Type: HG
Rarity: 5
Obtainable from:
Affects SMG, AR, RF, MG, SG, HG
ICD: CD:
[Passive]: Every 6th attack will deal 0.1x/ 0.5x/ 1x/ ($4th_chamber)x/ ($5th_chamber)x/ ($6th_chamber)x damage. The first shot of each round is random, and the following shots will cycle in order. If the first shot has a multiplier of 1x or higher, increases own accuracy and critical hit damage by ($acc_cdam_value)%, otherwise decreases own movement speed and evasion by ($debuff_value)% for 20 seconds. [Active]: Increases own rate of fire by ($rof_value)% for ($duration) seconds.
Rhino is a DPS handgun that revolves around randomness. Her tile shape and buffs are pretty good, and her rate of fire selfbuff on active is incredibly similar to Desert Eagle’s. Her performance as an actual DPS is pretty lackluster though, lagging behind the free unit Desert Eagle.
Due to the random nature of her passive skill and how much its damage varies, Rhino is difficult to rely on for most fights, usually wasting most of her damage output. Also don’t give Rhino too much rate of fire, her skill starts to behave weirdly when she shoots too fast.
The main use of Rhino is for speedrunning data simulations by abusing how much damage her 10x multiplier bullet does.
Python’s mirror twin in terms of tilebuffs. The same firepower and crit rate, but the gaps are on opposite corners. Needless to say these tilebuffs are pretty strong.
Rhino with enough firepower and crit rate and with a 10x initial multiplier can 1-shot the beginner target dummy.
Since Rhino has a about equal chance to pick any starting damage multiplier, her performance in any given fight is extremely random. The outcome of the fight can look extremely different if Rhino gets her bad damage multipliers first when shooting the most dangerous targets. This randomness is also determined in a way so that restarting the fight does not change the outcome.
Rhino’s 10x and 5x bullet are really big multipliers. If they end up overkilling her targets then Rhino wastes the best part of her DPS.
Rhino’s passive has 6 states, one for each damage multiplier to her attacks. 0.1x, 0.5x, 1x, 2x, 5x, and 10x. To make this easier I’ll call them chambers.
Rhino randomly picks one of the chambers to start on. The chance of choosing any given chamber is basically equal. If that chamber is 1x, 2x, 5x, or 10x, she gets the 5% buff to accuracy and crit damage. If it’s the 0.1x or the 0.5x chamber, she gets the 10% move speed and evasion debuff. Rhino’s next 6 auto-attacks will cycle through the chambers in order. (e.g. Starting on the 2x chamber: 2x > 5x > 10x > 0.1x > 0.5x > 1x). After firing 6 shots, Rhino randomly picks a new chamber to start from. She gets the associated buff/debuff, then she cycles through the 6 chambers in order again. This repeats infinitely.
The skill starts to break down once Rhino’s rate of fire is higher than 100. This is because changing chambers takes 15 frames, so having a rate of fire faster than 15 frames lets Rhino shoot a chamber multiple times before moving onto the next chamber. She still takes 6 shots before rerolling the starting chamber however. (e.g. Starting on the 5x chamber: 5x > 5x > 10x > 10x > 0.1x > 0.1x).
Visually, the skill is represented on Rhino’s chibi in-combat. After she shoots a bullet from a specific chamber, a roman numeral appears above her head corresponding to the multiplier. “I” is 0.1x, “II” is 0.5x, “III” is 1x, “IV” is 2x, “V” is 5x, “VI” is 10x. If the shot fired is the first shot of a set of 6, the roman numeral is golden, otherwise the roman numeral is silver.
There is also a revolver cylinder to Rhino’s side. When she gets the high multiplier first chamber buff, upward arrows appear above the cylinder. When she gets the low multiplier first chamber debuff, downward arrows appear below the cylinder.
Rhino as a DPS handgun is pretty questionable honestly. Her high damage multiplier shots run the risk of overkilling their targets, while her low damage multipliers do virtually nothing. The average of her DPS increase under skill assuming ideal luck is 355.7%. This is far lower than Desert Eagle’s 530.8%, despite their incredibly similar roles and rate of fire self-buffs. Also her luck swings wildly if she gets too much rate of fire. Since Desert Eagle is given to new players for free, there is hardly a good reason to use Rhino as a staple DPS HG.
The main actual use of Rhino is in the incredibly specific niche of data simulation speedruns. If Rhino gets her 10x multiplier as her very first bullet in data sim with the perfect team, she can 1-shot the data sim target dummy, finishing the fight in the fastest time possible, since she faces no first attack delay unlike other 1-shotters.
Other than that Rhino’s pretty hard to use normally.