Sisyphean Insurrectionist

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SISYPHEAN INSURRECTIONIST
General
Class Supreme Husk
Health 110 (4-2 Boss)
75 (Common)
Weight Heavy (Grounded)
Rank 6
SingleRevolver.pngIcon hitscanparry.png Locational Damage
Head
(2x)
Limb
(1.5x)
Conditional Modifiers
Flammable?
Airshot?
Damage Type Modifiers
- Fire: 
200%

- Non-Fire/Explosion Damage (Inflamed): 
150%

- Standard Revolvers (Limbs): 
150%

- All Damage (Malicious Face): 
0%

- Friendly Fire: 
0%

Radiance Multipliers
Health 1.5x
Damage 1.5x
Speed 1.5x
Appearances
4-2
6-1

7-2


P-2
The Cyber Grind

Cyber Grind Data
Wave Cost Spawns
20 75 + 125 n

Sisyphean Insurrectionists are the seventh Husk-type enemy the player encounters, a Greater Husk introduced as a boss in 4-2: GOD DAMN THE SUN, and returning as a secret boss in 6-1: CRY FOR THE WEEPER before becoming regular enemies onwards.

Sisyphean Insurrectionists have a humanoid form, with a missing head and right arm, and a cleaved torso. They possess an elongated left arm and hand used to hold their main weapon, a dead Malicious Face 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, Insurrectionists will always use their Stomp attack.
If the Insurrectionist instead has performed 2–3 of its main attacks in a row or is farther than 100 units from its target, and the target is within 50 units of a surface, it will Jump towards the target and reset the amount of attacks performed.

Otherwise, Insurrectionists will randomly pick between their main 4 attacks: an Overhead Slam, a Horizontal Swing, a Stab, or an Air Stab; repicking 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 repick 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 target, it will choose randomly from its remaining main attacks until it finds one that can hit its target. If no attack is found, the Insurrectionist will instead Jump at its target. In this case, Jumping will neither reset nor increment the amount of attacks performed.
After starting one of its main attacks, the number Insurrectionists cannot use any attacks for another 2 seconds. This cooldown depletes at 300% the rate while its 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 Rocket Launcher S.R.S. Cannon Rocket Launcher, a parried Insurrectionist cannonball, or a dying Malicious Face Malicious Face, it will be 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 will jump into the air at a height proportional to the distance to its target, then fall at its target's location, creating a shockwave at its feet when it lands.

Shockwave Statistics
V1 Damage Enemy Damage Max Size (u) Speed (u/s) Alignment
25 2.5 100 35 Horizontal

Stomp

The Insurrectionist will stomp its right foot, creating an explosion.

Explosion Statistics
Context V1 Damage Enemy Damage Max Size (u) Speed (u/s) Ultrabooster Ignite Unblockable Electric
Sphere 1 ≤50% Max Size 30 3 13.5 2 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png
>50% Max Size 20 2
Sphere 2 - - 0 18 2.5 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png

Overhead Slam

The Insurrectionist will look upwards, then swing its cannonball over itself toward its target, dealing 30 damage on a direct and and creating an explosion on impact with a surface.
The cannonball can be Feedbacker Feedbacker parried.

Explosion Statistics
Context V1 Damage Enemy Damage Max Size (u) Speed (u/s) Ultrabooster Ignite Unblockable Electric
Sphere 1 ≤50% Max Size 30 3 8.91 3.03 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png
>50% Max Size 20 2
Sphere 2 - - 0 11.88 3.79 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png

Horizontal Swing

The Insurrectionist will turn its torso to the left, then swing its cannonball around itself toward its target, dealing 30 damage on a direct and and creating an explosion on impact with a surface.
The cannonball can be Feedbacker Feedbacker parried.

Explosion Statistics
Context V1 Damage Enemy Damage Max Size (u) Speed (u/s) Ultrabooster Ignite Unblockable Electric
Sphere 1 ≤50% Max Size 30 3 8.91 3.03 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png
>50% Max Size 20 2
Sphere 2 - - 0 11.88 3.79 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png

Ground Stab

The Insurrectionist will drag its cannonball behind itself, then throw it directly at its target, dealing 30 damage on a direct and and creating an explosion on impact with a surface.
The cannonball can be Feedbacker Feedbacker parried.

Explosion Statistics
Context V1 Damage Enemy Damage Max Size (u) Speed (u/s) Ultrabooster Ignite Unblockable Electric
Sphere 1 ≤50% Max Size 30 3 8.91 3.03 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png
>50% Max Size 20 2
Sphere 2 - - 0 11.88 3.79 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png

Air Stab

The Insurrectionist will jump into the air, then throw its cannonball at the player, dealing 30 damage and creating an explosion.
The Insurrectionist will then grapple to their cannonball and slam the ground, creating a 25 damage shockwave.
The cannonball can be Feedbacker Feedbacker parried.

Explosion Statistics
Context V1 Damage Enemy Damage Max Size (u) Speed (u/s) Ultrabooster Ignite Unblockable Electric
Sphere 1 ≤50% Max Size 30 3 8.91 3.03 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png
>50% Max Size 20 2
Sphere 2 - - 0 11.88 3.79 Tickbox False.png Tickbox False.png Tickbox False.png Tickbox False.png
Shockwave Statistics
V1 Damage Enemy Damage Max Size (u) Speed (u/s) Alignment
25 2.5 100 35 Horizontal

Strategy

Sisyphean Insurrectionists are some of the most fierce and dangerous enemies in ULTRAKILL, due to their high damaging attacks and enormous health pool.

However, they have a fatal weakness to fire that can be exploited; due to this, rocket Rockets, heatsinks from the Overheat Nailgun Overheat Nailguns, and projectile boosts are invaluable sources of both damage and the fire debuff.
Sisyphean Insurrectionists can also be stunned; by successfully parrying their Malicious Face with the Feedbacker Feedbacker, or with an S.R.S. Cannon Rocket Launcher S.R.S. Cannon Rocket Launcher cannonball, they will be stunned, allowing for an opportunity to Shotgun Shotgun swap and punch them with the Knuckleblaster Knuckleblaster, or, for more experienced players, set up a Railcoin with the Electric Railcannon Electric Railcannon.

Parrying Insurrectionists is an often risky yet rewarding tactic, as parrying an Insurrectionist's Malicious Flail will deal 22 damage to it or anything the player aims it at (the Flail's damage is effected by the extra damage from burning). All four of their attacks involving their Malicious Flail 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 a 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 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 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

  • recovers from staggering faster

Terminal Entry

TYPE: SUPREME HUSK

DATA:
The Sisyphean Insurrectionists were an army of Husks gathered and trained by King Sisyphus for overthrowing Heaven's control of Hell, freeing the sinners from their eternal torment.


During an era of chaos in Heaven, as the angelic watch was absent, Sisyphus began setting his plan in motion as his forces recruited all Husks that were intelligent enough to be useful to their cause and began attacking the demons that wandered the dunes of Greed.


Upon the establishment of the Council and subsequent return of peace to Heaven, Gabriel and an army of angels were sent down to crush the insurrection and subjugate Sisyphus' army.


Although their battle was well-fought, the inexperienced Insurrectionists could not match the educated strategy of the angels, who quickly descended upon King Sisyphus with great force, eventually overpowering and killing him, leaving the Insurrectionists without a chain of command.


Left scattered and disoriented, the warriors were easily picked off one by one, their bodies cut apart, leaving behind only the bare essentials required to carry on their eternal punishment of hauling heavy boulders up the monuments of mankind's arrogance and greed.


Although the blood of their enemies still stains their bodies and their grasp still clutches their fallen foes, their will and fierce fury only serve as mental torment in knowing how close they were to freedom.

STRATEGY:
- The Sisyphean Insurrectionists soak their feet in the blood of their enemies to protect them from the heat of Greed's dunes, but the rest of their body is still skin and flesh, which can be set aflame to greatly weaken their defences, increasing the damage of any attack dealt to them.


- Though they have practically unlimited range, each of the Insurrectionist's swings has strengths and weaknesses. Learning which way to dodge to avoid each attack is vital.


- The Insurrectionist's stomp is fast and destructive, so it's inadvisable to stay close for long.


- The Malicious Face they wield as a weapon is not a part of their body, so hitting it will not deal damage to an Insurrectionist, but this also means that it can still be used to heal even if its wielder's blood has been turned to sand.

Media


Enemies
Lesser Greater Supreme
Husks Filth Filth
Stray Stray
Stalker Stalker
Schism Schism
Soldier Soldier
The Corpse of King Minos The Corpse of King Minos
Sisyphean Insurrectionist Sisyphean Insurrectionist
Ferryman Ferryman
Machines Drone Drone
Streetcleaner Streetcleaner
Swordsmachine Swordsmachine
Mindflayer Mindflayer
Sentry Sentry
Gutterman Gutterman
Guttertank Guttertank
V2 V2
V2 (2nd) V2 (2nd)
1000-THR "Earthmover" 1000-THR "Earthmover"
Demons Malicious Face Malicious Face
Cerberus Cerberus
Idol Idol
Mannequin Mannequin
Hideous Mass Hideous Mass Leviathan Leviathan
Minotaur Minotaur
Angels Virtue Virtue Gabriel, Judge of Hell Gabriel, Judge of Hell
Gabriel, Apostate of Hate Gabriel, Apostate of Hate
???
Something Wicked Something Wicked
Flesh Prison Flesh Prison
Flesh Panopticon Flesh Panopticon
Cancerous Rodent Cancerous Rodent
Very Cancerous Rodent Very Cancerous Rodent
Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl)
Big Johninator Big Johninator
Puppet Puppet
Prime Souls Minos Prime Minos Prime
Sisyphus Prime Sisyphus Prime