Schism
SCHISM | ||||||||
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General | ||||||||
Class | Greater Husk | |||||||
Health | 5 | |||||||
Weight | Light (Grounded) | |||||||
Rank | 1 | |||||||
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Head (200%)
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Limbs (150%)
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Conditional Modifiers | ||||||||
Flammable | ||||||||
Airshot | ||||||||
Splatters | 50 u/s
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Magnet Pull | ||||||||
Damage Type Modifiers | ||||||||
200% 150% 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 | ||||||||
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The Schism is a Greater Husk introduced in 0-3: DOUBLE DOWN, and is the third Husk-class enemy that the player encounters in ULTRAKILL.
Schisms resemble headless gray-skinned humanoids with two left arms, a cannon on their right arm that resembles a double-barreled shotgun, a metal spine, and a skull on their right shoulder with a glowing red right eye.
Behavior
If a Schism cannot see its target and is off cooldown, it will approach its 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 fiery projectiles all linked together in a chain towards its target in a vertical or horizontal plane, chosen randomly. In Brutal difficulty, the Schism will attempt to shoot at the player by predicting their future position and aiming there, instead of performing the typical horizontal/vertical attack. 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 35 damage to V1 or 2.5 damage to enemies, and can be Feedbacker parried or deflected by explosions.
Strategy
The Schism's attacks cover a wide area but are easy to dodge on their own. However, the unpredictable nature of the attacks may end up hitting careless players in chaotic situations. Staying airborne allows one to stay above the horizontal barrage and moving sideways in the air is enough to avoid the vertical barrage.
Attempting to parry the Schism's projectiles is not advised due to their wild 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 while they are in the middle of firing their barrage which will instantly kill them. Shooting their charging orb with a precise Revolver shot or a well-timed Ricoshot will interrupt the cast and instantly kill the Schism.
Their head is placed on their right shoulder, making it harder to hit and often blocked by their arm while firing. However, attempting a headshot 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 in the air with a Ground Slam, Whiplash or other methods is highly effective in dispatching them due to the fact that they are defenceless 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.
- The projectiles are not linked together.
- 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.
- The projectiles are not linked together.
- 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
- Attempts to predict the player's momentum.
- Can rotate their attacks to aim at the player more accurately.
Terminal Entry
Schism |
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TYPE: Greater Husk DATA:
STRATEGY:
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Media
- Spawn
- Damage 1
- Damage 2
- Damage 3
- Death
Trivia