SWORDSMACHINE
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General
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Class
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Greater Machine
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Health
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15 (Phase 1) 15 (Phase 2) 30 (Total)
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Weight
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Heavy (Grounded)
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Rank
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3
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 Locational Damage
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Head (200%)
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Limbs (150%)
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Conditional Modifiers
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Flammable
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Airshot
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Splatters
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Magnet Pull
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Damage Type Modifiers
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Shotgun Parries: 225%
Shotgun Pellets: 150%
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Radiance Multipliers
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Health
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1.5x
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Damage
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1.5x
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Speed
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1.25x
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Appearances
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6-1
7-2, 7-3, 7-S
0-E, 1-E
P-2
The Cyber Grind
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Cyber Grind Data
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Wave
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Cost
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Prefabs
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9
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20 + 1
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n
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The Swordsmachine is a Greater Machine introduced as a boss in 0-3: DOUBLE DOWN, and is the first Machine-class enemy that the player encounters in ULTRAKILL.
They also make their first visual appearance in 0-2: THE MEATGRINDER, killing Husks in their own series of arenas parallel to the player’s own path through the level. Copycat scrapheads imitating the Swordsmachine begin appearing as common enemies in 6-1: CRY FOR THE WEEPER.
Two special variants
Swordsmachine "Agony" and
Swordsmachine "Tundra" appear as a secret boss encounter in 1-3: HALLS OF SACRED REMAINS, and then once more as part of the final room in 1-E: ...THEN FELL THE ASHES.
The Swordsmachine and their copycats are lanky machines with irregular, asymmetrical features. They primarily have yellow armor plating split into several segments with black wiring and machinery underneath, and four-fingered "toes", accented with square-shaped blue lights, one on the right of their chestplates, and two misaligned on their long, rectangular heads. The Swordsmachine's appearance is due to having repeatedly rebuilt themselves with scavenged scrap in the wake of mankind's demise; their copycats rebuild themselves accordingly, imitating both their appearance and their attacks, though they are generally less durable. Per their name, their main weapon is a motorized sword they wield in their left hand, though they also have a black, elongated
Core Eject Shotgun attached to their right arm for longer-range pressure.
Behavior
The Swordsmachine chases after the player and use attacks with their sword or shotgun, depending on the distance between them and the player.
When their first health bar is depleted, or when their copycats drop to 50% health, they fall to one knee for a short period of time, losing their right arm and shotgun but gaining the Sword Throw and Sword Spiral attacks.
If any of their sword attacks are parried, they fall to one knee for a moment and vocalize, becoming enraged for a short while. Parrying either sword throw stuns them for longer, and parrying their shotgun does not stun or enrage them at all.
While enraged, the Swordsmachine gains increased movement and attack speed, but loses every attack except for their Combo and Running Swing. An enraged Swordsmachine on Brutal difficulty only loses access to the Sword Spiral attack.
If they are parried again while already enraged, they stay enraged for a longer period of time. Melee parries no longer stun the Swordsmachine, but parrying their sword throw still causes a knockdown.
Enraged Swordsmachines do not stop themselves from jumping off ledges while performing attacks.
If any unblessed
Stalkers are present, Swordsmachines prioritize killing them first to become sanded, unless they are already such.
The Swordsmachines that spawn in the first half of 6-1: CRY FOR THE WEEPER have self-illumination on their models disabled, leaving only the emissive blue glow on their heads and torsos and any lights cast from the environment.
Attacks
Shotgun Blast
This attack only happens when the Swordsmachine has more than 50% health. If the player is too far away from the Swordsmachine, they fire a shotgun spread of 12 projectiles in the direction they are looking at.
Each shotgun pellet does 25 damage, and can be parried back to the Swordsmachine.
If the player enters melee range while they are readying this attack, the Swordsmachine is able to cancel into their Running Swing or Sword Combo attacks.
Running Swing
The Swordsmachine jumps at the player and swings their sword in a wide horizontal arc, dealing 40 damage. This attack can be parried.
Sword Combo
The Swordsmachine brandishes their sword to the side, then swings at the player three times, dealing 25 damage per hit.
Each swing can be parried.
Sword Throw
The Swordsmachine rears back their sword under their shoulder, then throws it at the player's predicted location, spinning vertically and dealing 30 damage on contact.
When it contacts a wall, it spins in place until it returns to the Swordsmachine, keeping its damaging hitbox for the entire duration of its flight.
The sword can be parried at any point during its travel, returning it to the Swordsmachine and dealing 20 damage, as well as stunning them for longer than their melee parries. A parried sword throw that is normally lethal to the Swordsmachine instead leaves them with 0.1 health, allowing the player to finish them off however they please. This attack's startup can also be parried with a melee punch, but due to the speed of the animation and the minimum distance at which it triggers, the parry must be prepared for well in advance at higher difficulties.
Sword Spiral
The Swordsmachine brings their sword vertically in front of them, then throws it in a horizontal spiral around themselves. The sword deals 30 damage on contact.
This attack can be melee parried during its startup. The thrown sword can also be parried, returning it to the Swordsmachine and dealing 20 damage, and has enough space under it for a sliding player to pass through unharmed. Like with the Sword Throw, parrying the sword projectile cannot kill the Swordsmachine, though they are left at 0.1 health and stunned for a prolonged period, rendering them easily dispatched.
Agony & Tundra
The Swordsmachine has two distinct variants which can be found in a secret encounter in 1-3: HALLS OF SACRED REMAINS, and in the final room in 1-E: ...THEN FELL THE ASHES:
Swordsmachine "Agony" and
Swordsmachine "Tundra", appearing as red and blue colored counterparts. Agony and Tundra each possess only one 50 HP phase, lacking the second phase the normal Swordsmachine has. Each machine 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 Agony and Tundra's health to 0 at the same time.
Agony acts as a permanently Enraged Swordsmachine, and therefore is unable to be stunned by a parry. Agony possesses a 75% increase in damage taken by Electric attacks, such as the
Electric Railcannon, the
Jumpstart Nailgun, and damage from +CONDUCTOR.
Tundra possesses the Swordsmachine's phase 2 moveset, using the Sword Throw and Sword Spiral moves alongside its
Shotgun, which it will use in conjunction with Sword Throw. Tundra possesses a 75% increase in damage taken by explosive attacks.
Strategy
Swordsmachines are easy to dance around in isolation, though in greater numbers and in concert with other enemies, they are highly dangerous, harassing airborne and far away players with ranged attacks and slicing careless players to ribbons within moments.
Parrying their attacks with the
Feedbacker and especially with a point-blank
Shotgun blast is extremely effective, as it not only provides a full heal and stamina recharge, but it also allows for a combo opportunity on a Swordsmachine that can kill or heavily damage them. The Shotgun's blast can also be projectile boosted to deal damage to a Swordsmachine from a distance, and combining projectile boosts with
Rockets is the most reliable long-range damage combo.
The
Electric Railcannon, the
Alternate Piercer, and the
Sharpshooter can all be used in combination with the
Marksman Revolver's Coins to deal heavy damage to one, or multiple Swordsmachines if lined up properly. Experienced players can attempt to set up a Railcoin for heavy damage.
Both the
Sawblade Launcher and the
Nailgun can be used to make traps that can cull groups of Swordsmachines very quickly and efficiently. The
Pump Charge Shotgun's Overpump explosion and the
Malicious Railcannon can be used for exploding groups of Swordsmachines due to their high damage, decent range, and speed at which they can be performed.
Dodging a Swordsmachine that still has its shotgun is relatively trivial, as, despite its fast running speed, it can be circle strafed and dodged very easily. However, a Swordsmachine that has lost its shotgun and has gained more attacks is much more lethal, and should be taken out as quickly as possible due to its very fast and powerful Sword Throw.
Difficulty Changes
Brutal
- Staggered for significantly less time when changing phases or after Enraging.
- Can rotate towards the player while shooting their
Shotgun to accurately aim.
- Can punch the player using the same attack patterns as they do with their sword after throwing it. Each punch does 10 damage to the player.
- No longer loses access to the shotgun blast in phase 1 or the straight sword throw in phase 2 while enraged. Swordsmachine "AGONY" gains back the straight sword throw but still does not use their shotgun.
Terminal Entry
Swordsmachine
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TYPE: Greater Machine
DATA:
Its original form is unrecognisable after years of scavenging scrap and rebuilding itself, but among scrapheads, the Swordsmachine is quite famous due to its combat prowess and selfmade form, ugly to most but beautiful to enthusiasts, spawning many copycats.
It wields a selfmade sword with a motor on it that, when revved, will heat the blade, cutting through most organic matter with ease.
Due to its possessive hoarding behavior, it's one of the few machines still capable of vocalization -- an ability most have discarded for more efficient resource management.
STRATEGY:
- Despite its excellent performance against Hell's denizens, its design does not take into account extremely mobile opponents, so the best way to avoid its blade is to jump out of its vertical range.
- Its motorized sword makes for predictable attacks, making the Swordsmachine an excellent target for parrying.
- Although its use of ranged weapons is primitive at best, its sword throws can be unexpectedly accurate thanks to its mastery of the weapon.
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Media
Swordsmachine firing its shotgun in phase 1.
Swordsmachine throwing its sword in phase 2.
Swordsmachine performing a combo.
Swordsmachine performing a running swing.
Swordsmachine producing a spiral with its sword.
Swordsmachines "Agony" (left) and "Tundra" (right).
Swordsmachine in an enraged state.
Concept Art by BigRockBMP.
[1]
Sword Throw, Sword Spiral
Trivia
- The Swordsmachine was the first enemy in ULTRAKILL to have been based off concept art by BigRockBMP.
- The Software Automatic Mouth (SAM) text-to-speech voice is used for the Swordsmachine's voice, which is heard when they take damage, become enraged, falter, or are killed.
- The sound they make when they are killed is re-used for the
Streetcleaner.
- The secret encounter with the Swordsmachines "Agony" and "Tundra" are a reference to the boss battle against Agni and Rudra from Devil May Cry 3 which use identical attacks to one another and are colored red and blue respectively.
- The Swordsmachines encountered after defeating the first one in 0-3 are considered copycats of the original.
- Even without the Enemies Attack Eachother cheat enabled, the Swordsmachine is the only enemy with an AI property to actively seek out and kill Stalkers before engaging any other desirable target.
References