Gorehulk

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Gorehulk

Gorehulk

A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.
Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.
It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.

Base Stats

Type
EntityBasic
Flammability
70%

Pawn Stats

Combat Power
75
Move Speed
3.25 c/s
Health Scale
125% HP
Body Size
2
Mass
120 kg
Filth Rate
1
Diet
none
Life Expectancy
25 years
Trainable Intelligence
None
Psychic Sensitivity
200%
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
Twisted meat 70 Twisted meat
Leather Yield
Human leather 20 human leather

Melee Combat

Attack 1
Left flesh club (Flesh club)
3 dmg (Blunt)
4 % AP
1.5 second cooldown
Attack 2
Right flesh club (Flesh club)
3 dmg (Blunt)
4 % AP
1.5 second cooldown
Attack 3
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.1 chance factor
Average DPS
1.24

Containment

Min Containment Strength
60
Knowledge Gain
2 Basic
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 3/day
Min Monolith Level For Study
1
Held on Spot or Platform
true
Escape Interval
MTB 60 days
Technical
defName
Gorehulk


Gorehulks are a type of entity added by the Anomaly DLC.

Occurrence[edit]

spawn in raids of large numbers

Summary[edit]

They are very easy to bring down as they have no armor, no resistance to pain or tox gas and a measly melee DPS of 1.24. They have the spine launch ability that deals 12 stab damage (15% AP), with range 17.9 and 2.17s cooldown.

Gorehulks will try to use spine launch to kite your pawns. When they're too close, gorehulks will move away to avoid being melee attacked.

Yield[edit]

They yield 3 bioferrite and 400W per day.

Analysis[edit]

Despite what their disproportionately high minimum containment strength might imply, Gorehulks are the easiest entity to capture and one of the safest to contain. While they will escape more often than comparable entities, their weak and blunt melee damage means they are not dangerous when escaping or raiding in small groups. Their great bulk combined with no particular resistance to pain makes them easy to capture. With a little investment into proper facilities they can be a great source of bioferrite.

For comparisons sake, sightstealers yield 1.6, almost half, and are arguably more dangerous when escaping.

In large numbers, they can be dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This means chasing them with melee pawns is often not viable.

While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one. They also don't pursue your pawns when retreating behind doors. This means you can take small breaks during fighting to tend wounds and capture downed gorehulks.

Despite not being an animal, the manhunter pulse works on them like a berserk pulse. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.

Containment[edit]

Without death on down,[Clarification needed] gorehulks are reliably downed before they die. This and the fact that they have 2 legs means that gorehulks can be repeatedly released, beaten, recaptured, and healed until their legs are destroyed. Legless gorehulks can not escape at all.

The tricky part of this is to know when to stop punching and let them rest to avoid death; gorehulks will die when:

  • The HP of one of their vital body part reaches 0. This is the easy part to check, memorize the attack damage of your pawn and let them rest when the HP of any vital body part drop below this value. The average attack damage can be viewed in the Melee DPS breakdown of the pawn
  • They have received more than a certain amount of damage in total. This can be monitored using the faint health bar behind the "Pain Shock" status when they are down. To be safe, you can let them rest once this bar reaches roughly 1/10 it's original length

Study points comparison[edit]

Version history[edit]