Helldivers 1:Illusionist

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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 Emblem.png Illuminate unit in Helldivers 1.

Stats

Illuminate Emblem.png 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.
  • 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.

Gallery

Notes