Difference between revisions of "Diabolus"

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If melee isn't an option, you should instead manually move pawns away from the blast radius, always allowing yourself the option to move. Splitting your pawns up will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the cannon or flame burst; their range is short enough to justify staying close, anyway.
 
If melee isn't an option, you should instead manually move pawns away from the blast radius, always allowing yourself the option to move. Splitting your pawns up will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the cannon or flame burst; their range is short enough to justify staying close, anyway.
  
Be extra careful about [[fire]]; if not from the diabolus, from the wildfires or a [[tesseron]]. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[child]] or the fire vulnerability [[gene]]; while short, it is still just as dangerous with a diabolus.
+
Be extra careful about [[fire]]; if not from the diabolus, from the wildfires or a [[tesseron]]. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or the fire vulnerability [[gene]]; while short, it is still just as dangerous with a diabolus. A [[firefoam pack]] is very helpful.
  
Diaboluses are vulnerable to [[EMP]], as usual, including the adaptation time. You may want to save EMP usage tactically; they can be used to save an uncontrollable pawn from the hellsphere cannon.
+
Diaboluses are vulnerable to [[EMP]] as usual, including the adaptation time. You may want to control EMP usage tactically - as the stun interrupts the hellsphere cannon, saving EMP for the right moment can save a pawn's life. When they spawn with shields, EMP also becomes useful for breaking them. Against shielded diaboluses, it's best to prevent dangerous situations, and use EMP immediately for shield-breaking and damage.
  
 
===As an ally===
 
===As an ally===

Revision as of 16:12, 26 October 2022

Diabolus

Diabolus

An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby.
This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.

Base Stats

Type
Mechanoid
Flammability
0%

Armor

Armor - Sharp
75%
Armor - Blunt
25%
Armor - Heat
200%

Pawn Stats

Move Speed
2.4 c/s
Health Scale
450% HP
Body Size
4
Mass
240 kg
Pack Capacity
140 kg
Carrying Capacity
300 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
18 dmg (Blunt)
27 % AP
2.6 second cooldown
Average DPS
4.29

A Diabolus is a mechanoid added by the Biotech DLC.

Summary

Diaboluses are mechanoids. They do not eat and are immune to toxic fallout and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to EMP attacks. Diaboluses have a 30% EMP resistance, meaning they are stunned for 30% less time.

As an enemy

You can summon a hostile Diabolus with a mechanitor and a powered comms console. Therefore, summoning one requires the Microelectronics research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one or even multiple.

When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a Diabolus before, but is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple Diaboluses at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault. At the moment, it seems that the maximum size is reached after summoning Diabolus 8 times.

Defeating a hostile Diabolus rewards the player with a signal chip. Studying one is required to research Standard Mechtech, and they can also be used to create various mechanitor gear or even your own Diabolus.

Combat

An enemy Diabolus alternates between two long range attacks:

1. Hellsphere cannon. When using this attack, Diabolus will create a red circle around a target. After several seconds, the circle explodes, leaving a large circle of fire. The radius of the blast is a bit larger than the circle, so you may want to err on the side of caution. Thankfully, it only has a range of 19 tiles, and can't be used too close. However, it can be fired at distant targets even when engaged in melee.
  • It deals 800 bomb damage, which is multiplied against walls and impassible structures. Humans are scaled around 100 health, so the blast is easily enough to outright kill a pawn caught near its center. It is also certain to obliterate any structures in the blast.
2. A single pulse bullet. This is long range and relatively low damage, but it has almost no startup time. It can be fired while moving. Cover is useful, assuming the hellsphere cannon isn't aimed at it.

When engaged in melee, the Diabolus will trigger a special ability. It surrounds itself in explosive fluids and then ignites them creating a massive fireball around it. This attack deals heavy damage, and there is almost no time to disengage and run to safety.

An enemy Diabolus won't actively try to breach walls, though it will destroy buildings and objects if no pawns are accessible.

Summoning:

  1. 1x Diabolus, 3x militor
  2. 1x Diabolus, 4x militor, 2x pikeman
  3. 1x Diabolus with heavy shield unit, 7x militor, 2x pikeman, 1x tesseron
  4. 2x Diabolus with heavy shield unit, 10x militor, 3x legionary, 1x centurion
  5. 2x Diabolus with heavy shield unit, 10x militor, 5x scyther, 3x centipede gunner
  6. 2x Diabolus with heavy shield unit, 15x militor, 8x pikeman, 4x centipede gunner , 1x centurion
  7. 2x Diabolus with heavy shield unit, 15x militor, 10x lancer, 5x centipede gunner
  8. 3x Diabolus with heavy shield unit, 15x militor, 10x tesseron, 6x centipede gunner , 1x centurion

As an ally

The Diabolus is an ultra-heavy mechanoid. After researching High Mechtech, they can be created from a large mech gestator with 1 high subcore, 2 signal chips, 300 steel, and 300 plasteel, taking 12 gestation cycles to form. It takes up 5 bandwidth from a mechanitor. They recharge in a large mech recharger, creating 25 wastepacks whenever the recharger's waste is filled up.

In combat, the Diabolus will automatically use their pulse turret, unless disabled. They must be manually commanded to use the hellsphere cannon, which has a limited range, can't be used too close, and still takes a long time to charge up. However, it can be used even if pawns are in melee range. The cannon won't light the terrain on fire, though will destroy structures. They may also initiate a flame burst, which takes 3 seconds to warm up and cannot be used for 1 hour afterwards.

Analysis

As an enemy

Kiting is key to taking out the Diabolus. With fire vulnerable pawns, it is highly advised to NOT use melee attacks to avoid the close-ranged burst. Sufficient fire protection (devilstrand clothing, phoenix armor Content added by the Royalty DLC, impids) can help tank the flames, and your own mechanoids are completely immune to fire.

If melee isn't an option, you should instead manually move pawns away from the blast radius, always allowing yourself the option to move. Splitting your pawns up will allow more of them to focus on shooting instead of running. You can even use your own militors to lure the cannon or flame burst; their range is short enough to justify staying close, anyway.

Be extra careful about fire; if not from the diabolus, from the wildfires or a tesseron. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the Fleeing Fire mental break, caused by being a child or the fire vulnerability gene; while short, it is still just as dangerous with a diabolus. A firefoam pack is very helpful.

Diaboluses are vulnerable to EMP as usual, including the adaptation time. You may want to control EMP usage tactically - as the stun interrupts the hellsphere cannon, saving EMP for the right moment can save a pawn's life. When they spawn with shields, EMP also becomes useful for breaking them. Against shielded diaboluses, it's best to prevent dangerous situations, and use EMP immediately for shield-breaking and damage.

As an ally

Slow and with a little more health & armor than a centipede, diaboluses are best used against stationary threats like sieges, mech clustersContent added by the Royalty DLC, and other mech commanders.

Health

Specify body type when known.


Body part Health
Head 113
Skull 113
Brain 45
Nose 45
Neck 113
Jaw 90
Eye [1]
(left, right)
45
Ear
(left, right)
45
Body 180
Kidney[2]
(left, right)
68
Lung[2]
(left, right)
68
Liver[2] 90
Heart[2] 68
Spine[2] 113
Stomach[2] 90
Limbs
(left, right, fore, hind)
135
Appendage
(left, right, fore, hind)
90
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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