Learn the default tank battle commands in Risk of Rain Returns: Main Cannon, Aux Cannon, S-E, Flee, Defend, Protect, De-Tank, Shells, and Tools. Optimize your combat!
Alright, so you're getting into the thick of it in Risk of Rain Returns, and most of the real heavy lifting is gonna be done in your tanks. This section breaks down the default commands you'll see when tank combat kicks off. You can actually tweak this layout later on (head to Tanks/Name of Tank/C-Unit/Dashboard Layout if you're curious), but for now, let's get familiar with the basics.
Here's the default command menu:
| MAIN CANNON | Flee | Detank |
| AUX CANNON | Defend | Protect |
| S-E | Shells | Tools |
Let's go through 'em:
- MAIN CANNON: This is your big hitter. It targets one enemy at a time but packs a serious punch. Most of the time, you'll only have one main gun equipped. Just remember, these use up shells, and you'll have to restock at a refill station, which can get pretty pricey.
- AUX CANNON: These are your auxiliary guns, sometimes called autoguns, but don't let the name fool you – they don't fire on their own! The great thing about these is they have infinite ammo, so firing them costs you absolutely nothing. They're usually your go-to for most situations.
- S-E (Special Equipment): Think of these as specialist weapons. They often come with very limited ammo, and buying or refilling them is expensive. However, they can be absolute lifesavers, especially against tougher enemies. Some S-E guns can hit a group of enemies, and a select few can even target all of them at once – a capability no other tank weapons have.
- Flee: You can bail out of almost any battle. If you need to escape, this is your button. You can even find enemies again, including those pesky Wanted monsters. There's no real penalty for running, other than not getting any experience points, even if you managed to take out a few enemies before bailing.
- Defend: Simple enough – when you choose Defend, you're just guarding and skipping your attack for that turn.
- Protect: This is another defensive move, but with a twist. One tank will protect another, taking the hits for it. The tank doing the protecting won't be able to fire its guns during that turn, though.
- De-Tank: Got an easy fight on your hands? You can choose to 'De-Tank' and fight on foot. After the battle, you'll hop right back into your tank. You can even step in and out of your tank without losing a turn. Just a heads-up: if you're on foot when a battle *starts* (even if you just stepped out for a second), you can't jump back into your tanks until the next turn.
- Shells: You can grab these from Ammo Dealers. They don't add any weight to your tank, though stocking up on a massive amount might add a tiny bit. You fire them during battle, separate from your other guns, but you *must* have a main gun equipped to use them.
- Tools: These are your on-board gadgets. Some have handy uses during a fight – like an Extinguisher to put out fires or a Horn to wake up any sleepy crewmates.
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