Stats
| Classic | Expert | Master | |
|---|---|---|---|
| Life | 350 | 700 | 1,050 |
| Contact damage | 50 | 100 | 150 |
| Defense | 25 | 25 | 25 |
| Knockback resistance | 65% | 68.5% | 72% |
| Coin value | 10 silver | 25 silver | 25 silver |
Where and when it spawns
- Events and invasions
- Martian Madness
Drops
| Item | Chance | Amount | Modes | Condition |
|---|---|---|---|---|
| 12.5% (1 in 8) | 8–20 | All modes | ||
| 0.13% (1 in 800) | 1 | All modes | ||
| 0.13% (1 in 800) | 1 | All modes | ||
| 0.13% (1 in 800) | 1 | All modes | ||
| 0.5% (1 in 200) | 1 | All modes | ||
| 0.5% (1 in 200) | 1 | All modes | ||
| 0.5% (1 in 200) | 1 | All modes |
Chances are for one kill, before Luck, Rate of fire or banners change anything. The Modes column says in which difficulties the game lists the drop.
Plasma rifle salvos in martian madness
The Ray Gunner serves as dedicated ranged infantry during the Martian Madness event, providing continuous fire support for advancing foot troops. Equipped with 350 life and 25 defense, he pauses periodically to discharge high-velocity green plasma beams from his handheld rifle. In Classic mode his contact attack deals 50 damage (100 in Expert, 150 in Master), while his energy beams strike with pinpoint accuracy across flat ground.
Counters to extraterrestrial marksmanship
Because Ray Gunners line up horizontal sightlines to fire their lasers, constructing small protective bunkers with shooting slits nullifies their ranged threat. Players can rain down explosive ammunition or bouncing magic spells from above while remaining shielded from their direct plasma beams. Defeating Ray Gunners yields event progression points and contributes toward unlocking the Flying Dutchman drops and high-tech Martian weaponry.
Trivia
- He pauses briefly before firing to align his rifle, giving observant players time to leap over plasma beams.
- His laser projectiles travel in straight horizontal trajectories and do not penetrate solid blocks.
