Since the release of the Biotech DLC, yourRimworldcolonists have become more diverse than ever. You can take along a fire-spewing Impid or ablood-sucking Sanguophage. With so many options to choose from, it can be hard to decide which xenohuman is most beneficial for your colony.
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Every xenotype has unique strengths and weaknesses. Highmates are the perfect partners who are capable of creating perfect bonds, but they are unable to raise arms towards violence. Ultimately, the best xenohuman for you depends on how you’re running a colony. However, for general purposes, certain xenotypes are more useful than others.
9Wasters
Wasters are good at one thing: surviving a toxic fallout. Conditions that would have your lungs crying for help would make a Waster feel right at home. Unfortunately, they aren’t particularly useful if you’re not living in these apocalyptic conditions. Wasters are bad at cooking, art, animals, remaining calm, and taking care of their appearance.
They are also aggressive and completely dependent on psychite drugs. These steep drawbacks make them ill-suited to any colony that isn’t absolutely caked in pollution.
8Dirtmoles
Dirtmoles are thedwarves of Rimworld. They are excellent miners who are the most comfortable living in the cool dark depths of a mountain. Dirtmoles are also strong melee combatants who excel in a close-quarter brawl. The problem is that Dirtmoles struggle in any other situation.
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They are slow, half blind, and the sun makes them miserable. If you have a colony using other xenotypes, then thechances are that your base will not be in the middle of a mountain. This makes having Dirtmoles a liability, as they would need to stay indoors most of the time.
7Pigskins
Pigskins are human-pig hybrids that are essentially Chihiro’s parents from the animated film Spirited Away. They boast the ability to eat just about anything and have a strong immune system to boot. Pigskins are a good choice if you’re living the rough and tumble life. Otherwise, their boons are rather average.
Pigskins are also nearsighted and possess poor cooking skills. As far as xenohumans go, the pig people are middle of the line.
Impids
Impids are speedy little demons who can shoot fire from their mouth. Spontaneous combustion is a useful ability, especially in combat. As you might expect, setting raiders ablaze can work wonders for ending attacks prematurely. To counterbalance their fire prowess, Impids also come with a significant amount of weaknesses.
They have weak immune systems, suffer in melee, are poor with nature-related tasks, and are afflicted with permanent pessimism. This means that Impids will always possess a negative mood modifier that needs to be accounted for. These traits make Impids double-edged swords.
6Neanderthals
Neanderthals are all about getting in touch with our neolithic roots. As tough primitive humans, they are very good at soaking up damage from both the environment and others. With the genes of robust, strong immunity and reduced pain, Neanderthals can really take a beating. This pairs well with their naturally high melee damage.
Any type of colony can benefit from their frontline potential. Just don’t expect them to be very great at socialization or intellectual pursuits. They also might give you a confused look if you ask them what a gun is.
5Highmates
Highmates are very useful for populating your colonies. Their psychic bonding trait works well with their high libido, and you will see children running around in no time. Highmates are also naturally beautiful and kind, so their presence alone will boost the mood of fellow colonists.
With mood playing such an important role in Rimworld, having thesehappy-go-lucky xenohumansaround will be very helpful. Just be sure to keep them away from farming and mining.
4Yttakin
Yttakin are furry beast people who have the unique ability to call animals to combat. With a psychic-imbued shout, any chosen animal within a certain radius can fight on your behalf. Naturally, Yttakin are also good at raising animals too. To go with their bestial appearance, Yttakin are also solid melee fighters with the robust trait.
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The main negative factors to watch out for are their slow healing, aggressiveness, and tendency to fall asleep. Yttakin are also not ideal for psycasting, as they are less psychically sensitive than others.
3Genies
Genies are natural geniuses who excel at crafting and intelligence. They can easily max out both skills, which will greatly improve your odds of high-quality gear and speed up unlocking advanced tech. This makes them a great backbone for your colony. Additionally, Genies are above the petty squabbles of socialization and will never start a social fight or act violently during a mental break.
In exchange for their prowess, Genies are delicate and ill-suited for extended combat roles. They are also not particularly good at nature-related activities and will perform poorly in social situations.
2Hussars
Hussars are the super-soldiers of Rimworld. They can dominate a battlefield and drive away the enemy with superior combat skills. Hussars shrug off bullets, barely feel pain, and quickly heal wounds. They are also Go-juice dependent, which further pushes their combat potential. As long as you make sure to produce enough of the drug, your Hussars will never let you down in the field of combat.
Hussars may not be good at anything else, but when you see them blast through raiders and mechanoids alike, it likely won’t matter to you.
1Sanguophages
Sanguophages arequite literally vampireswho come with all the super-human abilities and weaknesses to boot. They are immortal beings who use blood to perform otherwise impossible acts. To list just a few feats, they can quickly seal wounds, shoot hemogen spines, dominate in melee and excel in cerebral tasks. But these strengths come with the same caveats you might expect from a Vampire.
Fire is their mortal enemy,and the sun will negatively affect all their actions. Sanguophages also must consistently feed on blood, so maintaining a morbid supply chain is necessary. The last wrench in their schedule is the need for deathrest. Every 30 days, a Sanguophage must go into a multi-day slumber or risk significant penalties.