Alien Swarm: Reactive Drop

Alien Swarm: Reactive Drop

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Wiki - Risk of Rain Challenge
By ModdedMarionette
This guide serves as a wiki page for my Risk of Rain challenge:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2985633068

This wiki page currently provides information on:
- HoIAF Scoring System for this Challenge
- All items
- All elite types
- The Boss
- Unique One-shot Protection
   
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HoIAF Scoring System for this Challenge
Risk of Rain challenge does not reward players with HoIAF points in traditional ways:

Completing any stage awards players with 0.5 times the amount of points they normally receive from the completed map.

However, completing a stage after defeating the Boss (which also ends the run) awards players with the amount of points they normally receive, multiplied by 2.0 times the number of completed stages.

This encourages players to prepare for defeating the Boss as much as they can to receive the most out of their run.
Because of this scoring system, looping (skipping the Boss) provides no advantage. The only reason players should loop is when they find themselves not prepared enough to fight the Boss and willing to risk leaving the aliens to become even stronger while farming better items to potentially turn the tide (keep in mind that the aliens become stronger in a non-linear trend).
Common Items: Healing Kit
Common/White Healing Kit
On kill proc:
Chance to drop Healing Kit on kill.
Stacking this item increases the chance of a Healing Kit dropping.
The effect of stacking this item goes through a special non-linear calculation.
Common Items: Welder
Common/White Welder
Passive proc:
All nearby teammates gain +50% damage and +50% resistance during hack.
Stacking this item increases the range of its effect.
Stacks linearly.
Common Items: Flares
Common/White Flares
On hit proc:
Chance to ignite enemy on hit.
Stacking this item increases the chance of ignition.
Stacks linearly.
Common Items: Trip Mines
Common/White Trip Mines
Defense proc:
Explode taken damage once. Recharges when out of danger.
Stacking this item increases the explosion range.
Stacks linearly.

Notes:
The explosion damage is calculated using the taken damage before reduced by any damage resistance from other items.
Common Items: Heavy Armor
Common/White Heavy Armor
Passive proc:
+10% resistance.
Every stack increases another 10% resistance.
Stacks linearly.
Common Items: Damage Amplifier
Common/White Damage Amplifier
On hit proc:
Increased damage against enemies above 90% health.
Stacking this item increases the amount damage increased.
Stacks linearly.
Common Items: Hornet Barrage
Common/White Hornet Barrage
Special proc:
Using a button for the first time fires rockets.
Stacking this item increases the number of rockets that fires.
Stacks linearly.

Notes:
Buttons used by other players will prevent the proc from triggering. The item holder must be the first player using the button in order to proc this item.
Common Items: Freeze Grenades
Common/White Freeze Grenades
On hit proc:
Chance to freeze enemy on hit.
Stacking this item increases the chance of freezing.
Stacks hyperbolically.
Common Items: Adrenaline
Common/White Adrenaline
Defense proc:
Upon taking damage, heal 2 seconds after not being hit.
Stacking this item increases the amount of healing.
Stacks linearly.
Common Items: Tesla Sentry Coil
Common/White Tesla Sentry Coil
On hit proc:
Chance to stun enemy on hit.
Stacking this item increases the chance of stun.
Stacks linearly.
Common Items: Electric Armor
Common/White Electric Armor
Defense proc:
Resist damage once. Recharges when out of danger.
Stacking this item increases the resistance.
Stacks linearly.
Common Items: Incendiary Mines
Common/White Incendiary Mines (Officers Only)
On kill proc:
Killed enemies ignite nearby enemies.
Stacking this item increases the range of the ignition.
Stacks linearly.
Common Items: Power Fist
Common/White Power Fist
On hit proc:
Increased damage in close range.
Stacking this item increases the amount of damage increased.
Stacks linearly.

Notes:
No matter what attack it is, as long as the target is within close range of the item holder, it will proc.
Common Items: Hand Grenades
Common/White Hand Grenades
On hit proc:
Chance to spawn a grenade on hit.
Stacking this item increases the chance of spawning a grenade.
Stacks linearly.
Common Items: Nightvision Goggles
Common/White Nightvision Goggles
On hit proc:
+10% CRIT chance.
Every stack increases another 10% CRIT chance.
Stacks linearly.
Common Items: Smart Bomb
Common/White Smart Bomb
Special proc:
On stage start, equipments start with extra charges.
Stacking this item increases the number of extra charges.
Stacks linearly.
Common Items: Gas Grenades
Common/White Gas Grenades (Medics Only)
Passive proc:
Heal when out of danger.
Stacking this item increases the amount of healing.
Stacks linearly.
Common Items: Blink Pack
Common/White Blink Pack
Defense proc:
Upon being hit, chance to nullify taken damage.
Stacking this item increases the chance of nullifying the damage.
Stacks hyperbolically.

Notes:
This is the only item that cannot have its random chance rerolled by the Legendary Blink Pack.
Other defense procs can still use the taken damage when the damage is nullified.
Common Items: Assault Jets
Common/White Assault Jets
On hit proc:
Increased damage against large aliens.
Stacking this item increases the amount of damage increased.
Stacks linearly.
Uncommon Items: Healing Kit
Uncommon/Green Healing Kit
On hit proc:
+5% CRIT chance on only the first stack.
Heal on critical hit.
Stacking this item increases the amount of healing.
Stacks linearly.
Uncommon Items: Welder
Uncommon/Green Welder
On kill proc:
Chance to drop bullet sentry on kill.
Stacking this item increases the chance of a sentry dropping.
The effect of stacking this item goes through a special non-linear calculation.
Uncommon Items: Flares
Uncommon/Green Flares
On hit proc:
Increased damage against burning enemies.
Stacking this item increases the amount of damage increased.
Stacks linearly.
Uncommon Items: Trip Mines
Uncommon/Green Trip Mines
On hit proc:
Instantly kill elite enemies below a certain amount of health.
Stacking this item increases the health threshold requirement for the instakill.
Stacks hyperbolically.
Uncommon Items: Heavy Armor
Uncommon/Green Heavy Armor
Special on kill proc:
Killing 4 enemies in 1 second provides +50% resistance and +80% damage.
Stacking this item increases the effect duration.
Stacks linearly.
Uncommon Items: Damage Amplifier
Uncommon/Green Damage Amplifier
On hit proc:
+5% CRIT chance on only the first stack.
Critical hits inherit 80% of the damage to target's nearby enemies.
Stacking this item increases the number of enemies that can be affected.
Stacks linearly.
Uncommon Items: Hornet Barrage
Uncommon/Green Hornet Barrage
On hit proc:
10% chance to fire a rocket on hit.
Stacking this item increases the rocket's damage.
Stacks linearly.
Uncommon Items: Freeze Grenades
Uncommon/Green Freeze Grenades
Passive proc:
When infested, freeze all nearby enemies.
Stacking this item increases the range of the effect.
Stacks linearly.
Uncommon Items: Adrenaline
Uncommon/Green Adrenaline
On hit proc:
50% chance to heal on hit.
Stacking this item increases the amount of healing.
Stacks linearly.
Uncommon Items: Tesla Sentry Coil
Uncommon/Green Tesla Sentry Coil
On hit proc:
10% chance on hit to stun all enemies near target.
Stacking this item increases the stun range.
Stacks linearly.
Uncommon Items: Electric Armor
Uncommon/Green Electric Armor
Defense proc:
Deal damage to number of nearby enemies upon being hit.
Stacking this item increases the range and number of enemies that can be affected.
Stacks linearly for both.
Uncommon Items: Incendiary Mines
Uncommon/Green Incendiary Mines (Officers Only)
Defense proc:
Falling below 25% health spawns a high damage incendiary grenade.
Stacking this item reduces the cooldown.
Stacks exponentially.
Uncommon Items: Power Fist
Uncommon/Green Power Fist
Passive proc:
Drain number of nearby enemies' health.
Stacking this item increases the number of enemies that can be affected.
Stacks linearly.
Uncommon Items: Hand Grenades
Uncommon/Green Hand Grenades
On kill proc:
Killed enemies explode.
Stacking this item increases the explosion range and damage.
Stacks linearly for both.
Uncommon Items: Nightvision Goggles
Uncommon/Green Nightvision Goggles
On hit proc:
Dealing damage to enemies that are both stunned and burning marks them for death. Marked enemies receive +50% TOTAL damage.
Stacking this item increases the effect duration.
Stacks linearly.
Uncommon Items: Smart Bomb
Uncommon/Green Smart Bomb
On kill proc:
Chance to drop ammo on kill.
Stacking this item increases the chance of ammo dropping.
The effect of stacking this item goes through a special non-linear calculation.
Uncommon Items: Gas Grenades
Uncommon/Green Gas Grenades (Medics Only)
Passive proc:
Heal all nearby teammates during hack.
Stacking this item increases the amount of healing.
Stacks linearly.
Uncommon Items: Blink Pack
Uncommon/Green Blink Pack
Defense proc:
Falling below 25% health freezes all nearby enemies.
Stacking this item increases the range and reduces the cooldown.
Stacks linearly for range and exponentially for cooldown reduction.
Uncommon Items: Assault Jets
Uncommon/Green Assault Jets
Passive on hit proc:
Increased damage when out of danger.
Stacking this item increases the amount of damage increased.
Stacks linearly.
Legendary Items: Healing Kit
Legendary/Red Healing Kit
Defense proc:
Falling below 25% health heals 75% of maximum health.
Stacking this item reduces the cooldown.
Stacks exponentially.
Legendary Items: Welder
Legendary/Red Welder
On hit proc:
Chance on hit to hook target's nearby enemies.
Stacking this item increases the chance of triggering the hooks and number of enemies that can be affected.
Stacks linearly for both.
Legendary Items: Flares
Legendary/Red Flares
Passive proc:
Ignite and stun all nearby enemies during hack.
Stacking this item increases the range of the effect.
Stacks linearly.
Legendary Items: Trip Mines
Legendary/Red Trip Mines
On hit proc:
Chance to cause large damage within a small area on hit.
Stacking this item increases the damage of the effect.
Stacks linearly.
Legendary Items: Heavy Armor
Legendary/Red Heavy Armor
Special on kill proc:
Elite kills grant +80% resistance and +100% CRIT chance.
Stacking this item increases the duration of the effect.
Stacks linearly.
Legendary Items: Damage Amplifier
Legendary/Red Damage Amplifier
Passive on hit proc:
Increase critical damage by 100%.
Every stack increases another 100% critical damage.
Stacks linearly.
Legendary Items: Hornet Barrage
Legendary/Red Hornet Barrage
On kill proc:
Kills spawn rockets.
Stacking this item increases the rockets' damage.
Stacks linearly.
Legendary Items: Freeze Grenades
Legendary/Red Freeze Grenades
Passive proc:
Nearby frozen enemies take damage.
Stacking this item increases the range of the effect.
Stacks linearly.
Legendary Items: Adrenaline
Legendary/Red Adrenaline
On kill proc:
Chance to drop a healing beacon on kill.
Stacking this item increases the beacon's range.
Stacks linearly.

Notes:
These healing beacons heal 1 hp every 0.1 seconds and instantly cure infestation.
Legendary Items: Tesla Sentry Coil
Legendary/Red Tesla Sentry Coil
Passive proc:
Stun nearby enemies every second.
Stacking this item increases the number of enemies that can be affected.
Stacks linearly.
Legendary Items: Electric Armor
Legendary/Red Electric Armor
Defense proc:
Taking damage activates Electric Armor for 5 seconds.
Stacking this item reduces the cooldown.
Stacks exponentially.
Legendary Items: Incendiary Mines
Legendary/Red Incendiary Mines (Officers Only)
On hit and on kill proc:
+5% CRIT chance on only the first stack.
Burn enemies on critical hit. Burning enemies explode on death.
Stacking this item increases the explosion damage.
Stacks linearly.

Notes:
For the burning enemy to explode, the enemy must have taken damage from the item holder while burning. If the enemy stops burning, the same process must be done again.
Legendary Items: Power Fist
Legendary/Red Power Fist
On hit proc:
All hits explode, dealing 60% TOTAL damage.
Stacking this item increases the explosion range.
Stacks linearly.
Legendary Items: Hand Grenades
Legendary/Red Hand Grenades
Special on kill proc:
Killing 4 enemies in 7 seconds fires a high damage grenade at the nearest enemy.
Stacking this item increases the damage of the grenade.
Stacks linearly.
Legendary Items: Nightvision Goggles
Legendary/Red Nightvision Goggles
On kill proc:
Chance to reanimate killed enemies into ghost allies.
Stacking this item increases the ghosts' lifespan.
Stacks linearly.

Notes:
These ghosts are immune to damage and disappears after a period of time.
They attack by periodically dealing electric damage to the nearest enemy, with the damage depending on their maximum health before death.
Elite enemies will keep their elite status when reanimated into a ghost by this item. Elite ghosts have both increased maximum health and damage before death, so their electric damage will benefit from both.
Legendary Items: Smart Bomb
Legendary/Red Smart Bomb
Special proc:
All item-spawned rockets spawn 2 more times.
Stacking this item will increase affected rockets' TOTAL damage (first stack does not increase damage).
Stacks linearly.
Legendary Items: Gas Grenades
Legendary/Red Gas Grenades (Medics Only)
Passive proc:
Heal every second. Infestations are instantly cured when below 50% health.
Stacking this item increases the amount of healing.
Stacks linearly.
Legendary Items: Blink Pack
Legendary/Red Blink Pack
Special proc:
All random effects are rolled again for a favorable outcome.
Stacking this item increases the number of rerolls.
Stacks linearly.
Legendary Items: Assault Jets
Legendary/Red Assault Jets
On hit proc:
Hitting an enemy permanently increases the damage the enemy takes next time.
Stacking this item increases the amount of bonus damage per hit.
Stacks linearly.

Notes:
Further stacking the permanent bonus damage on hit requires the user to have the item, but dealing the bonus damage itself does not.
Tier 1 Elites
Tier 1 elites have 4 times the health of their normal variation.
Tier 1 elites have 2 times the damage of their normal variation.
Tier 1 elites have 6 times the chance of dropping an item of their normal variation.
Tier 1 Elite Types: Blazing
Blazing elites' attacks can ignite their victims on hit.
Tier 1 Elite Types: Overloading
Overloading elites' attacks can cause AOE damage on hit.

Notes:
The actual hit counts as one hit, and the AOE damage counts as another. This means there are two hits being done at once.
Tier 1 Elite Types: Mending
Mending elites will constantly heal their nearest ally.
Tier 2 Elites
Tier 2 elites have 18 times the health of their normal variation.
Tier 2 elites have 6 times the damage of their normal variation.
Tier 2 elites have 36 times the chance of dropping an item of their normal variation.
Tier 2 Elite Types: Malachite
Malachite elites' attacks will disable their victim's healing. Medical weapons and healing kit can still heal.
Malachite elites cannot spawn before stage 6.
Tier 2 Elite Types: Celestine
Celestine elites cloak nearby allies if they are aliens.
Celestine elites cannot spawn before stage 6.
The Boss
The Boss takes form of a red giant drone. However, although its claws can deal as much damage as a Shieldbug can, clawing is not its main attack.

When a marine is within range, the Boss will periodically summon three consecutive strikes. Each of these strikes will deal a large amount of blast damage two seconds after being summoned, so one must watch where they are standing when they hear the attack's audio cues.
If not hitting anyone, every strike will also summon a random alien, so even if one manages to avoid being hit, the threat is not over.

One must take caution if attempting to attack the Boss within close range, as its claws can deal large amount of damage and its strike summons can easily tear apart anyone standing still for too long.

The Boss is immune to freezing and difficult to be flinched. It is recommended to avoid engaging with the Boss in narrow areas as the Boss's movements are hard to suppress, and the strike summons can easily overwhelm anyone staying within any tight space.

The Boss's health is no exception to difficulty scaling. It is up to the players to make sure they reach the Boss as efficiently as possible, to avoid allowing the Boss to become too powerful to defeat.
Unique One-shot Protection
This challenge includes an unique one-shot protection mechanic where no matter how high of damage you take, it will never exceed 90% of your maximum health.
It will always take at least two hits to kill you if you were above 90% of your maximum health.

However, there is an exception: The Overloading Elites' attack deals damage twice at once. One hit is whatever attack that landed on you, and the other hit comes from the AOE electric damage that comes with their Elite trait. This means that when they possess high enough attack damage, their two-in-one attack can bypass the one-shot protection and kill you in one hit.
6 Comments
ModdedMarionette  [author] 20 Apr, 2024 @ 8:40pm 
Never.
I must break your fingies by making you scroll.
SuperCake 20 Apr, 2024 @ 6:44pm 
Need a version without images of half-screen size
ModdedMarionette  [author] 11 Jun, 2023 @ 2:22am 
Chance is much higher on queen kills though.
ModdedMarionette  [author] 11 Jun, 2023 @ 1:27am 
1% chance for the dropped item to be legendary item, but since having the item to drop in the first place is also a chance thing, the actual percentage is much lower.
Hangry emis 11 Jun, 2023 @ 1:21am 
Whats the drop chance for legendary items?
ModdedMarionette  [author] 10 Jun, 2023 @ 5:43pm 
First.