What if the GOLEM agent went into ULTRAKILL?
assuming no changes, they won't be able to survive very long because there is no finch-tech derived liveware
but if they could swap into any of the blood-fueled machines, what would the movesets be? i'll base this off of the machines are shown to be physically capable of in Brutal mode. since the GOLEM only ever has two attacks, even with the bosses that are shown to have more attacks that you can't use, i'll be giving each one a primary and a secondary without any additional accessible attacks
swordsmachine: primary is shotgun, secondary is sword slash. once at half health or below, primary is replaced with sword throw
drone: primary is a three hell orb shot, secondary is a non-i-frame dash, which doesn't maintain momentum (like if you took the wheelbot's dash without the invincibility)
streetcleaner: primary is a flamethrower, but unlike aphids, it doesn't get stronger and can be held indefinitely. can be angled upwards, but not all that much. secondary is an i-frame dash, different from the drone's in that it's always in the same direction (to your right)
V2: because V2 is a supreme machine, the GOLEM will have the control stability, as seen in the CPU and Heap fights. they would have the attacks of whatever weapon V2 is holding when they swap in. so if V2 is holding the piercer, they get the triple shot and the charge shot, for the core eject they get the shotgun blast and the core eject. for V2 the 2nd, nailgun gives them the nail barrage and overheat, and for marksman they get the V1-style single shot and triple coin throw
mindflayer: primary is the five seeker orbs, secondary is the teleport
sentry: primary is a thistle-style sniper shot (hold to charge, release to shoot), without the piercing of the thistle, secondary is a high-knockback kick
gutterman: hold primary to shoot the gattling cannon, as you hold it longer your aim can move faster, but the aim has ice-physics style slipping, making it harder to stay on a single target the longer you hold it. secondary is the shield bash (or punch if you lose the shield)
guttertank: primary is the rocket launch, holding primary determines how far the rocket will go, with it stopping at the designated spot, and exploding a set time after being fired. secondary is a very high-knockback punch
earthmover defense system: each part of the defense system has its own control stability meter, like the Heap orbs. also like the heap, the different segments will be able to hurt the central mindflayer laser thing before it loses its shield. also i think each of the three different types of parts would be together as a pair when you swap in, so you control both of the rocket launchers at once. primary fire is just that segment's normal attack, secondary fire is switching perspectives between the two different segments, which have independent attack cooldowns. like the Heap, the central mindflayer laser thing can't be swapped into
Earthmover Brain: since it doesn't really do a whole lot, like the Heap, you can't swap into it. sorry :)
V1: basically just V2 except the secondary fire is always just whichever arm V1 used last, so you can't use the weapons' secondary fire
overall, if they went through the same levels that V1 goes through in the original game, and V1's just absent, their chance of surviving all the way through Violence is a bit of a toss-up to me, since the boss fights don't have additional machines to swap to, and there's a pretty long early game where they're at risk of ending up with no body left. but once they reach 7-2 the rest of violence is pretty much a cake walk with how many high health greater machines there are. i'm also assuming that their body would get a full heal between each level since V1 gets that and the game seems to imply that that's when the other machines refuel as well
feel free to reblog with your own ideas, or possible GOLEM movesets for other games' enemies :)


















