Skip to content
Hallowed Concepts promotional illustration of the ritual chamber
SurvivorsConfirmed

Risk of Rain 2 Enforcer

Quick Answer

Enforcer starts available with Hallowed Concepts. Defensive Stance protects from the front and changes the primary while slowing movement. Face incoming attacks and leave the stance when enemies surround you.

Enforcer is available by default when you own and enable Hallowed Concepts. His central mechanic is Defensive Stance: he raises a shield, changes his primary weapon's behavior, and sacrifices movement speed for protection from the front. Learn to face the threatening attack and leave the stance deliberately. The shield does not make poor positioning safe when enemies surround you.

The default loadout combines Trenchbroom, Steel Protection, Shield Tackle, and Rally Point. This gives you a ranged primary, a directional block and parry, a charge that can reposition enemies, and a temporary area that supplies barrier to you and nearby allies. Those tools work together when you control the direction of the fight rather than remain permanently behind the shield.

Select the official Hallowed Concepts Survivor

The official Enforcer requires Hallowed Concepts to be enabled. He is not the older community Enforcer mod, and the mod's installation instructions or unlock challenge do not apply to this Survivor. If you are searching for an unlock requirement before selecting him, first check the expansion toggle and your ownership rather than attempting an unrelated mod challenge.

Enforcer Survivor portrait with his heavy helmet and faceplate

Enforcer starts with 130 health, 12 damage, 7 meters per second of movement speed, and 30 armor. His larger mass affects how easily enemies displace him. These characteristics support a defensive playstyle, but they do not remove the need to manage the actual direction of incoming damage.

Big Man adds damage when he lands after a sufficiently fast fall. The landing attack becomes stronger with downward velocity. The passive does not itself grant immunity to fall damage, so jumping from a height because you expect a powerful impact is different from using a skill that explicitly protects you during its movement.

Face the shield toward the attacker

Steel Protection raises the shield and enters Defensive Stance. The shield blocks a hit when the path from the attacker reaches the shield before reaching Enforcer's body. Your facing direction therefore matters at the moment the attack arrives.

Position so the dangerous enemies remain on one side of you. If several enemies are firing from different directions, turning toward one can expose you to another. Reduce that problem by moving before you commit to the stance or by using your other skills to interrupt and reposition enemies. The shield is strongest when the encounter has a clear front.

Defensive Stance also changes movement. With Steel Protection, you move at 32% of normal walking speed and cannot sprint. Jump becomes a short lunge, usable once per second, including in the air. You retain a limited way to move, but that does not give you the same ability to travel or dodge as normal movement.

If you need to cross the stage, leave the stance. Keeping the shield raised during a long reposition sacrifices the movement that would let you reach a safer angle quickly. Likewise, do not wait until you are fully surrounded before deciding where your next position should be.

Understand Trenchbroom's two firing modes

Outside Defensive Stance, Trenchbroom fires a slug for 350% damage and holds six shells. It offers a focused shot rather than the pellet pattern you get behind the shield. Its damage begins falling off beyond forty meters, so shooting a distant target is not equivalent to landing a closer hit.

Enforcer reloads whenever the magazine is not full and he is not firing. Reloading is gradual, and firing can interrupt it once a shell is available. This creates a choice between resuming damage quickly and giving the weapon enough time to become fully loaded.

Inside Defensive Stance, Trenchbroom holds nine shells and fires six piercing pellets for 70% damage each. The pellets continue through enemies until terrain stops them. Lining up a group in front of your shield therefore makes better use of the stance's primary than scattering the same group around your sides.

Continuous firing increases pellet spread. Pay attention to the target's distance and size instead of assuming that every pellet reaches a small, distant enemy. The stance's pellet damage begins falling off beyond twenty meters, reinforcing its use against enemies you can safely keep closer and in front of you.

Entering and leaving Defensive Stance refreshes the primary into the appropriate form and reloads it. This is part of the stance cycle's offensive value. You do not have to choose permanently between using the shield and having a loaded normal weapon; deliberate transitions can give you both at different moments.

Track the Tracer shot through the magazine

Trenchbroom's Tracer mechanic loads a guaranteed critical shot when the magazine has been completely full. The guaranteed critical is the shot that empties that magazine, rather than the first shot after a full reload.

That distinction matters when you are planning burst damage. Reloading to full sets up a future final shell. Firing just once and stopping does not immediately spend the guaranteed critical. The loaded Tracer property remains until the last shell is fired, even if you partially reload in between.

Leaving Defensive Stance fully reloads normal Trenchbroom and sets up the Tracer shot again. If you are comparing the value of staying behind the shield with returning to ordinary shots, include this magazine reset in the decision. It can be useful to exit for a new firing position and a loaded weapon instead of enduring the stance's longer reload while enemies begin flanking you.

The alternate Shrapnel Grenade does not receive this guaranteed critical mechanic. Switching your primary changes more than its projectile shape, so do not carry a Trenchbroom-specific reload expectation into the grenade loadout.

Exit Steel Protection to bash and parry

Reactivate Steel Protection to leave the stance with a shield bash. The bash deals 300% damage, stuns, and knocks enemies away. If you are moving, Enforcer also lunges in that direction. Exiting can therefore create space instead of merely lowering your protection.

The exit interaction has a parry window around it. Hits blocked shortly before reactivation and during the beginning of the bash can be reflected. Reflected projectiles return toward their attacker; other reflected hits return as a lightning attack. The reflected damage is six times the blocked hit's damage, rather than a multiplier based on the damage statistic of your primary weapon.

Use an approaching attack as the timing cue. Raising the shield and waiting until an enemy has already finished attacking does not automatically provide a useful reflection. You need a blocked hit in the relevant window. Some projectiles cannot be reflected, although the shield can still block them.

This makes Steel Protection an active defensive skill. Hold it while you need the directional block, then choose when to exit for the bash, a parry opportunity, movement, or a refreshed primary. The cooldown begins when the stance ends, so staying inside the stance indefinitely also delays the next full cycle.

Use Shield Tackle for the required distance

Shield Tackle has two charges and blocks attacks from the front during its wind-up and movement. Releasing early produces a shorter dash; holding consumes another available charge for a longer charge. You can choose the distance instead of always spending both charges.

A short tackle is useful when the goal is a small reposition or an interruption. Holding for a longer tackle is more appropriate when you need to move farther or carry enemies away from the original position. The skill can hit an enemy repeatedly while you remain in contact, and enemies struck are carried with Enforcer before being knocked away when the movement ends.

Check the direction you are committing to before holding the input. A longer dash is not automatically a better escape if it carries you toward more enemies or away from your intended defensive position. Your facing protection covers the front of the movement, so the route should account for threats on the sides as well.

Shield Tackle can reset momentum while airborne. That adds a movement application separate from its damage. Use the shorter or longer version according to the landing position you want, and remember that its charges recharge together rather than behaving like two wholly independent cooldowns.

Place Rally Point where kills will happen

Rally Point makes Enforcer leap and slam, then places a Holdout Beacon. The slam deals 400% damage. The beacon has a thirty-meter radius and lasts sixteen seconds, so its benefits depend on what you and your allies do inside that temporary area.

Placing the beacon grants allies inside barrier equal to 20% of Enforcer's maximum health. A kill made by an ally standing inside then grants all allies in the area barrier equal to another 10% of Enforcer's maximum health. Enforcer's own kills count, so the zone can support him during solo play as well as protect a group.

Place it where enemies can be killed without forcing the team into a bad position. A beacon with a large radius still has a boundary, and a player fighting outside it does not create the same inside-zone barrier event. Use its placement to support the encounter you are already controlling rather than drop it somewhere that allies cannot reasonably occupy.

The Holdout Beacon also interacts with items that respond to holdout zones, including Lepton Daisy, Warbanner, and Corpse Lily. It is a separate way to activate those effects beyond a normal Teleporter event. Focused Convergence does not change the beacon, so do not expect that item's Teleporter behavior to apply automatically.

Rally Point teleports Enforcer's own stationary minions near him when placed. It does not relocate stationary minions belonging to another player. In a cooperative group, distinguish your ability to move your own support from an assumption that the beacon reorganizes everybody's minions.

Compare alternate skills by what they remove

Shrapnel Grenade changes the primary into an explosive weapon. Outside the stance it fires an arcing grenade; inside the stance it fires a cluster grenade that splits into bomblets. It offers a different area-damage pattern and magazine size, while giving up Trenchbroom's Tracer behavior.

Surge Protection replaces Steel Protection with a wider, time-limited stance. Blocking builds barrier, and ending the stance converts barrier and shield into an explosion. It does not perform Steel Protection's exit bash and parry. Choose it because you want that barrier-and-explosion exchange, not because you expect a larger version of the same parry loop.

Ripcord replaces the tackle with a remote grenade. It can pull enemies and can push Enforcer when he detonates it nearby in midair. Its Taunt effect does not guarantee that affected enemies change their target to Enforcer, so plan around the actual movement and debuff rather than an assumed forced target swap.

Crash Point replaces the persistent beacon with a leap and landing attack. Its dive has fall-damage immunity, but choosing it means losing Rally Point's temporary barrier zone and holdout interactions. Compare the utility you need during the encounter before trading the zone for another direct attack.

Start with a clear stance rhythm: position in normal movement, face the danger, enter the shield stance for its protection and primary, then leave when you need a bash, parry, reload, or new angle. Build the rest of your loadout around that rhythm instead of judging Enforcer solely by how long you can hold the shield button.