Soldier

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SOLDIER
Soldier
General
Class Greater Husk
Health 2.5
Weight Light (Grounded)
Rank 1
SingleRevolver.pngIcon hitscanparry.png Locational Damage
Head
(2x)
Limb
(1.5x)
Conditional Modifiers
Flammable?
Airshot?
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%

- Blockable Explosions (Grounded): 
25%

- Blockable Explosions (Grounded) [Brutal]: 
0%

Radiance Multipliers
Health 2x
Damage 1.5x
Speed 2x
Appearances
2-2, 2-3
3-1

4-1, 4-2, 4-3, 4-S
5-1, 5-2, 5-3
6-1


7-1, 7-2, 7-3, 7-4


The Cyber Grind

Cyber Grind Data
Wave Cost Spawns
4 4 + 2 p

Soldiers are the fourth Husk-type enemy the player encounters, introduced in 2-2: DEATH AT 20,000 VOLTS.

Soldiers greatly resemble Stray Strays in appearance, but with white coloration in their muscles and exposed flesh and bones. The right side of their bodies and much of their face and pelvis have been replaced with blue-colored machinery. Their right arm is replaced with a large cannon.

Behavior

If a Soldier cannot see its target and is off of cooldown, it will approach the target's position.
When a Soldier can see its target, it will try to stay within 30 (60 if off cooldown) units from it.

Once the Soldier stops moving, if it is within 3 units of its target it will Kick it, otherwise the Soldier will use its first Projectile Blast 1−2 seconds after re-spotting its target, then follow-up every 1–2.5 seconds.
After attacking, Soldiers will move to a random point within 10 units of their current position.
Soldiers will cancel their attack and instantly deplete their cooldown if they become airborne.

Soldiers move at a maximum speed of 15 units/s with an acceleration of 480 units/s², and have a turn speed of 480 degrees/s.

Attacks

Projectile Blast

The Soldier will raise and "pump" its right arm to start charging projectiles, then fire 4 projectiles at its target—1 in the center with the others evenly spaced in a 5 degree cone around it.
If the charging projectiles are hit with any hitscan weapon, they will explode as well as instantly kill the Soldier.
The Soldier can be Feedbacker Feedbacker or Shotgun Shotgun parried while shooting the 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 Feedbacker parried or deflected by explosions.

Kick

The Soldier will kick its target, dealing 40 damage to V1 or 2 damage to enemies, as well as 25 units of knockback.
This attack can be Feedbacker Feedbacker or Shotgun Shotgun parried.

Strategy

On Standard, Violent, and Brutal, Soldiers are able to block normal explosions while grounded, reducing incoming damage by 75% (100% on Brutal) and preventing them from being launched, though they will still take horizontal knockback and the recoil animation will cancel any ongoing attack. Soldiers cannot block explosions while airborne, and they will still be launched by ground slam shockwaves and indirect Rocket Launcher Rocket Launcher explosions. Additionally, they are not immune to more powerful red explosions such as those from Core Eject snipes and nukes, Sharpshooter projectile snipes, and Rocket Launcher airshots, as well as specific exceptions including their own interrupted projectiles, Mindflayer death explosions, and Malicious Face explosions caused by hitting core ejects and coins.

The Alternate Revolver's primary fire and the Knuckleblaster Knuckleblaster's melee punch will kill Soldiers instantly. Using the Whiplash Whiplash on a Soldier and killing them with the Knuckleblaster is a good way to restore lost health, provided one can manage the hard damage buildup from using the Whiplash on an enemy.

Their projectiles can be parried back to them. Since their orb cast is charged near their center of mass rather than overhead, it is easier to interrupt them with a hitscan attack compared to Strays. Interrupting any projectile casts, including the Soldier's, with the Sharpshooter's alt fire will additionally trigger a large red explosion that other nearby Soldiers cannot block.

Difficulty Changes

Harmless

  • Soldiers no longer block explosions.
  • Projectile Blasts fire in a cone of 2°.
  • Soldiers move at a max speed of 7.5 u/s.
  • Projectiles travel at 32.5 u/s.
  • Attacks are 50% slower.

Lenient

  • Soldiers no longer block explosions.
  • Projectile Blasts fire in a cone of 3°.
  • Soldiers move at a max speed of 11.25 u/s.
  • Projectiles travel at 48.75 u/s.
  • Attacks are 25% slower.

Violent

  • Projectile Blasts fire in a cone of 10° and shoot 6 projectiles.
  • Soldiers move at a max speed of 18.75 u/s.
  • Projectiles travel at 87.75 u/s.
  • Attacks are 25% faster.

Brutal

  • Soldiers roll and crouch before doing an attack, charging while rolling. (The only exception is when Soldiers are underwater.)
  • Soldiers will jump off the place they are standing on to get closer
  • Soldiers block all damage from standard explosions while grounded.
  • Attacks are 50% faster.

Terminal Entry

TYPE: GREATER HUSK

DATA:
Soldiers are an augmented version of Strays, whose technological implants have been scavenged from broken machines to channel Hell Energy with greater efficiency.


This increase in power gives Soldiers more self-confidence, causing them to act more aggressively than normal Strays.


Despite the enhancements, their intelligence remains low and it has yet to be determined who or what actually augmented them.

STRATEGY:
- The shotgun is an excellent weapon against Soldiers, as long as its use is swift so as to not allow them to protect themselves with melee attacks.


- Since Soldiers charge their shots in front of them rather than above them, the charge is also easier to interrupt via a precise revolver shot for an explosive kill.


- Thanks to their augmentations, Soldiers are able to withstand normal explosions with little to no damage. The more powerful red explosions will go through their guard however, and they are unable to block if not on the ground.

Media

Trivia

  • The Soldier's design is the basis of the Stray's current model, which was redone along with those of Filth and Schisms to bring them up to par with the higher-quality models introduced later in development.[citation needed]
  • Prior to the addition of the "Enemies" terminal tab in Early Access version 5a, Soldiers were referred to interchangeably as "Shotgun Husks" and "Shotgunners".[citation needed]
    • They still retain the "Shotgunner" moniker in several places in the game files.


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