Artificer Risk of Rain 2

Artificer Base Game Ranged Hard

A high burst damage mage who excels at eliminating large groups and single bosses alike. Artificer's ENV Suit passive lets her hover in the air for positional advantage, and her Charged Nano-Bomb and Flamethrower deal some of the highest single-window damage of any survivor. She has no natural mobility skill and fragile HP - position carefully and burst hard before enemies close the gap.

Base HP
110
+33 / lvl
Damage
12
+2.4 / lvl
Armor
0
fixed
Speed
7
m/s base
Regen
1/s
+0.2 / lvl

Artificer Skills and Abilities

Artificer's damage comes in two modes: burst from Charged Nano-Bomb (up to 2000% with full charge) and sustained from Flamethrower (1700% over 3 seconds). Everything else in her kit supports these two damage windows. Snapfreeze freezes enemies to make Flamethrower safer. Flame Bolts fill gaps between secondary cooldowns.

Passive | ENV Suit

Holding the Jump key causes Artificer to hover in the air. She can sprint while hovering. Hovering provides a significant positional advantage - enemies cannot reach her easily while she rains spells down from above.

TipHover to charge and fire Charged Nano-Bomb or Cast Nano-Spear from a safe height. Use ENV Suit height to make Flamethrower safer - many ground-based enemies cannot reach you while airborne. Be careful of projectile-heavy enemies like Lesser Wisps.
Primary | Flame Bolt

Ignite. Fire a bolt for 280% damage that ignites enemies. Holds up to 4 charges that regenerate over time. The ignite DoT stacks and deals additional damage over time.

DMG
280%
CHARGES
4
TipFlame Bolt's ignite synergizes with Ignition Tank for significantly increased DoT damage. Fire all 4 charges in rapid succession, then switch to your secondary while they regenerate. Using any secondary or special resets the accuracy bloom on bolt fire.
Primary | Plasma Bolt ALT

Fire a bolt for 280% damage that explodes in a small area on impact. Holds up to 4 charges. Better AoE than Flame Bolt but no ignite debuff.

DMG
280%
CHARGES
4
Unlock: Massacre: perform a multikill of 20 enemies as Artificer
TipPlasma Bolt's small explosion helps with grouped enemies and is slightly more forgiving for accuracy. However Flame Bolt's ignite provides debuff synergy and more sustained single-target damage, making it the preferred primary in most situations.
Secondary | Charged Nano-Bomb

Stunning. Charge up an exploding nano-bomb dealing 400% to 2000% damage. Full charge takes 2 seconds at base attack speed. 14m blast radius. Emits lightning sparks at nearby enemies while charging. Stuns on impact.

DMG
400%-2000%
CD
5s
TipYou can sprint while charging - tap sprint immediately after starting to charge to keep moving. Fire at minimum charge against weak enemies to conserve time. Save full charge for elites and bosses. Two charges via Backup Magazine is Artificer's highest single burst window.
Secondary | Cast Nano-Spear ALT

Freezing. Charge up a piercing nano-spear dealing 400% to 1200% damage. Pierces through enemies and freezes them. Frozen enemies below approximately 30% HP are instantly executed by any follow-up damage. Cannot freeze bosses.

DMG
400%-1200%
CD
5s
Unlock: Chunked!: defeat a teleporter boss in a single one-second burst of damage
TipCast Nano-Spear's freeze pairs with Snapfreeze - freeze enemies with Snapfreeze, then follow with a Nano-Spear through the frozen group. Frozen enemies below the execute threshold die to any hit, making Nano-Spear powerful for finishing off weakened elites.
Utility | Snapfreeze

Freezing. Create a barrier of ice crystals in front of you dealing 100% damage and freezing enemies. Enemies below approximately 30% HP are instantly killed when frozen. Cannot freeze bosses.

DMG
100%
CD
12s
TipSnapfreeze is excellent for crowd control in tight corridors. Use it to buy time while Flamethrower cooldown resets. The execute threshold makes it a powerful cleanup tool after Charged Nano-Bomb softens a group.
Special | Flamethrower

Burn all enemies in front of you for 1700% total damage over 3 seconds via two piercing fire beams. Each tick can ignite. Cannot be used while sprinting. Cooldown begins after the animation ends, not at cast.

DMG
1700%
CD
8s
TipCancel Flamethrower early by sprinting or using another skill. This lets you recover mobility faster when threatened. Use it from above via ENV Suit hover - many enemies cannot reach Artificer while she is airborne, removing the close-range risk.
Special | Ion Surge ALT

Stunning. Burst into the sky dealing 800% damage to nearby enemies and launching Artificer upward. Useful primarily as a mobility and repositioning tool rather than a damage tool.

DMG
800%
CD
5s
Unlock: Orbital Bombardment: kill 15 enemies while airborne in a single run
TipIon Surge trades Flamethrower's 1700% damage for mobility and safety. Best used against Mithrix who struggles to hit Artificer while she is high in the air. The lower damage output requires compensating with more secondary usage and better item builds.

How to Unlock Artificer in Risk of Rain 2

Artificer is unlocked by completing the Pause challenge - freeing her from a crystal in the Bazaar Between Time using Lunar Coins. The in-game hint only says "free the survivor suspended in time," making this one of the most cryptic unlocks in the game.

1

Collect 11 Lunar Coins by playing the game. Lunar Coins drop randomly from defeated enemies and persist between runs.

2

On any stage, find and activate a Newt Altar (a blue rocky shrine) by spending 1 Lunar Coin. You will see 'a blue orb has appeared' in chat.

3

Complete the teleporter event normally. A Blue Portal will appear near the teleporter. Enter it instead of taking the standard exit.

4

Inside the Bazaar Between Time, find the Artificer trapped in a crystal to the right of the Newt shopkeeper.

5

Pay 10 Lunar Coins to free her. This completes the Pause challenge and permanently unlocks Artificer.

Unlock Tip

Lunar Coins persist between runs and accumulate over time. You do not need 11 coins in a single run. Play normally across multiple sessions and you will naturally gather enough. Obliterating at the Obelisk at the end of a run grants 5 Lunar Coins at once, which speeds the process significantly.

Alternate Skill Unlocks

Plasma Bolt (Primary ALT)

Massacre: as Artificer, perform a multikill of 20 enemies. Group enemies near a teleporter event or use Artifact of Swarms to double spawns. A fully charged Nano-Bomb on a dense group completes this quickly.

Cast Nano-Spear (Secondary ALT)

Chunked!: defeat a teleporter boss in a single one-second burst. Use Artifact of Command to stack Crowbars, then open with a fully charged Nano-Bomb at full HP. Artifact of Glass dramatically helps.

Ion Surge (Special ALT)

Orbital Bombardment: kill 15 enemies while airborne in a single run. Use ENV Suit to hover and fire Flame Bolts and Nano-Bombs downward. Any enemy killed while you are off the ground counts.

Best Items for Artificer in Risk of Rain 2

Artificer's item priorities center on her secondary skills. Backup Magazine doubles her Nano-Bomb output. Kjaro's and Runald's Bands proc on every secondary cast since both start at 400% minimum. Soldier's Syringe speeds up charge time and increases Flamethrower tick count. Paul's Goat Hoof is mandatory given her total lack of a mobility skill.

Common Backup Magazine

Adds an extra Charged Nano-Bomb or Cast Nano-Spear charge. Firing two Nano-Bombs back to back is Artificer's highest burst window. Two secondary charges also let you proc Kjaro's and Runald's Bands twice per cooldown cycle.

Uncommon Kjaro's Band

Hits above 400% trigger a flame tornado. Every Charged Nano-Bomb (400%-2000%) and Cast Nano-Spear (400%-1200%) exceeds the threshold at minimum charge. Procs on each cast for guaranteed high-damage AoE on top of the spell.

Uncommon Runald's Band

Hits above 400% trigger an ice blast and 80% slow. Pairs directly with Kjaro's Band on every secondary cast. The slow is especially powerful for Artificer since it makes Flamethrower safer to use on slowed targets.

Common Soldier's Syringe

Attack speed decreases Nano-Bomb and Nano-Spear charge time, increases Flamethrower tick count and total damage, and decreases the cooldown per charge on Flame Bolt and Plasma Bolt since the SotS update.

Common Lens-Maker's Glasses

10% crit per stack. Artificer's secondary crits deal double damage on the full charge (up to 4000% on Nano-Bomb at 100% crit). With Flamethrower, a single crit roll at the start makes all ticks critical for the full duration.

Common Paul's Goat Hoof

Artificer has no mobility skill by default. Movement speed is her only way to outrun enemies during Flamethrower's 3-second lockout and between cooldowns. Priority pickup every run.

Uncommon Bandolier

18% chance on kill to drop an ammo pack that resets all cooldowns. Artificer's kills from Nano-Bomb and Flamethrower can trigger Bandolier resets, letting her cycle back to secondary and special faster.

Legendary 57 Leaf Clover

Rerolls proc chances for favorable outcomes. Increases Kjaro's and Runald's Band proc frequency on every secondary cast, and boosts Flamethrower's ignite tick chances on every hit.

How to Play Artificer

Artificer's combat rotation: hover with ENV Suit to gain height, fire Flame Bolts at targets to ignite while secondary recharges, launch a fully-charged Nano-Bomb at elites or groups, use Snapfreeze if enemies close in, then follow with Flamethrower while they are frozen. Repeat. Cooldown management is the core skill - never fire your secondary uncharged against important targets.

Recommended Loadout

Primary: Flame Bolt - the ignite synergies and single-target consistency outperform Plasma Bolt in most situations. Secondary: Charged Nano-Bomb for more reliable AoE and higher max damage than Cast Nano-Spear. Special: Flamethrower - Ion Surge's 800% trades too much damage for the mobility benefit in most runs.

Artificer Tips and Techniques

Snapfreeze into Flamethrower: Freeze enemies with Snapfreeze, then activate Flamethrower immediately. Frozen enemies cannot move into Flamethrower's close range, making the 3-second duration entirely safe. This is Artificer's most important combo for surviving close-range fights.

Sprint-charging Nano-Bomb: Start charging Charged Nano-Bomb, then immediately tap sprint to maintain movement. You can fully charge the bomb while running. This is essential for maintaining mobility without sacrificing secondary damage.

Flamethrower early cancel: Sprint or use any other skill to cancel Flamethrower mid-animation. This lets you recover mobility faster when threatened without waiting the full 3 seconds. You still deal all ticks up to the cancel point.

ENV Suit airtime management: Airtime is a resource. Using it to hover above combat is free positioning advantage, but Lesser Wisps and Brass Contraptions can still hit you while airborne. Descend quickly when flying enemies appear in large numbers.

Frequently Asked Questions

How do you unlock Artificer in Risk of Rain 2?

Collect 11 Lunar Coins across any number of runs. Spend 1 on a Newt Altar to open a Blue Portal after the teleporter event, enter the Bazaar Between Time, and pay 10 Lunar Coins to free Artificer from the crystal to the right of the shopkeeper. Lunar Coins persist between runs so you do not need all 11 in one session.

Is Charged Nano-Bomb or Cast Nano-Spear better?

Charged Nano-Bomb is generally stronger. It deals 400%-2000% versus Cast Nano-Spear's 400%-1200% and has a larger AoE blast radius that hits multiple enemies. Cast Nano-Spear's freezing effect and execute threshold are powerful against elites and can pierce through lines of enemies, making it stronger in specific situations and against Mithrix. For general play, Nano-Bomb wins on damage.

What is Artificer's best build?

Backup Magazine first for double secondary charges, then Kjaro's and Runald's Bands which proc on every secondary cast, then Soldier's Syringe to speed up charge time and Flamethrower ticks, then Lens-Maker's Glasses for crit scaling on charged shots. Paul's Goat Hoof is mandatory early since Artificer has no mobility skill. Bandolier can reset secondary cooldowns off kills.

Is Flamethrower or Ion Surge better?

Flamethrower is stronger for damage output in the vast majority of situations - 1700% versus Ion Surge's 800%, plus Flamethrower stacks Kjaro's and Runald's Band procs across multiple ticks. Ion Surge is worth considering specifically against Mithrix where staying high in the air limits his ability to hit you, or in runs where you find good mobility items and want the repositioning tool.

Can Artificer freeze bosses?

No. Bosses are immune to the freeze effect from both Snapfreeze and Cast Nano-Spear. Snapfreeze deals its 100% damage to bosses but has no freezing effect on them. Cast Nano-Spear damages bosses but does not freeze them. The execute threshold from frozen enemies also does not apply to bosses.

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