Rain 2.

Commander of the UES Safe Travels, the Captain's strength is his ability to call down a variety of tactical drops from orbit, from a humble healing beacon to the spectacularly haphazard OGM-72 'DIABLO' Strike.

Skills
Passive {| class="fandom-table" ! colspan="3" |

Defensive Microbots
! rowspan="3" | !Type !Description ! colspan="3" |Notes Primary {| class="fandom-table" ! colspan="3" |
 * Passive
 * Passively gain Microbots that shoot down nearby enemy projectiles. Drones are also given Microbots.
 * colspan="3" |
 * Grants a free copy of the Defensive Microbots legendary item, and appears on the item bar accordingly. See the item page for details about the item itself.
 * Captain will permanently lose his Defensive Microbots if they are discarded using a Mili-Tech Printer, Scrapper, or Shrine of Order.
 * Newly allied drones and turrets will be given Defensive Microbots regardless of whether Captain has discarded his own.
 * If the player spawns as Captain while the Artifact of Metamorphosis active, the Defensive Microbots will persist for the rest of the run.
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Vulcan Shotgun
! rowspan="4" | !Type !Proc Coefficient !Description ! colspan="3" |Notes Secondary {| class="fandom-table" ! colspan="3" |
 * Primary
 * 8x 0.75
 * Fire a blast of pellets that deal 8x120% damage. Charging the attack narrows the spread.
 * colspan="3" |
 * Can sprint while charging (start charging and then sprint, needs to be repeated for every attack).
 * Time between shots is 1 second at base attack speed.
 * Charge time is 1.2 seconds at base attack speed.
 * Damage falloff starts at 25m and ends at 60m, falling to approximately 50% of the bullet's damage.
 * Critical strikes are rolled per attack, not per pellet--if the attack is a critical strike, all 8 pellets will critically strike at once.
 * Deals considerable knockback to lighter enemies; fully-charged shots can launch enemies such as  Lesser Wisps great distances.
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Power Tazer
! rowspan="5" | !Type !Cooldown !Proc Coefficient !Description ! colspan="3" |Notes Utility {| class="fandom-table" ! colspan="3" |
 * Secondary
 * 6s
 * 1.0
 * Shocking. Fire a fast tazer that deals 100% damage. Travels farther if bounced.
 * colspan="3" |
 * Guaranteed stun/interrupt on any non-Boss enemy.
 * Produces a 2m area of effect.
 * Shock wears off after 5 seconds if not broken by damage.
 * Shock does not contribute to the Death Mark.
 * }
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Orbital Probe
! rowspan="5" | !Type !Cooldown !Proc Coefficient !Description ! colspan="3" |Notes {| class="fandom-table" ! colspan="3" |
 * Utility
 * 11s
 * 1 each probe
 * Stunning. Request up to 3 Orbital Probes from the UES Safe Travels. Each probe deals 1000% damage.
 * colspan="3" |
 * Has three 'charges' when activated, and puts the player into a targeting mode similar to  Engineer's Thermal Harpoons. Cooldown begins once all charges are spent.
 * Has a short delay before impact. Adjust for enemy movements accordingly.
 * Can be cancelled by sprinting. Cancelling the strike after using one will still incur the full cooldown length.
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OGM-72 'DIABLO' Strike
! rowspan="5" | !Type !Cooldown !Proc Coefficient !Description ! colspan="3" |Notes Special {| class="fandom-table" ! colspan="3" |
 * Utility
 * 40s
 * 1.0
 * Stunning. Request a kinetic strike from the UES Safe Travels. After 20 seconds, it deals 40,000% damage to ALL characters.
 * colspan="3" |
 * Unlocked via the Captain: Smushed Challenge. (As Captain, kill the final boss using a Supply Beacon)
 * Correction: The strike only damages enemies and the Captain who called it down. It cannot hurt any other allies.
 * Correction: The damage dealt by friendly-fire attacks is halved, so the strike deals 20,000% damage to Captain, not 40,000%.
 * }
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Orbital Supply Beacon
! rowspan="5" | !Type !Cooldown !Proc Coefficient !Description ! colspan="3" |Notes {| class="fandom-table" ! colspan="3" |
 * Special
 * N/A
 * 0
 * Request a permanent Supply Beacon. Can only be requested twice per stage.
 * colspan="3" |
 * Activating this skill puts the player into a targeting mode which displays where the beacon will land. The primary skill button calls in the first beacon, and the secondary skill button calls in the second beacon. Once both have been called in, the skill icon will turn into a red NO ENTRY sign for the rest of the stage.
 * Beacons take a few moments to arrive and fully deploy before their effect activates.
 * The beacons' functions are selected before a run in the loadout menu. Their appearance varies by function.
 * If a beacon lands on an enemy, it deals 2000% damage.
 * Beacon targeting can be cancelled by sprinting.
 * Each beacon's radius of effect is about 9m, as displayed by the drop guide.
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Beacon: Healing
! rowspan="3" | !Type !Description ! colspan="3" |Notes {| class="fandom-table" ! colspan="3" |
 * Special
 * Heal all nearby allies for 10% of their maximum health every second.
 * colspan="3" |
 * When in the area of multiple beacons at once, the effects will stack.
 * }
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Beacon: Shocking
! rowspan="3" | !Type !Description ! colspan="3" |Notes {| class="fandom-table" ! colspan="3" |
 * Special
 * Periodically Shock all nearby enemies, immobilizing them.
 * colspan="3" |
 * Fires every 3 seconds, repeatedly shocking susceptible enemies and locking them in place until attacked.
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 * }

Beacon: Resupply
! rowspan="3" | !Type !Description ! colspan="3" |Notes {| class="fandom-table" ! colspan="3" |
 * Special
 * Recharge Equipment on use.
 * colspan="3" |
 * Unlocked via the Captain: Wanderlust Challenge. (As Captain, visit 10 different environments in a single run.)
 * The beacon can be used up to three times.
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Beacon: Hacking
! rowspan="3" | !Type !Description ! colspan="3" |Notes
 * Special
 * Hack all nearby purchasables to a cost of $0 over time.
 * colspan="3" |
 * Unlocked via the Captain: Worth Every Penny Challenge. (As Captain, repair and recruit a TC-280 Prototype.)
 * Purchasables are hacked starting with the closest. This includes the nearest segment of a Multishop Terminal or Equipment Triple Shop.
 * Upon hacking: Chests will be opened, Drones will be immediately bought, Shrines of Chance will attempt to buy an item and cost $0 for all remaining attempts, Altars of Gold will be automatically activated, and Shrines of the Woods will have the first level bought, and subsequent levels will cost $0.
 * Does not activate interactables that are locked by the Teleporter Event (but it will still reduce their cost to $0), or interactables that cost any currency other than gold, such as Lunar Coins.
 * }
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