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* CrossoverShip: V1 is sometimes paired with V from WebVideo/{{Murder Drones}}, since they both are psychotic robots with a literal bloodlust.

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* CrossoverShip: V1 is sometimes paired with V from WebVideo/{{Murder WebAnimation/{{Murder Drones}}, since they both are psychotic robots with a literal bloodlust.



** ULTRAKILL players tend to be fans of WebVideo/{{Murder Drones}}, probably because both works introduces robots with literal bloodlust.

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** ULTRAKILL players tend to be fans of WebVideo/{{Murder WebAnimation/{{Murder Drones}}, probably because both works introduces robots with literal bloodlust.
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* CrossoverShip: V1 is sometimes paired with V from WebVideo/{{Murder Drones}}, since they both are psychotic robots with a literal bloodlust.


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** ULTRAKILL players tend to be fans of WebVideo/{{Murder Drones}}, probably because both works introduces robots with literal bloodlust.
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General clarification on works content


** Gabriel's line "Come to me", right before the climactic fight in 6-1. It's obviously supposed to be a challenge to V1, but the breathy way he says it and especially the increased FoeRomanceSubtext from his rematch make it feel like he's either telling V1 to masturbate while thinking of him or to physically come to him [[{{Robosexual}} so they can have sex]].

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** Gabriel's line "Come to me", right before the climactic fight in 6-1. It's obviously supposed to be a challenge to V1, but the breathy way he says it and especially the increased FoeRomanceSubtext from his rematch make it feel like he's either telling V1 to masturbate while thinking of him or to physically come to him [[{{Robosexual}} so they can have sex]]. (Although in an interview, [[WordOfGod Hakita said]] that he and Gianni knew ''exactly'' [[FoeRomanceSubtext what they were doing...]])
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** [[BrutalBonusLevel P-2, Wait of the World]]. [[spoiler:Were you expecting a [[BossOnlyLevel leisurely stroll to the boss gate like in P-1]]? Too bad! P-2 features some of the toughest enemy encounters in the entire game, including a tiny room filled with four Cerberi and a Ferryman, a fight with two Sisyphean Insurrectionists at once, an encounter with a pair of ''idol-protected [[DemonicSpiders Mindflayers]]'' where the idols can't be destroyed until clearing the room of additional enemies, and a final battle with an idol-protected Stalker who walks around covering enemies in sand until you defeat them all and expose the idol. Did we mention said enemies include ''four Sentries, four Virtues and a [[DegradedBoss Hideous Mass]]!?'' And those are the ''warm-up fights for the actual boss of the level, Sisyphus Prime.'' This level will put everything you've learned so far to the test and then push you further, and you'd better pray you make it out the other side. It was so hard, in fact, that the devs put out a patch a few days later to reduce the difficulty]].

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** [[BrutalBonusLevel P-2, Wait of the World]]. [[spoiler:Were you expecting a [[BossOnlyLevel leisurely stroll to the boss gate like in P-1]]? Too bad! P-2 features some of the toughest enemy encounters in the entire game, including a tiny room filled with four Cerberi and a Ferryman, a fight with two Sisyphean Insurrectionists at once, an encounter with a pair of ''idol-protected [[DemonicSpiders Mindflayers]]'' where the idols can't be destroyed until clearing the room of additional enemies, and a final battle with an idol-protected Stalker who walks around covering enemies in sand until you defeat them all and expose the idol. Did we mention said enemies include ''four Sentries, four three Virtues and a [[DegradedBoss Hideous Mass]]!?'' And those are the ''warm-up fights for the actual boss of the level, Sisyphus Prime.'' This level will put everything you've learned so far to the test and then push you further, and you'd better pray you make it out the other side. It was so hard, in fact, that the devs put out a patch a few days later to reduce the difficulty]].
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* TheInverseLawOfFandomLevity: ''ULTRAKILL'' is a game with an extremely nihilistic plot about a KillerRobot traveling through Hell and killing every living thing in existence [[LivingOnBorrowedTime just to stay alive a little longer using their blood as sustenance]]. Despite this, the fandom is one of the most non-serious modern gaming communities, primarily concerning themselves with making jokes about [[FoeYayShipping shipping V1 and Gabriel]], giving every single enemy in the game [[FanNickname ridiculous-sounding mundane names]] and generally being silly. Even the official ''ULTRAKILL'' [[https://ultrakill.fandom.com/wiki/Home fan wiki]] has completely non-serious jokes mixed in with the actual information on almost ''every page''.
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** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload.

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** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload. The chance you would forget to switch back to Feedbacker in the heat of combat and get killed when you tried to parry with your face wasn't deemed worthwhile. This was somewhat mitigated by an update that optionally gives each arm its own dedicated button instead of having to manually switch between them, so you can bust out the Knuckleblaster for a quick pop without worry.
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** 7-1, Garden of Forking Paths, lives up to its name with a confusing layout that involves passing through the same rooms multiple times while reusing the same blue skull for four different pedestals, making it easy to get lost. This is also the level that introduces [[DemonicSpiders Mannequins]], and to corroborate this, this maze is infested with them. Just in case all of that wasn't bad enough, [[ThatOneBoss the Minotaur]] is waiting for you at the end of it all.

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* ComplacentGamingSyndrome:
** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload.
** The Slab Piercer revolver is usually seen as a direct upgrade to the default Piercer, and as such is basically a permanent select for most players after they unlock it.



** There is a lot of overlap between ''ULTRAKILL'' fans and fans of the Franchise/{{Hellaverse}}, likely due to them both having large {{LGBT Fanbase}}s and featuring non-standard depictions of Heaven and Hell, though they're on the opposite ends of the SlidingScaleOfIdealismVersusCynicism.



** The Rocket Launcher is awkwardly bound to the "5" key, meaning it's difficult to remember you even have it, and on top of that it only deals damage on a direct hit ([[KungFuProofMook except for some enemies who are immune to rockets]]), meaning its primary use is outclassed in every way by the Malicious Railcannon and the only reason you would pull it out is for the novelty or to do [[GameBreaker speedrunning tricks with the Freezeframe]].



** The '''Minotaur''' from 7-1 is an extremely aggravating and difficult encounter in at ''least'' its first phase, to say nothing of its second. It's easily capable of three or four-shotting V1 as well as [[PlatformBattle knocking them off the moving carts and further damaging them]], and due to being a Demon doesn't release that much blood when being hit, meaning the only way to heal is to wait for some {{Mooks}} to pull up on another cart. This in and of itself is incredibly distracting and aggravating if you keep dying while trying to heal up or getting thrown off the cart, but the Minotaur is also capable of removing some your safe ground to work with, forcing you to multitask and carefully manage dashing between platforms while avoiding the Minotaur's blows. Then when you ''finally'' think you've won, you must face its second phase which while easier in terms of healing is still an incredibly tense and stressful battle as the Minotaur gains much quicker attacks and longer combo strings.

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** The '''Minotaur''' from 7-1 is an extremely aggravating and difficult encounter in at ''least'' its first phase, to say nothing of its second. It's easily capable of three or four-shotting V1 as well as [[PlatformBattle knocking them off the moving carts and further damaging them]], and due to being a Demon doesn't release that much blood when being hit, meaning the only way to heal is to wait for some {{Mooks}} to pull up on another cart. This in and of itself is incredibly distracting and aggravating if you keep dying while trying to heal up or getting thrown off the cart, but the Minotaur is also capable of removing some your safe ground to work with, forcing you to multitask and carefully manage dashing between platforms while avoiding the Minotaur's blows. Then when you ''finally'' think you've won, you must face its second phase which while easier in terms of healing is still an incredibly tense and stressful battle as the Minotaur gains much quicker attacks and longer combo strings. It's even worse if you're trying to P-rank the level, as fighting it the intended way by [[MarathonBoss patiently whittling down its health]] will lose you valuable time and style points you can't spare.
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* SelfFanservice: The protagonist, V1, has gotten some... [[RuleThirtyFour interesting]] fan art, despite being a sexless KillerRobot who is only ever seen from a first-person perspective in-game [[spoiler:until [[SecretLevel 4-S]]]]. In fact it's not uncommon for fans of the game to make jokes abut Thicc V1. The devs are acutely aware of it: Gabriel's voice actor has referred to them [[https://youtu.be/2C14eZVnzBE?t=17 as a "hot robot"]], official merchandise exists of a [[https://newbloodstore.com/products/ultra-body-pillow-case?_pos=4&_sid=db17c55d7&_ss=r V1 bodypillow]] [[ReadyForLovemaking lying in bed with a rose]], and in-game, [[spoiler:the third bonus level is a visual novel starring V1, or at least an AlternateUniverse version of V1, as the main heroine wearing a ''SailorFuku'' of all things]].

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* SelfFanservice: The protagonist, V1, has gotten some... [[RuleThirtyFour interesting]] fan art, despite being a sexless KillerRobot who is only ever seen from a first-person perspective in-game [[spoiler:until [[SecretLevel 4-S]]]]. In fact it's not uncommon for fans of the game to make jokes abut Thicc V1. The devs are acutely aware of it: Gabriel's voice actor has referred to them [[https://youtu.be/2C14eZVnzBE?t=17 as a "hot robot"]], official merchandise exists of a [[https://newbloodstore.com/products/ultra-body-pillow-case?_pos=4&_sid=db17c55d7&_ss=r V1 bodypillow]] [[ReadyForLovemaking lying in bed with a rose]], and in-game, [[spoiler:the third bonus level is a visual novel starring V1, or at least an AlternateUniverse version illusory duplicate of V1, V1 named Mirage as the main heroine wearing a ''SailorFuku'' of all things]].

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I'm surprised that Sussyfist and the Death Llama weren't mentioned there, since both of them have lots of awesome fanart.


** King Minos, due to being the only unambiguously heroic character in the setting, having a [[TheWoobie sympathetic backstory]], and [[spoiler:his memorable boss fight, which is generally considered as one of the best in the game, alongside being played by fan-favorite voice actor: Stephan Weyte.]]

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** King Minos, due to being the only unambiguously heroic character in the setting, having a [[TheWoobie sympathetic backstory]], and [[spoiler:his memorable boss fight, which is generally considered as one of the best boss battles in the game, alongside being played by fan-favorite voice actor: Stephan Weyte.]]
** Similarly, King Sisyphus, for being a DeterminedDefeatist [[spoiler:with a relentless and thrilling boss fight, alongside with being voiced by Lenval Brown of ''VideoGame/DiscoElysium'' fame.
]]


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** [[ClimaxBoss The 1000-THR "Earthmover"]] is an [[MechanicalHorse almost literal]] example. It has seen plenty of fanart due to its imposing and creative character design and equally epic boss battle, being a [[HumongousMecha colossal]], [[OurCentaursAreDifferent Centaur-like robot]] that is fought by [[BattleshipRaid scaling its body and invading it from the inside]] while dealing with a relentless series of gauntlets.
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** "Don't touch any water" in 5-1, a level whose largest rooms are entirely ''filled'' with the stuff. After finding the hidden valves (or, more likely, [[GuideDangIt looking up a walkthrough online]]), you can drain the water in the underwater rooms; however, it doesn't drain fully, giving you very small sections of dry floor. Also, the game still remembers if you touch water after a reload from checkpoint, so any mistake means redoing the entire level. Did we mention there are shallow, easily missed pools of water in the last room of the level, along with swarms of Sentries that force you to stay on the move?

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** "Don't touch any water" in 5-1, a level whose largest rooms are entirely ''filled'' with the stuff. After finding the hidden valves (or, more likely, [[GuideDangIt looking up a walkthrough online]]), you can drain the water in the underwater rooms; however, it doesn't drain fully, giving you very small sections of dry floor. Also, the game still remembers if you touch water after a reload from checkpoint, so any mistake means redoing the entire level. Did we mention there are shallow, easily missed pools of water in the last room of the level, along with swarms of Sentries that force you to stay on the move?move? Thankfully, these rooms can be skipped around by leaving the level through the secret exit, but getting there is still a pain. It used to be even worse, as the game used to remember if you touched the water even if you loaded the checkpoint over again.

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* IKnewIt: Pretty much the entire game's playerbase assumed that the boss of P-2: Wait of the World was going to be [[spoiler:Sisyphus Prime long before the Prime Sanctum was added into the game, given how King Sisyphus carries the same amount of narrative weight in Greed that Minos carried in Lust, and V1 can find his corpse in the secret area of the pyramid in 4-4 where they find the Sawblade Launcher and it's just as big as the Corpse of King Minos, denoting that Sisyphus had a prime soul.]]

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* IKnewIt: IKnewIt:
**
Pretty much the entire game's playerbase assumed that the boss of P-2: Wait of the World was going to be [[spoiler:Sisyphus Prime long before the Prime Sanctum was added into the game, given how King Sisyphus carries the same amount of narrative weight in Greed that Minos carried in Lust, and V1 can find his corpse in the secret area of the pyramid in 4-4 where they find the Sawblade Launcher and it's just as big as the Corpse of King Minos, denoting that Sisyphus had a prime soul.]]]]
** The second that the Earthmovers were teased in preview material for 7-2, fans immediately concluded that at least one of them would be the ClimaxBoss of Violence, which was right on the money.
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* AntiMetagameCharacter: Guttermen and their otherwise unbreakable shields are an obvious ploy to prevent players from [[ComplacentGamingSyndrome only ever using the Feedbacker arm due to how useful parrying is]] and to force them to pull out the Knuckleblaster once in a while for a dedicated purpose.
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** The '''Minotaur''' from 7-1 is an extremely aggravating and difficult encounter in at ''least'' its first phase, to say nothing of its second. It's easily capable of three or four-shotting V1 as well as [[PlatformBattle knocking them off the moving carts and further damaging them]], and due to being a Demon doesn't release that much blood when being hit, meaning the only way to heal is to wait for some {{Mooks}} to pull up on another cart. This in and of itself is incredibly distracting and aggravating if you keep dying while trying to heal up or getting thrown off the cart, but the Minotaur is also capable of removing some your safe ground to work with, forcing you to multitask and carefully manage dashing between platforms while avoiding the Minotaur's blows. Then when you ''finally'' think you've won, you must face its second phase which while easier in terms of healing is still an incredibly tense and stressful battle as the Minotaur gains much quicker attacks and longer combo strings.
Is there an issue? Send a MessageReason:
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** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. One Guttertank is already a headache, but they commonly spawn in groups that can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.

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** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. One Guttertank is already a headache, but they commonly spawn in groups that can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it can only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.
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* MoralEventHorizon: [[spoiler:[[BigBad Hell itself]] already proved itself as a vile, depraved villain of unimaginable cruelty by slaughtering the human race to claim their souls and torture them for all eternity out of [[{{Sadist}} sadistic pleasure]]. But if an atrocity like this didn't cross the line for some players, then maybe its cruel treatment of one of its Demons will, such as leaving [[TragicMonster The Minotaur]] to rot in the Garden of Forking Paths for a millenia before [[HopeCrusher crushing]] its TragicDream of seeing the sky one last time by leading it to the level exit before [[EvilIsPetty immediately closing the Hellevator doors it just opened]], forcing it in a losing battle against V1 where the Minotaur dies with regret for failing its dream. Hell is so evil that not even ''its own Demons'' are safe from its cruelty.]]

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* MoralEventHorizon: [[spoiler:[[BigBad Hell itself]] Hell]] already proved itself as a vile, depraved villain of unimaginable cruelty by [[KillAllHumans slaughtering the human race race]] to claim their souls and torture them for all eternity out of [[{{Sadist}} sadistic pleasure]]. But if an atrocity like this didn't cross the line for some players, then maybe its cruel treatment of one of its Demons will, such as leaving [[TragicMonster The Minotaur]] to rot in the Garden of Forking Paths for a millenia millennia before [[HopeCrusher crushing]] its TragicDream of seeing the sky one last time by leading it to the level exit before [[EvilIsPetty immediately closing the Hellevator exit doors it just opened]], forcing it in a losing battle against V1 where the Minotaur dies with regret for failing its dream. Hell is so evil that not even ''its own Demons'' are safe from its cruelty.]]
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** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they commonly spawn in groups, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.

to:

** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks One Guttertank is that already a headache, but they commonly spawn in groups, and they groups that can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.
Is there an issue? Send a MessageReason:
None


** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.

to:

** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely commonly spawn alone, in groups, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.
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None


** Mindflayers have an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, and swipe with some strong melee attacks. They're surprisingly bulky despite appearances, and while they have some weak points, they're difficult to hit thanks to their size and the Mindflayers' movements. It's telling that most experienced players say to burst them down with the railgun and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.

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** Mindflayers have an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, and swipe with some strong melee attacks. They're surprisingly bulky despite appearances, and while they have some weak points, they're difficult to hit thanks to their size and the Mindflayers' movements. It's telling that most experienced players say to burst them down with the railgun railcannon and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.
Is there an issue? Send a MessageReason:
None


** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood overly risky.

to:

** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.
Is there an issue? Send a MessageReason:
None


** Mindflayers have an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, and swipe with some strong melee attacks. They're surprisingly bulky despite their appearances, and while they have weakpoints, they're difficult to hit thanks to their size and the Mindflayer's movements. It's telling that most experienced players say to burst them down with the railgun and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.

to:

** Mindflayers have an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, and swipe with some strong melee attacks. They're surprisingly bulky despite their appearances, and while they have weakpoints, some weak points, they're difficult to hit thanks to their size and the Mindflayer's Mindflayers' movements. It's telling that most experienced players say to burst them down with the railgun and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.
Is there an issue? Send a MessageReason:
None


** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood overly risky.

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** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, alone, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood overly risky.
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** Mindflayers have an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, hard-to-parry and hard-hitting projectiles, and swipe with some strong melee attacks. They're surprisingly bulky despite their appearances, and while they have weakpoints, they're difficult to hit thanks to their size and the Mindflayer's movements. It's telling that most experienced players say to burst them down with the railgun and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.

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** Mindflayers have an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, hard-to-parry and hard-hitting projectiles, and swipe with some strong melee attacks. They're surprisingly bulky despite their appearances, and while they have weakpoints, they're difficult to hit thanks to their size and the Mindflayer's movements. It's telling that most experienced players say to burst them down with the railgun and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.
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** Mindflayers show up at the middle of level 2-3 and become an annoyance for the rest of the game. They're able to teleport around, fire hard-to-parry projectiles that deal a ton of damage, and strike at you with powerful melee swipes. No range is safe for fighting them, and their high mobility and damage means that striking at them with the shotgun to recover health is often extremely risky, especially when their meaty health for what's supposed to be a mook allows them to last very long compared to most enemies. Mindflayers have hard-to-hit weakpoints, but thanks to their fast movement, consistently hurting them is difficult. It's telling that most experienced players say to burst them down with the railgun and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.
** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood overly risky.

to:

** Mindflayers show up at the middle of level 2-3 and become an annoyance for the rest of the game. They're able to teleport around, fire hard-to-parry projectiles that deal a ton of damage, and strike at you with powerful melee swipes. No range is safe for fighting them, and their high mobility and damage means that striking at them with the shotgun to recover health is often extremely risky, especially when their meaty health for what's supposed to be a mook allows them to last very long compared to most enemies. Mindflayers have hard-to-hit an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, hard-to-parry and hard-hitting projectiles, and swipe with some strong melee attacks. They're surprisingly bulky despite their appearances, and while they have weakpoints, but they're difficult to hit thanks to their fast movement, consistently hurting them is difficult.size and the Mindflayer's movements. It's telling that most experienced players say to burst them down with the railgun and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.
** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood overly risky.
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** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood too risky for even the game devs' comfort.

to:

** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood too risky for even the game devs' comfort.overly risky.
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** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood too risky for even the game devs' comfort.

to:

** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have, landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood too risky for even the game devs' comfort.
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** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have, the latter of which having a quick parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood too risky for even the game devs' comfort.

to:

** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have, the latter of which having a quick tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood too risky for even the game devs' comfort.
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** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have but milliseconds to notice and parry away, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood too risky for even the game devs' comfort.

to:

** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have but milliseconds to notice and have, the latter of which having a quick parry away, window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood too risky for even the game devs' comfort.
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** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have but milliseconds to notice and parry away, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood a tall order.

to:

** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have but milliseconds to notice and parry away, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up a missed punch with another, thus making healing off of their blood a tall order.too risky for even the game devs' comfort.
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** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have but milliseconds to notice and parry away, and these explosives inflict heavy knockback. Within melee range, they have a powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could quickly follow up a missed punch with another, thus making healing off of their blood a tall order.

to:

** Guttertanks are widely regarded as the toughest enemy introduced in Violence. They are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines you have but milliseconds to notice and parry away, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. The worst part about the Guttertanks is that they rarely spawn alone after their introduction in 7-2, and they can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it only can help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could quickly rapidly follow up a missed punch with another, thus making healing off of their blood a tall order.

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