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SatoruGojo
Satoru Gojo as a playable survivor, and the library the other three Jujutsu Survivors are built on. Install this on its own for Gojo alone.
By Marmennz
| Date uploaded | 10 hours ago |
| Version | 1.2.0 |
| Download link | Marmennz-SatoruGojo-1.2.0.zip |
| Downloads | 480 |
| Dependency string | Marmennz-SatoruGojo-1.2.0 |
This mod requires the following mods to function
RiskofThunder-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: 1.1.0RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.4Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.5README
Satoru Gojo
The strongest sorcerer, as a playable survivor. He controls space: a steerable Blue that gathers a crowd, a steerable Red thrown into it, flight, self-healing, Hollow Purple as a charged ultimate, and Unlimited Void. Fragile for his damage, but he carries a barrier and a field that slows whatever comes near him.
Install it on its own for Gojo alone. It is also the library Ryomen Sukuna is built on, so if you want him too, the mod manager pulls this in for you.
At a glance
| Range | Everything at range; melee only to refill the bar |
| Toughness | The fragile one — traded for flight and a slowing field |
| Cursed energy | Regenerates half again as fast as anyone else's, and he needs it: every technique is a hold that spends it |
| Signature | Red fired into a standing Blue is a different and far larger technique than either |
Skills
| Key | Slot | Skill | What it does |
|---|---|---|---|
M1 |
Primary | Hand-to-Hand Combat | A three-swing combo: the first hauls everything nearby toward him, the second lands, the third drives it away. Each hit gives Cursed Energy back, the finisher most. Repeats while held. |
M2 |
Secondary | Spinning Kick | A full spin that strikes everything around him and launches it away. A connecting kick refills energy. |
Shift |
Utility | Instant Transmission | Aimed at an enemy, he crosses to their back and sets off a Red against it; anything left badly wounded is finished outright. Aimed at nothing it carries him forward instead. |
R |
Special | Hollow Purple | Held, not pressed. Red and Blue merge and release as a piercing sphere that sweeps what it flies through and then detonates. Release early for a smaller, faster one. |
Mouse4 |
Extra | Cursed Technique Reversal: Red | Hold to charge and steer a repelling sphere, release to hurl it, press the same button again to detonate — in hand or in flight. Two in hand, one recharging. |
Mouse5 |
Extra | Cursed Technique Lapse: Blue | Hold to steer an attracting sphere, release to leave a standing field that pulls and damages while it drains energy. Press the key again to close it early. |
X |
Stance | Inward / Outward | A switch, not a skill. It changes what the two orbs do with themselves — see below. |
T |
Domain | Unlimited Void | A rooted cast — on the ground or in the air — seals a domain that repeatedly stuns and damages everything inside. |
| — | Passive | Six Eyes — Infinity | Armour and crit; a field that slows enemies more heavily the closer they get; and a second-by-second heal that tops up missing health first and lays barrier with what is left. |
The one loadout choice is on Shift: Instant Transmission (the default)
or Reverse Cursed Technique, which plants him in place and heals a large
share of his health, armoured and uninterruptible while it runs.
The orbs, and the Hollow Purple you build out of them
Both orbs are steered the same way: hold the side button, aim to steer, and the mouse wheel pushes the orb further away or pulls it back. The camera stays free the whole time.
The combination is the point of the kit:
- Charge and release a Blue. It stands where you left it, pulling everything in.
- Charge a Red and fly it into that standing field.
- The two cancel into a Hollow Purple far larger than either.
The Blue charge sets the size, the Red charge sets the damage — so how big the blast is was decided two skills earlier. A tapped Blue makes a modest sphere; a fully charged one covers a good part of a stage.
Hollow Purple on R remains the bigger single hit, and this combination is
the one that covers a room. That way round on purpose: the combination comes
around every few seconds and R every thirty.
Charging spends energy, and both orbs let go the moment the pool is empty — which is what makes the setup work rather than what breaks it: an exhausted Blue field waits a moment for the Red to arrive before it collapses.
Turning the orbs inward
X flips a switch that both orbs read, and it is the answer to a crowd that is
already on top of you rather than gathered in front of you.
Red becomes six small spheres that find their own targets. They fan out of him on release, then seek — one each to the six nearest enemies, or all six onto whatever single thing is standing there. The volley leaves his hands and the skill is over, so he can move and fight while it flies; the aimed Red keeps both hands on the sphere until it goes off. What it gives up is everything that needs the sphere to be somewhere in particular: the range, the steering, and the Hollow Purple.
Blue circles him instead of standing still. It goes round him, it goes with him, and it cannot be stepped out of by walking past its edge. The hold still buys the size, and the wheel still sets how wide the circle is.
Flight
Not a skill — it costs no slot and lives on the jump key.
| Action | How |
|---|---|
| Take off | Jump, release, then jump again in the air |
| Climb | Space with a movement key held — it climbs wherever the cursor points |
| Hover | Space on its own — full stop, holding the altitude you stopped at |
| Descend | Aim down and fly into it. No key drops him. |
| Land / exit | Double-tap Space |
Flight is paid for out of the same Cursed Energy pool, so an empty bar puts him down. Reverse Cursed Technique suppresses it while it runs.
Tips
- Hold
Rto charge Hollow Purple — release early for a smaller sphere. - Hold
Mouse4to charge Red, release to throw, press again to detonate. - Fire Red into a standing Blue field for a far larger Hollow Purple.
- The Blue field sets the blast radius, the Red charge sets its damage.
- Press
Mouse5again to close a Blue field early. Xturns both colours inward — Red splits into six seekers, Blue circles him.- The inward Red aims itself; it gives up the steering and the Hollow Purple.
- An inward Blue follows him and keeps sweeping; the hold still sets how wide.
- Jump, release, then jump again in the air to fly.
- Charging spends Cursed Energy — both orbs release when the pool is empty.
Cursed energy
One purple bar above the skill row, shared by every character in this set. It refills on its own and faster on melee hits and kills. A skill you cannot afford does not fire and does not go on cooldown. The maximum grows with your level, so the domain — priced as a share of the pool rather than a flat cost — stays usable at every level.
Controls
| Action | Key |
|---|---|
| Extra skill 1 (Red) | Mouse4 |
| Extra skill 2 (Blue) | Mouse5 |
| Turn the orbs inward / outward | X |
| Domain expansion | T |
| Steer an orb nearer / further | Mouse wheel, while holding it |
| Hint panel on / off | F3 |
All keys can be rebound in the config. One thing to know if you edit the file by
hand: it numbers extra mouse buttons from zero, so the button your mouse calls
Mouse 4 is written Mouse3 there, and Mouse 5 is Mouse4. The skill
strip in game draws them as M4 and M5.
Where the numbers are
Damage, cooldowns and costs are not listed on this page on purpose. Every skill description in game is assembled from the same constants the skill runs on, so the figures on the skill panel and in character select are the real ones and cannot drift out of date the way a hand-written page does.
Skins
Seven, picked in the ordinary skin selector and offered in this order: Formal (the default), Jujutsu High, Hidden Inventory, Shinjuku Showdown, Shinjuku, Coatless, Day Off and Shirtsleeves. The second and third are the school uniform twice — the one he is known for with the blindfold, and the one he wore as a student, with the longer fringe and the round dark glasses.
Settings
Under Mod Options if you have Risk of Options installed, and in
BepInEx/config/dev.marmennz.satorugojo.cfg either way. Black Flash chance and
multiplier, the extra skill keys, audio levels, model scales and the title
screen line-up. Most of it is read once at load, so a change applies on the next
launch.
Multiplayer
Everyone in the lobby needs the same version of this package. A character package built against a different version of it will be refused by the lobby check.
Donations
Not asked for and not needed — the mod is free and stays free. If you would like to anyway:
| Solana | RGHL3oHK7CRd7W63EqFa1WWSTUP2cWoBczsP4dWJ7Xw |
| Ethereum | 0x89693F2e8e081Eaf9620F66fEE4271462452DCeA |
Credits
Made by Marmennz. Bugs, requests and screenshots:
Discord, or u723bh87_ directly.
Model and audio sources are listed in MODEL_SOURCE.md and AUDIO_SOURCES.md,
shipped alongside this file. Rights to Jujutsu Kaisen and to the original game
assets belong to their owners; nothing here is sold.
CHANGELOG
Changelog
Newest release first. The long version, with the reasoning behind every entry,
is CHANGELOG.md in the repository.
Everything before 1.2.0 is the core package's own history — the one every character needs — from when Gojo and Sukuna were the whole mod.
1.2.1 — a character who can see himself again, Eclipse progress that survives, and the picture on this page
Your own character no longer disappears while everyone else can still see him. If the camera came right up against you — landing on a new stage, walking into a wall — in the moment before your outfit was put on, the game switched every one of your meshes off and there was nothing left to switch them back on again. Wearing anything other than the first outfit, Gojo went completely invisible on your screen for the rest of that life. He is put back on now.
Your Eclipse levels no longer vanish. Starting Risk of Rain 2 without the mod — straight from Steam instead of through your mod manager — wiped every Eclipse level these characters had cleared, silently, because the game throws away unlocks it does not recognise. The progress is now kept alongside the mod as well and put back the next time you play, so a stray launch costs you a trip to the menu and nothing else.
If yours were already lost, they cannot be recovered from the save; you can type
them into BepInEx/config/dev.marmennz.satorugojo.eclipse.cfg once, and they
will stay from then on.
The icon on this listing, and the one your mod manager shows next to it, is now the same close-cropped portrait the character select has been drawing since 1.2.0. It had been left as the wider panel — the same art, further away, and unreadable at the size a mod list draws it.
1.2.0 — two new survivors, and Mahoraga
New survivor — Yuji Itadori
No technique of his own, so he throws himself at things. His Black Flash chance is several times everyone else's, and landing one puts him in the flow — a streak that heals him, hardens him, and at the top refuses a killing blow.
M1 M2 Shift |
Divergent Fist, a rising Manji Kick, and a Rush that can be aimed straight up |
R |
Black Flash — a guaranteed one — or Soul Strike, which lands through armour and any block |
Mouse4 Mouse5 |
Piercing Blood, the lance; and Divergent Quake or Scissors, one flat cut across |
T |
A domain that deals no damage at all — everything inside simply stops fighting |
Seven outfits.
New survivor — Aoi Todo
The heaviest and best armoured of the set, and the only one who does not travel by running. He throws a stone, marks what he wants moved, and claps it to whatever he is looking at — himself, a teammate, or whatever is killing him.
M1 M2 |
Four blows in a run; and an Overhead Smash that, pressed in the air, comes down the way he is facing and lands harder the further he fell |
Shift |
Boogie Woogie: Stone — a thrown destination |
R |
Plus Ultra — a dash whose kick is always a Black Flash. Hold it to go further |
Mouse4 Mouse5 |
Mark what you want moved, and the clap that moves it. Marking is free; no cooldown on either |
| — | No domain, and no fall damage from any height |
Two outfits.
New — Divine General Mahoraga
He is not a skill and belongs to nobody. A shrine rolls on about a third of stages: a white cocoon with his wheel set into it, and turning the wheel opens it. What comes out is on the monster team and adapts to whatever you are killing him with, so the answer is more than one thing, or speed.
Kill him and he drops the Ring of the Divine General, a red item — so any
survivor in the game can keep him, not just Sukuna. Stacks make him stronger,
never more numerous; there is only ever one of him. G sends him away and puts
his wheel on you instead, and presses again to give it back.
New — the X key, on everybody
One binding, four answers. Not a new skill each — the kit you already have, done a different way.
| Gojo | Both colours turn inward — Red becomes six spheres that find their own targets, Blue circles him instead of standing still |
| Sukuna | He skates on his own cuts: hold a sprint in a straight line and blades lay themselves under his feet |
| Yuji | Sukuna lends him the reach — the fists land nearly twice as far out and thirty per cent harder |
| Todo | The clap trades the two places: everything the blow catches changes ends with it |
Satoru Gojo
- Flight has weight — it pulls up and leans into a turn, and he lies back on air with his hands in his pockets.
- Unlimited Void deepens with the run — a tenth-stage domain is a dark room where a first-stage one is a pale bubble. Look only; no numbers changed.
- Fixed: Blue pulled once and then threw you across the room, the void missed some of what stood in it, his skins were seven different heights, and their icons drew on top of one another.
Everything
- Spending cursed energy in a burst makes it dearer for a few seconds. No price changed — emptying the bar makes the next technique cost up to twice what it says, and it falls back off over a few seconds of not spending. The bar turns towards ember and shows the multiplier while it stands. It can be switched off in the settings.
- Todo's three fighting buttons cost cursed energy now. They were the only ones in the mod that did not. His combo is drained rather than gated, so an empty bar never stops him punching — which is where the bar comes from.
- Every effect in the mod rebuilt, and every skill icon redrawn.
- New walking and running for all four, and bodies fall over when they die.
- The title screen is a posed picture instead of a row.
1.1.7 — Gojo comes off the borrowed rig
- The package no longer ships anybody else's asset bundles.
- Two more outfits: Day Off and Shirtsleeves.
- Fixed: four of his six skins were drawn inside out, he was missing from the title screen and character select, and he made Sukuna's hand sign when idle.
1.1.6 — Hollow Purple, built out of the two colours
- Fire a Red into a standing Blue and the two cancel into a Hollow Purple far larger than either. The Blue sets the size, the Red sets the damage.
- The orbs answer to their own buttons,
Mouse4andMouse5. - A hint panel on
F3. - Gojo hits harder in melee and takes hits better, and his pacing was reworked.
1.1.5
- Fixed: the domain could kill you.
- Fixed: Instant Transmission circled the enemy instead of arriving behind them.
1.1.2 — first release
Gojo and Sukuna, the shared Cursed Energy bar, and the settings page.