Risk of Rain Returns - Artificer Final Trial (Judgement)
Tips for default loadout (do watch the video, it may clear some things up):
Flame Chakrams: Benefit of these is that they deal a shitton of damage at their peak. Their range is consistent, so try leading enemies into into the chakrams while shooting them and walking backwards. Easier to use on bigger enemies/bosses, don't underestimate its damage when used well.
Nano Bomb: Useful uncharged and charged. Should only really charge if there's a lot of enemies grouped up. Otherwise, use it uncharged on single targets for its stun. Nano Bomb stuns non elites for like 4 seconds no matter its charge level, so it's very easy to just throw a zero charge bomb at an enemy, then position yourself to shred it with your Flame Chakrams. (see: 1:40 - 1:55) Its long stun also works on some bosses like ancient wisps. You can use it on elites to stun them for a moment, but it's not very reliable.
Ice wall: This ability is a bit misleading since it acts more as a decoy than a wall, so use it as such. Distracting enemies into it means you can use this time to basically use any of your other abilities. If its a few guys are just chilling at it, flame chakrams will be enough. For bigger groups, you may want to use a charged nano bomb or flamethrower if its off cooldown. Sometimes the wall may be destroyed immediately, but don't think of it as a waste because enemies are frozen after breaking it (you can use this time to deal damage), usually a bit more grouped up, and further away from you so you may stall for a flamethrower if needed.
Flamethrower: This is your big gun. While the damage from the flame chakrams is reliable enough for most enemies, some of them are just not worth your time. Here's this one simple trick to kill enemies: jump then use flamethrower. You may think this means you won't be able to hit enemies, but flamethrower has a really deceptive hitbox downwards. Practice this a bit, and after figuring the very easy timing, you can hit those annoying elite lemurians and crabs at the same time while not taking damage from either (see: 0:11 and 11:06 - 11:45). Also, you can cancel flamethrower by using any other ability. Just use a flame chakram and poof you're back on the ground. Shouldn't need to use this too often if you're jump flamethrowing properly, but it is pretty useful at Providence.
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