MUL-T

Escaped : ..and so it left, ready to recharge.
Vanished : ..and so it vanished, inactive forever.

**MUL-T** is a playable character in Risk of Rain 2.

A modified multi-purpose robot, MUL-T lives up to its designation through its sheer versatility. Highly durable in terms of both high health and armor, it possesses the unique ability to select two of four primary weapons and utilize them in two different configurations: either swapping between two weapons and equipment via Retool, or utilizing two primary weapons at once in the armored Power Mode.

Completing the Verified challenge will unlock MUL-T as a playable survivor.

## Skills

Primary

 Proc Coefficient
 Description
 * Fires 12 nails per second, for 840% damage per second.
* The nails suffer from default projectile falloff.
* The nails fire in a moderately wide, haphazard corkscrew pattern.
* After releasing the primary key, there is a 1.152 second period before more nails can be fired again.
* The final blast recoils a little.

 Proc Coefficient
 Description
 * The base time between shots is 1.8s, for 333% damage per second.

 Cooldown
 Proc Coefficient
 Description
 * Unlocked via the MUL-T: Pest Control Challenge. *(As MUL-T, defeat two Beetle Queens without leaving the teleporter zone.)*
* The rockets travel at 100 m/s and explode in a 7m radius.
* The explosions suffer from sweet spot damage falloff.
* There is a 0.3 second period after each rocket before the next can be fired, although this recovery period is shortened with increased attack speed. This means it takes a base time of 0.9 seconds to fire all 4 shots, if ignoring the delay after the final shot.
* All 4 shots can be fired and reloaded every 2.4 seconds for 600% damage per second.
* The cooldown begins when the first shot is fired. Subsequent shots reset the cooldown. When the cooldown ends, 4 shots are reloaded.

 Proc Coefficient
 Description
 * Unlocked via the MUL-T: Gotcha! Challenge. *(As MUL-T, land the killing blow on an Imp Overlord with the Preon Accumulator.)*
* Each damage tick deals 100% damage, and the attack ticks 10 times per second at base attack speed.
* Hitting an enemy with the saw pulls the player towards it slightly.
* Activating the saw will interrupt the player's sprinting, but they can sprint again while using it.

Secondary

 Cooldown
 Proc Coefficient
 Description
 * Holding the secondary key displays the projectiles's arc and blast radius.

Utility

 Cooldown
 Proc Coefficient
 Description
 * Grants 200 armor and up to 45% additional speed.
* Transport Mode deals proportionally more damage based on bonuses to MUL-T's movement speed stat, but does *not* deal more damage based on MUL-T's current velocity.
* Forces MUL-T to move forwards at full speed. Steering left and right is still possible, but jumping is not.
* The player cannot ram a monster twice in one skill use.
* Ramming a large enemy will end Transport Mode early, but it will deal 4 times as much damage and stun that enemy.
* Can be used during Power Saw without cancelling it.
* Cooldown does not begin until the skill ends.

Special

 Cooldown
 Description
 * Swapping takes 0.4s.
* As of the Anniversary Update, carrying two equipment and being able to swap them is no longer considered a passive and is now unique to Retool.

 Cooldown
 Description
 * Unlocked via the MUL-T: Seventh Day Challenge. *(As MUL-T, clear the Void Fields on Stage 7 or later)*
* Correction: The skill actually only raises the player's slow coefficient by 50%, which results in a 1/1.5, or 66% movement speed multiplier.

## 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 and strafe**: MUL-T must be within 10-35m from the target and have line of sight. This behavior cannot be selected twice in a row.
2. **Use special and stop**: MUL-T must be within 40m from the target and the equipment must be off cooldown. This behavior is active for 0.1 seconds and it cannot be selected twice in a row. A target will be reselected after this. This behavior cannot be selected if MUL-T does not have an equipment in the current slot. If Retool is the selected special and there is no equipment in the alternative slot, MUL-T will be unable to switch back with this behavior. The internal name for this behavior is "SwapWeapons", which seems was conceived before Power Mode was introduced. Even so, the code is not designed for checking whether the equipment is off cooldown in the alternative slot, which would have been a more useful feature. If Power Mode is the selected skill, due to many of the following behaviors force MUL-T to sprint, the mode will be exited prematurely, thus making it an almost useless skill to employ.
3. **Use utility**: MUL-T must be within 10-20m from the target, have line of sight, and be aiming at it. MUL-T will also attempt to sprint, which is unncessary as the skill enforces that anyway.
4. **Use primary (Power-Saw) and strafe sprinting**: MUL-T must be within 4m from the target.
5. **Use primary (Power-Saw) and chase sprinting**: MUL-T must be within 20m from the target. Due to the previous behavior this can only be selected for the range 4-20m.
6. **Use primary (Auto-Nailgun)**: MUL-T must be within 12m from the target. MUL-T will attempt to sprint, even though the skill is not agile and the behavior cannot be selected twice in a row.
7. **Use primary (Rebar Launcher) and flee**: MUL-T must be within 20m from the target, have line of sight, and be aiming at it.
8. **Use primary (Rebar Launcher) and chase**: MUL-T must have line of sight to the target and be aiming at it. MUL-T will also attempt to sprint and a target will be reselected after this behavior. Due to the previous behavior, MUL-T will flee if closer than 20m and give chase otherwise.
9. **Use primary (Rebar Launcher) and strafe**: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. This behavior cannot be selected twice in a row and a target will be reselected after this. The priority of the previous two behaviors ensures this will never get chosen.
10. **Use primary (Scrap Launcher) and strafe**: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. This behavior cannot be selected twice in a row and a target will be reselected after this.
11. **Use primary (Scrap Launcher) and chase**: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. A target will be reselected after this. In combination with the previous behavior, which cannot be selected twice in a row, if MUL-T is within 30m from the target, it will effectively alternative between strafing and chasing.
12. **Use special**: no requirements, but this behavior cannot be selected twice in a row. This is the only other way MUL-T can use the special skill. If Retool is selected and the alternative primary is the Rebar Launcher, this behavior will never be selected again because it is preceeded by a behavior which uses Rebar Launcher regardless of what distance is the enemy is at. As such, if MUL-T does not have an equipment in the alternative slot, there will be no way to switch back.
13. **Chase**: no requirements.

## Tips

* With enough attack speed, the recoil of Auto-Nailgun can knock the player back enough to keep them indefinitely in the air. This can also be achieved by carefully timing the final nail burst while wielding double Nailguns with Power Mode.
* Use Blast Canister as a means of mass stunning to maximize the effectiveness of MUL-T's primaries.
* Transport Mode's armor also applies to fall damage. Use it before landing to greatly reduce the damage taken.
* Ramming into a larger enemy such as a  while in Transport Mode will stun the enemy and instantly end the duration. Smaller enemies won't be stunned, but MUL-T can plow through them to deal damage to everything in an area.
* Due to the Rebar Puncher's high single shot damage, it synergizes very well with the . A couple stacked up can allow the player to defeat even Stone Golems in a single shot for a good while, and take a good chunk out of any boss. If going for this build, it is important to remember to avoid purchasing offensive drones, as they can damage enemies below the threshold for the Crowbar. Damage-over-time effects such as  will also lower the effectiveness of Crowbars.
* It is possible to rapidly fire Rebar Puncher by equipping it to both the primary and miscellaneous loadout slots and constantly cycling weapons with Retool, effectively reducing the cooldown time between shots by 1.3 seconds. However, it is impossible to constantly hold both keybinds to do so anymore. Hold Rebar Puncher's keybind, but only use Retool after each shot. Doing this will fire faster than holding down primary fire.
	+ When doing this, since the cooldown for the Rebar Puncher is bypassed, the attack will *not* scale with attack speed. However, this method will still remain faster than holding down the primary fire button until the player reaches 360% or more attack speed.
* Power-Saw can be used both while sprinting and when Transport Mode is active as long as the primary button is held down. This will also applies while the player is using the .
* Auto-Nailgun will fire its final burst if canceled by entering Transport Mode, but it will not do this if cancelled by using Blast Canister or Retool.
* The  increases the number of Blast Canisters held, making it essential when surrounded by a large group of enemies from either side.
	+ When leaving Power Mode, all stacks of Blast Canisters are immediately recharged. If the player has a lot of Magazines, it is far quicker to quickly enter and exit Power Mode than to wait for all the stacks to recharge naturally.
* The Backup Magazine affects MUL-T's secondary fire when in Power Mode, although it only has a meaningful effect for Scrap Launcher. Even in this instance, the Scrap Launcher will only load in 4 shots per reload, meaning only the first barrage is improved under sustained fire.
* While Scrap Launcher's knockback can make it difficult to use against aerial targets, the knockback can also be used to hit flying enemies downwards. Learning to aim and predict where the projectiles will go is key to using Scrap Launcher effectively.
* Power-Saw pulls MUL-T forwards when striking a target, allowing the player to cling to and strafe around larger enemies.
* Power Mode effectively doubles the player's damage output for little cost. Make use of this for great effect. One example is running 2 Power-Saws, which will turn its 1000% DPS and 10 procs per second into 2000% DPS and 20 procs per second.
	+ Running 2 Auto-Nailguns helps make up for the low proc coefficient by triggering many on-hit effects from a distance.
* The shot deviation of the primary weapon while Power Mode is equipped determines the deviation of the miscellaneous weapon. For example, equipping the Power-Saw as the primary and Auto-Nailgun as the miscellaneous will result in the Auto-Nailgun having the same spread as the Power-Saw, or in other words, no spread at all. Equipping Rebar Puncher as the primary will also result in reduced spread, but the effect is not as noticeable as the Power-Saw's. Using the Scrap Launcher as the primary seems to have no effect on spread, and having the Auto-Nailgun as the primary has no effect on spread. This mechanic can allow for more accurate bursts of Auto-Nailgun fire, or more controllable Scrap Launcher rockets. Consider this when choosing a loadout.
* The  replaces Retool; this makes MUL-T's second primary attack and second equipment inaccessible, unless the player uses a Cleansing Pool or Shrine of Order to remove or transform the Essence of Heresy. Entering a new area automatically equips MUL-T's first primary attack, regardless of which primary was currently in use when first collecting the Essence.
* affects the cooldown of the Scrap Launcher, reducing it to the minimum cooldown of 0.5 seconds, substantially increasing overall firepower.  also affects this, but the overall result is much less noticeable.

## Lore

```
"OK. Everything checks out. You're free to go, pal."

The robot chirped in acknowledgement. It folded neatly unto itself and began rolling down the hangar's exit lane - at a very safe pace.

Hiroshi pulled a switch. The ceiling rail sprung to life, with a distinct mechanical chatter.

"So, what's wrong with this one?" Rico enquired with minimal interest, seemingly distracted by the novel he had buried himself in.

"Looks like cosmetic damage on a MUL-T unit. Got dinged up by another unit in the charging bay that malfunctioned after another power surge. We'll be checking that one out after this. You can thank the electrical crew for that," Hiroshi remarked.

"Great. How hard is it for them to just keep things stable? They have robots doing 90% of their job anyway." Rico scoffed.

"We've got complaints on this unit about poor welding jobs, which might've been the cause. Optical calibration is probably off, so we'll also be taking a look at that while it's here. I'd still put money on it being electrical not keeping up with maintenance. Hey, Rico! Would you put that down and help me out?"

The rail brought a bright yellow robot, slumbering, into the hangar. Hiroshi flipped the switch and the rail slowed to a halt, bringing with it silence. He began moving to unhook the robot. Reluctantly, Rico set his book on the work desk and started to help unload. In a few minutes the robot was on the service platform.

Hiroshi walked over to one of the tool cabinets and pulled out a strange device. He popped open the access panel to the unit's dented head, and began probing at the damage from the opposite side. In no time at all, the tool beeped and kicked back violently. The dent was gone.

"Go put this away while I fix the optics," Hiroshi said, one arm stretched behind his back, device in hand. "I have something I want to show you in a sec."

Rico grunted and took the de-denting tool back to the cabinet. Hiroshi was already soldering away with the iron from his pocket.

This caught Rico's interest.

"You don't need a soldering iron to fix the calibration. What are you doing?" he asked.

"I already fixed the optics. Remember when I said I wanted to show you something cool - the next time we got a MUL-T in the shop? Come here." said Hiroshi, gesturing. "You see these two chips? It’s actually just one chip that's been split. MUL-T’s come with the same cores as those fancy chef bots, but they cut off access to the main learning module."

"You don't say," Rico responded, still trying to see the chip Hiroshi was talking about. "Why'd they do something like that?"

"It's cheaper to just make all the cores the same way at the factory and alter them later. The manufacturer says it's for safety, but they just use it to sell you the new cores every few years instead of letting you just teach the units to do a new job." Hiroshi explained.

"Sounds about right. If it were a safety issue, why don't they do the same thing with the chef bots? They've been super stable. Can't say they've even ever got an order wrong, even if it's totally out there. They even managed to get Ma's Squid Risotto right."

"It's what they can get away with. Anyway, that should do it. We'll just sneak a few minutes with this guy. Wake up," he commanded.

The robot's relaxed posture disappeared, and it stood fully alert.

"Hey pal, you see this thing I'm doing with my hand? Can you do that?"

The robot mimicked a rude gesture.

"That's fantastic! You're doing great!" Hiroshi was excited, and Rico got a devilish grin. He rushed off to his desk. Hiroshi continued repeating the gesture, and the robot continued mimicking it back with its single functional hand. Rico stepped back into the robot's view, with a picture covered in holes. "Can you remember this man? This is Ron from corporate, and he's a total degenerate."

The robot beeped in affirmation.

"Can you do that next time you see this man?"

The robot beeped in affirmation again.

"Rico! He's gonna remember that! MUL-T, forget that."

The robot did not respond.

"What are you two up to now?" said a grating voice, clearly approaching from no discernable direction. In a panic, Hiroshi slapped the access panel on the unit's head closed and covered its optical sensor.

"Just fixing up robots! Doing our job! In fact, we just finished with this one. You're good to go, pal!" Hiroshi exclaimed to Ron, slapping the robot on the back. The machine folded up neatly into itself and began rolling down the hangar's exit lane.

"I see. I'd better not catch you two slacking again." Ron said sternly, before turning around and making his usual relieving exit – most likely to pester other workers on his route.

They both let out a sigh of relief. Rico stood up. "Well, we're due at the site in about… 13 hours. That's enough time to grab that MUL-T, pop it back open, and reset it."

Hiroshi also stood up. “Yeah, I’m not too worried. How much trouble could it cause in 13 hours?”
```

## Version History

PC Patch v1.1.1.4
* Bug Fixes
	+ Fixed MUL-T’s  description not accurately reflecting in-game values

PC Patch v1.1.1.2
* Quality of Life
	+ - Armor Buff: 200 armor (66% damage reduction) ⇒ 100 armor (50% damage damage reduction)
		- *Developer Notes: Power Mode is gated behind a difficult challenge, but its current iteration is a bit too insane. Players should be motivated to leave Power Mode every now-and-then, and this is a safe way to make it less powerful while still keeping it fun.*
* Bug Fixes
	+ Fixed MUL-T not properly stopping its second primary in all cases when exiting
	+ Fixed MUL-T’s  not resetting its cooldown timer on firing, making it reload much faster
	+ Fixed MUL-T’s  behaving strangely with , making it fire much slower

Anniversary Update
* Major Content
	+ Added New Skill Variant:
		- Enter a heavy stance, equipping both your primary attacks at once. Gain 200 armor, but lose -60% movement speed.
	+ Added New Class Challenge:
* Quality of Life
	+ Graphics Updates
		- Update skin visuals
* (Undocumented) Subsequent shots of  no longer reset the cooldown

PC Patch v1.0.1.1 (Build ID No.5440050)
* Bug Fixes
	+ Fix MUL-T’s  effect leaving behind objects that aren’t cleaned up until scene exit

Early Access Content Update 5
* Major Content
	+ Added New Character Lore Entry: MUL-T
* Gameplay Changes
	+ *Developer Notes: MUL-T has gotten some love from this patch to really push forward the idea that his weapons are strong in specific roles. Faster swap time and more responsive actions for the weapons will (hopefully) make weapon swapping feel better. We’ve also admittedly creeped cooldowns down over time, and MUL-T felt a bit left behind.*
		- Base Acceleration: 25 ⇒ 30
		- * Now charges after firing, rather than before.
		- * Now behaves like a rocket instead of a grenade
			* Lifetime: 3s ⇒ 4s
			* Explosion Radius: 5m ⇒ 7m
			* Velocity: 70 m/s ⇒ 100 m/s
		- * No longer has an initial shotgun of 6 nails.
			* Now has a final shotgun of 12 nails.
			* Now fires in a consistent corkscrew pattern
			* Proc Coefficient: 0.4 ⇒ 0.6
			* Damage: 60% ⇒ 70%
			* Wind-down duration: 0s ⇒ 1.152s
		- * Swap duration: 0.7s ⇒ 0.4s
		- * Cooldown: 8s ⇒ 6s
* Bug Fixes
	+ Fixed an issue with spread from bloom being applied to both minimum and maximum spread (ie you could never have a bullet travel dead-center when your spread bloom is at maximum) for MUL-T’s
	+ Fixed MUL-T’s  not properly animating over the network

PC Early Access Patch (Build ID No.4892828)
* Bug Fixes
	+ Fix MUL-T’s  skill not performing self-pull force on non-host clients

Early Access Artifacts Content Update
* Bug Fixes
	+ 🌧 Fix MUL-T’s dash impact with heavy enemies not stunning and dealing bonus damage for clients
	+ Fix MUL-T’s dash impact with heavy enemies not triggering on-hit effects

Early Access Hidden Realms Content Update
* Gameplay Changes
	+ - Cooldown: 3s ⇒ 1.5s.
		- Animation Duration: 0.4s ⇒ 0.3s.
		- Grenade Speed: 50m/s ⇒ 70m/s.

PC Early Access Patch (Build ID No.4233443)
* Gameplay Changes
	+ - Improve vacuum effect to pull towards enemies
* Bug Fixes
	+ Fix MUL-T's buzzsaw caching attack speed and crit chance on starting the attack

Early Access 'Skills 2.0' Content Update
* Major Content and Changes
	+ Added New Skill Variant:
		- Fire an arcing hunk that explodes for 360% damage. Hold up to 4.
		- Saw nearby enemies for 1000% damage per second.
	+ Added New Skin:   MUL-T
	+ Added New Class Challenge:   MUL-T: Mastery
* Gameplay Changes
	+ 🌧︎ Show both primary and alternate fire descriptions in Character Select
	+ Move “Multifunctional” passive into “”
		- *This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.*
	+ Add 2 new skill variants
	+ Add 1 new skin
* Bug Fixes
	+ 🌧︎MUL-T’s  now properly applies crits

Early Access Scorched Acres Content Update
* Gameplay Changes
	+ ☂ Now comes down in a unique pod!
* Music & SFX
	+ ☂ Add new SFX for MUL-T’s
* Bug Fixes
	+ ☂ Update the rotation of  on MUL-T to no longer be upside down
	+ Alternate equipment slot for MUL-T now counts towards ‘Moon Worshipper’ achievement

Early Access Patch (Build ID No.3731106)
* Bug Fixes
	+ **[Community Found]**  secondary Equipment will no longer inherit the cooldown of the first when picking up Equipment off the floor

Early Access Patch (Build ID No.3703355)
* Gameplay Changes
	+ Reduce base movement speed from 9 to 7 to match all other Survivors
	+ Reduce base damage from 12 to 11
	+ Increase Transport Mode speed boost from 200% to 220% to compensate for his lost base movement speed.
	+ *We really really don't like to nerf characters in general - these are very light touches, and the movement speed being higher was an oversight. We also want to make sure that MUL-T's big success isn't coming from its ability to abuse Ocular HUD for infinite crits.*
* Bug Fixes
	+ Holding the Primary Skill Button down while activating  and shooting with Mul-T  no longer deals infinite critical damage.

Early Access Launch
* Introduced MUL-T

## Gallery

* Default
* Janitor
(A reference to the HAN-D)

## Trivia

* MUL-T's "Janitor" skin is a reference to the Risk of Rain Survivor, HAN-D.
* MUL-T has the highest base health of any selectable survivor.
* MUL-T starts the run in a crate instead of a drop pod. The crate breaks on impact with the terrain.
* MUL-T is referred to internally as "Toolbot."
* During the release of the Anniversary Update, the Scrap Launcher briefly had a bug where it would activate its cooldown even while the player was firing it, making it have an effective cooldown of 0.5 seconds. This was quickly patched soon after its discovery.
* MUL-T's primary skills are all homages to various weapons from the *Quake* series of video games. The  Auto-Nailgun, Rebar Puncher, Scrap Launcher and Power-Saw correspond to the Nailgun, Railgun, Rocket Launcher and Gauntlet respectively. The original grenade-launching form of the Scrap Launcher was similarly an homage to *Quake*'s Grenade Launcher.
* Alongside the  itself being a *Doom* reference, the name of the unlock challenge for the Power-Saw is also a *Doom* reference.
* The MUL-T you play as is the same MUL-T in the lore entry, it probably wasn’t caught before the Safe Travels reached its destination, from there it was most likely deployed but it went rogue and didn’t do its given mission.