Cerberus

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CERBERUS
Cerberus
General
Class Lesser Demon
Health 80 (0-5 Boss 1)
40 (0-5 Boss 2)
44 (7-1 Secret)
22 (Common)
Weight Heavy (Grounded)
Rank 3
GenericRevolverHUD.webpIcon hitscanparry.webp Locational Damage
Head 
(200%)
True
Limbs 
(150%)
True
Conditional Modifiers
Flammable False
Airshot False
Splatters False
Magnet Pull False
Damage Type Modifiers
  • Cannonballs: 
    200%
  • Standard Revolvers (Head): 
    200%
  • Rockets: 
    150%
  • Standard Revolvers (Limbs): 
    150%
  • Radiance Multipliers
    Health 1.5x
    Damage 1.5x
    Speed 1.35x
    Appearances
    0-5

    1-2, 1-3
    2-1, 2-2
    3-1


    4-1, 4-2, 4-3
    5-1, 5-2, 5-3
    6-1


    7-1, 7-2, 7-3, 7-S


    0-E, 1-E


    P-2
    The Cyber Grind

    Cyber Grind Data
    Wave Cost Prefabs
    7 16 + 2 n

    The Cerberus is a Lesser Demon introduced as a pair of bosses in its namesake level 0-5: CERBERUS, and is the second Demon-class enemy that the player encounters in ULTRAKILL.

    Cerberi are large humanoid statue-like, featureless creatures holding a glowing yellow orb resembling an apple.

    Behaviour

    Cerberi slowly advance towards the player while not attacking and become visibly damaged after losing 50% of their health.

    When a Cerberus is killed, all other Cerberi currently active will become enraged, gaining an attack and movement speed increase.
    An already enraged Cerberus cannot be enraged a second time.

    Attacks

    Energy Orb
    The Cerberus will perform a winding-up motion and hurl an Energy Orb at the player, dealing 20 damage and causing an explosion.
    They will not use this attack if the player is too close.

    The orb can be deflected and parried but doing so is often difficult due to its high speed.


    Dash
    While in close range, the Cerberus will dash at the player, dealing 25 damage and a hefty amount of knockback.
    It cannot dash off ledges or into pits unless enraged. This attack cannot be parried.

    Shortly before initiating the charge, Cerberi can instantly change the direction they are facing to try and predict the player’s movement.


    Stomp
    The Cerberus will stomp the ground with its right leg when close to the player, causing a shockwave that deals 25 damage.
    This attack cannot be parried.

    Strategy

    Cerberi tend to spawn either alone or in groups of 2-3. They are not particularly dangerous when not enraged, however, they can still be quite troubling to deal with due to their sizable health pool.

    The S.R.S. Cannon S.R.S. Cannon's Cannonballs are the most effective projectile to use against Cerberi as they have a damage increase against them, being able to instantly kill them if the cannonball is fully charged before being punched with the Feedbacker Feedbacker right after hitting a Cerberus. Rockets Rockets also have a damage increase against Cerberi and, combined with Projectile Boosts can tear down a Cerberus in seconds. Point blank Shotgun Shotgun swaps combined with Knuckleblaster Knuckleblaster punches are a great way to deal damage to Cerberi and also regain generous amounts of blood if needed.

    Dodging Cerberi is a trivial task; they cannot use any attack other than their Energy Orb if the player is far enough away, and their Energy Orb can be innaccurate, so simply sliding around a Cerberus suffices to avoid taking damage from them.

    Difficulty Changes

    Brutal

    • Dashes twice in a row, with the second dash being indicated by a blue flash.
    • Sends out a second, smaller shockwave immediately after the first when stomping.

    Terminal Entry


    Cerberus

    TYPE: Lesser Demon

    DATA:
    Although they do not resemble the mythological three-headed dog, this name was chosen due to their nature as protectors of Hell. However, it’s not yet known why some stay dormant despite provocation.


    Despite the fact that keeping an energy orb stable takes a considerable amount of focus and effort, they seem to always keep one in hand, most likely as a display of their power to scare off intruders.

    STRATEGY:
    - Due to remaining entirely stationary until awoken, they move quite slowly, so engagement distance is easy to control.


    - They're quite adept at ranged combat by throwing their orb, but in order to avoid damaging themselves, they will not initiate a throw while their target is close, which can be used to manipulate their behavior, though once a throw has started, it cannot be stopped.


    - Due to the extreme concentration of their energy orbs, thrown ones explode on physical impact, so staying close to surfaces such as the floor or any walls will make avoiding ranged attacks more difficult.

    Media


    Enemies
    Lesser Greater Supreme
    HUSKS Filth Filth
    Stray Stray
    Stalker Stalker
    Schism Schism
    Soldier Soldier
    The Corpse of King Minos The Corpse of King Minos
    Sisyphean Insurrectionist Sisyphean Insurrectionist
    Ferryman Ferryman
    MACHINES Drone Drone
    Streetcleaner Streetcleaner
    Swordsmachine Swordsmachine
    Mindflayer Mindflayer
    Sentry Sentry
    Gutterman Gutterman
    Guttertank Guttertank
    V2 V2
    V2 (2nd) V2 (2nd)
    1000-THR "Earthmover" 1000-THR "Earthmover"
    DEMONS Malicious Face Malicious Face
    Cerberus Cerberus
    Idol Idol
    Mannequin Mannequin
    Hideous Mass Hideous Mass Leviathan Leviathan
    Minotaur Minotaur
    ANGELS Virtue Virtue Gabriel, Judge of Hell Gabriel, Judge of Hell
    Gabriel, Apostate of Hate Gabriel, Apostate of Hate
    ???
    Something Wicked Something Wicked
    Flesh Prison Flesh Prison
    Flesh Panopticon Flesh Panopticon
    Cancerous Rodent Cancerous Rodent
    Very Cancerous Rodent Very Cancerous Rodent
    Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl)
    Big Johninator Big Johninator
    Landmine Landmine
    Puppet Puppet
    PRIME SOULS Minos Prime Minos Prime
    Sisyphus Prime Sisyphus Prime