Quasimorph Implants Guide: Best Augments for Any Build
A Quasimorph implants guide covering augment slots, how to install and repair them, strong early picks, and a full endgame augment and implant build example.
Augments and implants let you replace or upgrade a clone's body parts across nine slots — head, shoulder, hand, thigh, foot, body, chest, stomach, and knee — and every single one is lost on death, needing to be reinstalled on the next clone.
Augments versus implants
Augments are robotic or Quasimorphic limbs and body parts that physically replace a clone's human ones; implants are technology slotted into a body part rather than replacing it outright. Both are recovered by amputating enemies, dead or alive, and robotic augments specifically also drop from disassembling packaged robots. A key shared mechanic: the bonus from any implant is temporarily disabled if the body part it's attached to takes a wound, so a build that leans on implant bonuses can quietly stop working mid-fight until that wound is treated.
How installation works
Everything installs from the Magnum via the manage-operator or mission-loadout screen — right-click an augment or implant to install it, right-click the body part to remove it. Augments and implants can be freely mixed and matched, but every one carries a real trade-off, so it's worth checking a piece's downside against what you're actually fighting; a head augment with a shock-resistance penalty, for instance, is a much worse idea against Dilthey or SBN specifically, since both factions lean on shock damage.
Augment tiers
Bionic augments come in standard, military, and rubberized variants and require alternative healing items rather than standard medical supplies. Military-tier pieces are generally the strongest stat-wise — a Military Head, for example, grants +1 vision range, +1 weapon range, and +20% crit chance, at the cost of a 20% smaller field of view. Quasimorphic augments are the organic/alien-tissue alternative, unlocked through the Augmentics module and Biophysics research, and generally offer stronger bonuses with lighter penalties than their bionic equivalents — traded off against contributing more to the character's overall Quasimorphosis growth rate.
Good early picks
Among named early options: Combat Arm (an extra projectile per shot), Combat Head (+1 vision), Combat Chest (bonus accuracy and crit chance), Sheila Arm (an extra melee attack), Blade Arm (an unlimited-durability, zero-weight sword good for melee-focused classes), Sheila Leg (+4 AP while sprinting), and Spider Leg (full poison-wound immunity). On the implant side, useful passive picks include a shoulder implant for bonus melee damage or throw range, a head implant for bonus crit chance and damage, a body implant that grants shock-status immunity, and a chest implant that reduces active-implant cooldowns.
Cyborg parts don't heal like flesh
Once a body part is augmented, ordinary rags no longer treat its wounds — you need medical supplies specifically labeled for robotic parts. Tool repair kits, armor plates, and even scrap materials like rubber or circuit boards can patch cyborg wounds, but always check the item's tooltip first, since what heals a robotic wound isn't intuitive.
An endgame augment build example
One detailed endgame showcase, built around operator Percy running Tunnel Rats, settled on: a Bionic Head for the vision and weapon range bonus, Rubberized Hands for free bonus crit chance, a Rubberized Leg for extra sprint AP and accuracy (offset by extra wounding chance, which the build compensated for using Tunnel Rats' own immune-response perk), a Military Controller chest piece for crit chance and ranged accuracy despite its weight penalty, Bionic Lungs to cut calorie consumption in long fights, and an Induction Frame for shock immunity — described as "the only thing that can kill us right now" on that particular build, at the cost of reduced fire and beam resistance made up for through armor choice. The same build also used a blood-filtration-type implant to periodically clear infections, toxins, and addictions on a cooldown, plus a knee implant for pure dodge.
The build's stated results: roughly 46% dodge chance (enough that ordinary enemies mostly can't land a hit), 49% base accuracy, vision range 11, and around 27% crit chance, adding up to close to 70% resistance across the board. The presenter was explicit that this represents a large accumulated investment of clone leveling, class tuning, and chip farming, not a build you'll have early.
Don't go full-cyborg too early
Full-cyborg builds are more fragile in the early game than they look, since cyborg wounds need specific repair materials you likely won't have stockpiled yet — flesh wounds heal on their own more forgivingly while you're still gearing up.
Clone upgrade order to pair with your build
For clone stat points specifically (separate from augments), the recommended order in that same endgame showcase was: sight range first, then accuracy, then dump the remainder into dodge, since weight reducing dodge is treated as a problem worth actively fixing. Damage and pain-threshold upgrades were treated as lower priority on operators that already start with a high pain threshold and calorie pool.
Quasimorph implants FAQ
How many augment/implant slots does a clone have? Nine — head, shoulder, hand, thigh, foot, body, chest, stomach, and knee.
Do I lose implants when my clone dies? Yes — augments and implants are lost on death and have to be reinstalled on the replacement clone.
Why did my implant bonus stop working mid-mission? Implant bonuses are disabled while the body part they're attached to is wounded, until it's treated.
Can I heal a cyborg wound with a normal bandage? No — cyborg parts need supplies specifically meant for robotic wounds; ordinary rags don't work on them.
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