Hellrain
What it is
Bomb-tag legendary forged by merging two level-20 bomb-tag weapons. Calls down off-screen artillery: each shot drops a single bomb straight down onto the closest enemy after a brief telegraph, detonating with a large blast radius. Fire rate carries a heavy ±50% jitter, so the cadence feels chaotic and overwhelming rather than metronomic.
Merge recipe
| Parent A | Parent B | Result |
|---|---|---|
| Any L20 bomb-tag weapon | Any L20 bomb-tag weapon | Hellrain (L1) |
Both parent slots must carry the bomb damage tag. The resulting legendary starts at level 1 and levels up via the normal level-up pool from L1 to L20. See legendary damage baseline for why a fresh legendary already hits as hard as a non-legendary at L20.
Stats
Raw spec values, before the global damage multiplier, low-level buff, legendary baseline, and horizontal modifiers. See weapons for the level-scaling formula and damage multiplier curve for the multipliers stacked on top.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per bomb | 5500 | 5500 | 5500 |
| Fire rate (bombs/s) | 1.60 | 2.27 | 3.01 |
| Fire rate jitter | ±50% | ±50% | ±50% |
| Blast radius | 140 | 194 | 254 |
| Bombs per shot | 1 | 1 | 1 |
| Scatter | 0 | 0 | 0 |
| Artillery strike radius | 320 | 374 | 434 |
| Artillery telegraph | 0.6 s | 0.6 s | 0.6 s |
| Acquire range | 600 | 708 | 828 |
| Travel range multiplier | 1.0× | 1.0× | 1.0× |
| Warmup | 0.12 s | 0.12 s | 0.12 s |
Identity
| Field | Value |
|---|---|
| Family | Explosive |
| Rarity | Legendary |
| Damage tag | Bomb |
| Secondary damage tag | Bomb |
| Merge parents | Bomb + Bomb |
| Scaling curve | Linear |
| Target mode | Closest |
| Collision mode | First hit |
| Area mode | Blast |
| Behavior | Artillery rain |
| Can hit destructibles | Yes |
Behavior
- Auto-aim picks the closest enemy at fire time. See target modes for the full definitions.
- Each shot is one bomb, dropped from off-screen at the target’s position. A white dotted telegraph circle marks the impact site with a growing shadow during the telegraph window, then the bomb falls straight down along the Y axis and detonates.
- Telegraph duration is fixed at 0.6 s across all levels, giving enemies a brief warning window before impact.
- Detonation applies bomb damage in a circle around the impact point. Blast collision is first-hit semantics, but the area-mode blast splashes the full damage across everything inside the blast radius. See collision modes and area modes.
- Fire-rate jitter of ±50% reshuffles the cooldown after every shot. With a base cooldown of 0.625 s at L1 (1.6/s), the actual interval between bombs varies from 0.31 s to 0.94 s; at L20 (3.01/s, base cooldown 0.332 s) the interval ranges from 0.17 s to 0.50 s. See fire rate jitter.
- The artillery strike radius is the targeting area the weapon can pick impact points within around the chosen enemy — it grows from 320 px at L1 to 434 px at L20.
- Travel range multiplier is 1.0× — the bomb’s fall path is not extended past the strike footprint.
- Bombs can damage destructible props in addition to enemies.
- Both the primary and secondary damage tags are bomb, so any artifact or effect keyed on bomb hits double-fires. See damage tags.
- A short 0.12 s warmup gates the first shot at the start of a run.
Scaling
- Damage is flat — it does not grow with level. All damage growth comes from the layered multipliers, not the spec base.
- Fire rate grows linearly: +0.074 bombs/s per level above 1, from 1.6/s at L1 to ~3.0/s at L20.
- Blast radius grows linearly: +6 px per level above 1, from 140 px at L1 to 254 px at L20.
- Artillery strike radius and acquire range also grow linearly at +6 px and +12 px per level.
- Telegraph duration, jitter percent, travel range multiplier, and warmup are constant across all levels.
- The damage stat is multiplied by the global damage curve (1.00× at L1 → 7.50× at L20), the low-level damage buff (+30% at L1 decaying to 0% at L7), and the legendary baseline multiplier of 7.50×.
- Horizontal damage modifiers add another +4% per step on top, and horizontal fire-rate modifiers add +10% per step.
- Area horizontal modifiers grow the blast radius (area mode: blast).
- Because the damage tag is bomb for both the primary and secondary slot, both horizontal bomb-damage tracks and any bomb-tag affixes apply.
EXTRACT-CANDIDATE flags (shared facts not yet on a canonical page, or worth promoting):
- Artillery-rain behavior. Hellrain’s
behavior: 'artillery_rain'couples off-screen spawn, telegraph circle with growing shadow, straight-down Y-axis fall, and impact-radius detonation. No canonical page describes the full sequence or how telegraph + strike-radius parameters compose. Belongs on a behavior reference or a dedicated artillery concept page. - Artillery strike radius vs blast radius.
artilleryStrikeRadiusis the targeting footprint around the chosen enemy where impact points are sampled, distinct fromblastRadius(damage AoE at impact). Two separate fields with two separate scaling rates. No canonical page distinguishes them. - Artillery telegraph window.
artilleryTelegraphSec: 0.6is the warning duration between target-lock and impact. Enemies can move during this window, which can cause bombs to miss. Not documented as a general mechanic. - Fire-rate jitter at ±50%. Hellrain pushes jitter to the maximum value seen in the codebase, producing cadence variance from ~0.5× to ~1.5× the base cooldown. The fire rate jitter page lists weapons and jitter values but does not flag 0.50 as a chaos-tier outlier.
- Single-bomb shot vs cluster. Despite the name
lgd_blackhole_cluster, Hellrain fires exactly one bomb per shot — there is no cluster spread. The cluster naming is a code-side legacy artifact. Worth a glossary note if the weaponId is ever surfaced in tooling. - Secondary damage tag = primary. Hellrain sets both
damageTagandsecondaryDamageTagto bomb, doubling tag-signal emissions on hit. The collision resolver fires both tag signals, so every bomb-tag artifact procs twice per hit. Same double-tag pattern applies to bullet+bullet, bomb+bomb, energy+energy, fire+fire legendaries. - First-hit collision + blast area mode. Hellrain combines
collisionMode: 'first_hit'withareaMode: 'blast'. The first-hit setting controls projectile collision (only one enemy stops the bomb’s fall), while blast applies splash damage from the impact point. The interaction between collision mode and blast area mode is not documented on the collision modes page. - Legendary VFX scale rule. Spatial parameters on legendaries (acquireRange, blastRadius, artilleryStrikeRadius, etc.) are ×5 their base-weapon counterparts; postFxSec is ×2 only. Currently only documented as a comment at the top of the legendaries source file. Worth promoting to a concept page.