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| General
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| Class
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Greater Husk
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| Health
|
5
|
| Weight
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Light (Grounded)
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| Rank
|
1
|
 Locational Damage
|
Head (200%/  250%)
|
|
Limbs (150%/  175%)
|
|
| Conditional Modifiers
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| Flammable
|
|
| Airshot
|
|
| Splatters
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50 u/s
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| Magnet Pull
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|
| Damage Type Modifiers
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| Shotgun Parries: 200%
Attractor Nails/Saws: 150%
Fire: 50%
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| Radiance Multipliers
|
| Health
|
2.5x
|
| Damage
|
1.5x
|
| Speed
|
2x
|
| Appearances
|
0-3, 0-4
1-1, 1-2, 1-3 2-1, 2-2, 2-3 3-1
4-1, 4-2, 4-3, 4-4, 4-S 5-1, 5-2, 5-3 6-1
7-1, 7-3, 7-4 8-1, 8-2, 8-3
0-E, 1-E
P-2
The Cyber Grind
|
| Cyber Grind Data
|
| Wave
|
Cost
|
Prefabs
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| 2
|
5
|
n
|
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 appear as bloodied, headless, gray-skinned humanoid husks with two left arms, a cannon on their right arm that resembles a double-barreled shotgun, a metal spine exposed from their chest, 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 yellow Hell Orb projectiles all linked together in a chain towards its target in a vertical or horizontal line, 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 and 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, and deals 35 damage to V1 or 2.5 damage to enemies. The chain between the projectiles is also harmful. The individual projectiles can be
Feedbacker parried or deflected by explosions. Projectiles remain linked together even when parried or deflected.
Strategy
The Schism's projectiles cover a wide area but are easy to dodge on their own. However, the unpredictable nature, wide spread of the attacks and high damage may end up hitting careless players in chaotic and dangerous 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 erratic aim, which makes 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. Once a Schism is airborne, punching them to the ground with the
Knuckleblaster or hitting an airshot with the
Rocket Launcher kills them instantly, providing a way to quickly destroy them.
Difficulty Changes
Harmless
- Movement and attacks are 50% slower.
- Hell Orb projectiles move at a reduced maximum speed of 32.5 units/sec.
- Only the center 3 projectiles are shot from their barrage.
- Projectiles are not linked together.
Lenient
- Movement and attacks are 25% slower.
- Hell Orb projectiles move at a reduced maximum speed of 48.75 units/sec.
- Only the center 3 projectiles are shot from their barrage.
- Projectiles are not linked together.
Violent
- Movement and attacks are 25% faster.
- Hell Orb projectiles move at an increased maximum speed of 87.75 units/sec.
- Initial attack cooldowns are 0.5 seconds faster and subsequent attack cooldowns are 1 second faster.
Brutal
- Movement and attacks are 50% faster.
- Hell Orb projectiles move at an increased maximum speed of 87.75 units/sec.
- Initial attack cooldowns are 0.5 seconds faster and subsequent attack cooldowns are 1 second faster.
- The first projectile in an attack is aimed directly at the player, then each subsequent projectile has more movement prediction than the previous.
Terminal Entry
TYPE: Greater Husk
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.
- Due to their poor aim, they aren't a priority target, but the sheer amount of projectiles can sometimes make avoiding them tricky in busy encounters.
Media
Gameplay Demonstrations
A Schism firing a horizontal barrage.
A Schism firing a vertical barrage.
Concept Art & Renders
Concept Art by BigRockBMP.
Audio
Trivia