Shadow

Prime Perk

shadow perk remnant2 wiki guide 250px
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
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
Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal +15% additional damage to enemies not targeting Invader.

Shadow is a Perk in Remnant 2. The Shadow perk is enhances the Invader's offensive capabilities. When the Invader casts an Invader Skill, it creates a Decoy that distracts enemies for 3 seconds, drawing their fire away from the player. Additionally, the Invader gains a bonus of +5% additional damage against enemies not targeting them. As the Invader progresses and reaches level 5 and level 10, the bonus damage increases to +10% and +15%, respectively. This perk is highly effective for maximizing damage output and survivability during engagements, allowing the Invader to efficiently dispatch enemies while evading their attacks.. Perks are passive effects that players can add to their Archetypes as they level up, boosting their effectiveness while on the battlefield. Each Perk is locked behind a specific Archetype and is split into 5 different groups depending on their function: Prime, Damage, Team, Utility, and Relic.

 

Remnant 2 Shadow Perk Information

  • Shadow is a Invader Perk
  • Shadow can be unlocked at level 0 and can be upgraded at level 1 and 10
  • Archetypes have 1 Perk per Perk type, and they will always unlock them in the same order (Prime, Damage, Team, Utility, and Relic) as you reach level 5. From level 6 to 10, your Perks will receive an upgrade, following that same order.
  • Prime Perks are the only perks that have 2 upgrades. They become available at level 0, and are upgraded at level 5 and 10.

  

Remnant 2 Shadow Perk Effect 

Shadow Perk Effect:

  • 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

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

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

 

Remnant 2 Shadow Builds

The following Builds use Shadow:

__builds__

 

Remnant 2 Shadow Notes & Trivia

  • Other Notes and Trivia for the Shadow go here

 

All Perks in Remnant 2
Amplify  ♦  Backbone  ♦  Benefactor  ♦  Benevolence  ♦  Best Friend  ♦  Bonded  ♦  Circumvent  ♦  Close Quarters  ♦  Communion  ♦  Dark Blood  ♦  Dead to Rights  ♦  Deadeye  ♦  Die Hard  ♦  Dominator  ♦  Entranced  ♦  Experimentalist  ♦  Face of Danger  ♦  Gold To Lead  ♦  Heavy Mobility  ♦  High Tech  ♦  Incite  ♦  Intimidating Presence  ♦  Intuition  ♦  Invigorated  ♦  Liquid Courage  ♦  Loaded  ♦  Loophole  ♦  Lucky  ♦  Magnetic Field  ♦  Metal Detector  ♦  Metalworker  ♦  Mind and Body  ♦  Outrage  ♦  Override  ♦  Pack Hunter  ♦  Panacea  ♦  Posse Up  ♦  Power Creep  ♦  Power Leak  ♦  Powerlifter  ♦  Prospector  ♦  Purge  ♦  Quick Hands  ♦  Regenerator  ♦  Residue  ♦  Return to Sender  ♦  Ruthless  ♦  Scavenger  ♦  Self Discovery  ♦  SHARK  ♦  Sleight of Hand  ♦  Soothsayer  ♦  Spirit of the Wolf  ♦  Spirit Within  ♦  Spirited  ♦  Surplus  ♦  Swift Shot  ♦  Teamwork  ♦  Tempest  ♦  Terrify  ♦  Urgency  ♦  Vile  ♦  Visionary  ♦  Wrath



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    • Anonymous

      From what I understand you have to time this just as a boss is attacking and then attack it before it recovers from its attack for it to count against said boss as drawing its fire.

      • Anonymous

        Without it:

        Void Cloak will spawn decoys on every auto-evade but not when activating the skill (turning it on).

        Wormhole will not spawn decoys at all.

        Reboot will not spawn a decoy when activating it.

        With:

        Void Cloak now spawns a decoy upon activating it.

        Wormhole will spawn one each cast. Remember that you can cast Wormhole 2 times (4 if using Hyperconductor amulet)

        Reboot will now spawn one upon activating it.

        Conclusion: this is what I would call a “recessive” archetype, meaning the prime perk is neat/useful but not necessary. The Invader is an aggression oriented arch but when paired with pretty much all other aggressive classes (Hunter, Gunslinger, Challenger), their prime perks are going to be more useful. Spawning a decoy with each cast of Wormhole sounds good but Wormhole is… deceptively weak. It seems like it was meant to make melee viable. I think the only viable melee focused builds all involve World’s Edge. Think of Wormhole as ammunition; you have 2-4 shots and no way to quickly reload.

        • Anonymous

          I'd call this the worst Prime Perk in the game UNLESS you're using Wormhole or you're in co-op, in which case it's quite good.

          If only we had Aggressor's Bane from Remnant 1. Being a Tank/Invader duo where the Tank draws all Aggro so Invader can deal 15% more damage would be amazing.

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