Dossier Summary
Skill loadout
13 AbilitiesEvery skill Railgunner can equip, with the slot it occupies, its cooldown and its proc coefficient. Skills listed as alternates replace the default for that slot and are unlocked through the challenges underneath.
| Skill | Slot | Cooldown | Proc | Availability |
|---|---|---|---|---|
| XQR Smart Round SystemFires four times a second at base attack speed, homes in on enemies you are not looking at, and produces enough recoil to spoil certain item effects. | Primary | — | 1.0 | Default |
| M99The scoped shot, available only while scoped and while the reload bar is inactive. | Primary | — | 1.0 | Alternate |
| Active ReloadA perfect reload raises the next shot's damage and lets Railgunner fire again sooner. Missing the window locks her out until the bar finishes crossing, which takes two seconds at base attack speed, and attack speed widens the perfect zone. | Primary | — | N/A | Alternate |
| HH44Fires twice a second, needs no reload between shots, and fires automatically while the key is held, so it can shoot almost the instant the scope comes up. | Primary | — | 1.0 | Alternate |
| Supercharged RailgunCarries a 3.0 proc coefficient, and hitting a weak point adds 50% base damage before multipliers apply. The window to take the shot lasts about three seconds. | Primary | — | 3.0 | Alternate |
| Cryocharged RailgunDeals 2,000% damage rather than the 350% its description states. An enemy brought to its execution threshold by the shot needs a second shot to be executed, and Railgunner can fire again immediately without reloading. | Primary | — | 1.5 | Alternate |
| M99 SniperScoping takes about 0.116 seconds, after which the primary becomes M99. Unscoping takes about 0.233 seconds, and the reload indicator does not appear until the scope is fully down. | Secondary | N/A | 1.0 | Default |
| HH44 MarksmanThe alternate scope, which enters in about 0.1 seconds and leaves in half a second. | Secondary | N/A | N/A | Alternate |
| Concussion DeviceA push whose force scales with the target's current velocity, which is why jumping just before it detonates sends you further. It grants no fall-damage immunity, so launching too high hurts. | Utility | 6s | 0.0 | Default |
| Polar Field DeviceA slowing field lasting twelve seconds, matching its cooldown. | Utility | 12s | 0.0 | Alternate |
| SuperchargeCharges for about two seconds, then replaces the primary with the Supercharged Railgun. Taking the shot disables weapons for six seconds rather than the five the description claims, and attack speed shortens both the charge and the lockout. | Special | 15s | N/A | Default |
| CryochargeCharges for about two seconds, then replaces the primary with the Cryocharged Railgun. Unlike Supercharge, skills are not disabled afterwards. | Special | 15s | N/A | Alternate |
| Magnetic AcceleratorRailgunner never rolls random critical strikes. Criticals come from hitting exposed weak points, and critical chance converts into bonus critical damage instead of raising how often criticals happen. | Misc | — | — | Default |
The proc coefficient scales how strongly on-hit item effects trigger from that skill's damage. Reported by players — Compiled from player reports and community guides; confirm in your own run.
Challenges tied to this survivor
- Railgunner: Marksman
- Railgunner: Annihilator
- Railgunner: Trickshot
Reading the loadout
Railgunner carries 13 skills across 5 slots (Primary ×6, Secondary ×2, Utility ×2, Special ×2, Misc). 8 of them are alternates rather than a default pick, which puts a real choice in the Primary, Secondary, Utility, Special slots.
- Cooldown range
- Shortest is 6s on Concussion Device; longest is 15s on Supercharge. That spread sets how often the kit can answer a problem rather than absorb one.
- Proc profile
- Highest proc coefficient is 3.0 on Supercharged Railgun. The primary sits at 1.0. 2 skills carry a coefficient of 0.0, so they do not trigger on-hit item effects at all.
- Unlock work
- 3 challenges are tied to this survivor, listed underneath. Clearing them is what opens the alternates rather than the character itself.
The kit splits into 8 slots built around dealing damage and 4 slots built around repositioning or burst windows. Because the primary sits at a proc coefficient of 1.0, on-hit item effects trigger from your most-used attack rather than from an occasional button. Note that Concussion Device, Polar Field Device carry a coefficient of zero, so damage from those skills will not drive on-hit items at all.
This breakdown is computed from the table above rather than quoted from a guide, so it moves automatically whenever a listed value changes.
Origin and version history
- Railgunner arrived with Survivors of the Void, so the character is selectable whenever that expansion is enabled in character select.
- Hallowed Concepts also shipped a skin for Railgunner, so the most recent cosmetic change and any mechanical change to this character came from the same release.
Origin and patch attribution are taken from the store listings and the developer's own announcement for patch 1.21.