Stray
STRAY | |||||
---|---|---|---|---|---|
General | |||||
Class | Lesser Husk | ||||
Health | 1.5 | ||||
Weight | Light (Grounded) | ||||
Rank | 0 | ||||
Locational Damage | |||||
Head (2x)
|
✗ | ||||
Limb (1.5x)
|
✗ | ||||
Conditional Modifiers | |||||
Flammable?
|
|||||
Airshot?
|
|||||
Damage Type Modifiers | |||||
- Shotgun Parries: 200% - Standard Revolvers (Head): 200% - Attractor Nails/Saws: 200% - All Damage (Airborne): 150% - Non-Fire/Explosion Damage (Inflamed): 150% - Standard Revolvers (Limbs): 150% | |||||
Radiance Multipliers | |||||
Health | 2.5x | ||||
Damage | 1.5x | ||||
Speed | 2x | ||||
Appearances | |||||
0-1, 0-2, 0-3, 0-4
4-1, 4-2, 4-3, 4-S | |||||
Cyber Grind Data | |||||
Wave | Cost | Spawns | |||
0 | 2 | p |
Strays are the second Husk-type enemy the player encounters, first appearing in 0-1: Into the Fire.
Strays resemble skinless humanoids wearing a mask, with bones and bare muscle visible.
Behavior
If a Stray cannot see its target, it will approach the target's position.
When a Stray can see its target, it will try to get within 15–30 (60 if off cooldown) units away from it.
Once the Stray stops moving, it will use its first Projectile Throw 1−2 seconds after just re-spotting its target, and then follow-up every 1–2.5 seconds.
Strays will cancel their attack and instantly deplete their cooldown if they become airborne.
Strays 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 Throw
The Stray will first throw up its right hand and begin charging a projectile, then throw it at its target.
If the charging projectile is hit with any hitscan weapon, it will explode, instantly killing the Stray, and damaging anything near it.
The Stray can be Feedbacker or Shotgun parried while throwing the projectile, but not while charging it.
The projectile travels at 65 u/s, deals 25 damage to V1 or 2.5 damage to enemies, and can be Feedbacker parried or deflected by explosions.
Strategy
While a shockwave from the Knuckleblaster cannot immediately kill a Stray while it's on the ground, it can when it is airborne, meaning ground slam shockwaves can be a valuable tool while fighting Strays.
Most other attacks can instantly kill strays.
Strays are simple to avoid in both close quarters and long range as they do not predict their targets' movement, and cannot attack in close quarters unless cornered.
In medium range, it is recommended to parry their projectiles with the Feedbacker arm, or move to a more favorable distance.
Difficulty Changes
Harmless
- Strays move at a max speed of 5 u/s.
- Projectiles travel at 32.5 u/s.
- Attacks are 50% slower.
Lenient
- Strays move at a max speed of 7.5 u/s.
- Projectiles travel at 48.75 u/s.
- Attacks are 25% slower.
Violent
- Initial attack cooldowns are 0.5 seconds faster and subsequent attack cooldowns are 1 second faster.
- Strays move at a max speed of 12.5 u/s.
- Projectiles travel at 87.75 u/s.
- Attacks are 25% faster.
Brutal
- Attempts to predict the player's momentum
Terminal Entry
DATA:
While their tall stature may seem intimidating, Strays are afraid of most danger and will try to stay at a safe distance, only attacking via projectiles formed with Hell Energy.
Although controlling and manifesting this energy is a complicated task, Strays have very low intelligence and are only able to do so via pure instinct.
Nevertheless, humans were unable to replicate this level of accuracy and control, particularily[sic] the Stray’s ability to cause the energy orbs to selectively ignore other Husks.
STRATEGY:
- Most weapons will be effective against them, but a Revolver headshot is the quickest and surest way to eliminate a Stray.
Media
Spawn
Falling
Damage 1
Damage 2
Damage 3
Death
Footstep 1
Footstep 2
Footstep 3
Footstep 4