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Devourer of Flames

Game StageMid Game

This build is based on the Plasma Assault rifle Devourer; one of the first plasma guns you will come across and its an excellent weapon and build for the mid-game around tech level 5-7. It's biggest weakness is the low accuracy; this is why we compensate for it with CQC-specialist and if you want even Dismantler. If you notice your hit chance is too low (below 85% on most enemies), switching to Dilthey Batteries is highly recommended! As a sidearm you can bring a shotgun if you want (I mean its 50% weight off!), but its not necessary at all. The biggest downside to this build is probably the Durability if you can't reliably mass-produce your Hi-Tek Kits yet. That's why we run Gunsmith! This build doesn't rely on cybernetics, but check the page anyways for a few good options to use if you have them. Shielding boosts the elemental resists you get from chrome.

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Francis is one of the best clones stat-wise pound for pound. Upgrade his health to at least 200 as soon as you can.
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The talent of Francis Reid-Daly, Gunsmith, is usually relatively mediocre; However, for this build it shines! Devourer is one of the first Plasma weapons you will have access to. Like all of them it is super effective but heavy, very durability intensive to use and the chance is high you can't mass produce Hi-Tek kits yet. This perk makes the repair kits 3x more effective and allow you to support the Devourer even early on. The weight reduction is also good for at least 6% dodge. If repair kits are not an issue, I recommend Feel No Pain as a talent (or just run Maximilian Rohr himself).

Perks · showing Legend rank

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Decent perk; if you can get your elemental resits to around 35-40 each, this perk pushes them to a comfortable value and provides around 80 points worth of resists. Later on, when you have access to a lot of cybernetics, I recommend replacing this with Steel Without.
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Combat Physicist is unfortunately pretty bad. No meaningful defensive or offensive value. Instead, we want a skill to boost our Devourer Accuracy. CQC-specialist or Heavy Weapon both work and your choice depends on what (if any) secondary weapon you want to use. I like a shotgun over a rocket launcher.
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This is a solid damage boost. No need to change it.
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This perk is underwhelming, especially if you are running Rubberized Head anyways. If you have the resources to replace it, I recommend you do (but Combat Physicist and Scholar should be replaced first). Good options here are Combat Reflexes, Dismantler or Cyberpsychosis.
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Same as with Flame in the Dark. Replace this if you have the resources. You might think Pyromaniac would be good in this build, but I think it is a trap. Devourer usually kills in its 2-shot burst and leaves nothing burning. If you want a Baron killer, Cyberpsychosis is king.
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Another perk that unfortunately doesn't help you in combat and needs to be replaced. Death over Chains is an excellent emergency perk that will get you out of sticky situations. If you don't have it, Assault Reflex is fine as well.

Pact

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If you want to lean into the Fire thing, this can be fun. But just using a generally good Pact like Topiltzin’s Maim Mark is a good choice as well.

RT-2 // Build manifest

Devourer of Flames — Quasimorph build

Francis Reid-Daly // Phoenix Brigade // Devourer

Mercenary
Francis Reid-Daly
Base class
Phoenix Brigade
Talent
Gunsmith
Perks
Shielding, CQC-specialist, Overcharged Batteries, Flame in the Dark, Cauterize, Death over Chains
Pact
Shedu's Thousand Fires
Primary weapon
Devourer
Secondary weapon
Enigma
Cybernetics
Thermal Coating, Rubberized Leg, Rubberized Servo, Magnetic Stabilizer, Controller, Rubberized Leg, Thermal Emitter
Game stage
Mid game