RimWorld

RimWorld

Revenant is annoying
how to kill it ?
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Showing 1-15 of 18 comments
Veylox Apr 12, 2024 @ 8:38am 
You either stunlock him when he attacks (I'm not sure if you can do it the first time, I only managed to do it when he escaped containment), or you do your best to injure him and then research his flesh.

He basically goes into hiding after every attack, and if you can find him you can kill him in his sleep. You can reveal him with fire, grenades, firefoam, EMPs. He leaves tracks behind so you can tell the general area where he's hiding, and the more you study his flesh, the better hints you will get to find his location.
TheNinthAlly Apr 12, 2024 @ 9:05am 
I just had a whole encounter with a Revenant after an entire day of some of the most intense stuff I’ve ever had to handle in this game (Fleshheart, pit gate, and darkness simultaneously, plus an enormous insect hive that nearly wiped out everything after a freaking Diabolus), and as much as it’s anxiety-inducing and a little weird, I like it.

One thing the game doesn’t explain well is that despite the Revenant not having a health bar it does still take and accumulate damage. You attack it as much as you can in the day, and if it escapes you just try to find it again (easiest way is with EMP grenades), and eventually it’ll just die. Hopefully that’s something that’s ironed out in the next few patches.
TwisterCat Apr 12, 2024 @ 9:06am 
If I'm not mistaken, the crossbows have a decent stun effect. If you use a few of those, and pair them with some grenades, since you'll already be close range, and maybe a heavy SMG, that should get him.

Like Veylox said, a few things can reveal him, you've just got to keep him stunned.
Baemor Apr 13, 2024 @ 1:40am 
ehhmm excuse me how do you kill him. I found him several times during the time he was hidding and tried everything. Setting him on fire, shooting him, slashing him. He just wont die. I have no idea what to do.

HOW DO YOU KILL HIM HOW HOW HOW HOW HOW HOW????????
HunterSilver Apr 13, 2024 @ 1:47am 
Revenants are incredibly psychically sensitive, at 200% sensitivity, and very susceptible to stuns and slows. If you have Royalty, even a lv1 psycaster can stunlock him almost indefinitely.

Otherwise, call in aid to help kill him. Allied factions can take the hypnosis hit for you and help with damage.

If all else fails, setup turrets around it and wall it in. It's tanky, but you can ultimately corral it.
Dexath Apr 13, 2024 @ 11:18am 
1. solution would be you bait him in a room with a colo and sacrfise him and wall them in. 2 solution to destroy him you need a colonist that can ignite him, a room that is fireproof with your colony fireing squad, 1 colo outside that can lock them inside so he cant flee through the door, then unleash hell on him when he wants to flee ignite him let the one guy outside repair the wall hes hitting after some time burning he starts to panic while this is happening you still shoot him
Dexath Apr 13, 2024 @ 11:36am 
meme ^
luke85 Apr 14, 2024 @ 11:18am 
just encountered the Revenant myself and did feel like the most challenging entity so far. Problem was he kept getting past my turrets and into my base. The sensor kept going off but I had some of those special flares going but maybe you have to shoot when he is near and not before. I also thought he was supposed to be impossible to kill until you found his lair but I kept reloading to right before he comes and I managed to get my fastest worker (high on go juice because the damn thing is fast) to get him to show up and not get hypnotized and he managed to lure him right into my uranium turrets and they killed him fairly quick. I was hoping to capture him. Oh well.

Update: just checked his body and I guess I can capture it's spine. Interesting.
Last edited by luke85; Apr 14, 2024 @ 11:25am
BingusDingus Apr 14, 2024 @ 2:00pm 
They're hard to kill, if you manage to get one to attack really early game it's basically a game over because there's no way for you to kill them.
MadArtillery Apr 14, 2024 @ 4:47pm 
Tanky bastards but each piece of flesh gives you more and more advantage. Ultimatly had to have a pack of vampires chasing him stabbing him with thrumbo horns as long leap was all that could keep up with the bastard once I counteracted the invisibility. Luckily it will go after prisoners not just colonists as well. Can use prisoners to "tank" it. Not fun to chase in the snow.
Last edited by MadArtillery; Apr 14, 2024 @ 4:48pm
Ishivas Apr 14, 2024 @ 5:46pm 
My army of ghouls (in adrenaline mode) took it out pretty easy.
MechaNick Apr 14, 2024 @ 6:25pm 
When I encountered it, its bio mentions a weakness to fire and all I had was molotovs. Setting it on fire breaks its attack briefly and each time it gets ignited the effect gets bigger until it eventually burned to death.

The crossbow does stun it, however it will adapt to the stun in the same way mechanoids adapt to EMP attacks. There are also flare backpacks in the Anomaly tree that seem to stun/reveal invisible creatures.
Mikeal Johnsson Apr 16, 2024 @ 3:25pm 
Just killed my first one. Bit of cheesing with save scumming and trying stuff but meh.

Best thing I found out that worked was a hellcat rifle. Even stuns don't stop him from hypnotizing people. Giving him a Vietnam treatment instantly stops him, has him running around for all your guys to shoot him.

When he recovers just hit him with another blast
SutiituS Apr 16, 2024 @ 3:40pm 
What Mikeal said, and here's some of my tips.

You have like a second when he's revealed to when he attacks. Bunch up your people when you get the alert and hope you have time to react.
Any EMP weapon can put him in a near-infinte stunlock in my experience.
Psycasts are fun.
Once you know he's around, keep everyone close and armed. Pump in damage and hope to kill. Getting 2 bits of flesh allows your colonists to 'hear' him when he's hiding so it's generally p easy to find him then.

He hates fire, just keep him burning and he's basically a free kill as he can't do anything while burning.



Use the delete command if your lazy.
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Date Posted: Apr 12, 2024 @ 8:35am
Posts: 18