REX

Escaped : ..and so it left, ready to grow into something more.
Vanished : ..and so it vanished, still remaining as one.

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

REX’s attacks are powerful and strike from a great distance, but in exchange, some require REX's health as a resource. Proper skill timing and health management are required to keep REX in the fight. In addition to health stealing and powerful group management, REX can put  on opponents to help REX deal more damage and take less.

Completing the Power Plant challenge will unlock REX as a playable survivor.

## Skills

Passive

 Description
 * Note: The in-game description of -20 armor is incorrect. It is actually -30 armor.
* Lasts 3 seconds.

Primary

 Proc Coefficient
 Description
 * Burst duration is 0.2 seconds and the animation duration is 0.6 seconds.
* Each shot of the burst can crit independently.
* The shots fire in a narrow horizontal fan, meaning that landing all 3 hits against distant targets may be difficult.

Secondary

 Cooldown
 Proc Coefficient
 Description
 * Unlocked via the REX: Bushwhacked Challenge. *(As REX, complete an entire teleporter event while under 50% health.)*
* Hits 16 times for 90% damage per hit, dealing a total of 1440% damage over a 3 second period.

 Cooldown
 Proc Coefficient
 Description

Utility

 Cooldown
 Proc Coefficient
 Description
 * The knockback from the skill varies depending on the size of the target; larger enemies are pushed less than small ones.
* When used in the air, this skill knocks REX back towards the camera a significant amount.

 Cooldown
 Proc Coefficient
 Description
 * Unlocked via the REX: Dunked Challenge. *(As REX, kill a Clay Dunestrider on Abandoned Aqueduct by throwing it into a pit.)*
* Heals REX for 10% of their max HP per target hit.
* The knockback from the skill varies depending on the size of the target; larger enemies are pushed less than small ones.
* Also pushes REX back while in the air.

Special

 Cooldown
 Proc Coefficient
 Description
 * Unlocked via the REX: Full of Life Challenge. *(As REX, heal for 1000 health at once.)*
* Inflicts the  debuff, which lasts 10 seconds.
* The attack has a slight area of effect, so multiple enemies can be inflicted with Fruiting at once if they are close together.
* When a Fruiting enemy is killed, it drops 2-8 fruits (scaling with the enemy's max HP) that last 20 seconds.

 Cooldown
 Proc Coefficient
 Description
 * The flower requires 1 second to unfurl after hitting terrain or an enemy, then remains active for 8 seconds.
* The flower's area of effect is indicated by a green ring around itself. When an enemy enters the ring, it becomes  and is pulled towards the flower.
* Heals REX for an estimated 1.5% of their max HP every second per snared target.
	+ Even after an entangled enemy is killed, it will continue to heal REX until the flower expires.
* The flower can deal a total of 400% damage, 200%, on impact, and 200% on pull.

## 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 and flee**: REX must be within 8m from the target.
2. **Use special**: REX must be within 25m from the target, have line of sight, and be aiming at it.
3. **Use secondary and stop**: REX must be above 50% health, have line of sight to the target, and be aiming at it. A new target will be selected after this and the behavior cannot be selected twice in a row.
4. **Use primary and strafe**: REX must be within 20m from the target, have line of sight, and be aiming at it. A new target will be selected after this and the behavior cannot be selected twice in a row.
5. **Use primary and chase**: REX must be within 30m from the target, have line of sight, and be aiming at it. A new target will be selected after this. If REX is within 20m from the target and the other skills are on cooldown, it will alternate between strafing and chasing the target while using the primary.
6. **Chase while using primary**: no requirements. Unlike the majority of entities which just chase their targets if they have nothing else to do, REX will do so while constantly using the primary.

## Tips

* All skills that require health to use do so in a manner similar to a Shrine of Blood, although they take a percentage of REX's *current* health instead of their maximum. This means:
	+ The percentage of health taken is calculated from REX's current health plus current shield and barrier.
	+ Like regular damage, barrier is consumed first, then shields, then health.
	+ The damage can be mitigated with  or blocked entirely by .
		- Uniquely, the damage taken from Tangling Growth is *not* reduced by the Repulsion Armor Plate. This may be an oversight.
	+ The damage will activate the ,  and .
* It may be tempting to prioritize healing items to recoup HP costs for REX's skills. However, since they restore a percentage of *max* HP, their healing scales well into the endgame without much need for other sources of healing.
	+ This also means that the normally-situational  and  will always be useful for REX.
* The  can be particularly effective on REX when used in conjunction with Tangling Growth. Use the black hole to gather up enemies and launch Tangling Growth into them, or pull enemies towards an already-planted Growth.
* REX can make good use of the , as they are much more likely to be at low health than other Survivors.
* Similarly, REX can activate the  with ease and relative safety by using self-damaging abilities to reduce their health and following up with healing abilities.
* Walking backwards, jumping, and using DIRECTIVE: Disperse at a downward angle can launch REX notably upwards.
* Using DIRECTIVE: Disperse 3 times in midair with a  will push the player backwards at a very high speed.
	+ The Afterburner reduces the cooldown enough that REX can effectively fly everywhere, although it is somewhat challenging to control.
* Using Seed Barrage prevents the ending lag of DIRECTIVE: Inject, allowing REX to attack much faster than normal at the cost of the HP.
* It is highly recommended that the player avoid , , , and  when playing REX. These items can replace health with shields, which cannot be recovered from healing and only recover over time after avoiding damage. This can totally cripple REX as abilities such as Tangling Growth, Seed Barrage, and Bramble Volley take a percentage of health, but do not rebuild shield. Additionally, using any self-damaging skill will reset the 7 second period necessary to recover shields.
* It is highly recommended to avoid the , as using any self-damaging skill will immediately cause the player to lose large amounts of gold.
* Natural Toxins, Tangling Growth, & DIRECTIVE: Harvest all inflict debuffs innately, making it easy for REX to apply with the addition of two status effects.
* Due to the high health-to-HP-gain ratio of Bramble Volley, it is often recommended to take it over DIRECTIVE: Disperse. In addition, Bramble Volley can be used to knock oneself back in the same manner as DIRECTIVE: Disperse, meaning that no mobility is lost.
* Tangling Growth can be used to regain large amounts of HP and lock enemies in place to strike them all at once with Seed Barrage, DIRECTIVE: Drill, or Bramble Volley.
	+ Having  or  can inflict huge damage on the rooted enemies, as they are all pulled very close together.
* Tangling Growth can root the , greatly restricting his movement. However, he is still capable of dashing to break free (which removes his debuffs as well), so this is not quite as effective as outright freezing him as .
* Tangling Growth can slam flying enemies into terrain for high damage. This can be used to easily defeat the  by smashing it into the central pillar at the right angle.

## Lore

```
//--AUTO-TRANSCRIPTION FROM HYDROPONICS BAY OF UES [Redacted]--//

“Status Report on Hydroponics Unit. Serial key begins with 12ea031lsd095a-“

“Yes, 12ea03. Tasked with care for the cabbage, lettuce, and mizuna growths. About 250 plants total. Stable, but losing biomass. I think there are issues with the microgravity. ”

“Keep an eye on the biomass, we might have to scrap 12ea03 and replace it with one of our evergreen Units. Moving on… serial key crp012d054jd0-“

“Crp01 is doing alright. Tasked with corn. About 80 plants total. Lost 6, down to 74.”

“Sustainable, I suppose. What about… serial key rex0ch12d66m-“

“Oh, that Unit. Yeah, it was tasked with care for one of our cabbage hybrids. To be quite frank… it turned out terrible. I think we started with 80 units, but we’ve lost 79. The hybrid species just isn’t spliced right, I think. There was no way to sustain them.”

“And status report on the Unit?”

“Uh, well… it’s out on the star deck. It managed to hoist the last hybrid onto its platform base, and it’s been walking around the ship ever since, chasing down starlight. ”

“…What? The Unit left Hydroponics?

“Yes, but-“

“So the Unit is disengaging from protocol?”

“Well, yes, but-“

“And instead of terminating the Unit, you let it roam around the ship unsupervised?”

“Just the team, well we just- we just kinda feel bad for the thing, you know. It’s trying really hard to keep that last hybrid alive, and-“

“Go terminate the Unit.”

“Well, the thing is- Rex is actually doing a great job! The hybrid’s biomass-“

“Are you kidding? Terminate the Unit. You have no idea what happens to a robot once it disengages from protocol. You are putting the life of your entire team in danger for the sake of a stray hydroponics unit. This should not even be a discussion.”

….

“Yes, sir.”

Transcriptions complete.

```

## Gallery

* Default
* Smoothie

## Trivia

* REX is referred to internally as "Treebot."
* The Smoothie skin used to be a light green & pink with blue flowers.

## Version History

Anniversary Update
* Major Content
	+ Added New Skill Variant:
		- Fire a bolt that deals 330% damage and injects an enemy. On death, drop multiple healing fruits that heal for 25% HP.
	+ Added New Class Challenge:

PC Patch v1.0.1.1 (Build ID No.5440050)
* Bug Fixes
	+ Fix REX being executed by

Early Access Content Update 5
* Bug Fixes
	+ Fixed immobilization from REX’s  becoming permanent if using  while affected, which would also sometimes lead to a crash upon getting killed
* (Undocumented) Updated description for , , , ,  to include keywords

Early Access Artifacts Content Update
* Gameplay Changes
	+ - Cooldown: 2.0s ⇒ 5.0s
		- Proc Coefficient: 0 ⇒ 0.5
		- *Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance Skill Variants*
* Bug Fixes
	+ 🌧 Fix   REX: Mastery achievement icon using old Smoothie skin colors
	+ 🌧 Clarify Rex's passive description to be a bit more accurate

Early Access Hidden Realms Content Update
* Major Content
	+ Added New Skill Variant:
		- Costs 20% of your current health. Fire thorns that pushes and damages all enemies hit for 550% damage. Pushes you backwards if you are airborne. Heals for every target hit.
	+ Added New Class Challenge:
* Gameplay Changes
	+ Update “  Smoothie” skin to have fall colors and unique textures
	+ - Burst Duration: 0.3s ⇒ 0.2s
		- Animation Duration: 1s ⇒ 0.6s
		- Heal Percentage: 30% ⇒ 60%
	+ - Renamed DIRECTIVE: Drill
		- HP Cost: 30% ⇒ 0%
		- Tweak visuals and icons so its more mechanical and less flowery

Early Access 'Skills 2.0' Content Update
* Major Content and Changes
	+ Added New Skill Variant:
		- Launch a series of seed bullets into the sky, raining down for 450% damage per second.
	+ Added New Skin:   REX
	+ Added New Class Challenge:
	+ Added New Class Challenge:   REX: Mastery
	+ Added New Survivor Lore Entry: REX
* Gameplay Changes
	+ Add 2 new skill variants
	+ Add 1 new skin

Early Access Patch (Build ID No.3961583)
* Bug Fixes
	+ Immune characters can no longer block "armor piercing" health costs (Blood Shrines, REX abilities)
	+ Improve performance on REX's entangle graphics

Early Access Scorched Acres Content Update
* Major Content and Changes
	+ Added New Survivor: REX