How to Beat Risk of Rain Challenge in Alien Swarm: Reactive Drop

I was right to plan on making this because it was highly-demanded by many who played the challenge. If ever needed, there will be more content added onto this page. This wiki page currently provides information on:

  • All items.
  • All elite types.

Common Items: Healing Kit

Common/White Healing Kit

On kill proc:

Chance to drop Healing Kit on kill.

Stacking this item increases the chance of a Healing Kit dropping.

The effect of stacking this item goes through a special non-linear calculation.

Common Items: Welder

Common/White Welder

Passive proc:

All nearby teammates gain +50% damage and +50% resistance during hack.

Stacking this item increases the range of its effect.

Stacks linearly.

Common Items: Flares

Common/White Flares

On hit proc:

Chance to ignite enemy on hit.

Stacking this item increases the chance of ignition.

Stacks linearly.

Common Items: Trip Mines

Common/White Trip Mines

Defense proc:

Explode taken damage once.

Recharges after not taking damage for 7 seconds.

Stacking this item increases the explosion range.

Stacks linearly.

Common Items: Heavy Armor

Common/White Heavy Armor

Passive proc:

+10% resistance.

Every stack increases another 10% resistance.

Stacks linearly.

Common Items: Damage Amplifier

Common/White Damage Amplifier

On hit proc:

Increased damage against enemies above 90% health.

Stacking this item increases the amount damage increased.

Stacks linearly.

Common Items: Hornet Barrage

Common/White Hornet Barrage

Special proc:

Using a button for the first time fires rockets.

Stacking this item increases the number of rockets that fires.

Stacks linearly.

Notes:

Buttons used by other players will prevent the proc from triggering. The item holder must be the first player using the button in order to proc this item.

Common Items: Freeze Grenades

Common/White Freeze Grenades

On hit proc:

Chance to freeze enemy on hit.

Stacking this item increases the chance of freezing.

Stacks hyperbolically.

Common Items: Adrenaline

Common/White Adrenaline

Defense proc:

Upon taking damage, heal 2 seconds after not being hit.

Stacking this item increases the amount of healing.

Stacks linearly.

Common Items: Tesla Sentry Coil

Common/White Tesla Sentry Coil

On hit proc:

Chance to stun enemy on hit.

Stacking this item increases the chance of stun.

Stacks linearly.

Common Items: Electric Armor

Common/White Electric Armor

Defense proc:

Resist damage once. Recharges after not taking damage for 7 seconds.

Stacking this item increases the resistance.

Stacks linearly.

Common Items: Incendiary Mines

Common/White Incendiary Mines (Officers Only)

On kill proc:

Killed enemies ignite nearby enemies.

Stacking this item increases the range of the ignition.

Stacks linearly.

Common Items: Power Fist

Common/White Power Fist

On hit proc:

Increased damage in close range.

Stacking this item increases the amount of damage increased.

Stacks linearly.

Notes:

No matter what attack it is, as long as the target is within close range of the item holder, it will proc.

Common Items: Hand Grenades

Common/White Hand Grenades

On hit proc:

Chance to spawn a grenade on hit.

Stacking this item increases the chance of spawning a grenade.

Stacks linearly.

Common Items: Nightvision Goggles

Common/White Nightvision Goggles

On hit proc:

+10% CRIT chance.

Every stack increases another 10% CRIT chance.

Stacks linearly.

Common Items: Smart Bomb

Common/White Smart Bomb

Special proc:

On stage start, equipments start with extra charges.

Stacking this item increases the number of extra charges.

Stacks linearly.

Common Items: Gas Grenades

Common/White Gas Grenades (Medics Only)

Passive proc:

Heals when out of danger.

Stacking this item increases the amount of healing.

Stacks linearly.

Common Items: Blink Pack

Common/White Blink Pack

Defense proc:

Upon being hit, chance to nullify taken damage.

Stacking this item increases the chance of nullifying the damage.

Stacks hyperbolically.

Notes:

This is the only item that cannot have its random chance rerolled by the Legendary Blink Pack.

Other defense procs can still use the taken damage when the damage is nullified.

Common Items: Assault Jets

Common/White Assault Jets

On hit proc:

Increased damage against elite enemies.

Stacking this item increases the amount of damage increased.

Stacks linearly.

Uncommon Items: Healing Kit

Uncommon/Green Healing Kit

On hit proc:

+5% CRIT chance on only the first stack.

Heals on critial hit.

Stacking this item increases the amount of healing.

Stacks linearly.

Uncommon Items: Welder

Uncommon/Green Welder

On kill proc:

Chance to drop bullet sentry on kill.

Stacking this item increases the chance of a sentry dropping.

The effect of stacking this item goes through a special non-linear calculation.

Uncommon Items: Flares

Uncommon/Green Flares

On hit proc:

Increased damage against burning enemies.

Stacking this item increases the amount of damage increased.

Stacks linearly.

Uncommon Items: Trip Mines

Uncommon/Green Trip Mines

On hit proc:

Instantly kill elite enemies below a certain amount of health.

Stacking this item increases the health threshold requirement for the instakill.

Stacks hyperbolically.

Uncommon Items: Heavy Armor

Uncommon/Green Heavy Armor

Special on kill proc:

Killing 4 enemies in 1 second provides +50% resistance and +80% damage.

Stacking this item increases the effect duration.

Stacks linearly.

Uncommon Items: Damage Amplifier

Uncommon/Green Damage Amplifier

On hit proc:

+5% CRIT chance on only the first stack.

Critical hits inherit 80% of the damage to target’s nearby enemies.

Stacking this item increases the number of enemies that can be affected.

Stacks linearly.

Uncommon Items: Hornet Barrage

Uncommon/Green Hornet Barrage

On hit proc:

10% chance to fire a rocket on hit.

Stacking this item increases the rocket’s damage.

Stacks linearly.

Uncommon Items: Freeze Grenades

Uncommon/Green Freeze Grenades

Passive proc:

When infested, freeze all nearby enemies.

Stacking this item increases the range of the effect.

Stacks linearly.

Uncommon Items: Adrenaline

Uncommon/Green Adrenaline

On hit proc:

25% chance to heal on hit.

Stacking this item increases the amount of healing.

Stacks linearly.

Uncommon Items: Tesla Sentry Coil

Uncommon/Green Tesla Sentry Coil

On hit proc:

25% chance on hit to stun all enemies near target.

Stacking this item increases the stun range.

Stacks linearly.

Uncommon Items: Electric Armor

Uncommon/Green Electric Armor

Defense proc:

Deals damage to number of nearby enemies upon being hit.

Stacking this item increases the range and number of enemies that can be affected.

Stacks linearly for both.

Uncommon Items: Incendiary Mines

Uncommon/Green Incendiary Mines (Officers Only)

Defense proc:

Falling below 25% health spawns a high damage incendiary grenade.

Stacking this item reduces the cooldown.

Stacks exponentially.

Uncommon Items: Power Fist

Uncommon/Green Power Fist

Passive proc:

Drain number of nearby enemies’ health.

Stacking this item increases the number of enemies that can be affected.

Stacks linearly.

Uncommon Items: Hand Grenades

Uncommon/Green Hand Grenades

On kill proc:

Killed enemies explode.

Stacking this item increases the explosion range and damage.

Stacks linearly for both.

Uncommon Items: Nightvision Goggles

Uncommon/Green Nightvision Goggles

On hit proc:

Dealing damage to enemies that are both stunned and burning marks them for death. Marked enemies receive +50% TOTAL damage.

Stacking this item increases the effect duration.

Stacks linearly.

Uncommon Items: Smart Bomb

Uncommon/Green Smart Bomb

On kill proc:

Chance to drop ammo on kill.

Stacking this item increases the chance of ammo dropping.

The effect of stacking this item goes through a special non-linear calculation.

Uncommon Items: Gas Grenades

Uncommon/Green Gas Grenades (Medics Only)

Passive proc:

Heals all nearby teammates during hack.

Stacking this item increases the amount of healing.

Stacks linearly.

Uncommon Items: Blink Pack

Uncommon/Green Blink Pack

Defense proc:

Falling below 25% health freezes all nearby enemies.

Stacking this item increases the range and reduces the cooldown.

Stacks linearly for range and exponentially for cooldown reduction.

Uncommon Items: Assault Jets

Uncommon/Green Assault Jets

Passive on hit proc:

Increased damage when out of danger.

Stacking this item increases the amount of damage increased.

Stacks linearly.

Legendary Items: Healing Kit

Legendary/Red Healing Kit

Defense proc:

Falling below 25% health heals you 75% health.

Stacking this item reduces the cooldown.

Stacks exponentially.

Legendary Items: Welder

Legendary/Red Welder

On hit proc:

Chance on hit to hook target’s nearby enemies.

Stacking this item increases the chance of triggering the hooks and number of enemies that can be affected.

Stacks linearly for both.

Legendary Items: Flares

Legendary/Red Flares

Passive proc:

Ignite and stun all nearby enemies during hack.

Stacking this item increases the range of the effect.

Stacks linearly.

Legendary Items: Trip Mines

Legendary/Red Trip Mines

On hit proc:

Chance to cause large damage within a small area on hit.

Stacking this item increases the damage of the effect.

Stacks linearly.

Legendary Items: Heavy Armor

Legendary/Red Heavy Armor

Special on kill proc:

Elite kills grant +80% resistance and +100% CRIT chance.

Stacking this item increases the duration of the effect.

Stacks linearly.

Legendary Items: Damage Amplifier

Legendary/Red Damage Amplifier

Passive on hit proc:

Increase critical damage by 100%.

Every stack increases another 100% critical damage.

Stacks linearly.

Legendary Items: Hornet Barrage

Legendary/Red Hornet Barrage

On kill proc:

Kills spawn rockets.

Stacking this item increases the rockets’ damage.

Stacks linearly.

Legendary Items: Freeze Grenades

Legendary/Red Freeze Grenades

Passive proc:

Nearby frozen enemies take damage.

Stacking this item increases the range of the effect.

Stacks linearly.

Legendary Items: Adrenaline

Legendary/Red Adrenaline

On kill proc:

Chance to drop healing beacon on kill.

Stacking this item increases the beacon’s range.

Stacks linearly.

Notes:

These healing beacons heals 1 hp every 0.1 seconds and instantly cure infestation.

Legendary Items: Tesla Sentry Coil

Legendary/Red Tesla Sentry Coil

Passive proc:

Stun nearby enemies every second.

Stacking this item increases the number of enemies that can be affected.

Stacks linearly.

Legendary Items: Electric Armor

Legendary/Red Electric Armor

Defense proc:

Taking damage activates Electric Armor for 5 seconds.

Stacking this item reduces the cooldown.

Stacks exponentially.

Legendary Items: Incendiary Mines

Legendary/Red Incendiary Mines (Officers Only)

On hit and on kill proc:

+5% CRIT chance on only the first stack.

Burn enemies on critical hit. Burning enemies explode on death.

Stacking this item increases the explosion damage.

Stacks linearly.

Notes:

For the burning enemy to explode, the enemy must have taken damage from the item holder while burning. If the enemy stops burning, the same process must be done again.

Legendary Items: Power Fist

Legendary/Red Power Fist

On hit proc:

All hits explode, dealing 60% TOTAL damage.

Stacking this item increases the explosion range.

Stacks linearly.

Legendary Items: Hand Grenades

Legendary/Red Hand Grenades

Special on kill proc:

Killing 4 enemies in 7 seconds fires a high damage grenade at the nearest enemy.

Stacking this item increases the damage of the grenade.

Stacks linearly.

Legendary Items: Nightvision Goggles

Legendary/Red Nightvision Goggles

On kill proc:

Chance to reanimate killed enemies into ghost allies.

Stacking this item increases the ghosts’ lifespan.

Stacks linearly.

Notes:

These ghosts are immune to damage and disappears after a period of time.

They attack by periodically dealing electric damage to the nearest enemy, with the damage depending on their maximum health before death.

Elite enemies will keep their elite status when reanimated into a ghost by this item. Elite ghosts have both increased maximum health and damage before death, so their electric damage will benefit from both.

Legendary Items: Smart Bomb

Legendary/Red Smart Bomb

Special proc:

All item-spawned rockets spawn 2 more times.

Stacking this item will increase affected rockets’ TOTAL damage (first stack does not increase damage).

Stacks linearly.

Legendary Items: Gas Grenades

Legendary/Red Gas Grenades (Medics Only)

Passive proc:

Heal every second. Infestation are instantly cured when below 50% health.

Stacking this item increases the amount of healing.

Stacks linearly.

Legendary Items: Blink Pack

Legendary/Red Blink Pack

Special proc:

All random effects are rolled again for a favorable outcome.

Stacking this item increases the number of rerolls.

Stacks linearly.

Legendary Items: Assault Jets

Legendary/Red Assault Jets

On hit proc:

Hitting an enemy permanently increases the damage the enemy takes next time.

Stacking this item increases the amount of bonus damage per hit.

Stacks linearly.

Tier 1 Elites

Tier 1 elites have 4 times the health of their normal variation.
Tier 1 elites have 2 times the damage of their normal variation.
Tier 1 elites have 6 times the chance of dropping an item of their normal variation.

Tier 1 Elite Types: Blazing

Blazing elites’ attacks can ignite their victims on hit.

Tier 1 Elite Types: Overloading

Overloading elites’ attacks can cause AOE damage on hit.

Tier 1 Elite Types: Mending

Mending elites will constantly heal their nearest ally.

Tier 2 Elites

Tier 2 elites have 18 times the health of their normal variation.
Tier 2 elites have 6 times the damage of their normal variation.
Tier 2 elites have 36 times the chance of dropping an item of their normal variation.

Tier 2 Elite Types: Malachite

Malachite elites’ attacks will disable their victim’s healing. Medical weapons and healing kit can still heal.

Malachite elites cannot spawn before stage 6.

Tier 2 Elite Types: Celestine

Celestine elites cloak nearby allies if they are aliens.

Celestine elites cannot spawn before stage 6.

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