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The Redneck, Lord of Mayhem

The basic Favor, the one the player starts with when they initially launch Immortal Redneck. The Redneck has a balanced kit of weapons and good abilities for a starting player, with increased ammo drops and an active ability to increase your firerate. His Pistol is very accurate and has a large clip, his Shotgun is high-damage, and his Dynamite is handy for crowds. While the Redneck doesn't excel at anything in particular, he also has no real weaknesses.

Equipment and abilities[]

Weapons[]

Pistol[]

Description: An all around average weapon, good for dispatching all but heavy minions in a short time.

  • Damage Multiplier: .2
  • Magazine Size: 12
  • Ammo Capacity:
  • Reticle Bloom: Small
  • Effective Range: Long

Shotgun[]

Description: Fires a volley of pellets per shell, best used up close and personal.

  • Damage Multiplier: .15 per pellet.
  • Magazine Size: 5
  • Ammo Capacity: 25
  • Reticle Bloom: Medium
  • Effective Range: Short

Dynamite[]

Description: Causes massive damage in an area. While it's firing rate suffers from having to light it, dynamite can be held indefinitely after lit. Holding it too long "bakes" the dynamite, causing it to explode immediately on contact.

  • Damage Multiplier: 1.3
  • Magazine Size: N/A
  • Ammo Capacity: 10
  • Reticle Bloom: None
  • Effective Range: Medium


Abilities[]

Active skill: Substantially increases your weapons' rates of fire for a short time. Relatively quick recharge.

Passive skill: More ammo from ammo boxes

Skill tree upgrade: None.


Stats[]

HP: No change

Attack: No change

Speed: No change

Defense: No change

Strategy[]

The Redneck doesn't excel at anything, but he also doesn't have any notable weaknesses. The Pistol is extremely accurate even up to long ranges so long as you let the Reticle Bloom return to normal, and his Shotgun does a very large amount of damage at close-range. Between those two weapons, and the increased ammo found, the player will likely be able to handle most any situation they encounter, with the Dynamite serving as a handy and ammo-efficient way to dispatch clumped-up enemies. As his kit is fairly basic, that means that his strategy is similarly fairly basic- avoid enemies, use pistol at range, use shotgun close up, dynamite for groups. The Dynamite will explode on contact with an enemy when thrown, but if it does not collide with any enemies, then it will sit on the ground until its fuse runs out and will not detonate if an enemy walks over it- be careful not to take damage from a missed dynamite throw!

See also[]


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