Nailgun

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ATTRACTOR NAILGUN
Nailgun
Nailgun
Icon silvernail.png Primary Fire
Damage 0.205 (Icon projectile.png, Icon nail.png, Icon silver.png)
Cooldown 0.04s (Firerate)
0.2 (x100) (Ammo)
Icon magnet.png Alternate Fire
Duration 12s (x3) (Icon projectile.png, Icon magnet.png)
Cooldown 0.35s
Damage Modifiers
Filth Filth:
200%

Stray Stray:
200%

Schism Schism:
150%

Soldier Soldier:
150%

Stalker Stalker:
150%

Malicious Face Malicious Face:
150%

­ ­/ Gabriel Gabriel:
125%

Virtue Virtue:
125%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Terminal Info
Alt fire to shoot a magnet that pulls all nearby nails towards it.

Magnets stick to surfaces and enemies and can be broken with hitscan weapons.
Obtained in
1-1: HEART OF THE SUNRISE, 1-2: THE BURNING WORLD
OVERHEAT NAILGUN
Nailgun
Nailgun
Icon nail.png Primary Fire
Damage 0.185 (Icon projectile.png, Icon nail.png)
Cooldown 0.04 - 0.08s
Icon overheatnail.png Alternate Fire
Damage 0.185 (Icon projectile.png, Icon nail.png, Icon fire.png)
Duration 0 - 1s
Cooldown 8s
Damage Modifiers
Malicious Face Malicious Face:
150%

­ ­/ Gabriel Gabriel:
125%

Virtue Virtue:
125%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Terminal Info
Alt fire while shooting to overheat for a quick burst of damage at the cost of a heatsink.

Heatsinks recharge while not firing.
Obtained in
Terminal Shop
(25,000P)

Overview

The Nailgun is the third base weapon in ULTRAKILL, found laid down next to a bush in either 1-1: HEART OF THE SUNRISE or 1-2: THE BURNING WORLD if the player did not pick it up in the prior level. The blue Attractor variant is acquired as the first variant of the weapon when it is picked up, while the green variant, the Overheat can be purchased in the Terminal Shop for 25,000P. It fires nails at a rapid pace in a spread, with its variants allowing it to launch magnets to pull in projectiles or fire a massive burst of flaming nails.

It features a large handle connecting to a large frame with two drums and gun barrels attached along with an underbarrel attachment. A display on the frame shows variant-related information, with an ammo and magnet count for the Attractor, and a meter displaying current weapon heat along with two extra meters showing heatsink cooldowns for the Overheat.

Variants

ATTRACTOR NAILGUN
Attractor Nailgun
Attractor Nailgun
Icon silvernail.png Primary Fire
Damage 0.205 (Icon projectile.png, Icon nail.png, Icon silver.png)
Cooldown 0.04s (Firerate)
0.2 (x100) (Ammo)
Icon magnet.png Alternate Fire
Duration 12s (x3) (Icon projectile.png, Icon magnet.png)
Cooldown 0.35s
Damage Modifiers
Filth Filth:
200%

Stray Stray:
200%

Schism Schism:
150%

Soldier Soldier:
150%

Stalker Stalker:
150%

Malicious Face Malicious Face:
150%

­ ­/ Gabriel Gabriel:
125%

Virtue Virtue:
125%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Terminal Info
Alt fire to shoot a magnet that pulls all nearby nails towards it.

Magnets stick to surfaces and enemies and can be broken with hitscan weapons.
Obtained in
1-1: HEART OF THE SUNRISE, 1-2: THE BURNING WORLD

Alt fire to shoot a magnet that pulls all nearby nails towards it.

Magnets stick to surfaces and enemies and can be broken with hitscan weapons.

- Terminal Summary

Primary Fire

The Attractor Nailgun's primary fire launches small Icon silvernail.png silver nails in a tighter spread that deal 0.205 damage each, have additional advantageous damage modifiers against weaker husks, and embed themselves in enemies or gibs on hit.

However, it possesses a hard ammo cap of 100, with each nail regenerating rapidly over time while the gun is not being fired. Each nail fired will fully heat up all Nailgun variants, indicated by the orange glow being emitted from the barrels of the weapon.

Targets with nails embedded in them become more magnetic to the Attractor's magnets and have their nails explode when shot with the Electric Railcannon Electric Railcannon, dealing an extra 0.0(6) damage for each nail that are embedded in them up to a maximum of 6 damage at 90 nails while granting you the +CONDUCTOR style bonus.

Alternate Fire

The Attractor Nailgun's alternate fire holds and launches up to three Icon magnet.png magnet projectiles that will pull in all nails, sawblades, and rockets towards them. Upon making contact with surfaces or enemies, magnets will embed themselves into them. Magnets can fly for up to five seconds before expiring, though once they successfully embedded in a target, they will remain in place for twelve seconds before expiring. Magnets will expire early when shot by hitscan.

Magnets exert a pulling force on all nails and sawblades that enter their range, with nails being pulled directly towards the magnet itself while sawblades will orbit around the magnet in a wide horizontal ring. However, magnets each can only pull up to a certain amount of nails and sawblades at once before they break. Magnets have a capacity of 75 nails before exploding prematurely. Attractor variant Sawblades take up 5 nails of space, Overheat variant sawblades take up 2.5, and Overheat charged sawblades take up 15. When multiple magnets are present, they will all exert their own magnetic force on the nails and sawblades at the same time. When enemies are killed by nails or sawblades being affected by a magnet's pull, the player will receive the +ATTRAPTOR style bonus, or +BIPOLAR if they are being pulled by two or more magnets at the same time. These bonuses are not granted when killing enemies with a magnet attached to them.

When a magnet expires, all of the nails and sawblades being held by it will be launched outwards. Nails in particular will become part of a 'nailbomb' after the expiration, where each enemy can only be damaged by one of the nails, but each nail has its damage multiplied by the amount of nails in the nailbomb divided by two. Individual nails are considered to be removed from the nailbomb and no longer count in the nailbomb damage formula after they come into contact with an enemy, gibs/corpses, and any part of the environment.

The +NAILBOMBED style bonus and its gray +NAILBOMBED variant is granted by killing and hitting an enemy with a nail that has escaped the pull of a magnet respectively. Note that the style bonuses are not exclusive to the actual nailbomb mechanic; the nailbomb requires the magnet holding the nails to expire in order to occur whereas the bonuses can also occur in situations where the nails are able to fly fast enough that the magnet isn't able to properly the pull nails back in.

Rockets will home in on magnets if they were fired after the magnets were launched, with rockets from the player additionally only locking on to magnets attached to enemies, while rockets fired by the Guttertank Guttertank will only lock-on after being frozen once by the Freezeframe Rocket Launcher Freezeframe Rocket Launcher. Magnets attached to enemies will break after they are hit three times by a rocket, though airshots and freezecharged rockets will count as two hits. Rockets can only be affected by the pull of the closest magnet to them.

Certain enemies with nails embedded inside of them can be forcefully pulled by magnets, including all light and medium enemies (excluding bosses and Virtues Virtues), and Guttermen Guttermen. Grounded enemies have to be pushed into the air in order to be affected by the pulling effect. The more nails are embedded in the enemy, the more powerful the pulling effect is. If enemies take fatal fall damage as they are being pulled by magnets, the +CATAPULTED style bonus will be granted.

Stalkers Stalkers will have their sand explosion's radius reduced for each magnet embedded in them. In 5-2: WAVES OF THE STARLESS SEA and 5-4: LEVIATHAN, attaching magnets to an enemy will increase the chances of them being struck by a lightning bolt.

Techniques

See also: Nailgun/Advanced#Techniques
Magnet Missile
By breaking an active magnet nearby that is currently holding nails and or sawblades and then firing a new magnet at the same time, the fired magnet will pick up all of the projectiles being held by the last magnet and carry it along its flight trajectory. This can be used to deliver magnet-based traps prepared beforehand into position to strike enemies if they do not spawn close enough to any available surfaces.

Catapulting
Enemies vulnerable to being pulled by magnets can have their velocity massively accelerated as they travel to the magnet. This can be used to instantly kill enemies that are able to die from fall damage by accelerating them to terminal velocity without requiring much vertical force. Efficiency of this technique can be increased by embedding more nails in the targets or using more magnets.

While certain magnet setups can allow for multiple separate catapults, the most simple and consistent method is to launch the nailed targets up into the air or force them off a ledge before directly firing magnets into the ground. Named after the style bonus granted by killing enemies with this method.

OVERHEAT NAILGUN
Overheat Nailgun
Overheat Nailgun
Icon nail.png Primary Fire
Damage 0.185 (Icon projectile.png, Icon nail.png)
Cooldown 0.04 - 0.08s
Icon overheatnail.png Alternate Fire
Damage 0.185 (Icon projectile.png, Icon nail.png, Icon fire.png)
Duration 0 - 1s
Cooldown 8s
Damage Modifiers
Malicious Face Malicious Face:
150%

­ ­/ Gabriel Gabriel:
125%

Virtue Virtue:
125%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Terminal Info
Alt fire while shooting to overheat for a quick burst of damage at the cost of a heatsink.

Heatsinks recharge while not firing.
Obtained in
Terminal Shop
(25,000P)

Alt fire while shooting to overheat for a quick burst of damage at the cost of a heatsink.

Heatsinks recharge while not firing.

- Terminal Summary

Primary Fire

The Overheat Nailgun's primary fire launches small Icon nail.png nails in a wider spread that deal 0.185 damage each and embed themselves in enemies or gibs on hit.

However, it will begin to slow in firing speed as heat builds up, eventually slowing down to half of the original firerate. Each nail fired will gradually heat up all Nailgun variants, as indicated by the orange glow being emitted from the barrels of the weapon.

Targets with nails embedded in them become more magnetic to the Attractor's magnets and have their nails explode when shot with the Electric Railcannon Electric Railcannon, dealing an extra 0.0(6) damage for each nail that are embedded in them up to a maximum of 6 damage at 90 nails while granting the + CONDUCTOR style bonus.

Alternate Fire

The Overheat Nailgun's alternate fire holds up to two heatsinks. When the Nailgun reaches a sufficient amount of heat, using the alternate fire will consume one heatsink and begin unleashing a volley of Icon overheatnail.png hot nails with a very wide spread that can set flammable enemies on fire, rapidly draining the heat from the Overheat Nailgun. When the gun completely runs out of heat, the volley will cease. Use of the primary fire is disabled during the heatsink burst.

Each heatsink takes eight seconds to recharge and the recharge is paused while the primary fire is being used. When there are no heatsinks available, the primary fire of the Overheat will take a massive penalty to its firerate and heat will not be able to be raised.

Techniques

See also: Nailgun/Advanced#Techniques
Overheat Storage
Switching weapons during the heatsink burst will completely pause both the volley and the heat drain, allowing the current heat of the Overheat Nailgun to be stored until it is switched back to. By reheating it using fire from a different Nailgun variant, the burst can continue firing using the now refilled heat meter. This can be chained indefinitely so long as the Overheat Nailgun is not held out long enough for the heat meter to be fully drained, and has the additional benefit of allowing the consumed heatsink to recharge as the primary fire of the Overheat is not used at all during the process.

This technique will not work if the last heatsink is used for the process, as having no heatsinks available will also disable the ability to heat the Overheat Nailgun, even when firing from other variants.

Strategy

See also: Nailgun/Advanced#Strategy

The Nailgun's high raw damage output and somewhat controlled spread means that it can provide high sustained DPS even outside of close-range. This is helped by its advantageous damage modifiers against enemies such as Malicious Faces Malicious Faces or Virtues Virtues, which can both fly and are more difficult to reach without mobility tools like the Whiplash Whiplash.

Despite its automatic nature, the Nailgun, just like the other weapons, can be used well in bursts in-between swapping to other weapons in situations like closing in gaps or picking off low health enemies where mid-ranged explosives like Projectile Boosts and rockets would deal self-damage while trying to approach or have to face against possible explosive resistances. Using the Nailgun economically alongside other weapons can also help overcome the firing restrictions that come with both variants, such as ammo and heat.

Nails have limited piercing power, only being able to hit a single enemy or even gibs before getting lodged in them. This makes it a suboptimal option for crowd control outside of extremely low health enemies like Filth Filth. Despite that, silver nails, with their damage bonuses against fodder husks, are well suited to eliminating clumps of such enemies.

Attaching a magnet onto an enemy with the Attractor Nailgun before unloading nails on them is easy and can help improve the accuracy of one's nails thanks to the homing effect. However, the limited pulling range and tendency to overshoot out of that range when pulling nails flying at high speeds prevent magnets from extending the Nailgun's effective range by much, making them mainly serve to reduce spread in ranges where the weapon is already viable and only near-misses occur.

Setting up traps with the Attractor variant's magnets can be useful for many different purposes such as dealing a high burst of damage right at the start of an encounter, maximizing nail damage output against grounded enemies with fast and predictable movement by directing them towards the traps, or to gain high levels of style by wiping out large swarms of fodder enemies and gaining the plethora of style bonuses associated such as +ATTRAPTOR and +BIPOLAR.

Catapulting enemies can be useful both for generating style when used against large waves of enemies as +CATAPULTED is not affected by weapon freshness, and for eliminating tougher targets like Guttermen Guttermen quickly. Caution should be taken so as to not accidentally kill a target with one's nails before they can be catapulted when looking for the style bonus, or to watch out for certain enemy behaviors such as the Streetcleaner Streetcleaner's dodge, or the Mannequin Mannequin's knockback resistance. Catapulting enemies with more destructive effects on death like Guttermen Guttermen or Streetcleaners Streetcleaners into other enemies can be provide even more style from +FRIENDLY FIRE.

A full heatsink burst from the Overheat variant is useful as a finisher, providing a quick burst of high damage that can kill or remove a large chunk of health from most non-boss enemies, with the large spew of hot nails having the additional benefit of lighting any husks that survive on fire and making them more vulnerable to attacks on other weapons and embedding more than enough nails for a powerful conductor effect from the Electric Railcannon Electric Railcannon.

Heatsink bursts can also be quickly fired off by hotswapping with the Attractor's primary fire to heat the barrel without the need to even charge up the meter, though some extra nails should be fired after switching back as the Overheat will cool back down somewhat during the time it takes to switch.

Overheat Storage is one of the best sources of sustained damage in the player's arsenal and generally the main method of firing nails once learned, being able to be used effectively infinitely as long as one does not fire too many nails from the Attractor during each swap. Do keep in mind that the actual DPS of this tech is considerably lower than that of a full heatsink burst as a result of swap times, and that it requires committing very heavily to staying on the Nailgun to get results.

While Overheat Storage still does outstrip the Attractor Nailgun's damage output, the latter's far superior accuracy and lack of required setup means that it can still work better than the former in situations where precision or just an immediate, low commitment barrage of nails is needed.

Color Customization

Each unlockable preset is reproducible one-to-one with custom colors; their corresponding color codes are also in the table below.

Name Soul Orbs Color Code
STANDARD
Model Nailgun1 1.png
0 N/A
ACIDIC
Model Nailgun1 2.png
10 R: 0.60
G: 0.60
B: 0.60
R: 0.60
G: 0.60
B: 0.60
R: 0.33
G: 1.00
B: 0.00
CLEAR SKY
Model Nailgun1 3.png
25 R: 0.12
G: 0.48
B: 1.00
R: 0.12
G: 0.48
B: 1.00
R: 0.00
G: 0.00
B: 0.00
SNOW LEOPARD
Model Nailgun1 4.png
50 R: 1.00
G: 1.00
B: 1.00
R: 0.00
G: 0.00
B: 0.00
R: 0.00
G: 0.00
B: 0.00
VAMPIRE
Model Nailgun1 5.png
100 R: 0.00
G: 0.00
B: 0.00
R: 0.50
G: 0.00
B: 0.00
R: 0.50
G: 0.00
B: 0.00

Media

TBA

Trivia

  • Nails can collide with certain player-fired projectiles like coins, cores, and rockets, pushing them. Nails can still deal damage to enemies after this collision. Magnets can also interact with cores and rockets, though will detonate them on contact instead. Freezecharged rockets struck by magnets will not create a red explosion.

Update History

TBA

Weapons
Variant 1 Variant 2 Variant 3 Variant 4
Arms Feedbacker Feedbacker Knuckleblaster Knuckleblaster Whiplash Whiplash FistIcon4.png ???
Slot 1 Standard Revolvers
Alternate Revolvers
Standard Piercer Standard Piercer
Alternate Piercer Alternate Piercer
Standard Marksman Standard Marksman
Alternate Marksman Alternate Marksman
Standard Sharpshooter Standard Sharpshooter
Alternate Sharpshooter Alternate Sharpshooter
Slot 2 Standard Shotguns
Alternate Shotguns
Standard Core Eject Standard Core Eject
Alternate Core Eject Alternate Core Eject
Standard Pump Charge Standard Pump Charge
Alternate Pump Charge Alternate Pump Charge
Standard Sawed-On Standard Sawed-On
Alternate Sawed-On Alternate Sawed-On
Slot 3 Standard Nailguns
Alternate Nailguns
Standard Attractor Standard Attractor
Alternate Attractor Alternate Attractor
Standard Overheat Standard Overheat
Alternate Overheat Alternate Overheat
Standard JumpStart Standard JumpStart
Alternate JumpStart Alternate JumpStart
Slot 4 Railcannons Electric Electric Screwdriver Screwdriver Malicious Malicious
Slot 5 Rocket Launchers Freezeframe Freezeframe S.R.S. Cannon S.R.S. Cannon Firestarter Firestarter
Slot 6 Spawner Arms Move Move Alter Alter Destroy Destroy Prop Prop
Miscellaneous Beamcutter Beamcutter
Washer Washer
Black Hole Cannon Black Hole Cannon
Vacuum Vacuum
Fishing Rod