Acrid

Tactics

 * The poison applied in is stackable.
 * Due to the stackable nature of, it may be advisable to stack Soldier's Syringe.
 * has a 17 second Cooldown, but the trail itself will last for nearly 15 seconds, meaning that by the time it dissipates, Acrid will be ready to spread another trail shortly. Spam it as often as possible, as it slows enemies down and speeds allies up, making it great not only for combat, but for escaping as well.
 * Try to spread in as wide an area as possible, avoiding bumpy, uneven terrain as much as possible.
 * Hanging on a rope after spread is a safe way to kill a big group of enemies, as this will keep them grouped and most of them can not reach the character.
 * The can easily take out a group of imps holding a reward, as you can spray the ground directly next to the statue, summon them, and they'll die easily and quickly, granting you an easy and painless reward.
 * will spread on contact with other mobs, as well as attempt to jump to others close enough on the screen. It can multiply itself and do devestating damage to groups. Note that it won't return to a previously infected enemy.
 * As a melee class, Acrid will do a lot of up close and personal combat, so making it better suited for this is your best goal. Items such as the Hermit's Scarf, Tough Times, Colossal Knurl, Mysterious Vial and Guardian's Heart will offer excellent survivablity, while offensively you'd want the Tesla Coil, Toxic Worm, Barbed Wire, Frost Relic, Burning Witness, Chargefield Generator, Fireman's Boots and Thallium to take advantage of being right in the thick of the fight.
 * Area of Effect attacks for Acrid can also be very useful, as well as stun items. Consider acquiring the Taser, Will-o'-the-wisp, Concussion Grenade, Gasoline, and Plasma Chain items. The Taser and Concussion Grenade can stun and snare enemies in your (and fire trail with Fireman's Boots and Burning Witness), and the Plasma Chain can damage any enemies that get in its way, useful for a constantly-moving melee user like Acrid. The Happiest Mask is also good to build momentum and synergizes with the Will-o'-the-wisp and Gasoline.
 * As a hit-and-run class, Acrid also benefits from items that increase movement, such as the Red Whip, Paul's Goat Hoof, Hopoo Feather, Photon Jetpack, and Rusty Jetpack. Items that increase movement speed are also useful to expand the area you can cover with one use of, while jetpacks and hopoo feathers are valuable because they allow you to repeatedly leap above a placed area of sludge, luring enemies into it without exposing yourself to their attacks.
 * The Unstable Watch is very good for doing large amounts of damage to bosses.
 * If you are low on health it is a smart strategy to try to get on one enemy and run.
 * can pass through terrain, both on its initial attack and as it spreads. The initial attack also has unlimited range.
 * 's first hit on mobs (as well when it passes to another enemies) is treated as an on hit, allowing on hit and chance on hit items to proc.

Trivia

 * On the proc of Heaven Cracker the animation of is replaced with the animation of.
 * Acrid is still the only playable class that can be fought in-game by the player.
 * Acrid's physionomy and placement suggest that he originally comes from the planet the game takes place on.

History
Acrid