Sisyphean Insurrectionist
SISYPHEAN INSURRECTIONIST | ||||||||
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General | ||||||||
Class | Supreme Husk | |||||||
Health | 110 (4-2 Boss) 75 (Common) | |||||||
Weight | Superheavy (Grounded) | |||||||
Rank | 6 | |||||||
Locational Damage | ||||||||
Head (200%)
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Limbs (150%)
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Conditional Modifiers | ||||||||
Flammable | ||||||||
Airshot | ||||||||
Splatters | ||||||||
Magnet Pull | ||||||||
Damage Type Modifiers | ||||||||
200% 0% 0% | ||||||||
Radiance Multipliers | ||||||||
Health | 1.5x | |||||||
Damage | 1.5x | |||||||
Speed | 1.5x | |||||||
Appearances | ||||||||
4-2 6-1 | ||||||||
Cyber Grind Data | ||||||||
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The Sisyphean Insurrectionist is a Supreme Husk introduced as a boss in 4-2: GOD DAMN THE SUN, and is the seventh Husk-class enemy that the player encounters in ULTRAKILL.
They return as a secret boss in 6-1: CRY FOR THE WEEPER before becoming a regular enemy in 7-2: LIGHT UP THE NIGHT and P-2: WAIT OF THE WORLD.
Sisyphean Insurrectionists are humanoid husks with tanned skin, a missing head and right arm, and a cleaved torso. They are completely nude aside from wearing beige underpants, and possess an elongated left arm and a hand with long. thin fingers used to hold their main weapon, a dead, bloodied Malicious Face which they use as a cannonball. Their legs are coated in blood, which allows them to walk on the burning gold sand in the Greed layer, and also walk with a limp, as their left ankle is broken.
Behavior
If an Insurrectionist's target is less than 8 units away, Insurrectionists will always use their Stomp attack.
If the Insurrectionist instead has performed 2–3 of its main attacks in a row or is farther than 100 units from its target, and the target is within 50 units of a surface, it will Jump towards the target and reset the amount of attacks performed.
Otherwise, Insurrectionists will randomly pick between their main 4 attacks: an Overhead Slam, a Horizontal Swing, a Stab, or an Air Stab; repicking until the attack isn't the same one as the previous one or if they pick their Air Stab attack when they had just performed a Jump. If they repick attacks 10 times in a row, they may pick any attack to perform.
If the attack that was picked is determined to be unable to hit the player, it will choose randomly from its remaining main attacks until it finds one that can hit them. If no attack is found, the Insurrectionist will instead Jump at the player. In this case, Jumping will neither reset nor increment the amount of attacks performed.
After starting one of its main attacks, the number Insurrectionists cannot use any attacks for another 2 seconds. This cooldown depletes at 300% the rate while its target is less than 10 units away. This cooldown is set to 3 seconds when the Insurrectionist spawns.
If an Insurrectionist is hit by a cannonball from the S.R.S. Cannon Rocket Launcher, a parried Insurrectionist cannonball, or a dying Malicious Face, it will be knocked down and unable to attack; for 0.85 seconds if hit while on the ground, or for 4 seconds if hit in the air 0.25 seconds before landing.
Insurrectionists walk at a maximum speed of 10 units/s with an acceleration of 666 units/s², and can turn while walking at 999 degrees/s.
Attacks
Jump
The Insurrectionist will jump into the air at a height proportional to the distance to its target, then fall at its target's location, creating a shockwave at its feet when it lands.
Player Damage | Enemy Damage | Max Size (u) | Speed (u/s) | Alignment |
---|---|---|---|---|
25 | 2.5 | 100 | 35 | Horizontal |
Stomp
The Insurrectionist will stomp its right foot, creating an explosion.
Context | Player Damage | Enemy Damage | Max Size (u) | Speed (u/s) | Ultrabooster | Ignite | Unblockable | Electric | |
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Sphere 1 | ≤50% Max Size | 30 | 3 | 13.5 | 2 | ||||
>50% Max Size | 20 | 2 | |||||||
Sphere 2 | - | - | 0 | 18 | 2.5 |
Overhead Slam
The Insurrectionist will look upwards, then swing its cannonball over itself toward its target, dealing 30 damage on a direct and and creating an explosion on impact with a surface.
The cannonball can be Feedbacker parried.
Horizontal Swing
The Insurrectionist will turn its torso to the left, then swing its cannonball around itself toward its target, dealing 30 damage on a direct and and creating an explosion on impact with a surface.
The cannonball can be Feedbacker parried.
Ground Stab
The Insurrectionist will drag its cannonball behind itself, then throw it directly at its target, dealing 30 damage on a direct and and creating an explosion on impact with a surface.
The cannonball can be Feedbacker parried.
Air Stab
The Insurrectionist will jump into the air, then throw its cannonball at the player, dealing 30 damage and creating an explosion.
The Insurrectionist will then grapple to their cannonball and slam the ground, creating a 25 damage shockwave.
The cannonball can be Feedbacker parried.
Player Damage | Enemy Damage | Max Size (u) | Speed (u/s) | Alignment |
---|---|---|---|---|
25 | 2.5 | 100 | 35 | Horizontal |
Strategy
Sisyphean Insurrectionists are some of the most fierce and dangerous enemies in ULTRAKILL, due to their high damaging attacks and enormous health pool.
However, they have a fatal weakness to fire that can be exploited; due to this, Rockets, heatsinks from the Overheat Nailguns, and projectile boosts are invaluable sources of both damage and the fire debuff.
Sisyphean Insurrectionists can also be stunned; by successfully parrying their Malicious Face with the Feedbacker, or with an S.R.S. Cannon Rocket Launcher cannonball, they will be stunned, allowing for an opportunity to Shotgun swap and punch them with the Knuckleblaster, or, for more experienced players, set up a Railcoin with the Electric Railcannon.
Parrying Insurrectionists is an often risky yet rewarding tactic, as parrying an Insurrectionist's Malicious Flail will deal 22 damage to it or anything the player aims it at (the Flail's damage is effected by the extra damage from burning). All four of their attacks involving their Malicious Flail can be parried, though the timing can be tricky for newer players. Most of them can be parried with more leniency by dashing forwards or backwards just before parrying, increasing a window of leniency for the player to parry them. With their Overhead Slam and Horizontal Swing attacks, the player can easily bait them into reducing their attack range to effectively melee by moving extremely close to the Insurrectionist, both increasing the parry window and making the timing much more lenient.
Maneuvering around Sisyphean Insurrectionists is a hard task; it is recommended to slide and slide jump diagonally or sideways to avoid their boulders. Stamina should be conserved as much as possible: running out of stamina can result in a combo by the Sisyphean Insurrectionist if an attack requires that you dash sideways or backwards.
The Whiplash should be used carefully; as grappling towards the Sisyphean Insurrectionist is a dangerous task due to their close-range Stomp, and the Insurrectionist does not provide much health when not on fire. Grappling to a flaming Insurrectionist though is a high risk-high reward situation: the player may be knocked away from the Insurrectionist and be potentially killed, but a good shot from the Electric Railcannon, a heatsink from the Overheat Nailgun, a couple Shotgun Swaps, or a Parry can heal the player back up to the hard damage limit.
Difficulty Changes
Harmless
- Attack cooldowns are 1 second longer.
- Insurrectionists swing and extend their arms 50% slower while attacking.
- Insurrectionists do not use their Stomp attack.
- Insurrectionists do not produce shockwaves.
Lenient
- Attack cooldowns are 0.5 seconds longer.
- Insurrectionists swing and extend their arms 25% slower while attacking.
- Stomps are 14.29% slower.
Violent
- Attack cooldowns are 0.5 seconds shorter.
- Insurrectionists swing and extend their arms 25% faster while attacking.
- Stomps are 14.29% faster.
- Stomp explosions are 50% larger and faster when the Insurrectionist is Radiant.
- Cannonball impact explosions are 51.52% larger and faster.
Brutal
- Attack cooldowns are 1 second shorter
- Recovers from being downed twice as fast.
- Attack cooldown is 1 second upon spawning.
Terminal Entry
DATA:
The Sisyphean Insurrectionists were an army of Husks gathered and trained by King Sisyphus for overthrowing Heaven's control of Hell, freeing the sinners from their eternal torment.
During an era of chaos in Heaven, as the angelic watch was absent, Sisyphus began setting his plan in motion as his forces recruited all Husks that were intelligent enough to be useful to their cause and began attacking the demons that wandered the dunes of Greed.
Upon the establishment of the Council and subsequent return of peace to Heaven, Gabriel and an army of angels were sent down to crush the insurrection and subjugate Sisyphus' army.
Although their battle was well-fought, the inexperienced Insurrectionists could not match the educated strategy of the angels, who quickly descended upon King Sisyphus with great force, eventually overpowering and killing him, leaving the Insurrectionists without a chain of command.
Left scattered and disoriented, the warriors were easily picked off one by one, their bodies cut apart, leaving behind only the bare essentials required to carry on their eternal punishment of hauling heavy boulders up the monuments of mankind's arrogance and greed.
Although the blood of their enemies still stains their bodies and their grasp still clutches their fallen foes, their will and fierce fury only serve as mental torment in knowing how close they were to freedom.
STRATEGY:
- The Sisyphean Insurrectionists soak their feet in the blood of their enemies to protect them from the heat of Greed's dunes, but the rest of their body is still skin and flesh, which can be set aflame to greatly weaken their defences, increasing the damage of any attack dealt to them.
- Though they have practically unlimited range, each of the Insurrectionist's swings has strengths and weaknesses. Learning which way to dodge to avoid each attack is vital.
- The Insurrectionist's stomp is fast and destructive, so it's inadvisable to stay close for long.
Media
Spawn
Stomp
Overhead Slam
Horizontal Swing
Stab
Air Stab
Air Stab Grapple
Fire Tick
<0.5 Damage (Inflamed)
≥0.5 Damage (Inflamed), Cannonballed
Death