Difference between revisions of "Diabolus"

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== Summary ==
 
== Summary ==
An ultra-heavy mechanoid with a high-energy hellsphere cannon. Made for siege-breaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates its waste power through a heat column mounted on its back, allowing it to produce massive fiery explosions as a defensive measure if surrounded at close range. While extremely powerful, the diabolus lacks maneuverability - meaning you’ll need to be fast and agile to defeat it! Keep your colonists moving to outpace its hellsphere cannon, or distract it with cannon fodder.
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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.
  
== Analysis ==
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===As an enemy===
You can summon Diabolus by selecting a Mechanitor then and choosing the summon optionYou will need to have microelectronics researched and built a comm console before this option becomes available.
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You can summon a hostile diabolus with mechaniator and a powered [[comms console]], the latter of which requires the [[Research#Microelectronics|Microelectronics]] research. When summoned, it wil be accompanied by other mechanoids, depending on how many times you have summoned a diabolus before. They will crash down in a ship after a random amount of time ranging from a few in game hours to daysThey will not attack immediately, but will instead act like a raid and "prepare" before launching their assault.
  
Diabolus will crash down in a ship after a random amount of time ranging from a few in game hours to days.  He is accompanied by 3 Militors.  They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault.
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The diabolus alternates between two long range attacks:
  
The militors have low health, but boast a powerful shotgun blast, so it is wise to eliminate them first
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1. Hellsphere cannon.  When using this attack, Diabolus will create a red circle around a target  After several seconds, the circle erupts into flames, destroying all structures, leaving a large circle of fire, and often outright killing any pawn in the blast. The radius of the blast is a bit larger than the circle, so you may want to err on the side of caution.
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2. A single pulse bullet.  This is long range and relatively low damage, but it has almost no startup time.  Try to get behind cover if possible.
  
Diabolus alternates between two long range attacks:
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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.
  
1. Hellsphere cannon.  When using this attack, Diabolus will create a red circle around one of your colonists.  After several seconds, the circle erupts into flames, destroying all structures and often outright killing any pawn in the blast.  The radius of the blast is a bit larger than the circle, so you may want to err on the side of caution.  The best approach is to draft your pawns and manually move them out of the attack radius. Splitting your pawns up will allow more of them to focus on shooting instead of running.  The hellsphere cannon attack leaves a large circle of fire behind.  Not only does this make it difficult to go back to your original positions, but it might also lure non-drafted pawns out onto the battlefield to extinguish the fire.
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Defeating the diabolus rewards the player with a [[signal chip]], which is required to research [[Research#Standard_Mechtech|Standard Mechtech]]. It may also be used to  
  
2. A single pulse bullet. This is long range and relatively low damage, but it has almost no startup time. Try to get behind cover if possible.
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===Player control===
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The diabolus is an ultra-heavy mechanoid. After researching Hi are created from a [[large mech gestator]] with 1 [[high subcore]], 2 [[signal chip]]s, 300 [[steel]], and 300 [[plasteel]]. It takes up 5 [[bandwidth]] from a [[mechanitor]]. They recharge in a [[large mech recharger]], creating 5 [[wastepack]]s whenever the recharger's waste is filled up.
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In combat, the diabolus will automatically use their pulse turret, unless disabled. They must be manually commanded to use the hellsphere cannon, which can not be used too close, and still takes a long time to charge up. The cannon won't light the terrain on fire. They may also initiate a flame burst, which takes 3 seconds to warm up and cannot be used for 1 hour afterwards.
  
It is HIGHLY advised to NOT use melee attacks. When engaged in melee, 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.
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== Analysis ==
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===As an enemy===
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Kiting is key to taking out the diabolus. It is HIGHLY advised to NOT use melee attacks to avoid the close-ranged burst. Instead, manually move pawns away from the blast radius, and always allow 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 blast; their range is short enough to justify staying close, anyway.
  
Defeating the Diabolus rewards the player with a signal chip, which can be used to build tier 2 mechanoids.
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The fire is rather annoying; not only does this make it difficult to go back to your original positions, but it might also lure non-drafted pawns out onto the battlefield to extinguish the fire.
  
 
== Health ==
 
== Health ==

Revision as of 06:08, 24 October 2022

Diabolus

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Base Stats

Type
Mechanoid

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 mechaniator and a powered comms console, the latter of which requires the Microelectronics research. When summoned, it wil be accompanied by other mechanoids, depending on how many times you have summoned a diabolus before. 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.

The 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 erupts into flames, destroying all structures, leaving a large circle of fire, and often outright killing any pawn in the blast. The radius of the blast is a bit larger than the circle, so you may want to err on the side of caution. 2. A single pulse bullet. This is long range and relatively low damage, but it has almost no startup time. Try to get behind cover if possible.

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.

Defeating the diabolus rewards the player with a signal chip, which is required to research Standard Mechtech. It may also be used to

Player control

The diabolus is an ultra-heavy mechanoid. After researching Hi are created from a large mech gestator with 1 high subcore, 2 signal chips, 300 steel, and 300 plasteel. It takes up 5 bandwidth from a mechanitor. They recharge in a large mech recharger, creating 5 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 can not be used too close, and still takes a long time to charge up. The cannon won't light the terrain on fire. 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. It is HIGHLY advised to NOT use melee attacks to avoid the close-ranged burst. Instead, manually move pawns away from the blast radius, and always allow 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 blast; their range is short enough to justify staying close, anyway.

The fire is rather annoying; not only does this make it difficult to go back to your original positions, but it might also lure non-drafted pawns out onto the battlefield to extinguish the fire.

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.

Version history