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Hollow Saint
Bank Static Charges, then unleash a bouncing Hollowed Orb, a broad Thundercloud or a charged Gaze. A storm-saint survivor with chain lightning, Stormspear and an open lightning crown.
| Last updated | 12 hours ago |
| Total downloads | 4146 |
| Total rating | 1 |
| Categories | Player Characters AI Generated |
| Dependency string | JohnstonStu-Hollow_Saint-1.3.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2122RiskofThunder-RoR2BepInExPack
Simplify the modding ecosystem of Risk of Rain 2, making it easier for modders to create and maintain their mods while preventing harmful bugs.
Preferred version: 1.43.0RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.1.1RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.6README
English | 简体中文 | Русский | Português (BR)
A cracked devotional icon that answers only to the storm.
Chain lightning through a pack, pin the biggest threat with a spear of lightning, and bank every Electrocute as a Static Charge.
Throw a crackling Hollowed Orb, feed the crown for Gaze or Open Circuit, or send a Thundercloud across a broad aimed area.
Install · What's new in 1.3 · Skills · The storm · Feedback

What's new in 1.3
Updated for the October 2026 game patch. Update your core dependencies (BepInExPack, R2API, HookGenPatcher) in your mod manager along with Hollow Saint.
1.3.1: fixes Arc Bolt and Stormspear showing Artificer's blue bolt after the game patch, and a balance pass measured against vanilla survivors: stronger early game (Arc Bolt 171%, proc 1.0), Orb and Thundercloud hit harder with shorter cooldowns, Thundercloud strikes faster with attack speed, primed enemies that die now bank a charge, and damage per level follows the vanilla 20% rule. After playtesting: Gaze trades its mid-beam surges for one big opening blast and a focus ramp on the beam (up to +100% damage on one target), reaches 90 m and ignores knockback while channeling. Thundercloud sits higher, strikes flyers and ledges under it, and can be ended early with Special for part of its cooldown back. Backup Magazine gives the Orb one more hit per magazine, and the Orb is bigger (0.9 m free, 1.5 m at five charges).
Select Hollowed Orb as your alternate Secondary or Thundercloud as your third Special. Orb works without Static: short throws preserve your bank, while holding past 0.5 seconds gathers charges for more power. Thundercloud is free to cast too: tap for a small free storm, or hold to pour in charges. Early release keeps unused charges, and Utility cancels gathering into Arc Step.
- Hollowed Orb: a big two-handed lightning ball with 70 m launch range and 18–36 m bounce reach as charges increase. A free tap throws a 0.9 m ball that deals 378% per hit for 3 hits. Each gathered charge adds damage (up to 738% per hit at five charges) and one more hit (up to 8), growing the ball to 1.5 m. Each Backup Magazine adds one more hit. It favors crosshair alignment for its first target, then visits fresh enemies before revisits; each revisit on the same enemy keeps 75% of its previous damage. With nothing else in reach it latches onto its target and zaps its remaining hits there, then bursts in a small area (3 m free, +0.8 m per charge) for 60% of its hit damage. Every hit primes Static. Visible lightning flows from chest and arms into the ball. Open Circuit gathers and launches it above your head, leaving Primary attacks available.
- Open Circuit: hold Special to feed at least one stored charge into the crown, then release to open it. One/three/five charges give 1x/1.5x/2x area pulse density and more crown arcs. Radius, duration and per-pulse damage remain the same; extra pulses do not accelerate Static generation. Its crown is now a Closed Circuit: see the storm loop note below.
- Thundercloud: a lingering storm that is free to cast with an empty bank: tap for a small free storm, or hold to pour in charges. It rises fast and stays 4 seconds free, +1 second per charge (9 seconds at five charges). Every 0.75 seconds it strikes every enemy beneath it within its radius (12 m free, 16 m at one charge, 30 m at five) for 149% free, up to 261% per strike at five charges, leaving them Shocked and primed. Aim at an enemy or terrain within 80 m; it can also be placed on an empty area. Strikes come faster with attack speed (up to twice as often). Press Special again to end the storm early and get part of the cooldown back.
New casts use your mapped Secondary, Special and Utility controls. Base cooldowns are 6 seconds for Orb and 10 seconds for Thundercloud, starting after their cast ends. Mod Options adjusts their damage, range, size and cooldowns; in-game text follows your settings.
Storm and reach refinement: Thundercloud is now a lingering storm that strikes every 0.75 seconds for as long as it lasts (4–9 seconds), with branching visual return strokes on each target. Orb bounce reach grows with gathered charges: 18 m free/one charge, 27 m at three and 36 m at five.
Early access: Hollow Saint is still being tuned, so expect balance changes and the occasional bug. Your feedback shapes the next patch. In-game skill descriptions always show the numbers for your current settings.
Early-game pressure: Arc Bolt now deals 171% damage per direct hit (108% in 1.2), at the same fire rate, and now procs items like other primaries (proc 1.0). Only the exact previous default migrates; custom damage settings stay yours.
Latching orb: when nothing else is in reach, Hollowed Orb latches onto its target and zaps its remaining hits there, then bursts in a small area (3 m free, +0.8 m per charge) for 60% of its hit damage. Fresh enemies still come first.
Lightning ball: animated crackling bolts wrap the orb while gathering and flying. Impacts add branching lightning, sparks, shock rings and electrical hit sounds in your skin’s colors.
Storm loop: every skill that spends Static Charges now primes Static on what it hits (Hollowed Orb, Thundercloud, Gaze's opening blast, the Thunderbolt's splash), up to 95% but never full, and Thundercloud also Shocks. Finishers (Arc Bolt, Stormspear, the Gaze beam and Open Circuit) tip primed enemies into Electrocutes and bank the charges back. Stormspear builds double Static on primed enemies, and a full bank now only goes into a fully charged throw. Open Circuit is a Closed Circuit: Electrocutes within 12 m return the charges you fed it, and any still in the crown burst out as a crown nova when it closes (12 m, 150% damage per leftover charge, priming what it hits). A light income guard (2 charges per second) keeps late-game packs from flooding the bank. Charge gathering ticks every 0.25 seconds.
The kit
| Skill | Slot | In short | |
|---|---|---|---|
| Answered Prayer | Passive | Hits build Static; Electrocutes bank Static Charges. | |
| Arc Bolt | Primary | A fast bolt that chains through a pack. | |
| Stormspear | Secondary | Hold, throw, stick, burst. | |
| Arc Step | Utility | Two blinks, on the ground or in the air. | |
| Gaze of the Hollow | Special | Charge up, hover, burn a line through them. | |
| Open Circuit | Alt. special | A striking crown while you keep fighting. | |
| Hollowed Orb | Alt. secondary | Gather, throw and ping-pong through the pack. | |
| Thundercloud | Third special | A free, lingering storm that strikes everything beneath it. |
Answered Prayer Passive
Eligible hits build Static on enemies. Full Static Electrocutes: the enemy is shocked and the arc jumps to its neighbours. Every Electrocute stores a Static Charge (up to five). A full bank turns your next Stormspear throw into a Thunderbolt. Gaze spends every charge on its opening blast; Hollowed Orb, Thundercloud and Open Circuit gather charges individually and spend the gathered count on release. Charges never go off on their own.

Arc Bolt Primary
Snap a bolt that chains to up to three more enemies. It is your steady pressure and the fastest way to spread Static across a group.

Stormspear Secondary
Hold to form a spear of lightning, release to throw. It sticks in what it hits, then bursts in a dome of lightning that grows with charge. A full charge also calls a lightning strike; a fully charged throw with a full Static bank turns it into a Thunderbolt that primes the pack around it. Spear hits build double Static on primed enemies, which makes it the Secondary for finishing what your Special sets up.

Hollowed Orb — alternate Secondary
Tap and release for a free two-handed lightning ball: 378% damage per hit, three hits and a substantial 0.9 m ball. Holding past 0.5 seconds gathers one stored charge at a time; each charge adds damage (up to 738% per hit at five charges) and one more hit (up to 8). Each Backup Magazine adds one more hit. Diameter grows to 1.5 m, launch range is 70 m and bounce reach grows from 18 m to 36 m at five charges. Each revisit on the same enemy keeps 75% of that enemy’s previous hit damage; a new enemy receives the full first-hit value. Aim assistance favors the crosshair and respects walls. Every hit primes Static, which makes the free tap the Secondary for setting up your Special and Arc Bolt.
Fresh enemies come first. When nothing else is in reach, the orb latches onto its target and zaps its remaining hits there, which keeps the free orb useful against a nearby lone boss without spending the charges you are saving for an ultimate. When it is spent it bursts in a small area (3 m free, +0.8 m per charge) for 60% of its hit damage. Utility cancels gathering and returns its fuel and stock. During Open Circuit, the orb gathers and launches overhead, leaving Primary available. Base recharge: 6 seconds after the cast ends.
Thundercloud — third Special
Free to cast with an empty bank: tap for a small free storm, or hold Special to pour charges into the crown, then release over your aimed group. The crown rises fast and the storm lingers for 4 seconds free, +1 second per charge (9 seconds at five charges). Every 0.75 seconds it strikes every enemy beneath it within its radius (12 m free, 16 m at one charge, 30 m at five) for 149% free, up to 261% per strike at five charges, leaving them Shocked and primed. Aim range is 80 m and it can be placed on an empty area. The cloud sits high and strikes the whole column beneath it, so flyers and enemies on ledges are hit too. Strikes come faster with attack speed (up to twice as often). Utility cancels gathering. Press Special again while it rains to end the storm early and get up to half the cooldown back, scaled by the time left. Base recharge: 10 seconds after the storm ends.
Arc Step Utility
Blink a short way in any direction, even mid-air. Look up to climb, and jump out of a step to keep its momentum. Two charges: one to find an angle, one to get out.

Gaze of the Hollow Special
Hold to draw your Static Charges into the crown, then rise and channel a piercing 90 m beam for seven seconds. The beam opens by firing everything you gathered in one big blast (400% per charge, 6 m wide plus 2 m per charge, up to 20 m). While it burns, the core beam builds focus on whatever it holds: up to +100% damage over three seconds, kept through a half-second slip and fading after that, with the hum rising as it climbs. You take less damage and ignore knockback while you gather and channel. Tap Special to skip the charge-up; Special or UI Cancel ends the beam early, and Utility exits straight into your Arc Step. The opening blast primes what it hits, so the beam finishes them off.

Open Circuit Alternate special
Hold Special to feed at least one Static Charge into the crown, then release. The crown strikes everything around you for ten seconds while you keep fighting; more gathered charges increase lightning density. Stormspear charges much faster under it, and a full Static bank upgrades its lightning strike to a Thunderbolt. Hollowed Orb gathers and launches above your head while Primary remains available. Enemies that stay inside for three seconds take an extra zap. Closed Circuit: each Electrocute within 12 m returns one fed charge; any still in the crown when it closes burst out as one 12 m nova for 150% damage per leftover charge, priming what it hits, or return to your bank if no enemy is in the nova.

How the storm works

Hollow Saint runs on one loop: finishers earn Static Charges, spenders use them, and everything a spender hits is left primed for the next finisher.
- Static. Eligible hits charge the enemy. Bigger hits, critical strikes and high-proc items charge it faster. It fades if you stop hitting.
- Electrocute. At full Static the enemy is jolted (not bosses) and Shocked, taking extra damage for a moment. The arc jumps to nearby enemies and charges them too. Each Electrocute banks one Static Charge, up to five.
- Spend and prime. Every skill that spends charges also primes what it hits, leaving it at up to 95% Static. It never fills the meter itself, so a spender can never pay for itself.
- Finish. Arc Bolt, Stormspear, the Gaze beam and Open Circuit's pulses tip primed enemies over. A primed pack Electrocutes in a hit or two and your bank refills.
| Role | Skills | In the loop |
|---|---|---|
| Finisher | Arc Bolt, Stormspear, Gaze beam, Open Circuit pulses | Build Static, Electrocute, bank charges. Stormspear builds double Static on primed enemies. |
| Spender | Hollowed Orb (held), Thundercloud, Gaze opening blast, full-bank Thunderbolt | Turn charges into damage and leave targets primed. Thundercloud also Shocks. |
| Free primer | Hollowed Orb (tap), Thundercloud (free) | Both prime without spending anything: the easiest way to start the loop. |
| Payback | Open Circuit | Fed charges come back from Electrocutes within 12 m; leftovers burst as a crown nova when it closes. |
Nothing takes your charges unless you held a skill for them: quick spear throws and quick Orb taps never touch the bank. A light income guard (2 charges per second, adjustable) keeps huge late-game packs from flooding it.
Build-outs
Your Secondary decides how you start and finish the loop; your Special decides how you spend it.

| Build | Loadout | How it loops | Watch for |
|---|---|---|---|
| Stormcaller | Stormspear + Gaze | Arc Bolt spreads Static and the bank fills. Open Gaze on the pack: the opening blast primes, the focused beam and your spears finish. | Spear and Gaze share one bank; only fully charged throws spend it. |
| Lancer | Stormspear + Open Circuit | Under the crown Stormspear charges much faster. Throw into primed enemies while pulses work the rest; every Electrocute nearby refunds the crown. | Stay within 12 m of the fight for refunds. |
| Siege | Stormspear + Thundercloud | Drop a cloud on a distant group to prime and Shock it, then finish from range with spears and Arc Bolt chains. | A free storm still primes; save charges for the big one or a full-charge spear. |
| Seer | Hollowed Orb + Gaze | Free Orbs prime the pack, then the Gaze opening blast and the beam cash it in. | Orbs never finish on their own; the beam and Arc Bolt do. |
| Conductor | Hollowed Orb + Open Circuit | Free Orbs prime, feed charges into the crown and fight inside it. Pulses finish primed enemies, refunds keep the bank topped up and leftovers burst as a crown nova. The most self-sustaining build. | Overhead Orbs keep Primary free during the crown. |
| Tempest | Hollowed Orb + Thundercloud | Everything primes: cloud and Orbs light up the pack, and Arc Bolt chains do all the finishing. High risk, high reward. | Free storms keep the loop going; charged storms empty the bank fast. |
Skins
Six skins, each with its own halo and lightning colour. Crimson Vow is the mastery skin: win or obliterate on Monsoon as Hollow Saint.

Install
Mod manager (recommended): install with r2modman or the Thunderstore Mod Manager; the dependencies come with it.
Manual: install the dependencies listed on this page, then copy the package's plugins/HollowSaint folder into BepInEx/plugins/. Keep HollowSaint.dll, hollowsaintassets and HollowSaint.language together in that folder.
Options
Damage, range, cooldown and presentation settings are in Settings → Mod Options → Hollow Saint (Risk Of Options, installed with the mod) and in BepInEx/config/com.johnstonstu.hollowsaint.cfg, along with presentation toggles: spear hand, item displays, arm motion and impact feel.
Languages
The mod follows the language you set in Risk of Rain 2. Simplified Chinese, Russian and Brazilian Portuguese are included (machine-translated; corrections are welcome in a translation issue). Any other language shows English. The Mod Options menu stays in English.
Feedback and known limitations
Bugs and balance notes are welcome on GitHub issues. For a bug report, turn on Verbose log (Mod Options → 6. Misc), reproduce it and attach BepInEx/LogOutput.log with the stage and what you were doing.
- Multiplayer has not had a real playtest yet. Skills are server-authoritative and networked, but expect rough edges. Every player should run the same version and config.
- Physical controller acceptance is unverified. Mention your controller and input setup with input reports.
- Item displays borrow Commando's placements, so a few items sit slightly off.
Also by JohnstonStu
| AH64: an Apache attack helicopter survivor. It hovers and never lands, with a chain gun, Hydra rockets, Hellfire and Longbow missiles, and evasive rolls. |
Credits and license
- Created by JohnstonStu: design, code, model, animation and effects.
- Lightning strike sounds built from Pixabay samples (Pixabay Content License). Other sounds are original.
- Built with BepInEx, R2API and Risk Of Options.
MIT © 2026 JohnstonStu.