Schism
SCHISM | |||||
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General | |||||
Class | Greater Husk | ||||
Health | 5 | ||||
Weight | Light (Grounded) | ||||
Rank | 1 | ||||
Locational Damage | |||||
Head (2x)
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✗ | ||||
Limb (1.5x)
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✗ | ||||
Conditional Modifiers | |||||
Flammable?
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Airshot?
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Damage Type Modifiers | |||||
- Shotgun Parries: 200% - Standard Revolvers (Head): 200% - Attractor Nails/Saws: 150% - All Damage (Airborne): 150% - Non-Fire/Explosion Damage (Inflamed): 150% - Standard Revolvers (Limbs): 150% - Fire: 50% | |||||
Radiance Multipliers | |||||
Health | 2.5x | ||||
Damage | 1.5x | ||||
Speed | 2x | ||||
Appearances | |||||
0-3, 0-4
4-1, 4-2, 4-3, 4-4, 4-S | |||||
Cyber Grind Data | |||||
Wave | Cost | Spawns | |||
2 | 5 | n |
Schisms are the third Husk-type enemy the player encounters, first appearing in 0-3: Double Down.
Schisms resemble headless gray-skinned humanoids with two left arms, a cannon on their right arm, a metal spine, and a skull on their right shoulder.
Behavior
If a Schism cannot see its target and is off of cooldown, it will approach the target's position.
When a Schism can see its target, it will try to stay within 30 (60 if off cooldown) units from it.
Once the Schism stops moving, it will use its first Projectile Barrage 1−2 seconds after re-spotting its target, then follow-up every 1–2.5 seconds.
After attacking, Schisms will move to a random point within 10 units of their current position.
Schisms will cancel their attack and instantly deplete their cooldown if they become airborne.
Schisms move at a maximum speed of 10 units/s with an acceleration of 30 units/s², and have a turn speed of 800 degrees/s.
Attacks
Projectile Barrage
The Schism will raise its right arm and charge a projectile, then fire 6 projectiles towards its target in a vertical or horizontal plane, chosen randomly. If its target is 5 units above or below it, the vertical plane will always be chosen.
If the charging projectile is hit with any hitscan weapon, it will explode as well as instantly kill the Schism.
The Schism can be Feedbacker or Shotgun parried while shooting projectiles, but not while charging them.
Each projectile travels at 65 u/s, deals 25 damage to V1 or 2.5 damage to enemies, and can be Feedbacker parried or deflected by explosions.
Strategy
The Schism's firing patterns will usually miss the player when they're standing still due to their poor aim. However, its unpredictable nature may end up hitting careless players. Air movement is advised against this enemy, as being in the air will counter the horizontal barrage and moving sideways in the air is enough to avoid the vertical projectile barrage.
Attempting to parry the Schism's projectiles is not advised due to their aim making the projectiles hard to predict. Instead, a more reliable way to parry them is either a punch with the Feedbacker or a point-blank Shotgun blast, which will instantly kill them. Shooting their cast with a precise Revolver shot or a well timed Ricochet will interrupt the cast and instantly kill the Schism.
Its head is placed on its right shoulder, making it harder to hit and often blocked by their arm while firing. However, this may lead to hitting their orb while casting, instantly killing them.
Schisms have a larger health pool than most fodder enemies, making them harder to eliminate quickly. Launching them on the air with a Ground Slam, Whiplash or other methods is highly effective in dispatching them due to their increased damage while airborne. Punching them to the ground with the Knuckleblaster kills them instantly, providing a way to quickly destroy them.
Difficulty Changes
Harmless
- Only the center 3 projectiles are shot from their barrage.
- Schisms move at a max speed of 5 u/s.
- Projectiles travel at 32.5 u/s.
- Attacks are 50% slower.
Lenient
- Only the center 3 projectiles are shot from their barrage.
- Schisms move at a max speed of 7.5 u/s.
- Projectiles travel at 48.75 u/s.
- Attacks are 25% slower.
Violent
- Initial attack cooldowns are 0.5 seconds faster and subsequent attack cooldowns are 1 second faster.
- Schisms move at a max speed of 12.5 u/s.
- Projectiles travel at 81.25 u/s.
- Attacks are 25% faster.
Brutal
- Can rotate their attacks to aim at the player more accurately.
Terminal Entry
DATA:
The result of two souls attempting to manifest in the same space, causing an amalgamation of two physical bodies.
Due to the doubled body mass, they’re quite resilient to damage, but have very poor motor control and thus cannot aim with any degree of accuracy, resorting to barrages of energy orbs in the general direction of their opponent.
STRATEGY:
- Piercer revolver's charged headshots are an efficient tool for a quick kill against Schisms, though their displaced head can make aiming difficult for the inexperienced.
- A point-blank Pump Charge shotgun blast with 2 pumps will be able to take them down in a single shot.
Media
Spawn
Damage 1
Damage 2
Damage 3
Death
Trivia