Base health, damage, and armor for all 97 monsters and bosses, Mithrix included
Data from build 21587608, updated
Every stat on this page is a level-one baseline. What actually spawns once a run gets moving climbs fast: Risk of Rain 2 runs on a difficulty coefficient that rises the longer you survive and jumps again with every stage cleared, and more players in the lobby push it higher still. A Lemurian that folds in one hit at the two-minute mark can eat a full clip by minute thirty. Read the numbers below as a floor, not a forecast.
Blazing, Overloading, Glacial, Mending, and Gilded are the affixes you meet on a normal run, each one roughly quadrupling health and doubling damage, plus a signature gimmick: Overloading tags its target with a delayed bomb, Glacial slows on hit. Loop back to stage one and Malachite, Celestine, Twisted, and the newer Collective elite start replacing them, hitting harder across the board. Malachite is the one to dread most. Its attacks disable all healing for eight seconds, turning a lategame Loader run into a coin flip.
Every stage runs on Combat Directors that bank spawn credits over time, faster the longer a run drags on and faster still with more players in the lobby. When a director cashes in, it spends every credit at once on a single monster type pulled from that environment’s own pool, so Sundered Grove throws different threats at you than Abandoned Aqueduct ever will. Hit the teleporter and any credits left over roll into whichever director spawns the boss, almost always a Champion-tier monster if the pool can afford one.
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