Bandit

Escaped : ..and so he left, grateful for his luck.
Vanished : ..and so he vanished, full of regret.

**Bandit** is a playable character in Risk of Rain 2.

A swift and sneaky fighter, the Bandit focuses on keeping on the move to catch enemies off guard and deal ruinous damage, before finishing the job with Lights Out. Between his daggers, smoke bombs, and gun attacks, the Bandit emphasizes mobility and versatility but also requires some skill to bring out his true potential.

Completing the Warrior challenge will unlock Bandit as a playable survivor.

## Skills

Passive

 Description
 * "Behind" a target is defined as anywhere in the 180-degree hemisphere behind it.
* The direction from Bandit to the target is used to determine the attack angle. As a result, an enemy facing Bandit but hit from an explosion from behind will *not* be a backstab critical hit (although it may critically hit for other reasons).
* Only lateral direction is considered; how much a target may be looking upwards or downwards at the time is irrelevant.

Primary

 Cooldown
 Proc Coefficient
 Description
 * After firing, there is a short delay of 0.25 seconds before reloading begins.
* Shells reload one at a time, taking 1.2 seconds to reload all 4 shots. Reload speed scales with attack speed.
* Cannot reload while performing other attacks, but may be reloaded while invisible.

 Cooldown
 Proc Coefficient
 Description
 * Unlocked via the Bandit: Classic Man Challenge. *(As Bandit, successfully use 'Lights Out' to reset your cooldowns 15 times in a row.)*

Secondary

 Cooldown
 Proc Coefficient
 Description
 * .

 Cooldown
 Proc Coefficient
 Description
 * Unlocked via the Bandit: Sadist Challenge. *(As Bandit, kill a monster with 20 stacks of Hemorrhage.)*
* .

Utility

 Cooldown
 Proc Coefficient
 Description
 * .
* Applies upward momentum to Bandit at the start and end of the ability's duration when activated in the air.
* Provides a small speed boost for the duration of the ability.
* Using any skill during the ability will instantly make Bandit exit invisibility, triggering the second hit as normal. Activating an equipment will not.
* Using Smoke Bomb again while still invisible will cause Bandit to end the first Smoke Bomb's effects, momentarily becoming visible, before starting the effects of the second as normal.

Special

 Cooldown
 Proc Coefficient
 Description
 * Unlike , landing a kill with Lights Out will replenish *all* charges of Bandit's skills, not just a single charge.
	+ This also includes Bandit's primary weapon.

 Cooldown
 Proc Coefficient
 Description
 * Unlocked via the Bandit: B&E Challenge. *(As Bandit, kill the final boss with 'Lights Out'.)*
* Landing a kill with Desperado gives Bandit one stack of the  buff.
	+ Since kills are tracked with a buff, all bonus damage is lost upon advancing to the next stage.
* Each stack of the buff increases Desperado's total damage by 10%, so each provides a 60% base damage boost.

## 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 (Dagger)**: Bandit must be within 5m from the target. This behavior cannot be selected twice in a row.
2. **Close in for secondary (Dagger)**: Bandit must be within 14m from the target. This behavior is active for 0.5 seconds and Bandit will sprint during this. This is Bandit's attempt to get within skill range while all other skills are on cooldown.
3. **Use special and stop**: Bandit must be within 6-60m from the target, have line of sight, and be aiming at it. This behavior is active for 0.25 seconds.
4. **Use primary (Burst) and strafe**: Bandit must be within 6-30m from the target and have line of sight. This behavior cannot be selected twice in a row.
5. **Use special to flee**: Bandit must be 8m from the target. This behavior is active for 2 seconds and Bandit will sprint. A target will be reselected after this.
6. **Use special to chase**: there are no distance requirements. This behavior is active for 2.9 seconds, cannot be chosen twice in a row, and Bandit will sprint. A target will be reselected after this.
7. **Use secondary (Shiv)**: Bandit must be within 18m from the target, have line of sight, and be aiming at it.
8. **Use primary (Blast)**: Bandit must be within 10-50m from the target and have line of sight. This behavior is active for 0.15 seconds.
9. **Use secondary ()**: Bandit must be within 30m from the target and have line of sight.
10. **Use primary ()**: Bandit must be within 10-50m from the target and have line of sight.
11. **Flee when close**: Bandit must be within 14m from the target. A new target will selected after this.
12. **Strafe when close**: Bandit must be within 20m from the target and a new target will be selected after this. Due to the previous behavior to flee when close, this behavior is effectively only selected for a 14-20m range.
13. **Chase**: no requirements.

## Tips

* Burst and Blast can be shot as fast as the player can click/press the corresponding button. Items increasing attack speed like  only speed up the reload of the gun.

* Burst and Blast reload faster if Bandit's gun is empty, rather than if there are bullets remaining in the chamber.

* Burst does not pair well with items like  and , because the  stacks wear off during his reload animation. However, it's possible to collect enough  or  to negate this issue.

* Rapid-firing Burst and Blast drastically increases the spread of the weapons. Pacing shots is necessary for hitting targets at longer ranges.

* Both Serrated Dagger and Serrated Shiv reset Bandit's vertical aerial momentum, which can be used to prevent fall damage.

* Like , when a new stack of  is applied, all existing stacks on that target are "refreshed", with their durations becoming equal to the newest stack. This means that  can be infinitely stacked, as long as it is reapplied within 15s.
	+ Ignoring their durations, a single stack of  has 1.67 times the DPS of a single stack of .

* While  from the Smoke Bomb, enemies will behave as if Bandit is still in the location he was when activating it.

* Use Smoke Bomb to get the most use out of Bandit's Backstab passive, allowing the player to reposition behind enemies while they're unaware.

* Since Smoke Bomb moves Bandit upward while in the air, it can effectively be used as an extra jump to increase mobility or to prevent fall damage.

* Using a skill to exit Smoke Bomb early while airborne will make Bandit perform a mid-air jump from Smoke Bomb ending.

* The explosive tar pots in the Abandoned Aqueduct can be shot with Lights Out and will activate the corresponding on-kill effect.
	+ Shooting the tar pots with Lights Out makes completing the Classic Man challenge considerably easier.

* Lights Out and Desperado are affected by . Increasing Bandit's attack speed will cause these attacks to come out faster, allowing for quickly dispatching many enemies consecutively.
	+ As a result, temporary attacks speed buffs such as those from  and  can actually become problematic for Bandit. They may cause inconsistencies with how fast these attacks fire and throw off the player's rhythm.
* Lights Out and Desperado's on-kill effects are also granted to the . If an enemy is killed by the explosion generated from either skill (rather than the skill itself), the corresponding on-kill effect will still activate.
	+ As a result, more than one stack of can be received with a single use of the Desperado.

* Pair the  with Desperado, as the Bandolier can compensate for the lost ability to reset cooldowns.

* Given Desperado's low cooldown, it can be effective to pair it with a  in the early stages to increase windows for stacking the skill, and overall damage. This comes at the cost of almost all chance-based effects, however.

* Bizarrely, Smoke Bomb increases its number of hits the more players there are. One use of Smoke Bomb in 4-player game can hit more than 4 times, while it can hit only once in a singleplayer game. This is likely a bug.

* Many void items are unusually strong with Bandit.
	+ benefits both Lights Out and Desperado extremely well; in addition to simply recharging faster, Lights Out refreshes **all** of its charges on a kill, making it significantly more spammable with multiple stacks.
	+ and  deal their damage some time after being initially triggered, allowing one to more easily finish off an enemy using Lights Out or Desperado without another effect "stealing" the kill.
		- As a bonus, the Singularity Band restricts enemy movement, holding them in place to line up the perfect shot. This also makes the Brilliant Behemoth even more effective, as a single shot will hit most if not all of the enemies caught by the Singularity Band.
	+ can be taken without too much detriment, as Bandit can force critical hits using his Backstab passive, and thus still gain some benefit from most other crit items such as the .

## Lore

```
A few drinks here, a few laughs there. A few more drinks. A sleight of hand – and bang, keycard access to the loading bay of the Safe Travels. The camo suit can handle the rest.

A secret mission means low profile – and low security. Besides, everyone is wearing environment suits before we leave orbit. How would they know?

I mean, it’s the goddamn *Contact Light*. Think of how much those higher security chests could flip for! And some of the militech on that ship? Howdy hey. That’s probably what some of the other boys were thinking, sneaking onto that ship in the first place.

My coat?

I’m a thief - not a plumber. Of course I’m bringing my coat.
```

## Version History

PC Patch v1.1.1.2
* Quality of Life
	+ Updated  challenges to have a short window of leniency
* Bug Fixes
	+ Fixed Bandit’s   alternate skin not properly masking limbs for items
	+ Fixed Bandit’s secondary palette on character select not reflecting actual coloration
	+ Updated item display on Bandit to properly display all items
	+ Updated Bandit with idle breathing animations

Anniversary Update
* Major Content
	+ Added New Survivor: Bandit
	+ Added New Survivor Skin:   Bandit Skin
	+ Added New Class Challenge:   Bandit: Mastery
	+ Added New Lore Entry: Bandit

## Gallery

* Default
* Bandit's "Chilly" skin

## Trivia

* Bandit was one of the original playable characters in the first Risk of Rain.
* Bandit's "Chilly" skin is a reference to Ibzan - the main antagonist of Hopoo's other game, DEADBOLT. The skin bears a close resemblance to him, the name refers to the constant cold that skeletons feel, the shotgun model is replaced with a Semi-Auto Shotgun and the knives are replaced with kitchen knives.
* Before the Anniversary update, Bandit was in the game's files as an unused survivor. Notably, he was the most complete unused survivor.
* 657 stacks of Desperado would be needed to rival the 's  with 40,020% damage per shot.
* Currently, there is a bug involving the  where any extra charges of Lights Out or Desperado are wasted if the special key is pressed before the bullet from the first special use is fired. This makes spamming the special key detrimental to activating Lights Out or Desperado multiple times in a row.
* Based on his Logbook Entry, Bandit snuck aboard while disguised as a crew member in order to steal from the wreckage of the Contact Light and sell off his stolen goods.