Co-op and Brobot
Roboquest co-op pairs you with a second player the game calls your Brobot, and calls reviving a reboot. When your health hits zero you go down instead of ending the run, and rebooting transfers half the reviver's current health to the downed player. Nothing in the game removes that cost, and if nobody reboots you the game does it automatically after 60 seconds and charges the same.
Roboquest allows you to play with a partner, known as a "Brobot." Your Brobot is the other human player, not an AI companion. While a second player adds firepower, co-op also introduces shared risks that you must manage carefully.
The Reboot Costโ
In cooperative play, the standard failure state changes. When your health reaches zero, the run does not end immediately. Instead, you enter a downed state and your partner reboots you.
Warning: Rebooting transfers half of the reviving player's current health to the downed player. It is a share and not a burn, so your partner comes back with what you gave up, but you are the one who pays.
This mechanic forces a dangerous downward spiral. If one player goes down in a boss fight, the other halves their own health to bring them back, making it likely that both die shortly after.
Co-op Itemsโ
There are no longer any multiplayer-exclusive items in Roboquest. Patch 1.2 rebuilt this whole category around the Summon keyword and made every one of them droppable in single player, so the old advice to hunt down co-op-only gear no longer applies.
The Phone Chargerโ
The Phone Charger is a Superior item costing 8 Powercells. Its real effect is:
- Increases your Brobot rebooting speed by 25%.
- Increases your summons' health by 15%.
It does not remove the health cost of a reboot, and neither does anything else in the game. It is a genuinely good co-op pickup because a faster reboot means less time standing still in a live fight, but it does not change the arithmetic of what a reboot costs you.
The Heart Necklaceโ
A Common item costing 6 Powercells that increases your armor by 16% while you are within 7.5 meters of a summon or your Brobot. It used to be co-op only and now drops in single player too, since a summon satisfies the same condition.
The Walkie Talkie was removed from the game entirely in patch 1.2. RyseUp described it as the last multiplayer-only effect remaining. If you see it recommended, the guide you are reading predates April 2024.
Strategies for Co-opโ
- Split the Loot: You and your Brobot do not share an inventory. Communicate before grabbing weapons or perks to make sure both players have strong builds.
- Divert Aggro: If your Brobot is low on health, play aggressively to draw enemy fire so they can safely collect Healing Cells.
Breaking the Reboot Spiralโ
The health cost is the mechanic that actually decides co-op runs, and most teams handle it wrong by rebooting on reflex.
There is one thing you have to know before any of this advice makes sense. If nobody reboots the downed player, the game does it automatically after 60 seconds and takes the same half of your health anyway. Waiting does not save you anything. It only decides whether you pay at a moment you chose or at a moment the timer chose.
That turns rebooting from an open-ended decision into a 60-second window you should spend deliberately:
- Clear or break line of sight first. Kill the immediate threat or move somewhere the room cannot see you.
- Top up before you reboot. If healing-cells are on the floor, take them first. Rebooting at 90% health leaves you functional. Rebooting at 40% leaves you downed.
- Then reboot, before the timer does it for you. Getting caught at low health when the automatic reboot fires is the worst outcome available.
The Phone Charger helps here, but understand what it is buying. A 25% faster reboot means less time rooted in place mid-fight. It does not reduce the health cost, so it makes the act safer without making it cheaper.
Pair Your Classes Deliberatelyโ
Inventories are separate, so two players building the same way is wasted coverage. The pairing that consistently works puts one player on sustained damage and one on mobility and repositioning.
The sustained damage player anchors fights and holds enemy attention. The mobile player collects Healing Cells, takes the flanks, and is the one who stays standing when things go wrong. That second role matters more than raw damage, because in co-op the player who is still alive is the only one who can bring the other one back.
Decide the split before the run starts. Sorting it out after both players have committed perks is too late.
Frequently Asked Questionsโ
How does reviving work in Roboquest co-op?
The game calls it a reboot. When your health reaches zero you go down and the run does not end, and your partner reboots you by transferring half their current health to you. If nobody does it, the game reboots you automatically after 60 seconds and charges your partner the same half.
Is the Phone Charger worth buying in Roboquest?
It is a good pickup, but not for the reason it is usually given. The Phone Charger costs 8 Powercells, speeds up rebooting by 25 percent, and adds 15 percent summon health. It does not remove the health cost of a reboot, and nothing in the game does.
What items are co-op exclusive in Roboquest?
None. Patch 1.2 rebuilt the category around the Summon keyword and made every one of them droppable in single player. The Walkie Talkie was removed from the game entirely in the same patch, and the Heart Necklace now triggers off being near a summon.
Do you share loot with your Brobot?
No. Weapons, perks, levels, items and gadgets are all per-player, so talk before grabbing anything to make sure both players end up with strong builds.
Should you wait before rebooting a downed Brobot?
Yes, but only up to 60 seconds. Clear the threat and pick up healing-cells first, because rebooting at 40 percent health just puts you on the floor next. Do not let the timer run out though, since the automatic reboot costs you the same half of your health at a moment you did not choose.
What to Read Nextโ
- Classes and Abilities. Class pairings that complement each other.
- Endgame Builds. Splitting build roles across two players.
- Boss Mechanics and Evasion. Boss patterns in co-op scaling.