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The Challenger specializes in close range combat and heightened survivability.
Archetype Trait - Strong Back: Reduces Dodge Weight Threshold by (1.5-15).
Prime Perk - Die Hard: When receiving fatal damage, the Challenger becomes invulnerable for 2s and regenerates 50% of Max Health. Can only happen once every 10 minutes. Resets at Worldstone or on death.
Challenger Skills | |
War Stomp | Creates a high impact tremor that deals 150 damage and additional stagger in a forward cone up to 7.5m. Deals damage in all directions at point blank range. |
Juggernaut |
Become nearly unstoppable, gaining 3 Stacks of BULWARK, 15% increased Movement, Melee Speed, and Reduced Stamina Cost. Increases Melee damage by 50%. Stagger Level reduced by 1. Lasts 25s. |
Rampage |
Enters a heightened state of battle which increases Fire Rate by 15%, Reload Speed by 25%, and Movement Speed by 15%. Lasts 10s. Kills and dealing significant damage grant 1 Stack of RAGE which increases Ranged Damage by 2.5% per Stack. Upon reaching 10 Stacks, the Challenger goes BERSERK, which reloads their current firearm and doubles Rampage effects for 15s. Cooldown: 90s |
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The Medic specializes in survivability with enhanced healing and Relic effectiveness.
Archetype Trait - Triage: Increases Healing by (5%-50%)
Prime Perk - Regenerator: After restoring 350 Total Health to allies, regain a spent Relic charge. Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases the healing requirement by 50%.
Medic Skills | |
Wellspring | The Medic channels healing energy into their fist, punching a hole in the ground to create a 3m Healing Spring AOE which restores 10 Health per second and greatly increases Blight Decay Rate. Lasts 15s. |
Healing Shield |
The Medic quickly expels healing energy to SHIELD all allies within 25m for 100% of their Max Health for 10s. While shielded, allies regenerate 20% of their Max Health over the duration. |
Redemption |
The Medic unleashes a 30m shockwave that revives downed allies and restores 50% Max Health over 10s. For each additional 1s holding the SKILL button, the heal gains an additional 50% (up to 200% max) Revived allies will only receive 50% of the healing amount. If revived, allies cannot be revived again by Redemption for another 180s. Resets at Worldstone or on death.
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The Hunter specialises in ranged damage. precision shots, and marking enemies.
Archetype Trait - Longshot: (+60-600) Weapon Range Bonus (cm)
Prime Perk - Dead to Rights: Dealing 65 Base Ranged Weakspot Damage extends the duration of active Hunter Skills by 2.5s. Can extend timer beyond its initial duration.
Hunter Skills | |
Hunter's Mark |
Increases the Hunter's spatial awareness by casting an Aura that automatically applies MARK to all enemies within 35m. While senses are heightened, Hunter also gains 15% increased Ranged and Melee damage. Lasts 25s. Cooldown: 70s |
Hunter's Focus |
Continously Aiming Down Sights uninterrupted and without shooting for 1s causes the Hunter to enter a FOCUSED state. FOCUSED reduces Weapon Spread, Recoil, and Sway by 75% and grants 25% Ranged & Ranged Weaspot Damage, and 10% Ranged Crit Chance. While FOCUSED, Aiming at enemies will automatically apply MARK. |
Hunter's Shroud |
Hunter becomes Shrouded, reducing enemy awareness and making them harder to hit while moving. Attacking or activating a Mod or Skill will instantly exit Shroud. Exiting Shroud applies MARK to all enemies within 10m and grants AMBUSH to the Hunter for 2s. Hunter will automatically Shroud again after 1.15s if no offensive action are performed. Lasts 15s. Coolown: 90s |
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The Handler specialises in teamwork in both solo and cooperative scenarios.
Archetype Trait - Kinship: (8-80%) Damage Reduction
Prime Perk - Bonded: When Handler is downed, Companion will attempt to revive them at 50% Max Health. Can be used to revive allies with Command. Downed ally must have a Relic charge.
Handler Skills | |
Guard Dog |
Companion will follow the Handler and generate 15% incresed Threat while attacking. All damage to them is reduced by 20%.
Cooldown 90s |
Support Dog |
Companion will follow the Handler and continously heal allies within 3.5m for 0.25% of Max Health per second.
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Attack Dog |
Companion will follow the Handler and deal 20% additional damage.
Cooldown: 90s |
These classes can be unlocked through different Engrams found throughout the game:
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The Gunslinger Specializes in raw damage firearm, and ammo conservation.
Archetype Trait - Ammo Reserves: (5%-50%) Ammo Boost
Prime Perk - Loaded: When activating any Gunslinger Skill, both weapons are instantly reloaded, and gain infinite reserve ammo on all weapons for 5s.
Gunslinger Skills | |
Quick Draw |
Pull out your trusty side piece and unload up to 6 Critical Shots from the hip. Each shot deals 35 base damage and double stagger value.
Cooldown: 40s |
Sidewinder |
Calls upon the power of the Desert Sidewinder snake to increase ADS Movement Speed and Draw/Swap Speed by 50%. Cycling weapons will automatically reload incoming Firearms. Lasts 12s. Cooldown: 80s |
Bulletstorm |
Unleashes the full power and speed of the Gunslinger. Increases Fire Rate 20% and Reload Speed 50% of all ranged weapons. Lasts 20s. Single Shot Weapons become fully-automatic. Kills instantly reload the current weapon. Instead of becoming fully-automatic, Bows and Crossbows gain 15% Critical Chance and 50% increased Projectile Speed. Cooldown: 60s
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The Summoner specializes in using Minions to do their bidding and sacrificing them.
Archetype Trait - Regrowth: (1.5/s-15/s) Health Regen
Prime Perk - Ruthless: When the Summoner deals damage to their Minion, it causes them to ENRAGE. Minions gain 30% increased Damage, Attack Speed, and Movement Speed. Lasts 20s
Summoner Skills | |
Minion: Hollow |
Reduces Skill Cooldown by up to 50% based on remaining Health of each Minion Sacrificed. Cooldown 30s |
Minion: Flyer |
Reduces Skill Cooldown by up to 50% based on remaining Health of Minion. Cooldown 45s |
Minion: Reaver |
Reduces Skill Cooldown by up to 50% based on remaining Health of Minion. Cooldown 120s |
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The Alchemist specialises in powerful buffing Vials and consumable potency.
Archetype Trait - Triage: Increases Healing by (5%-50%)
Prime Perk - Regenerator: After restoring 350 Total Health to allies, regain a spent Relic charge. Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases the healing requirement by 50%.
Alchemist Skills | |
Vial: Stone Mist |
Creates a mysterious vapor cloud which lasts 10s and applies STONESKIN. STONESKIN reduces incoming damage by 25%, greatly increases Blight Buildup Decay Rate, reduces Stagger by l, and makes the target immune to Status Effects. Lasts 15s.
Cooldown: 72s |
Vial: Frenzy Dust |
Creates a mysterious vapor cloud which lasts 10s and applies FRENZIED. FRENZlED increases Fire Rate, Reload Speed, and Melee Speed by 20%, and Movement Speed by 15%. Lasts 15s.
Cooldown: 72s |
Vial: Elixir of Life |
Creates a mysterious vapor cloud that lasts 10s and applies LIVING WILL. LIVING WILL grants 5 Health Regeneration per second, and automatically protects against fatal damage while active. Can revive downed players if it heals them to full when downed. Lasts 20s. Revived allies cannot be affected by Living Will for 180s.
Cooldown: 90s |
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The Explorer specializes in finding valuable items and overall team utility
Archetype Trait - Swiftness: (+1%-15%) Movement Speed
Prime Perk - Lucky: Grants a 10% chance to spawn additional items and rarer drops when defeating stronger enemies.
Explorer Skills | |
Plainswalker | Increases movement speed by 20% and reduces Stamina Cost by 80% for all allies. Lasts 30s. Cooldown: 60s |
Gold Digger |
Dig into the ground to spring a fountain which grants a random buff. Fountains last 45s and their buffs last 20s. Fountains can grant either: 10% increased damage, 15% damage reduction, 2 Health Regeneration per second, or HASTE. Cooldown 45s |
Fortune Hunter |
Increases the Explorer's treasure sense to reveal special items within 40m for all allies. Lasts 60s. Cooldown: 90s |
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The Invader specialises in elusiveness and misdirecting the enemy's focus
Archetype Trait - Untouchable: (3%+30%) Invulnerability Window
Prime Perk - Shadow: Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal +5% additional damage to enemies not targeting Invader.
Invader Skills | |
Void Cloak |
Automatically Perfect Dodge incoming direct damage for 60s. Each auto-evade reduces timer by 33% - 100% based on damage absorbed and spawns a Decoy for 3s. Cooldown:75s |
Worm Hole |
Warps the caster forward through space-time. The next Melee or Ranged attack within 5s will deal 300% damage. Holding the Skill button will show the targeting device. If an enemy is directly targeted, the caster will emerge behind them. Cooldown: 35s
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Reboot |
Initiates a Data Backup of the caster's current Health, Stamina, Relic Charges, Ammo, and Negative Status Effects, which are stored for 30s. While the Backup is active, increases Movement Speed by 15% and Damage Reduction by 10%. Reactivating the Skill restores all saved values from the Backup and spawns a Decoy which lasts 3s. Cooldown: 55s
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The Engineer specializes in Heavy Weaponry which can be carried or placed in turret mode.
Archetype Trait - Fortify: (+5%-50%) Armor Effectiveness
Prime Perk - High Tech: Holding the SKILL button will Overclock a Carried or Deployed Heavy Weapon. Overclocking grants infinite Ammo, increased Fire Rate, and a 25% damage increase for 15s. Cooldown: 60s.
Engineer Skills | |
Heavy Weapon: Vulcan |
Heavy weapon ammo is regenerated by 1.25% every second, and heavy weapons can only be deployed if at least 25% ammo is available. |
Heavy Weapon: Flamethrower |
Heavy weapon ammo is regenerated by 1.25% every second, and heavy weapons can only be deployed if at least 25% ammo is available.
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Heavy Weapon: Impact Cannon |
Heavy weapon ammo is regenerated by 1.25% every second, and heavy weapons can only be deployed if at least 25% ammo is available.
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The Archon is the master of Weapon Mods and Mod Power generation
Archetype Trait - Flash Caster: (+5%-50%) Casting Speed
Prime Perk - Tempest: Automatically generate 2 Mod Power per second. Casting a Mod increases all Mod Generation by 50% for 6s.
Archon Skills | |
Reality Rune |
Conjures a 7m protective dome which applies SLOW to any enemy or enemy projectiles. Allies inside gain 25% Damage Reduction. Lasts 15s. Cooldown: 75s |
Chaos Gate |
Conjures a 7m unstable zone which grants allies an increase of 15% to all Damage Dealt, 25% increased Mod Generation, but increases the damage that allies take by 15%. Lasts 20s. Cooldown: 85s
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Havoc Form |
Unleashes the powers of the Labyrinth to empower the caster with new abilities. Lasts 30s. Duration is reduced when Havoc Form special abilities are used.
Cooldown: 120s
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As we bring this Remnant 2 guide to a close, we hope you've gained valuable insights into the dynamic world of classes and archetypes. Armed with a deeper understanding of each character type, their perks, and unique traits, you're now better prepared to make informed choices that suit your playstyle.
We encourage you to dive into the game, experiment with different classes, and discover the strategies that resonate most with you. For more guides and news, check out the rest of our website!
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