Sisyphean Insurrectionist
SISYPHEAN INSURRECTIONIST | ||||||||
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General | ||||||||
Class | Supreme Husk | |||||||
Health | 110 (4-2 Boss) 75 (Common) | |||||||
Weight | Superheavy (Grounded) | |||||||
Rank | 6 | |||||||
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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, they will always use their Stomp attack.
If the Insurrectionist instead has performed 2–3 of their main attacks in a row or is farther than 100 units from their target, and the target is within 50 units of a surface, they will Jump towards the target and reset the amount of attacks performed.
Otherwise, Insurrectionists randomly pick between their main 4 attacks: an Overhead Slam, a Horizontal Swing, a Stab, or an Air Stab; re-picking 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 re-pick 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, they will choose randomly from its remaining main attacks until they find one that can hit the player. If no attack is found, the Insurrectionist will instead Jump at the player. In this case, Jumping does not affect the amount of attacks performed.
After starting one of their main attacks, Insurrectionists cannot use any attacks for another 2 seconds. This cooldown depletes at 300% the rate while their 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's
cannonball, parrying one of their attacks, or a dying
Malicious Face, they are 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 jumps into the air at a height proportional to the distance to its target, then falls at their target's location, creating a shockwave at their feet when they land.
Player Damage | Enemy Damage | Max Size (u) | Speed (u/s) | Alignment |
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25 | 2.5 | 100 | 35 | Horizontal |
Stomp
The Insurrectionist stomps their 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 | ![]() |
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>50% Max Size | 20 | 2 | |||||||
Sphere 2 | - | - | 0 | 18 | 2.5 | ![]() |
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Overhead Slam
The Insurrectionist looks upwards, then swings their cannonball over themselves toward their target, dealing 30 damage on a direct hit and creating an explosion on impact with a surface.
The cannonball can be Feedbacker parried.
Horizontal Swing
The Insurrectionist turns their torso to the left, then swings their cannonball around themselves toward their target, dealing 30 damage on a direct hit and creating an explosion on impact with a surface.
The cannonball can be Feedbacker parried.
Ground Stab
The Insurrectionist drags their cannonball behind themselves, then throws it directly at their target, dealing 30 damage on a direct hit and creating an explosion upon impact with a surface.
The cannonball can be Feedbacker parried.
Air Stab
The Insurrectionist jumps into the air, then throws their cannonball at the player, dealing 30 damage and creating an explosion.
The Insurrectionist then grapples to their cannonball and slams the ground, creating a 25 damage shockwave.
The cannonball can be Feedbacker parried.
Player Damage | Enemy Damage | Max Size (u) | Speed (u/s) | Alignment |
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25 | 2.5 | 100 | 35 | Horizontal |
Angry & Rude
The Sisyphean Insurrectionist has two distinct variants which can be found in a secret encounter in 6-1: CRY FOR THE WEEPER: Insurrectionist "Angry" and
Insurrectionist "Rude", appearing as red and blue colored Insurrectionists. Each Insurrectionist separately cannot be killed until the other is dead, instead persisting at 0 HP before they regain a portion of their health equal to the other's level of HP. Killing them requires reducing both Angry and Rude's health to 0 at the same time.
Unlike the previous dual boss predecessors, Swordsmachine "Agony" and
Swordsmachine "Tundra", they do not possess any special behaviors or weaknesses. Instead Angry and Rude have the capability to induce friendly fire damage whenever they jump into the air or slam down.
Strategy
Due to their highly damaging attacks and enormous health pool, Sisyphean Insurrectionists are some of the most fierce and dangerous enemies in ULTRAKILL.
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 high damage and the fire debuff.
Sisyphean Insurrectionists can also be stunned; by successfully parrying their boulder with the Feedbacker, or with the
S.R.S. Cannon's
cannonball, they are 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 any of the Insurrectionist's attacks deal 22 damage to them or anything the player aims the boulder at (the flail's damage is affected by the extra damage from burning). All four of their attacks involving their boulder 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 the 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 of 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
Sisyphean Insurrectionist |
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TYPE: Supreme Husk DATA:
STRATEGY:
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Media
Gameplay Demonstrations
Concept Art & Renders
Audio
- Spawn
- Stomp
- Overhead Slam
- Horizontal Swing
- Stab
- Air Stab
- Air Stab Grapple
- Fire Tick
- <0.5 Damage (Inflamed)
- ≥0.5 Damage (Inflamed), Cannonballed
- Death