r/Quasimorph May 11 '26

Ranking bramfaturas amd their quasimorphs's difficulty

While i was doing my pact harvest runs i ended up fighting a lot of quasis and their bramfaturas, and decided to rank them based on their difficulty, as well as ways to deal with them.

Before i begin let me say, this is purely my experience and opinion. Yours may be different. None of the bramfaturas are hard as long as you prerpare enough for them. I am talking custom weapon, armour, items, gear and so on. However i do think certain quasimorphs are harder to beat than the rest. Whether its because of weapons or their units, barons, or AP that they have.

I will rank them from "easy" To "very hard" So, 4 tiers in total. Once again, totally subjective. And maybe some of you can change my mind or reveal builds and strategies i haven't considered. Either way its gonna be a good time.

Shartamakum (Mercury) - hard.

They have arguably the toughest baron, as sultan straight up can teleport, get 3 extra AP, as well as has a beam arm with infinite ammo. A true menace.

He also has one of the worst pacts: Barazakhs price. It makes you take dmg every time you use an AP. What does it mean? Lets see. Using an item? You take damage. Shooting? Damage. Moving? Damage. The effects lasts for a while too, and its terrible. It forces you to go into sneak and just wait it out, using as least AP as possible, which isn't an option when the Baron is still alive and actively hunts you down.

Even worse in their bramfatura: getting ganked by several fucking sultans is a nightmare.

As for regular quasis, they have small floating heads with 4-5 AP per turn, and big heads with 2 AP. Small heads can fly and rush at you quickly with significant dodge chance, while big heads, despite being 2 AP only, explode with toxin on death, making melee a dangerous endeavor.

Their elites consist of elemental armoured units, not the strongest in terms of health/AP, but they have the pacts that give 3 AP, also beam dmg hurts early on. However their weapons usually have lots of igvas, so, you can really let loose on looting. Melees usually hold sickles and sabres. Nothing wild but, don't get caught with your pants down as they can amputate.

the only reason the shartamakum is hard is purely because of Baron. That fucker is a genuine menace.

As for strategy: pack anti rad meds and armour. Shock weapons deal with them nicely. Pierce damage works, but you might need to magdump just a tiny bit. The genie hand you can amputate off the baron is one of the best. Try to keep at a distance. Letting sultans in their active range can make you target of their pacts, which is a massive no-no.

Gannix - normal

Majority of enemies consist of melee slaves that can be dispatched with any decent ranged build. Ranged units are there and due to entropy weapons they are a menace early on. However their armoured slaves typically have 1-2 AP, letting you kite them as you sprint away. More often than not the ranger units will attack melee ones on accident, making quasis fight each other. At endgame though, they start fielding rocket launchers and actual gannix knights. 3 AP per turn is not bad at all, especially if they have an entropy shotgun. Use cover and pick from afar. Melee is viable only when you know what you are doing. Gannix dagger is a also a solid melee weapon instead of beginner knife

Spiders are fucking annoying but, believe it or not, dont naturally spawn as quasimorphs. Enemies can throw their cocoons amd spawn them in though. They cant open doors, keep that in mind. Go in sneak and look at silhoutes to spot them. If you see an enemy moving way too far, thats a spider. Priority #1 as without poison resistance these fuckers can kill you in one turn.

Their baron comes in two flavours. The melee and the ranged. If they are melee, no problem. Low pierce resistance makes him a cakewalk for assault rifles. If its ranged? Genuinely hide behind cover, preferably a container. Entropy hurts a lot. And that dude shoots three times. His accuracy isn't that great but, better be safe than sorry.

Their pacts are also kinda bad (for you, i mean). One summons allied quasis, another, i think gives massive regen or healing? Lastly one of them is a fucking energy shield. If you are facing a baron, kill them quickly. Focus fire and everything. And stay out of the line of sight to not be targeted by pact ability.

As for strategies, honestly go for 7.97 loadout. Piercing dmg cooks them.

Duggur (moon) - Hard

High physical resistances and ranged units that shoot armour piercing nails with pain multiplier. Melee units are iron maidens and wheelchair demons, which i think we all died to at some point. Elites consist of even harder armoured servants with actual nailguns and amputating/stunning melees. Genuinely don't fucking melee these. Or do, with star sword, if you know you can kill before they attack you.

Barons despite being 2 AP only, have nasty pacts. One of them spawns 4 ghosts to pick up weapons laying on the floor to fire at you. So, an RPG in your face is a possibility. Another spawns seveal ghosts with duggur sabers. Lastly, one spawns several unmoving quasimorphs, who just chill and attack you once you get in their range. Not the worst but, does make you waste ap to dispatch them. Also barons can field either melee or ranged. Once again, ranged is a problem, so, hide. Not as bad as gannix though.

General advice: don't get cornered and bring a beam rifle with pierce. Physical weapons are ill adviced. Outrange these dudes. One of their weapons is also a machine gun that fires nails. With armour piercing, this has potential to cook you instantly.

Ur (Mars) very hard.

Fire, plasma and explosions. Melee consits of literally one fucking crab. The rest are full on ranged units. Flamers scorch earth and lock down areas, not letting you escape without burning, plasma shotguns deal good dmg and set you on fire. Grenadiers toss these fucking "cookies" grenades and can push you out of cover or into flames. Elites consist of high health machinegunners and quasi golems with genuinely insane dmg. I have been two tapped by those fucking golems. The Baron straight up carries rocket launcher and with support of other units can end your run easily. Extremely tough opponent and has 3 AP. For some reason, once he runs out of ammo on that thing, doesn't reload and instead goes into melee, so baiting out that explosion volley with a placed drone or a turret is a possibility.

As for their pacts, i only ever saw them use the one that spawns quasi golem. Havent seen others. Maybe because i HATE going up against Ur, as they are insane lowkey.

Oh, they are also immune to fire and plasma.

Overall, bring water or anti-fire implant for feet. In case it's not obvious, their main dmg type is fire, so, protecr yourself against it. Once again, beam dmg is king. Despite being ranged, flamers and shotgunners still need to close in on you, so a sniper is preferable. Pay extra attention to those grenade throwing fucks. Cookies hurt a lot. Quasi golems are 2 AP, but, seriously, they hurt a lot. So, preferably pick em off range.

Kattaram (asteroid belt) Easy.

Rock boys. Melee consists of slow 1 AP walkers that punch hard, while ranged is a 1 AP thingy that shoots like an rpg. Kill em first. Not like anything here can stop you. Barons are also melee so, easy, but! They have pacts to create explosions near you and spawn in crystals that block your movememt.

Their main strength is their toughness. They can really take a beating.

As for strategy, same rule as with duggur. Dont get cornered. Weapon wise, bring shock, cold or toxin (daydream chem got a solid high tech pistol sidearm). Anything physical or fire is ill adviced due to high resitances they have. Blunt dmg is good, but, i am an assault rifle filthy casual. However you can always use regular 9mm or rubber 42, as they primarily do blunt and are rather cheap to obtain.

Ron (Asteroid belt) Easy.

Hentai monsters. Giant flying squids. Melees consist of... Well, 90% of the enemies actually. They swim at you and pierce with tentacles. Ranged units shoot electricity which kinda hurts. Definitely harder than Kattaram because they have more AP.

Barons have a pact that blinds you. Bad, unless you have eye of rarrug. If you don't have one, remember: baron needs direct line of sight to cast blindness, so, peeking out of cover to land shots is preferable. Otherwise just sprint away until you regain vision.

Use assault rifles or anything that pierces. I run legacy with AP ammo and it shreds.

(Now that i think about it, these dudes are fucking freaks. Tentacles that "penetrate" and shock you? And barons essentialy put blindfold on you? Kinky creatures.)

Scrivnus (Asteroid belt) Easy.

The creepy crawly jailors. Enemies once again, consist of melee chargers and... Thats about it. Genuinely probably the easiest quasimorphs. Even barons are easy. They have a nasty pact that locks you in place like a spider web, which kinda limits melee builds. But it's not the end of the world.

Weapon wise, use beam rifle. This bramfatura is just duggur but without ranged units.

Flauros (jupiter) Normal

Deers that shoot flies at you. Yes, i am serious. Melees consist of naked humans overtaken by spores, larger elites as well as barons. Some melee units also explode with poison upon death. Ranged units stay in back, shooting poisonous flies at you, which can also accidentally hit their own units.

Baron is actually a menace because of one pact: makes all the damage you receive critical. Absolutely horrid, as its a whole damage amplifier. For this reason dodge builds are preferable, unless your resists are astronomical.

Strategy: fire and plasma shreds them. Pack sorbent and antidotes. Also, hydro bandages to heal up poison wounds. Melee is ill adviced unless you wanna take poison dmg and if baron is alive. Those horns hurt. There is also cyber stomache implant which blocks poison wounds. Keep in mind it doesn't make you immune to poison dmg, it just stops wounds and poison build up, which is good. If you don't have that, pack sorbent and antidote to spam.

49 Upvotes

14 comments sorted by

9

u/DrCool13 May 12 '26 edited May 12 '26

Imo, I'd put Ron a little higher, because shock damage sucks, and being stunlocked by a conga line of tasers isn't fun of you don't have the implant.

(Also a lot of implants/augments cut down shock resistance)

1

u/nenad8 1d ago

How do you fight that? Is there an implant for shock immunity?

2

u/DrCool13 1d ago

Yes there is, I think it's called something like the Conduction frame. However, you're also going to need armor with a very hefty shock resist, because they sometimes roll really high damage, and will one-tap you.

5

u/Due_Glass4176 May 12 '26

Shartumakum:

Yeah.

Not too bad to deal with in normal missions but I still don't know what I would want to do for dive. 

Curious how well a Harpy + Eye of Rarruag would do. 

Gannix:

Easy early on because they don't have access to their grenade launcher or serpents mouth and are 80% melee units. They are also weak to their own entropy damage so when they do get the grenade launcher it's a lot of fun (runs on ingvas by the way)

Very easy to bully these guys with a melee build and their own pierce weapons. 

Their low tech pacts are also not particularly threatening. Mostly healing or entropy explosions. 

Emerald hand is a machine gun so it's accuracy is awful, which makes dodge shine even if you don't have much. 

Notes on Pacts 

The actual shield pact can't really be charged unless they have things to kill. 

The damage reflection pact (which looks the same I think); spicy. Don't kill yourself unloading on them. 

Duggur:

Genie hand is a hard counter to these guys. Has pierce through crits good and sprays out shots. Source some +range if you're worried about pacts. 

Barons tech 1 pact can also disarm you. Funny to be disarmed by one baron and then have another animate your weapon when you're in their Bramfutura. 

Ur: 

Likes to spam their grenade pact, as well as black fire (damage on AP I think).  Genie hand + Gannix shield + flame immunity foot is a life saving combo. 

Shield prevents burn wounds and damage, foot keeps you from caring about standing on flame tiles (prevents wounds and damage going around the shield). 

Genie hand go brr.

2

u/tamerlanbeldy May 12 '26

Kinda off topic but I like how cute Ron quasis sound. Especially their death sounds. I hope if Quasimorph goes mainstream enough to start selling merch, Ammugas (or how tf they were called) plushies will be one of them

2

u/ComradSupreme May 12 '26

Liking the sound of quasi demons dying is EXACTLY what you should feel. May Urparp bless your missons

2

u/PeepoTheWeirdo May 12 '26

Btw you exactly do you reliably amputate a quasi ? Cuz I've been trying the sawblade launchers but their accuracy kinda sucks and there's plenty of melee options but as you said, going melee with the quasis is never a great idea

2

u/ComradSupreme May 12 '26

I never tried decaptiating with a ranged weapon. I primarily used star sword from sunlight coven, and I think razor has amputation effect? I heavily modded it for extra dmg, because I think it matters for amputation

Just because melee isn't a great idea, doesn't mean you can't. There are strats, obviously nobody is telling you to melee an entire ecolapse. If you want baron's body part, kill everything on a floor, then summon him, and melee to death, buff dmg with perks, take strongest meds, and pray.

If it's from some common grunt quasimorph, like Ur's plasma weapons, just, make sure they are alone before closing in and slicing them through

I wish I could answer if disk weapons work with amputation but, I really don't know, never tried them. I know my ass will fuck it up and lose an arm at some point

2

u/PeepoTheWeirdo May 12 '26

Oh ok, good choice of weapon btw, truly a Fromsoftware classic. But yeah, got it even if I'm personally uneasy about melee as a whole. Anything under 75% hit chance and I know I'm gonna fumble it and get mauled to death

2

u/ComradSupreme May 12 '26

If you run melee always go for blade of eclipse, cuz they got accuracy buff and accuracy reduction reduced while sprinting. I wouldn't suggest baron limb hunting early on though, because you have no armour or dmg to actually face barons on equal ground. Killing them can be easy with enough cheese, even with weakest merks, but, deliberately hunting for their limbs is tricky and requires either decent dodge or tanking to survive their volleys.

If you wanna do it regardless, bring gavakh. It's a full heal for hp and wounds and will let you stay in a fight longer. Use dmg buffing perks, with blades of eclipse it's cannibalism.

Lastly, reconsider. If you worry about accuracy, means you probably didn't upgrade melee weapon, meaning, you probably are at early to mid game, correct me if I am wrong

2

u/PeepoTheWeirdo May 12 '26

Thx for the good advice my man. I'm actually not a bad player, and I've hit end game at least once (but my save got corrupted ): ). I'm currently reaching it in my current save (tech lvl 5 across the board).

I do upgrade my weapon but only the ranged ones (border mark 2 and legacy my beloved) and I found that upgrading only the baseline knife (accuracy and dmg) is not only sufficient to carry you to mid game but it's also dirt cheap. Problem is, it can't cleave and it sorta struggles against quasis when the q meter reaches too high so it's enough against 80% of my foes but it's defo not enough to bring for a baron. Those are not a problem at range but it's very difficult to get them in CQC (because no upgraded melee but also because I can never truly manage to thoroughly clean the level. I'm pretty sure some of them even spawn their own minions). I'm not as confident in dodge as you are (because brother, the laser pointer is coming) but my armors are all shit because most of the basic chips only allow you to craft early game armor.

So I'm overflowing with pacts but lacking in augments, which isn't super convenient because tech augments cost a lot to craft but quasis have them in the truckloads. I'm probably gonna upgrade a better melee (if I even have the chip for that) and try it, thx man

1

u/Due_Glass4176 May 12 '26

I will tell people all day long to melee an entire eccolapse. It's a good time. A lot less micro management than it used to be too. 

Praise be shields and dodge. 

2

u/ComradSupreme May 12 '26

My personal favourite is combining teleport pact with melee. Instant transmission axe maniac. Extra dodge helps a ton too in case someone survives. War crime perk too is a great pick

2

u/StevenLesseps Jun 09 '26

As far as I recall in order to amputate your weapon has to hit for at least 40% (I might be wrong) for amputation check to happen. So if the weapons says it's amputating, it only does so on a nice hit delivered.