Risk of Rain 2: How to Beat the Game and Defeat Mithrix
Learn how to beat the game in Risk of Rain 2, from reaching the Moon via the Primordial Teleporter to taking down Mithrix and escaping Commencement safely.
Published: Risk of Rain 2 Wiki Editorial Team
Table of Contents
The Path to Beating Risk of Rain 2
To beat Risk of Rain 2 on Steam, you must survive through five consecutive stages, align the Stage 5 Primordial Teleporter to the Moon, travel to the final zone known as Commencement, defeat the final boss Mithrix, and successfully escape to the rescue vessel before the Moon detonates.
While veteran players often loop runs endlessly to test experimental builds, a standard victory requires finishing that first five-stage loop or a subsequent loop through Commencement. Completing this sequence rewards you with the end credits and unlocks the tenth survivor, the Captain.
Winning a run consistently demands a blend of stage routing efficiency, balanced item acquisition, and constant aerial mobility. If you understand how enemy difficulty scales with time and learn the patterns of Mithrix's multi-phase encounter, securing a win becomes entirely manageable.
Stage 1 to 5: Routing, Pacing, and Survival Fundamentals
Every successful run begins with efficient stage navigation. The internal difficulty meter in Risk of Rain 2 scales continuously with elapsed time, increasing enemy health pools, spawn frequency, and attack damage.
The Pacing Debate: Speed vs. Full Looting
Community advice on pacing generally falls into two schools of thought. Older player guides often recommend a strict "five minutes per stage" rule to stay ahead of the difficulty curve. However, high-level community experience suggests that raw item count scales player power faster than time scales enemy power.
Rather than watching a strict timer, focus on movement efficiency:
Scout the stage in a wide loop, grabbing interactive chests and multi-shops along your path.
Avoid running back across the entire map for a single regular chest on Stage 1.
Start the Teleporter event once you have secured roughly 60% to 70% of the nearby loot.
Farm additional gold during the boss fight, then pick up remaining high-value chests before charging finishes.
Keep in mind that normal enemies stop spawning once the Teleporter event charges to 100%, and enemies killed inside the event zone award less gold than those outside it.
Spotting the Teleporter Quickly
If you struggle to locate the Teleporter on large stages, look toward the sky. Normal Teleporters emit a wide cloud of glittering yellow particles visible from across the map. On Stage 5 (Sky Meadows), the Primordial Teleporter emits bright blue particles instead. Spotting these particles early saves minutes of aimless wandering.
Stage 1 to 4: Look for floating yellow spark particles in the skyline.
Stage 5: Look for floating blue shard particles above the terrain.
Defense Through Constant Movement
Standing still for even half a second against elite packs or high-velocity projectile enemies is fatal. To stay alive:
Always sprint: Buffer your sprint key immediately after firing skills, opening containers, or activating equipment.
Jump constantly: Being airborne nullifies ground-based melee hits and grants omnidirectional view control without losing forward momentum.
Respect shotgunning hazards: Enemies that fire multiple projectiles at once—such as Greater Wisps and Elder Lemurians—can bypass your reactions if you hug tight corners or stand beneath them.
Understand One-Shot Protection (OSP): If your combined regular health and shields remain at or above 90%, a single instance of damage cannot kill you instantly. However, rapid multi-hits or lingering damage-over-time (like Malachite debuffs or burning) bypass this safety window entirely.
Building a Winning Loadout: Stacking and Synergy
Pouring every item slot into pure attack speed or base damage is a common beginner pitfall. A reliable build requires a deliberate balance across mobility, multiplicative damage, and defensive utility.
Mobility as Your Primary Shield
Mobility is the single strongest defensive layer in the game. If attacks never connect, you do not need dedicated healing items.
Prioritize movement enhancers early:
Paul's Goat Hoof & Energy Drink: Provide essential flat and sprinting speed to outrun homing attacks.
Hopoo Feather: Grants crucial vertical repositioning to evade sweep attacks and ground hazards.
Wax Quail: Allows you to dash out of tight choke points by jumping while sprinting.
Passive healing items like Cautious Slug or weeping alternatives offer convenient downtime recovery, but you should rarely trade core movement speed for redundant regeneration.
Multiplicative Damage Scaling
Damage items from different categories multiply their benefits rather than adding together. Stacking three identical damage items yields diminishing utility compared to diversifying across separate damage brackets:
Base Multipliers: Focus Crystal (close-range) or Armor-Piercing Rounds (boss damage).
First-Hit Boosts: Crowbar (high burst on healthy targets).
On-Hit Procs: Tri-Tip Dagger, Ukulele, and AtG Missile Mk. 1.
Critical Strike: Lens-Maker's Glasses (doubles all damage instances at cap).
Mixing these categories creates cascading proc chains that eliminate entire enemy swarms during teleporter encounters.
Reaching the Moon: Stage 5 and the Primordial Teleporter
Once you clear Stage 4, you arrive at Sky Meadows. This stage houses the Primordial Teleporter, which serves as the gateway to the final boss.
Unlike standard teleporters with curved horns, the Primordial Teleporter features tall, rectangular stone prongs and an unmistakable blue particle aura.
Warning
Before activating the Stage 5 event, check the chat log. If the game states "The Primordial Teleporter aligns with the planet," activating it will loop your run back to Stage 1. Interact with the outer prongs until the message reads "The Primordial Teleporter aligns with the moon."
Charge the Primordial Teleporter just like any other boss event. Once it reaches 100%, step inside the portal to be transported to Commencement.
How to Beat Mithrix on Commencement
Commencement is a cold, sprawling lunar landscape. Follow the stone path forward, using the gravity jump pads to cross the chasm toward the central arena. You can safely sprint past most lunar chimera enemies along the bridge to conserve time.
Entering the central amphitheater initiates the four-phase showdown with Mithrix, King of Nothing.
Phase 1: Melee Rush and Ground Slams
Mithrix begins combat armed with his heavy warhammer. He alternates between sprinting toward you, dashing forward with burst speed, and performing heavy hammer impacts that release directional ground shockwaves.
Keep a wide circular sprint around the arena's perimeter.
Jump as his hammer hits the ground to clear the shockwave ripples.
Do not retreat in a straight backward line; his forward lunges cover ground faster than base running speed.
Phase 2: Lunar Chimera Wave
Mithrix disappears, summoning waves of Lunar Chimera (Wisps, Golems, and Rollers) into the arena.
Focus down Chimera Wisps first; their rapid-fire aerial tracking shreds survivor health if ignored.
Use the large stone pillars around the arena rim for line-of-sight cover against Chimera Golem beams.
Keep moving to avoid getting pinned by rolling ground units.
Phase 3: The Ultimate Test and Revolving Pillars
Mithrix returns with increased aggressiveness, augmented attacks, and summoned Chimera backup. In addition to his Phase 1 moves, he leaps to the center of the arena and channels large rotating walls of energy (commonly called the "pizza cutter" attack).
Stand at a medium distance from the center when he begins channeling.
Walk in the same rotational direction as the energy slices rather than trying to outrun them across multiple segments.
Feather your jumps to avoid overlapping ground pulses while tracking the rotating safe wedges.
Phase 4: Item Theft and Reclamation
Upon depleting Mithrix's Phase 3 health, he falls to the ground and absorbs every item from your inventory, draining your passives while empowering himself.
Immediately back away toward the outer ramps or high ledges. Do not engage him in close combat.
Mithrix moves very slowly in this phase and fires sluggish, tracking needle projectiles.
Attack him from maximum range with primary or secondary skills. Every hit strips items away from Mithrix and returns them to your inventory.
As your items return, your damage ramps up exponentially, allowing you to finish his final health pool quickly.
The Final Escape: Evacuating Commencement
Defeating Mithrix triggers the Moon's structural collapse, initiating a strict countdown (typically four minutes) to reach extraction.
Exit the Arena: Run through the newly opened exit portal or jump down toward the exterior bridge.
Bypass Remaining Monsters: Lunar Chimera and Void Reavers will spawn along the route. Do not stop to engage them; fighting wastes valuable extraction time.
Avoid Moon Detonation Orbs: Watch the terrain for swelling white orbs of void energy; touching them deals catastrophic damage.
Reach the Dropship: Sprint up the final ramp into the rescue ship's defensive bubble.
Charge the Escape Beacon: Stand within the dropship's charging radius until it completes, or step inside the open hull once prompted.
When the dropship departs, the end sequence will play, the victory log will register, and the Captain will become available on your survivor select screen.
Frequently Asked Questions
Can you loop before fighting Mithrix?
Yes. If your build feels too weak or lacks mobility on Stage 5, interact with the prongs of the Primordial Teleporter to shift its alignment to the planet. Completing the teleporter event will loop you back to Stage 1, allowing you to farm items for another full rotation before attempting the Moon.
What happens if you die during the moon escape?
Dying during the four-minute escape sequence results in an immediate run failure, even though Mithrix is already dead. You must reach the dropship and successfully charge the extraction field to earn the clear.
Which survivors have the easiest time beating Mithrix?
Survivors with innate vertical mobility or high single-target range—such as Huntress, Loader, Railgunner, and Mercenary—excel against Mithrix because they can easily clear shockwaves and damage him safely during Phase 4.