Invader

Archetype
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Prime Perk Shadow
Archetype Trait Untouchable

The Invader is an Archetype in Remnant 2. The Invader is a highly specialized character archetype that excels in elusiveness and misdirection on the battlefield. Their unique abilities allow them to deploy decoys, drawing enemy attention away from allies. With enhanced damage, reduced threat generation, and temporary invincibility, they strategically manipulate space-time to gain the upper hand in combat. 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.

 

Evasion, Shadow Decoys

 

Remnant 2 Invader Information

  • The Invader specialises in elusiveness and misdirecting the enemy's focus

 

How to unlock Invader in Remnant 2

To unlock the Invader Archetype players need to craft the following Engram:

To craft it, travel to Root Earth. There is a big open arena area near the small checkpoint at the Corrupted Harbor, the one in which you get an amulet called the Escalation Protocol. As you pick up the Amulet, you will notice a blue particle effect. Swing the Dreamcatcher there, to obtain a consumable called Walker's Dream. Use it to fight Bane, defeat it to receive the Wooden Shiv. Head back to Ward 13 and talk to Wallace to create the Invader archetype engram, the Serrated Root Blade.

 

Starting Equipment for Invader in Remnant 2

The Invader start the game with the following Equipment:

Armor
Weapons

 

Remnant 2 Invader Archetype Item

 

Invader Progression in Remnant 2

 

Remnant 2 Invader 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.

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Shadow

Prime Perk
Automatically Unlocked

Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal +5% additional damage to enemies not targeting Invader.

Upgraded at Level 5

Upgrade: Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal +10% additional damage to enemies not targeting Invader.

Upgraded at level 10

Upgrade: Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal +15% additional damage to enemies not targeting Invader.

 

 

Remnant 2 Invader Archetype Perks

Archetype Perks are divided into four different categories: Damage Perks, Team Perks, Utility Perks, and Relic Perks. 

Damage Perk

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S.H.A.R.K.

Damage Perk
Unlocked at level 1

Sprinting for 1s or Evading adds 1 Stack of Momentum which increases Ranged and Melee damage  by 0.7% for 10s. Max 5 Stacks.

Increases with Invader Level

Upgrade Unlocked at level 6

Upgrade: Sprinting for 1s or Evading adds 1 Stack of Momentum which increases Ranged and Melee damage by 7% and Ranged and Melee Critical Chance by 1% for 10s. Max 5 Stacks.

Damage increases with Invader level.

Team Perk

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Loophole

Team Perk
Unlocked at level 2

All ally Ranged and Melee damage against enemies distracted by the Invader's Decoy grants 5% as Lifesteal.

Upgrade unlocked at level 7

Upgrade: All ally Ranged and Melee damage against enemies distracted by the Invader's Decoy grants 7.5% as Lifesteal.

Utility Perk

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Circumvent

Utility Perk
Unlocked at level 3

Reduce Cost of Evade and Combat Slide by 10%

Upgrade unlocked at level 8

Upgrade: Reduce Cost of Evade and Combat Slide by 15%. Perfect Dodges gain an additional 15% reduction

Relic Perk

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Override

Relic Perk
Unlocked at level 4

Using a Relic reduces Threat Generation by 25% for 10s. While Override is active, the next Evade leaves a Empowered Decoy which lasts 4s.

Upgrade unlocked at level 9

Upgrade: Using a Relic reduces Threat Generation by 25% for 10s. While Override is active, the next Evade leaves a Empowered Decoy which lasts 5.5s.

 

Invader 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.

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Void Cloak

Automatically Unlocked

Automatically Perfect Dodge incoming direct damage for 60s. Each auto-evade reduces timer by 33% - 100% based on damage absorbed and spawns a Decoy for 3s.

Cooldown:75s

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Worm Hole

Unlocked at level 5

Warps the caster forward through space-time. The next Melee or Ranged attack within 5s will deal 300% damage.

Holding the Skill button will show the targeting device. If an enemy is directly targeted, the caster will emerge behind them.  Cooldown: 35s

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Reboot

Unlocked at level 10

Initiates a Data Backup of the caster's current Health, Stamina, Relic Charges, Ammo, and Negative Status Effects, which are stored for 30s.

While the Backup is active, increases Movement Speed by 15% and Damage Reduction by 10%.

Reactivating the Skill restores all saved values from the Backup and spawns a Decoy which lasts 3s.

Cooldown: 55s

 

 

Remnant 2 Invader Traits

The Unique Archetype Trait for the Invader Archetype is Untouchable, and it level ups automatically as the Archetype levels up. 

Level Effect
Level 1
+3% Invulnerability Window
Level 2
+6% Invulnerability Window
Level 3
+9% Invulnerability Window
Level 4
+12% Invulnerability Window
Level 5
+15% Invulnerability Window
Level 6
+18% Invulnerability Window
Level 7
+21% Invulnerability Window
Level 8
+24% Invulnerability Window
Level 9
+26% Invulnerability Window
Level 10
+30% Invulnerability Window
 
untouchable invader archetype trait remnant2 wiki guide 256px

 

Remnant 2 Invader Notes & Trivia

  • Other Notes and Trivia for the Invader go here 

     

All Archetypes in Remnant 2
Alchemist  ♦  Archon  ♦  Challenger  ♦  Engineer  ♦  Explorer  ♦  Gunslinger  ♦  Handler  ♦  Hunter  ♦  Invoker  ♦  Medic  ♦  Ritualist  ♦  Summoner



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    • Anonymous

      I struggle to enjoy this arch or make anything good out of it. Honestly I hate it. I’ve beaten the game on apocalypse and hardcore. Never once was this an arch that filled a particular need. Every time I have an idea for this arch I am over it and disgusted with it within 15 minutes of trying it. I’m not saying this is a bad arch, only that I’ve never been able to make it as good, let alone better, vs my other builds.

      • Anonymous

        lol I meade Hunter/Invaider build for my self with coach shotguns and double barrel. On the end realised that I made same build for my self that I had in Remnant 1 where I also started with hunter and then juse Drifter armor set that gives you exacly the same bonus as S.H.A.R.K. Damage Perk lol olny extra is the Worm Hole skill for me and the rest its the same game play style as before lol even still jusing same starting armor that is copy of the Drifters armor from first game XD build still holding good even on apocalypse difficulty. :)

        • Anonymous

          You have to trigger the prime perk on bosses as they are attacking you so you can take advantage in a split second. This is the ultimate high skill archetype.

          • Anonymous

            This what I would call a recessive archetype. That is, the prime perk is not so good that you simply HAVE to use it. Maybe if the decoys lasted longer, counted as summons, or attacked in some way THEN this would be much better archetype in general.

            • Anonymous

              This is one of the BEST archetypes in the game to pair with Challenger for close range shenanigans. Depending on your build you will have to decide which will be primary obviously. For instance, if you are focusing on leech I'd use Invader as primary.

              • Anonymous

                So that "big open area near the checkpoint at Corrupted Harbor" is actually past the horde-encounter fog-gate a little further ahead. Just turn right from where you first enter the arena.

                • Anonymous

                  ngl, the shark passive is just plain bad, most other archetypes have a similar damage bonus without needing to build up stacks and with some being less limited in what damage is boosted

                  • Anonymous

                    Part of me thought this was going to be a class where you invade other people's worlds.

                    Idk why I thought PvP was in the game but the title is misleading.

                    • Anonymous

                      In case anyone has trouble finding the right area; its through an unmarked doorway inside the engine arena encounter (the one you get the Wayfarer trait from). The path should lead up to a big open area with the petrified/sleeping walker in the middle for you to interact with. Note there will be enemies and an elite spawn when you go near it.

                      • A couple of notes: First, if you die while fighting bane, you have to get another Walker's Dream, so it's best to just use it right where you get it. Second, once you kill bane, you can quit to the main menu and load back in to return to the normal world.

                        • Anonymous

                          Just wanted to add this. If someone has the DreamWalker melee weapon, they can start the boss fight for people who do not have the weapon.

                          • 1 super strong class. it helped me get through hardcore mode.. but really note it requires a very high level of skill and is not really useful in the basic levels as we can withstand the attack but can't die at all

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