Good devour build
So far I've only lost to hatch using devour, haunted, thrill, retribution on bubba. It punishes survivors for doing totems and not doing totems. And if I can hide my devour long enough I basically win. And if they cleanse haunted they will most likely not cleanse anything else until it's too late.
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Problem with Devour is nine times out of ten, it spawns on a hill or across a gen and is cleansed within a minute of the match beginning.
It is amazing with Trapper and Bloody Coil and Iridescent Stone when it's tucked away in its own little corner. It's actually one of the games best slow down perks since survivors just stop all progress and hide or look for the totem.
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BBQ/devour hope/ haunted grounds/ undying …
Good BP generator and there is a chance devour can still work out!
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Its a totem so none.
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When I use Devour, I like to combine it with Undying, Infectious Fright, and either Corrupt or BBQ. Works 7/10 times ;3
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I wouldn't really revolve a build around it.
When I use it it is just an extra. If it works and they can't get it, it is great. If not I was ready for it anyway.
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Don't underestimate people who cleanse. They've learned that haunted rarely comes on its own unless it's on a spirit, and even then.
ESPECIALLY if you run it with thrill and retri. That's quite literally screaming 'hey, I got noed or devour!'
You wanna run a devour build?
- don't use ANY other totem perks, or only some that are deemed 'harmless' (like blight's pallett hex)
- fill the other spots with either perks meant for basement builds or aura-reading
- Play fair: no camping, no tunneling, no slugging. gets you your 3-5 tokens in much faster.
- don't be upset if a match doesn't pan out with a 4k. you lose some, you win some, but you won't lose a vital organ if you don't 'win'
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I'll usually toss in devour hope along with my other perks. I don't like to bring it with another hex perk like ruin. Often when they see ruin is on the field they go looking for totems(at least the smart ones do). Devour works for me when they don't know it's there. If it stays up by 3 stacks I can usually protect it. I don't like using TOTH or Undying because I feel like it only hinders you more if it gets cleansed. Like doubling down.
As trapper I like to bring Corrupt intervention for gens, Devour Hope, then the other 2 are either STBFL, Bamboozle, NC, Sloppy butcher, pgtw, franklins demise, bbq, whispers, blood warden ect. I try not to build around Devour because if it gets cleansed, I can still play.
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I have done what I call "Hexes" build which is running four hexes: Devour Hope, Haunted Ground, Retribution and Undying. Good teams will see more than one totem lit and not cleanse it right away until they figure out what it is. There are good chances Haunted Ground will get cleansed first plus Retribution you will see where everyone is for ten seconds and they'll be Exposed for 60 seconds. If you manage to get one or two downs, you can easily disorganise teams.
General problem is... some teams will dispatch totems rather fast and you may end up perkless.
The very times I've used it, the teams were able to cleanse two totems usually both Haunted Ground because of Undying. In one of the instances, they managed to cleanse a third one, but in both cases it was luckily Retribution.
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