Stalker
STALKER | ||||||||
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General | ||||||||
Class | Lesser Husk | |||||||
Health | 3.5 | |||||||
Weight | Medium (Grounded) | |||||||
Rank | 4 | |||||||
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Head (200%)
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Limbs (150%)
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Conditional Modifiers | ||||||||
Flammable | ||||||||
Airshot | ||||||||
Splatters | 60 u/s
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Magnet Pull | ||||||||
Damage Type Modifiers | ||||||||
200% 150% 150% 0% | ||||||||
Radiance Multipliers | ||||||||
Health | 2x | |||||||
Damage | 1.5x | |||||||
Speed | 2x | |||||||
Appearances | ||||||||
4-2, 4-3 5-2 | ||||||||
Cyber Grind Data | ||||||||
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The Stalker is a Lesser Husk introduced in 4:2 GOD DAMN THE SUN, and is the sixth Husk-class enemy that the player encounters in ULTRAKILL.
Stalkers appear to be mummified husks, with ashy gray skin, gold rings on their wrists, right ankles, and left thighs, and short black and gold robes draped with a hood and a small loincloth. Their actual faces are obscured by a dark olive-green gas mask, and their heads appear to be contorted backward while the rest of their body carries a mechanical glass canister filled with gold dust. The canister is primarily black in coloration and accented with electronic light rings that transition from green, to yellow, and finally to red.
Behavior
Stalkers will chase down the closest, highest-ranked, non-flying enemy who is at or above rank 0. If no enemies are found, then it will instead target the player.
After spawning or exploding and surviving, the Stalker's sand canister will first glow green, start blinking yellow after 3 seconds, then turn solid yellow after 5, at which point they are able to attack.
Upon getting within 8 units of their target, the Stalker will perform their Sand Explosion attack.
Stalkers move at a maximum speed of 6 units/s with an acceleration of 64 units/s², and have a turn speed of 1600 degrees/s.
Attacks
Sand Explosion
The Stalker will raise its canister above itself, emit a harsh beeping noise, and begin blinking red, then slam the canister down 2 seconds after starting the attack, creating an explosion of sand and killing itself in the process unless the Stalker is blessed. The explosion deals 10 Hard Damage to the player and covers enemies in sand, making them unable to bleed.
If the Stalker explodes on its own, the size of the explosion increases by 50%.
The explosion's size also decreases depending on the amount of magnets stuck to the Stalker: -25% for the first magnet, and -12.5% for every subsequent magnet.
Self Explode | Killed | |
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0 Magnets | 150% | 100% |
1 Magnet | 112.5% | 75% |
2 Magnets | 93.75% | 62.5% |
3 Magnets | 75% | 50% |
Strategy
Launching a Stalker upwards using non-damaging explosions or ground slams can be a useful way to get them away from enemies before going in for a kill.
Ground slams are especially useful, as Stalkers do not take damage from the Whiplash, meaning they can be quickly approached and neutralized without the risk of them dying early.
Attaching magnets from either the
Attractor Nailgun or
Attractor Sawblade Launcher to the Stalker will also cause their explosion to have a smaller radius depending on the amount of magnets attached to it. The attached magnets can then be used to attract
Rockets or
Nails to the Stalker for easier kills, while also reducing their explosion radius.
Difficulty Changes
Accessible[?]
- Sand Explosions deal no damage.
Violent
- Sand Explosions replace all soft damage with hard damage before adding additional hard damage.
Brutal
- Stalkers cannot die by themselves through their Sand Explosion attack.
Terminal Entry
Stalker |
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TYPE: Lesser Husk DATA:
STRATEGY:
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Media
Gameplay Demonstrations
- A
Malicious Face lowering for a Stalker.
- A
Swordsmachine killing a Stalker.
Concept Art & Renders
Audio
- Spawn
- Footstep
- Arming
- Armed
- Countdown
- Countdown
- Explosion
References
- ↑ 1.0 1.1 1.2 Artstation gallery posted on December 19th 2020 /// https://www.artstation.com/artwork/68xgn6