Plasma Shrimp

Stat
 Damage

The **Plasma Shrimp** is a void item in Risk of Rain 2, added in the Survivors of the Void expansion, and the corruption of the .

On hitting an enemy, if the player has any shield, they will launch a homing missile that deals 40% *(+40% per stack)* total damage with a proc coefficient of 0.2. In addition, the first Plasma Shrimp the player acquires gives shield equal to 10% of their maximum health.

## Notes

* Correction: The in-game description of +50% total damage per stack is incorrect.
* Having any number of Plasma Shrimps will make the shield bar pink, instead of the normal blue color. This includes other shield sources such as  and .
* Shields cannot be healed by conventional means, and will only replenish after avoiding damage for 7 seconds.
* The shield gained from the Plasma Shrimp is affected by anything that modifies the holder's maximum health, such as the  and : when the player's maximum health is modified, the amount of shields they gain is increased or reduced by the same amount.
* The missiles fired by Plasma Shrimp act differently than every other missile in the game, rapidly homing on the target while ignoring other enemies and terrain. If the original target dies, missiles will not search for a new target.

## Tips

* Any damage with a proc coefficient greater than 0.0 triggers the Plasma Shrimp. This makes attacks with lower coefficients very effective, since it effectively increases the proc coefficient of them by 0.2.
	+ The Plasma Shrimp can be especially useful on skills that can quickly fire multiple projectiles, such as  , as well as skills with relatively high attack speed, such as  .
	+ This is notably effective with , as it triggers Plasma Shrimp twice per shot- once for the initial 0.1 hit, and once for the delayed 1.0 hit.
	+ It's worth noting that Plasma Shrimp activates on-hit items more frequently and quickly than , but comes at the cost of dealing less damage from TOTAL damage items such as .
* Having the  (or, more rarely, the ) will turn the player's entire health bar into shields. This makes the Plasma Shrimp always active, granting a consistent increase in damage output.
* The  triples the projectiles fired by the Plasma Shrimp, drastically increasing its damage and number of on-hit procs.
* Removing the luck-based element of the  allows a player to use the Plasma Shrimp without being affected by the downside of . However, if they have *increased* luck, the Plasma Shrimp can potentially become a damage *loss*.
	+ At one ,  deals more damage on average if the triggering Proc Coefficient is 0.7 or better. With two stacks of , AtG Missile wins out if triggering Proc Coefficient is as low as 0.5; any lower than this, and Shrimp Missile is still productive. These numbers don't necessarily apply to activating on-hit effects. This theory does not account for increased stacks of AtG Missile Mk. 1s which has more single damage potential than Plasma Shrimp.
* Although the Plasma Shrimp is more effective at stacking status effects on enemies than the AtG Missile Mk. 1 in nearly all cases (since it adds +0.2 proc coefficient while the AtG adds 10% of the original), its low proc coefficient means that the extra stacks inflicted will have extremely low duration. However, this is still useful for attacks that have a low proc coefficient themselves.
	+ Notably, because stacks of  from the  and  are refreshed when a higher-duration stack is inflicted, the extra stacks of Bleed from the Plasma Shrimp can be reset repeatedly.

## Lore

```
"I believe there is a benefit to attacking from behind an impenetrable defense. Some may call it cheating, they may call you a coward, even... I call them targets. History is written by the winners, after all."

- Lost Journal, recovered from Petrichor V
```

## Version History

Survivors of the Void
* Major Content
	+ Added New Item: Plasma Shrimp