Health
Attack | Healing Amount |
---|---|
Punch | 10 |
Punch (Critical) |
30 |
Parry (Any) | 999 |
Knuckleblaster gibbing | 120 |
Slam gibbing | 120 |
![]() |
90 |
Hitscan Shot | 10 |
Hitscan Shot (Limb) | 20 |
Hitscan Shot (Head) | 30 |
Shotgun Pellet | 3 |
Nail (Any) | 1 |
Saw (Any) | 10 |
Saw (Overheat) | 30 |
Health is the main resource of ULTRAKILL which directs the player's life. The player usually has a maximum of 100 health, but may reach up to 200 health if the player collects a Red Soul Orb, is playing on Harmless, or has respawned at least 3 times in a row to a checkpoint on Lenient. A central mechanic of the game is the ability to regenerate health by attacking an enemy at close range. This ability does not apply to Sanded enemies. Other ways to regenerate health are by parrying any attack, destroying healing props such as the soul canisters in 6-1, collecting a
Red Soul Orb, respawning to a checkpoint, starting another level, or restarting the level.
Parrying provides the player with a full refill of their health, or up to the Hard Damage limit if the player has any, and will also refill the player's Stamina.
If the player's health reaches 0, they will die and the death sequence plays afterwards they are given a option to restart the level or use a checkpoint if applicable.
The death sequence starts with the camera corrupting as a diagnostics read out flashes across the screen, before it fully shuts down and the player is taken to the restart screen. The restart screen features a laughing skull and crossbones with " [YOU ARE DEAD]. PRESS R TO RESTART. " Certain hazards (e.g. Crushers) will skip the death sequence. A transcription of the death sequence's text can be found here.
Hard Damage
Hard Damage is a mechanic only found on difficulties Standard and up that prevents the player from healing a percentage of their health shortly after receiving damage.
When the player is hit by an enemy's attack, they will be dealt damage and also receive some Hard Damage. The amount of Hard Damage dealt to the player is equal to 35% of the damage the player has received. Hard Damage subtracts itself to the maximum of the player's health bar. In other words, Hard Damage acts as a temporary limit under the usual 100 health. This limit is rounded to the nearest integer. All mechanics related to this gameplay element are ignored if the player has more than 100 health.
Hard Damage passively drains over time. Hard Damage has a hidden timer that uses seconds called "cooldown" that is first set to 1 second when the player is damaged. Additionally, each time the player is hit, this timer will increase by an amount of seconds equivalent to 1/20 of the damage dealt by the attack. If the player is playing on Violent or higher, the timer will increase by 1 additional second every time. When the timer runs out, the player's Hard Damage will start draining at a rate of 15 Hard Damage per second.
Hard Damage can also be inflicted by the Whiplash. When reeling in the Whiplash, the player will constantly receive Hard Damage at a rate of 60/s and add some amount on the timer. Hard Damage received this way can only replace currently missing health and cannot add any more Hard Damage if the player already has at least 50 Hard Damage. While underwater, the player does not get any Hard Damage from using the Whiplash.
Hard Damage is also affected by the player's Style Rank.
- If the player is at Anarchic Rank or below, no changes appear. (Hard Damage drains at a rate of 15hd/s.)
- If the player is at the Supreme Rank, the timer will decrease 2 times faster and Hard Damage will drain at a rate of 40hd/s.
- If the player is at the SSadistic Rank, the timer will decrease 2.5 times faster and Hard Damage will drain at a rate of 50hd/s.
- If the player is at the SSShitstorm Rank, the timer will decrease 3 times faster and Hard Damage will drain at a rate of 60hd/s.
- If the player is at the ULTRAKILL Rank, Hard Damage and its timer will be instantly set to 0 and will never increase until the player drops down to a lower Style Rank.
Game Mechanics | |||
---|---|---|---|
Player | |||
Assists • Cheats (Debug Console) • Health (Hard Damage) • Movement • Parrying • Style • Weapons | |||
World | |||
Difficulties • Levels • Points • Ranking • Seasonal Events • Sound Effects • Soundtrack • Status Effects | |||
Entities | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||
Easter Eggs | ![]() ![]() |