Difference between revisions of "Diabolus"
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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 pyrophobia [[gene]]; while short, it is still just as dangerous with a diabolus. A [[firefoam pop pack]] is very helpful. | 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 pyrophobia [[gene]]; while short, it is still just as dangerous with a diabolus. A [[firefoam pop pack]] is very helpful. | ||
− | Despite their resistance, diaboluses are still vulnerable to [[EMP]]. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. As the stun interrupts the hellsphere cannon, saving EMP for the right moment can save a pawn's life | + | Despite their resistance, diaboluses are still vulnerable to [[EMP]]. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. As the stun interrupts the hellsphere cannon, saving EMP for the right moment can save a pawn's life - but adaptation can prevent that strategy. EMP also breaks the shields later diaboluses spawn with. It's best to be proactive about preventing dangerous situations, instead using EMP to break the shield. |
Also note that mech commanders have no resistance to [[psychic shock lance]]s. Especially for earlier diabolus raids, these items can trivialize the fight. | Also note that mech commanders have no resistance to [[psychic shock lance]]s. Especially for earlier diabolus raids, these items can trivialize the fight. |
Revision as of 05:09, 7 November 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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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
Creation
- Required Research
- High mechtech
- weaponTags
- HellsphereCannonGun
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:
- 1x Diabolus, 3x militor
- 1x Diabolus, 4x militor, 2x pikeman
- 1x Diabolus with heavy shield unit, 7x militor, 2x pikeman, 1x tesseron
- 2x Diabolus with heavy shield unit, 10x militor, 3x legionary, 1x centurion
- 2x Diabolus with heavy shield unit, 10x militor, 5x scyther, 3x centipede (gunner)
- 2x Diabolus with heavy shield unit, 15x militor, 8x pikeman, 4x centipede (gunner), 1x centurion
- 2x Diabolus with heavy shield unit, 15x militor, 10x lancer, 5x centipede (gunner)
- 3x Diabolus with heavy shield unit, 15x militor, 10x tesseron, 6x centipede (gunner), 1x centurion
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.
As an ally
The Diabolus is an ultra-heavy mechanoid, and require High Mechtech to be researched. They can be created from a large mech gestator with 1 high subcore, 2 signal chips, 300 steel, and 300 plasteel, taking up 5 bandwidth from a mechanitor. After taking a small amonut of work to craft, it must gestate for 12 cycles to form. 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 will automatically aim the hellsphere cannon, though it 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 attacked in melee range. The cannon will still light the terrain on fire and 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 , 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 pyrophobia gene; while short, it is still just as dangerous with a diabolus. A firefoam pop pack is very helpful.
Despite their resistance, diaboluses are still vulnerable to EMP. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. As the stun interrupts the hellsphere cannon, saving EMP for the right moment can save a pawn's life - but adaptation can prevent that strategy. EMP also breaks the shields later diaboluses spawn with. It's best to be proactive about preventing dangerous situations, instead using EMP to break the shield.
Also note that mech commanders have no resistance to psychic shock lances. Especially for earlier diabolus raids, these items can trivialize the fight.
As an ally
Slow and with a little more health & armor than a centipede, diaboluses are best used against stationary threats like sieges, mech clusters, and other mech commanders.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.