Hermit Crab

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Hermit Crab
Hermit Crab - Logbook Model.jpg
Health 100 (+30 per level)
Health Regen 0.6/s (+0.12 per level)
Damage 12 (+2.4 per level)
Speed 10 m/s

The Hermit Crab is a ground-based monster in Risk of Rain 2 that looks and serves as a mortar.

The challenge The Demons And The Crabs requires the player to chase 20 Hermit Crabs off the edge of the map.

Environments

  • Abyssal Depths.png Abyssal DepthsAbyssal Depths.pngAbyssal Depths (Stage 4)
    Tectonic Relics
    You dream of fire.

    A hellfire-forged zone of blazing heat, the Abyssal Depths are believed to be a continuation and adaptation of the Magma Barracks from Risk of Rain.
  • After Looping:
    • Titanic Plains.png Titanic PlainsTitanic Plains.pngTitanic Plains (Stage 1)
      Ground Zero
      You dream of rolling hills.

      Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland.

Unlike other monsters, the Hermit Crab will not spawn at all if the DissonanceArtifact of Dissonance is enabled.

Skill & Behavior

Hermit Crabs initially spawn a distance away from the player(s), so that they are not easily taken care of when spawned in.

Any single instance of damage that deals more than 50% of the Hermit Crab's total health will stun it and interrupt its attacks or movement.

Primary: Bury + Mortar Volley

This skill has two modes depending on whether the Hermit Crab is on the move or burrowed. If it is on the move, it will burrow within 1 second (scales with attack speed). While burrowed, it can fire a mortar which takes 1 second to execute (scales with attack speed). Then the mortar will go on cooldown for 3 seconds, after which it can be fired again. If the Hermit Crab moves while burrowed, it will unburrow over 1.3 seconds (scales with attack speed).

The mortar deals 400% damage with a proc coefficient of 0.5 in a radius of 7m with linear falloff. The mortar's trajectory is adjusted so that it will land 4 seconds after being fired, but it cannot be made to land closer than 25 meters away.

The skill has a cooldown of 3 seconds, which is only activated when the Hermit Crab first burrows in. However, the mortar cannot be fired while the skill is on cooldown. Therefore, after burrowing the first mortar can be fired after 3 seconds, while every following shot after 4 seconds.

Behaviors

  1. Unburrow and flee: the Hermit Crab must be within 20m from its target. This behavior lasts for 3 seconds. If it is already unburrowed, it will simply run away. If it is burrowed, it will run away for seconds. It will also ignore the node graph, so it will flee directly away from the enemy. It is this behavior that causes Hermit Crabs to jump off from cliffs on Titanic Plains.png Titanic PlainsTitanic Plains.pngTitanic Plains (Stage 1)
    Ground Zero
    You dream of rolling hills.

    Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland.
    , as without ignoring the node graph they would not go off the stage.
  2. Use primary (mortar): the Hermit Crab must be within 20-120m from its target. The primary is not necessary to be off cooldown, which means this will be the Crab's primary behavior while burrowed in and waiting for the mortar to come off cooldown. This behavior also does not require to have line of sight to the target, as the Hermit Crab always knows its target's position.
  3. Use primary (burrow): the Hermit Crab must be within 20-120m from its target and have line of sight. This ensure that sieging its enemy will be successful. However, it does not take into account obstacles for actually firing mortars from that spot, such as the ceiling in the cave on Abyssal Depths.png Abyssal DepthsAbyssal Depths.pngAbyssal Depths (Stage 4)
    Tectonic Relics
    You dream of fire.

    A hellfire-forged zone of blazing heat, the Abyssal Depths are believed to be a continuation and adaptation of the Magma Barracks from Risk of Rain.
    .
  4. Chase: no requirements.

Tips

  • Try to make a point of taking out Hermit Crabs whenever noticed, either directly or indicated by the mortar. A single one on its own is not particularly dangerous, but they can quickly become a problem if too many are left untouched.
  • Due to the long delay between firing and landing as well as not predicting their shots, Hermit crabs will rarely if ever hit a target that is constantly moving. Take care not to back up into yourself if they are around however.

Notes

  • Oddly, Hermit Crabs are the only enemy in the game that cannot spawn in DissonanceArtifact of Dissonance, Void Fields.png Void FieldsVoid Fields.pngVoid Fields (Hidden Realm)
    Cosmic Prison
    Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health.
    or Simulacrum that is not a Lunar Chimera (Exploder).png Lunar Chimera (Exploder).pngLunar Chimera (Exploder)
    Zenith DesignsHP: 180 (+54 per level)
    Damage: 11 (+2.2 per level)
    Class: Ranged / Self-Destruct
    Speed: 8 m/s
    Armor: 0
    Lunar Chimera (Golem).png Lunar Chimera (Golem).pngLunar Chimera (Golem)
    Zenith DesignsHP: 1615 (+485 per level)
    Damage: 35 (+7 per level)
    Class: Ranged
    Speed: 8 m/s
    Armor: 0
    Lunar Chimera (Wisp).png Lunar Chimera (Wisp).pngLunar Chimera (Wisp)
    Zenith DesignsHP: 850 (+255 per level)
    Damage: 15 (+3 per level)
    Class: Ranged
    Speed: 18 m/s
    Armor: 0
    Lunar or Void Barnacle.png Void Barnacle.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Void Barnacle
    HP: 225 (+68 per level)
    Damage: 6 (+1.2 per level)
    Class: Ranged
    Speed: 0 m/s
    Armor: 0
    Void Devastator.png Void Devastator.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Void Devastator
    Destroyer of WorldsHP: 2800 (+840 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 8 m/s
    Armor: 20
    Void Jailer.png Void Jailer.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Void Jailer
    HP: 2200 (+660 per level)
    Damage: 14 (+2.8 per level)
    Class: Ranged / Self-Destruct
    Speed: 7 m/s
    Armor: 0
    Void Reaver.png Void Reaver.pngVoid Reaver
    HP: 1900 (+570 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 6 m/s
    Armor: 0
    Void enemy, or a special boss.
    • The reason for this is likely that their lack of aggression would make them frustrating to fight within Void Fields.png Void FieldsVoid Fields.pngVoid Fields (Hidden Realm)
      Cosmic Prison
      Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health.
      , as they would bombard the player from near the edge of the radius. The other two scenarios seem to simply copy or otherwise utilise the same spawning list of monsters, resulting in Hermit Crabs being excluded in all three.

Lore

$ Transcribing image... done.
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Complete!

This is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.

---------------------

We suddenly came under fire when Tharson was smacked in the head by a glob of mucus and debris – Tharson is OK from this encounter. Tracing the trajectory, we followed the projectiles’ path to its source, a large crustacean-like creature.

I will describe its properties below. I have assigned its common name as “Forhamian Hermit Crab.”

* The Crab disguises itself as a stalagmite – careful observation can reveal the Crab’s true identity.

* The Crabs dislike up-close contact with prey, fleeing upon approach. It attacks from exclusively long-range by expelling balls of mucus and body waste with incredible force.

* The Crabs don’t seem to have eyes – often stumbling around and bumping into walls. How they can locate targets from a long-range with decent accuracy is currently unknown.

* The Crabs seem to have “favorite shells.” I observed several specimens clearly too large for their shells, only ditching their shells once they are damaged and forced to find a new one. Some Crabs also seem to have favorite materials that they prefer.

Version History

Anniversary Update
  • Major Content
    • Added New Lore Entry: Hermit Crab
  • Gameplay Changes
    • Base Damage: 4 (+0.8 per level) ⇒ 12 (+2.4 per level)
    • Mortar Projectile Count: 3 ⇒ 1
    • Mortar Projectile now has more visible trail
      Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
Early Access Scorched Acres Content Update
  • Bug Fixes
    • Clear idle animation for Hermit Crabs after they die
Early Access Patch (Build ID No.3731106)
  • Gameplay Changes
    • [Community Suggestion] Reduce proc coefficient of mortar attack from 3 to 0.5.
      • *This primarily affects the duration of burning effects.
    • [Community Suggestion] Reduce base health from 150 to 100.