Missile Command

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Gif of the Missile Command weapon being fired
Missile Command in use.

The Missile Command is a weapon in Schism. It is a handheld rocket device that holds explosives in a barrel, with a red button on the handle. When fired, it creates a high damage explosive missile projectile that lands at the position of the cursor, with some delay, regardless of the player's location in the room. While held, all sources of damage from the player, including allies, will trigger explosions.

As the Missile Command can be fired at enemies from any position, it is a very useful tool to clear rooms while hiding behind terrain, away from dangerous monsters and projectiles.

Synergies & Interactions

+ Positive, = Neutral, - Negative

Relics

  • + 'Child Alpha' Record: Fires additional missiles in quick succession. Moving the cursor during this volley will adjust the trajectory of the extra incoming rockets.
  • + Crowley Kris: Missed attacks with the Missile Command will deal no damage to the player.
  • + Eye-Bot: Orbital eyes fire explosive missile projectiles without the arc, similar to how regular bullets behave. They also mimic the RNG of the player and weapon, which is the only instance of the Missile Command's range affecting gameplay.
  • + Hemomancer Sigil: The player can take self-damage using the Missile Command's explosions to trigger regen, even outside of combat.
  • = 'Arachnidplace' Record: Auras appear both at the player's position when firing a missile, and when the missile makes impact, although both dissipate immediately after. The player's aura is powerful but especially dangerous, as it can trigger nearby explosions, even when damaging decorative pots, making self-damage very likely.
  • = Hired Gun: Hired Gun allies will shoot very high velocity rockets that explode on end, while the Missile Command is equipped. Explosion damage is the same as the player's explosion damage. However, Hired Gun allies are very likely to cause explosion self-damage to both the player and themselves
  • = Gold Psy: Damage dealt with Gold Psy will also trigger explosions, as long as the Missile Command is held, significantly increasing damage output. However, this also triggers decorative pots to explode as well, which can easily damage the player.
  • = 'Goodheroism' Record: No effect.
  • = 'Gyrocopter over the Desert' Record: No effect.
  • = 'Scarlet Monarch' Record: No effect.
  • = Sight Spotter: No effect.
  • = 'Stay in Radiance' Record: No effect.
  • = 'The Preschool Dropout' Record: Additional rockets will instead originate from the player's position and not from the point of impact. Furthermore, these extra rockets do not trigger explosions on end.
  • - 'Bright Side of the Sun' Record: No benefit. The doubled AP cost will still apply.

Weapons

  • + Gold Steel: The long delay of the missiles give generous time for the player to switch back to the Gold Steel after firing, keeping the coin drop effect active.
  • + Healing Stick: Similar to the Gold Steel synergy, the player can switch back to the Healing Stick after firing a missile to retain the chance for a health drop.
  • + Pachydoom: The player can fire a missile, then switch to the Pachydoom for significantly increased explosion damage. This is because explosions deal damage equal to 2x the ATK of the player, which changes based on chosen weapon, and the Pachydoom has the highest ATK of any weapon in the game. However, the missile itself will still deal normal damage if it hits an enemy directly.

Gods

  • + Pain: The player can take self-damage using the Missile Command's explosions to gain faith and XP. This works both in combat and outside of it.

Cards

  • - Rid of this World: No effect. The card will be wasted if Missile Command is used immediately after.

Misc

  • = Allies: In general, allies will be powered up by the innate explosion damage of the Missile Command, but they may also cause self-damage to themselves and the player with their explosive attacks.

Tips

Missile Command blast radius
The approximate radius of the missile blasts (Prisoner for scale.)
  • The explosion can hurt you for 5 damage if you are caught in the blast. However, due to the room-wide capabilities of the Missile Command, this is highly unlikely to happen by accident.
  • In cases where melee-focused enemies such as Barkbiters get too close, you are better off switching to a non-explosive sidearm if you are not confident in aiming the Missile Command in tight spaces.
  • Attacks during frozen time are free. In combination with the Missile Command's impact delay, you can fire a missile just before unfreezing time, for an attack that doesn't cost AP. There is a generous amount of frames to do this, although it might take some practice at first.
  • The blast radius of the rocket is particularly large; you can use this to your advantage by attempting to aim missiles between multiple targets at once.
  • Some weapons benefit greatly from quickswitching from the Missile Command after having just fired a rocket. For more information, view the Synergies & Relics section.

Notes

  • The explosions from the Missile Command deal twice as much damage, which is seperate from the damage of the actual missile projectile hitting an enemy directly.
  • If a missile lands on an obstacle such as walls or grates, the missile will not explode on top of the obstacle, and will instead detonate nearby, away from the target crosshair. Enemies that can travel through walls such as Staple Worms and Stingzones can sometimes be difficult to hit due to this quirk.
  • However, a Melt card can be used to completely circumvent this.

Trivia

  • However, rocket artillery devices are typically deployed and situated on the ground, rather than being handheld.
  • The Missile Command is the only weapon in the game whose sprite does not get rotated as the player adjusts their cursor (this is purely visual.)

Gallery