Helldivers 1:Illusionist
Jump to navigation
Jump to search
“ILLUSIONISTS are highly revered among the Squ'ith and have the ability to control other sentient beings with nanobot technology. Frontline soldiers have reported hallucinations, an ill-will to fight and generally apathy when fighting these perverse witches.
Furthermore, these beings have a shield device similar to that of tripods that protect the ILLUSIONIST.— Encyclopedia Description
The Illusionist is an Illuminate unit in Helldivers 1.
Stats
| Role | Danger | Weapons | Resilience | Armor | |
|---|---|---|---|---|---|
| Elite | High | Nano-Tech | High | Medium |
| Enemy detailed stats | |||
|---|---|---|---|
| Unit info | Additional Notes | ||
| Difficulty appearing | 5 to 12 | ||
| Patrol unit? | No | ||
| Can call alarm? | No | ||
| Health | |||
| Base | Decay | Additional Notes | |
| Health | 1500 | 0 | |
| Constitution | 0 | 0 | |
| Armor | |||
| Location | Min | Max | Additional Notes |
| Default | 40 | 250 | |
| Shield | |||
| Base | 450 | ||
| Armor | 0 | ||
| Regen | 666 / s | ||
| Delay | 1.5 s | ||
| Movement | |||
| Acceleration | 2 | ||
| Move Speed | 4 | ||
| Turn Speed | 0.03 | ||
| Follow Range | 8 m | At what distance unit is
following a player | |
| Teleport Cooldown | 2 s | ||
| Teleport Min Range | 4 m | ||
| Teleport Max Range | 10 m | ||
| Emergency Teleport
Max Range |
3.5 m | ||
| Emergency Teleport
Cooldown |
1 s | ||
| Status Effects | |||
| Status immunity | Yes/No | Additional Notes | |
| Slow | No | ||
| Stun | No | ||
| Burn | No | ||
| Poison | No | ||
| "Orb Bomb" detailed stats | |||
|---|---|---|---|
| Health | |||
| Base | Decay | Additional Notes | |
| Health | 60 | 0 | |
| Constitution | 0 | 0 | |
| Armor | |||
| Location | Min | Max | Additional Notes |
| Default | 0 | 0 | |
| Movement | |||
| Acceleration | 6 | ||
| Deceleration | 8 | ||
| Start Velocity | 0 | ||
| Max Velocity | 8 | ||
| Enemy Attack Stats | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Orb Bomb | |||||||||
| Power | Time Until
Explosion |
Aim Turn
Speed |
Shoot
Cooldown |
Angle | Range Min | Range Max | Spread | AP? | Effects |
| n/a | 6 s | 0.1 | 2.5 s | 10° | 4 m | 15 m | 0 | No | Explosive |
| Explosion effect stats | |||||||||
| Explosive | Anti-Personnel | Direct | Ignore | AP? | Effects | ||||
| Radius | Power | Radius | Power | Armor? | Shield? | ||||
| Orb Bomb | 3 m | 40 | 1 m | 40 | No | No | No | Confuse: short | |
| Confusion effect stats | |||||||||
| Confuse Short | |||||||||
| Duration | 3 s | ||||||||
Tactics
- Predominately found on medium to high level planets, Illusionists teleport onto the battlefield alone wherever Observers or Watchers have raised an alarm to warn of a Helldiver's presence.
- After spawning, Illusionists will engage players in combat by launching homing projectiles at them, two or three of which are enough to down a Helldiver. These orbs detonate after a short time if they don't hit anything, causing all players caught in the blast area to have their controls temporarily reversed. Walking, aiming and even the input of stratagem codes are affected.
- Players can target the orbs with weapons fire to get rid of them. Fire from Incendiary Bombs or the Incendiary Grenades Perk will destroy the projectiles on contact and makes for an effective temporary barrier.
- The projectiles tend to curve back if dodged (which can be done by quick footwork, engaging the LIFT-850 Jump Pack or by going prone). Using the SH-20 Shield Generator Pack makes Helldivers immune to the control reversing effect of the Illusionist's attacks.
- Illusionists can only withstand a moderate amount of punishment and are normally fairly slow, however, they will teleport out of the line of fire after receiving some damage and their projectile attacks absorb some of the weapons fire intended for them. This, combined with their control reversal attacks, can make them a dangerous and resilient foe.
- As long as their shield is up, Illusionists are immune to:
- Slow (Static Field Conductors);
- Stun (Rail Gun, Stun Mines or Stun Grenades);
- Mini-Stun (most SMGs and the AD-334 Guard Dog);
- Ignition by incendiary weapons;
- Poison from toxic weapons.
- Incendiary weapons and stratagems (like the FLAM-40 Incinerator) will ignite Illusionists once their shields are depleted, prevent them from teleporting as long as they are burning.
