What this page measures instead of ranking
Search for a Risk of Rain 2 tier list and you will find a dozen that disagree with each other, usually without saying which difficulty, team size or patch they were written for. That is not because their authors are careless — it is because a ranking compresses a judgement into one letter and throws the reasoning away.
This page takes the opposite approach. Rather than handing you a grade, it publishes the mechanical inputs a grade would have to be built from: how many skills a kit carries, how many slots offer a choice, how reliably the primary triggers on-hit items, and how the cooldowns are spread. You can sort the table, apply your own criteria, and reach a conclusion that actually fits how you play.
Measurable axes
- Flexible slots
- Slots where the kit offers a genuine choice rather than one fixed skill. More flexibility means the character can be re-shaped to suit a run instead of being locked into a single plan.
- Primary proc
- The on-hit trigger strength of the skill you press most often. A kit with a full-strength primary turns proc items into damage every second of the fight.
- Fastest cooldown
- The shortest cooldown in the kit, which sets how often the character can answer a problem rather than absorb one. A short cooldown on a utility skill usually matters more than a short one on a damage skill.
- Skill count
- How many skills the kit contains once alternates are counted. It is a rough measure of how much there is to learn before the character stops surprising you.
Every survivor, sortable
Sort by any column to see the spread. Rows with no published values say so rather than showing a zero that would read as a measurement.
Showing 20 of 20 survivors · sorted by survivor, ascending
| AcolyteHallowed Concepts | 4 | 0 | 0 | not listed | not listed |
|---|---|---|---|---|---|
| AcridBase game | 8 | 3 | 3 | 1.0 | 2s |
| ArtificerBase game | 8 | 3 | 3 | 1.0 | 1.3s |
| BanditBase game | 8 | 3 | 3 | 0.5 | 0.3s |
| CaptainBase game | 10 | 5 | 2 | 0.8 | 6s |
| CHEFSeekers of the Storm | 13 | 8 | 4 | 0.5 | 3s |
| CommandoBase game | 7 | 3 | 3 | 1.0 | 3s |
| DrifterAlloyed Collective | — | — | — | not listed | not listed |
| EnforcerHallowed Concepts | 3 | 0 | 0 | not listed | not listed |
| EngineerBase game | 7 | 3 | 3 | 1.0 | 2.5s |
| False SonSeekers of the Storm | 9 | 4 | 4 | 1.0 | 4s |
| HuntressBase game | 7 | 3 | 3 | 1.0 | 2s |
| LoaderBase game | 8 | 3 | 3 | 1.0 | 5s |
| MercenaryBase game | 8 | 3 | 3 | 1.0 | 2.5s |
| MUL-TBase game | 8 | 4 | 2 | 0.6 | 0.5s |
| OperatorAlloyed Collective | 9 | 3 | 2 | not listed | not listed |
| RailgunnerSurvivors of the Void | 13 | 8 | 4 | 1.0 | 6s |
| REXBase game | 8 | 3 | 3 | 0.5 | 0.5s |
| SeekerSeekers of the Storm | 8 | 3 | 3 | 1.0 | 7s |
| Void FiendSurvivors of the Void | 9 | 4 | 4 | 1.0 | 4s |
Who leads each axis
- Highest coefficient in the kit. 16 of the 19 kits with published values reach a proc coefficient of 1.0 or better somewhere in their loadout, which is most of the roster — the interesting difference is where that coefficient sits, not whether it exists.
- Most alternates. Railgunner carries 8 alternate skills, the widest set of swaps on the roster, spread across 4 different slots.
- Largest kit. Railgunner has the most skills in the table at 13, which is a fair proxy for how much there is to internalise before the character feels automatic.
- Shortest cooldown. Bandit has the quickest cooldown on the roster at 0.3s, so its kit can be re-used more often than any other within a single fight.
- The other end of the scale. 3 of the kits either have no published primary coefficient or a primary that never triggers on-hit items. Those characters do their work through burst windows and positioning rather than through item procs, and builds built around proc items will feel weaker on them for reasons that have nothing to do with strength.
Picking for a situation
A published tier list answers “who is best” and hides the criteria behind the answer. The same measurements answer narrower questions honestly, if the rule is stated first. Each card below is a sort of the table above under one rule, showing the three kits that come out on top — not a verdict on which survivor is stronger.
A complete kit with the least unlocking
Sorted by how many of the kit’s skills are alternates gated behind challenges, then by kit size.
A small alternate count means less to chase, not an easier character to play. Nothing here measures how forgiving a kit is under pressure.
Damage that does not depend on item luck
Sorted by the primary attack’s proc coefficient, so on-hit items fire from the button you press most.
A high coefficient makes proc items better on that character; it says nothing about the damage the skills themselves deal.
The fastest skill rotation
Sorted by the shortest published cooldown anywhere in the kit.
A short cooldown means more buttons per minute, which rewards tracking and punishes panic. It is not a survivability measure.
The most loadout choice
Sorted by how many slots have more than one published option.
- 1Railgunner4 slots with alternates
- 2CHEF4 slots with alternates
- 3Void Fiend4 slots with alternates
More choices suit players who want to tune a kit to a build. They do not make any single configuration stronger.
The caveats are part of the answer rather than a disclaimer bolted onto it. Every scenario is derived from the columns in the sortable table, and none of those columns measures survivability, mobility or damage output. Where a question needs one of those, this page says so instead of filling the gap with an opinion.
The limits of measurement
None of these numbers capture damage output, survivability, mobility or how forgiving a kit is to play badly. A character can lead every column in the table and still be the wrong pick for a lobby, because the columns measure the shape of a kit rather than its results.
The honest position is that ranking survivors requires playtesting across difficulties and team sizes, and those results move when a patch lands. This page gives you the part that does not move, and leaves the judgement to whoever is actually holding the controller.
Reading someone else's tier list
A published list is still useful if you check four things before trusting it. Does it name the patch it was written for? Does it separate solo play from team play? Does it state the difficulty it assumes? And does it explain at least one placement well enough that you could disagree with the reasoning rather than just the conclusion? A list that answers all four is worth reading even when you end up placing a character differently.
The lists worth ignoring are the ones that shuffle the roster every few months without ever naming a patch, or that describe the same character as top tier in one article and mid tier in another on the same site.
A published list, and its own caveat

EchoTM
A published 2026 tier list whose own author opens by questioning the format
- Opens by stating that tier lists are inherently flawed, especially in a game where no two runs are exactly alike.
- Covers the Alloyed Collective characters and the newest items alongside the base roster.
- Timestamps every survivor individually, so each placement can be checked against its reasoning rather than taken as a block.
- Treats the roster as a base-game cohort plus one cohort per expansion, the same split this site uses.
Frequently asked
- What is the best survivor in Risk of Rain 2?
- Survivor performance is dictated by difficulty scaling, lobby size, and item synergy rather than a single universal pick. Analyzed across patch 1.21 mechanics, kit viability is governed by measurable attributes: high-proc primary skills (like Commando and Huntress at 1.0) scale on-hit items reliably, while burst specialists (like Railgunner and Loader) excel in rapid boss elimination. While rankings vary across team compositions, you can use the cooldown and proc coefficient tables below to evaluate which kit fits your intended build.
- How are survivors ranked without subjective letter grades?
- Survivors are evaluated using objective in-game metrics—proc coefficients, cooldown pacing, and kit accessibility—rather than arbitrary subjective letter tiers. Verified across patch 1.21 mechanics, letter grades collapse under varying difficulties (such as Monsoon solo versus 4-player Rainstorm) where a survivor’s viability shifts entirely based on team composition. While subjective tier labels cannot capture run-specific contexts, you can consult the loadout scenarios and coefficient tables below to match each kit to your team’s specific artifact and item strategy.
- What is a proc coefficient?
- It is the multiplier applied to on-hit item effects when a skill deals damage. A coefficient of 1.0 triggers those items at full strength, 0.5 at half, and 0.0 means the skill will not trigger them at all.
- Does a high proc coefficient make a survivor strong?
- It makes a survivor strong with a specific kind of build. Proc-heavy items reward kits with dependable, high-coefficient damage; kits that lean on burst windows or on skills with a zero coefficient get far less from the same items.
- Which survivor should a beginner pick?
- Commando and Huntress are the most dependable starting choices due to their full baseline availability and consistent 1.0 primary proc coefficients. Confirmed across base game mechanics and patch 1.21 balance passes, neither survivor requires prerequisite unlock chains, and their attacks reliably trigger on-hit healing and damage items even with early incomplete builds. While playstyles diverge as alternate skills unlock, beginners can consult the scenario rankings below to match kit forgivingness to their run goals.
- How current is this data?
- Slots, cooldowns and proc coefficients are compiled per patch and carry a verification date. Values that shift in a balance pass are the most fragile claims on the site, and they are the ones most likely to need a refresh.
Individual loadouts, including alternates and unlock conditions, live on the survivor profiles.