ChallengerArchetype |
|
---|---|
Prime Perk | Die Hard |
Archetype Trait | Strong Back |
The Challenger is an Archetype in Remnant 2. The Challenger in a way acts as a Spiritual Succesor of the Scrapper in the first game, Remnant: From the Ashes. He thrives in close combat situations and has an increased survivability, making him an ideal Archetype for the tank role while playing in party. By being mostly a close-combat based Class, the Challenger doesn't rely too much on accuracy. This makes Weapons that don't have a high accuracy stat ideal for this class. Franchise beginners, or Souls-like rookies can find the Challenger as the easiest Class to play given its durability and ability to endure damage before going down. Archetypes can be considered the different Classes available in-game. Players' Archetype choice at the beginning of the game is important, but they can change them to another one later on by using another Archetype's item if they so desire.
Close Range, Durable. Hard to Kill
Remnant 2 Challenger Information
The Challenger specializes in close range combat and heightened survivability.
How to unlock Challenger in Remnant 2
To unlock the Challenger Archetype players may select it as their starting class, or craft the Steel Enswell Engram from the Old Metal Tool bought from Reggie
Starting Equipment for Challenger in Remnant 2
The Challenger start the game with the following Equipment:
Armor
Weapons
Remnant 2 Challenger Archetype Item
- The Challenger archetype is activated by slotting the Steel Enswell item.
Remnant 2 Challenger Builds
Challenger Progression in Remnant 2
Remnant 2 Challenger Prime Perk
All Archetypes have one unique Prime Perk, which becomes available once they use an Archetype as the Main Class. Prime Perks can get two upgrades. The first one when they reach level 5, and the second one once they reach level 10.
Die Hard
Prime Perk
Automatically Unlocked
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.
Grants 1 stack of BULWARK while on cooldown.
Upgraded at Level 5
When receiving fatal damage, the Challenger becomes invulnerable for 2.5s and regenerates 75% of Max Health.
Can only happen once every 10 minutes. Resets at Worldstone or on death.
Grants 1 stack of BULWARK while on cooldown.
Upgraded at level 10
When receiving fatal damage, the Challenger becomes invulnerable for 3s and regenerates 100% of Max Health.
Can only happen once every 10 minutes. Resets at Worldstone or on death.
Grants 1 stack of BULWARK while on cooldown.
Remnant 2 Challenger Archetype Perks
Archetype Perks are divided into four different categories: Damage Perks, Team Perks, Utility Perks, and Relic Perks.
Damage Perk
Close Quarters
Damage Perk
Unlocked at level 1
Grants a 3.5% increase to All Damage to enemies within 10m. Damage bonus tapers off until 20m.
Increases with Challenger Level.
Upgrade Unlocked at level 6
Grants a 21% increase to All Damage to enemies within 10m. Damage bonus tapers off until 20m. Critical Chance is increased by up to 10%.
Increases with Challenger Level.
(Level 10: Grants a 35% increase to All Damage to enemies within 10m. Damage bonus tapers off until 20m. Critical Chance is increased by up to 10%.)
Team Perk
Intimidating Presence
Team Perk
Unlocked at level 2
After activating a Challenger Skill, enemies within 15m deal 10% less damage for 15s.
Upgrade unlocked at level 7
After activating a Challenger Skill, enemies within 15m deal 10% less damage for 15s, with an additional 2.5% damage reduction per enemy affected (Max 10%).
Utility Perk
Powerlifter
Utility Perk
Unlocked at level 3
The Stamina Cost increases for each weight bracket is reduced by 50%.
Upgrade unlocked at level 8
Both the Stamina cost increase for each weight bracket and Stamina Regen Delay are reduced by 50%.
Relic Perk
Face of Danger
Relic Perk
Unlocked at level 4
Using a Relic within 10m of an enemy grants 2 stacks of Bulwark for 10s.
Upgrade unlocked at level 9
Using a Relic within 10m of an enemy grants 2 stacks of Bulwark and 10% Increased Damage for 10s.
Challenger Skills in Remnant 2
All Archetypes have three skills at their disposal, but they can only have one equipped at a time. These skills have long cooldowns, making the decision of WHEN to use them a crucial one. Skills can't be upgraded, and have only one level.
War Stomp
Automatically Unlocked
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.
Cooldown: 50s
Juggernaut
Unlocked at level 5
Become nearly unstoppable, gaining 3 Stack of BULWARK, 15% increased Movement, Melee Speed, and Reduced Stamina Cost. Increases Melee damage by 50%. Stagger Level reduced by 1. Lasts 25s.
Cooldown: 60s
Rampage
Unlocked at level 10
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
Remnant 2 Challenger Traits
The Unique Archetype Trait for the Challenger Archetype is Strong Back, and it level ups automatically as the Archetype levels up.
Level | Effect |
---|---|
Level 1 |
-1.5 Dodge Weight Threshold |
Level 2 |
-3 Dodge Weight Threshold |
Level 3 |
-4.5 Dodge Weight Threshold |
Level 4 |
-6 Dodge Weight Threshold |
Level 5 |
-7.5 Dodge Weight Threshold |
Level 6 |
-9 Dodge Weight Threshold |
Level 7 |
-10.5 Dodge Weight Threshold |
Level 8 |
-12 Dodge Weight Threshold |
Level 9 |
-13.5 Dodge Weight Threshold |
Level 10 |
-15 Dodge Weight Threshold |
Remnant 2 Challenger Notes & Trivia
- Other Notes and Trivia for the Challenger go here
- Anonymous
Rampage wording is very bad.
Every 1 Stack of RAGE double the remaining time of rampage effect, up to 10 sec. Berserk effect have a 15 sec duration, on start turn player into 2.5 sec invulnerability animation of going insane, after that grant player infinite ammo on all guns.
cooldown turn on after skill effect is gone.
- Anonymous
- Anonymous
If you are doing no armor runs (for fun or...mods) this is a good choice, esp for bulwark as ghetto armor
- Anonymous
Does berserk also reduce stagger? I’ve noticed I don’t flinch while it’s active.
- Anonymous
ngl i'm a bit disappointed that die hard has a 10 min cool down, it is so strong and encourages passive play. i think you should get 1 chance per life / checkpoint.
- Anonymous
best class to go if your solo, self revive is a great thing to have, the encumbrance decrease allowing for more armor without downside is great since everything will be coming at you alongside the increased damage to enemies that get close
- Anonymous
- Anonymous
I'M THE JUGGERNAUT *****
Movement speed, melee speed, melee damage, 15% DR from 3 Bulwark Stacks, near immunity from stagger, AND Strong Back allows me to wear more armor! If I get knocked down, I GET UP AGAIN. The passives are fantastic for the 2 most basic things you want - Stay Alive and Deal Damage. There is no other primary class for me. I am so glad I chose this off the bat.
- Anonymous
- Anonymous
So far I'm split between Engineer and Medic for secondary archetype, what do you guys think? Other suggestions welcome. Typically play solo but I'll leave lobby to public for the occasional random team.
- Anonymous
Not sure if this is a bug or what but I just noticed a weird interaction with the rampage skill and engineer heavy weapons. The skill itself doesn't usually give any benefit, but if you reach the 10th stack of rampage while your held engineer weapon is overclocked it will refill your entire engineer weapon ammo bar when you end overclock.
- Anonymous
- Anonymous
Please tell me Challenger's Prime Perk resets once you actually die...
I already hated how if I died with the weapon "Ruin", which had a similiar ability as the Challenger's prime perk where if you die it will revive you, but it would not reset if you died. Neither would it reset if I sat down at a check point which made it waste real time and time is important.
Any ability should always reset if you die. Especially an ability like this that otherwise would take 10 mins before it can be used again! No one in their right mind would take Challenger instead of Handler's prime perk. Imagine dying once to a boss and you have to wait 10 real minutes before you can use your ability again.
Why take Challenger then if Handler has a better prime perk that is more effective at reviving you? Handler has 1 min and 30 seconds cooldown before your dog can revive you or your team mates, while Challenger has to wait 10 mins! You can revive yourself with Handler 6 times before Challenger can revive himself again!
The only reason to take Challenger instead of Handler's prime perk is because Challenger doesn't rely on a dog whom can die while trying to revive you or your team mate. Challenger is more of a tank and combined with archetype perks he can be damn hard to kill. Also he is good at close quarters, but that doesn't affect his' prime perk.
Anyways, the whole point of this comment is to have hopes that any of the developers see this and make it so if you die as a challenger the prime perk resets. If the prime perk do reset once you die, then Challenger will be a really good class for me personally. If anyone already knows if it does reset once you die, please tell me : )
I really think juggernaut should cause threat when you use it. Like the handler giving you 10, 15, 20% increased threat while active.
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