Credit: heyfelicia
Welcome to a compilation of builds designed by members of the Tiny
Tina’s Wonderlands Discord community. All listed builds have been
optimized to complete all content with minimal struggle while still
promoting diversity in both gameplay loop and gearing.
Any questions related to the builds can be directed to the members listed
under the build itself. Happy hunting!
Any build submissions are required to function efficiently on Intense
difficulty at Chaos level 60 or higher.
Submit your builds here!
This document is maintained by AncientRune, Quag, and Sen
Resources
Community Lootlemon Official Wonderlands Discord Wonderlands Build Doc Change Logs
Formula, interactions, bugs and more Damage Formula Armors Enchantments Dark Magic Feriore Companions Survivability Guide Bonus Elements
Gear Buffmeister is overtuned and will rarely be referenced here. Here’s why.
Pixie guns will not be referenced much as it is also a very strong weapon that can be slapped on any build and doesn’t help define a build. See POG Totem for a build that uses Pixies but there may not be a dedicated Pixies build added to this document.
The Brutal Stampede is very powerful and is used in some builds. We try not to use it _too_ much as it can be a very difficult farm. But some builds either need it or synergize very well. With that in mind we try to make the mandatory parts very minimal to 2 or 3 parts. Mainly 1 Brutal Stampede passives, 1 armor passive, and a class combo with flexible skills. Some builds can use brutal stampede but it would completely change how builds are done but if you see Brutal Stampede mentioned these items might be involved: Frostburn spell, Snake Stick melee, Graveborn’s Dark Hydra and Faithful Thralls skills, companion guns, Blightcaller’s Bog Totem action skill, and the Graveborn/Spore Warden armor combo for more Faithful Thralls and Dark Hydra skill points.
These builds were made with around 400 myth rank in mind. This means that there would be no points in the infinite end nodes.
Table of Contents
Blightfuse Blightcaller/Spore Warden (Shroomwraith) Gun Build
Spellsplosion Spellshot/Graveborn (Deadshot) Spell Build
Alt Spec: Spellshot/Brrzerker (Chillmonger)
Dorothy “Dotty” Blightcaller/Stabbomancer (Bladecaller) Status Effect
Build
Alt Specs:
Blightcaller/Brrzerker (Bogbarian)
Blightcaller/Graveborn (Blightgeist)
Blender Stabbomancer/Brrzerker (Frost-Shivver) Melee Build
Geist Spam Blightcaller/Stabbomancer (Bladecaller) Gun Build
Alt Specs:
Blightcaller/Brrzerker (Bogbarian)
Blightcaller/Graveborn (Blightgeist)
Blightcaller/Clawbringer (Blight Knight)
Stormbringer Clawbringer/Stabbomancer (Clawstalker)
Hammer/Melee Build
Dreadwind Brrzerker/Stabbomancer (Frost-Shivver) Dreadwind/Melee
Build
Ghostblade Stabbomancer/Blightcaller (Bladecaller)
Ghostblade/Melee Build
Alt Specs:
Stabbomancer/Brrzerker (Frost-Shivver)
Stabbomancer/Clawbringer (Clawstalker)
Brrage Spore Warden/Brrzerker (Frostwilder) Barrage/Gun Build
Slampage Graveborn/Brrzerker (Brr-Reaver) Dire Sacrifice/Melee
Build
POG Totem Blightcaller/Spore Warden (Shroomwraith)
BogTotem/Companion Build
Urge To Surge Brrzerker/Stabbomancer (Frost-Shivver) Feral
Surge/Melee Build
- Alt Spec:
- Brrzerker/Spore Warden (Frostwilder)
CandyBore Spore Warden/Stabbomancer (Mistdancer) Gun Build
Boris Graveborn/Stabbomancer (Bonecarver) Stab-O-Matic Melee
Build
Barbara Stabbomancer/Brrzerker (Frost-Shivver) Executioner’s
Blade/Melee Build
Hammer Stab Clawbringer/Brrzerker (Hammerzerker) Melee Build
Spell Stab Spellshot/Brrzerker (Chillmonger) Spell/Melee Build
Skeepzerker Spellshot/Brrzerker (Chillmonger) Polymorph Spell Build
BogBlade Blightcaller/Brrzerker (Bogbarian) Plaguestorm Melee Build
Bloody Frostbite Graveborn/Brrzerker (Brr-Reaver) Blast Gasp Spell
Build
- Alt Specs:
- Graveborn/Clawbringer (Gloombringer)
- Graveborn/Spore Warden (Morticulturalist)
Cupid’s Arrows Spellshot/Spore Warden (Sporceror) Lovestruck Beau
Spell/Companion Build
- Alt Spec:
- Spellshot/Graveborn (Deadshot)
Tae Kwon Cobra Stabbomancer/Spore Warden (Mistdancer) Snake
Stick Melee/Companion Build
- Alt Spec:
- Stabbomancer/Blightcaller (Bladecaller)
AmpShot Stabbomancer/Brrzerker (Frost-Shivver) Amp Gun Build
Hammer-Fire Clawbringer/Brrzrrerker (Hammerzerker)
Gun/Hammer/Melee Build
SPEEDscallion Spellshot/Stabbomancer (Trapscallion) Gun/Spell
Build
Warped Hammerdigm Clawbringer/Spellshot (Hexecutioner)
Hammer/Spell Build
GlutRot Spellshot/Blightcaller (RotShot) Gluttony Gun Build
Blightfuse
_By:_ _AncientRune_
Overview: _This is your generic do it all gun build to use almost any gun you like. We take advantage of Shroomwraith’s access to 3 sources of double dipping._
Skill Tree(click here)
Action Skill: Barrage
Hero Points: Max Strength, max Constitution, remainder in Intelligence
Skill Flexibility:
- Spore Cloud make’s Mushroom Companion very squishy, which can cause it to die a lot. If you find yourself needing the mushroom companion and it is dead then move the point to Kindred Heart.
- Bog Down is not initially chosen as it hurts weapon choice for fire weapons. Take a point out of Burnt Offering if you wish to use soaked.
Weapons: There is a wide variety of guns to use. This list does not contain all viable guns and I encourage you to test guns you find while playing. The Sporefuse/Sporesplosion enchant is the recommended enchant for your guns.
- Riveter Sootcough - Non unique purple blackpowder masher pistol. 9 mag is preferred. Can roll gun damage crossbolts
- Ruby’s Spite - Auto targets and doubles fire rate after kill, second fire mode gives a 188% damage.
- Swordsplosion - Go to bossing weapon
- White Rider
- Carrouser
- Crossblade
- Last Rites
- Kettledrum - Non unique purple blackpowder shotgun. x25 pellets is max
- Bawdyrocker - Non unique purple torgue shotgun. x18 pellets is max
- Liquid Cooling Melee is used as pure utility here and not for damage. But they are very useful. Spellcast or Action Skill Start increase Damage Dealt are the recommended enchants.
- Pegleg - Reload speed and movement speed
- Goblin Pickaxe - Movement speed and spell cooldown
- Frying Pan - Damage reduction
Spell: The spell choices are for utility and not damage. Spellcast or Action Skill Start increase Damage Dealt are the recommended enchants.
- Empowering Sigil - Attaches to you and protects you from enemy bullets. Frost versions will freeze enemies very quickly to protect against enemies that get too close. Look for cooldown and radius parts to maximize freeze range and uptime
- Arcane Bolt - Low cooldown makes it easily spammable for good enchant uptime. Look for spell charge and cooldown parts to maximize enchant uptime
- Fortifying Sigil - Large radius sigil that heals us and and gives a damage bonus, as well as blocking projectiles for, making it a good option for both survivability and damage. Look for cooldown and radius parts to maximize the range and uptime of the buff.
- Inflammation - Low cooldown and high charge count makes it very spammable for good enchant uptime, enemies hit by the Inflammation will explode on kill, spreading the inflammation effect to enemies hit by the explosion, who will also explode on death. Cooldown Rate and Damage Radius parts are preferred for more range and uptime on both the spell and enchants.
Ward: After Reload, gain a charge of Barrage enchant is a must have if using the Sporefuse/Sporesplosion enchant.
- Body Rune - On kill, restore health and gain a fire bonus element, making it a good mix of survivability and damage. Capacity part is slightly better but not by much.
- Last Gasp - Gives flat fire rate, and grants ammo regen and reload speed while depleted, making it a strong offensive ward for increasing gun dps. Ideal parts are brimming and adaptive, but they are not super important.
Amulet: Both Blightcaller and Sporewarden power will help benefit this build with Blightcaller being more optimal. Blightcaller power will boost Geist in the Shell and Whisper of Rot. Sporewarden boosts Play The Angles damage and Shroom health. Geist needs the direct damage increase more than PTA does, and Whisper of Rot buffs both, making Blightcaller power more favorable. Amulet element should just match whatever element you’re using most commonly. Preferred passives are All Damage, Fire Rate, Mag Size, and Reload Time.
- Barboload - Best option for damage when using crossbolt weapons, since the crossbolts that get dislodged by the barboload’s effect will double dip the entire gun damage formula.
- Sacrificial Skeep - Defensively bulky option, can provide emergency Death Saves.
- Harbinger - Restores ward on action skill use which is spammed often.
- Any amulet( Except Bradluck, it’s detrimental ) with Blightcaller/Spore Warden power, a favorable element, and any beneficial damage passives.
Armor: The main armor combo to look out for is the Sporewarden Blightcaller combo because it rolls with Wrath of Nature and Gheist in the Shell. The passives to look out for are All Damage, Area Damage, Gun Damage, Ability Damage, and Movement Speed.
- Mosquito’s Mantle - a strong bonus element using the damage source of what you crit with. Spell cooldown part is ideal but not as important as other parts of the armor. While the damage isn’t as strong as other armors, it is the only armor that can provide cooldown rate, making it a strong utility tool.
- Selective Amnesia - For 3 seconds after taking non-status damage, the player will receive a 20% movement speed bonus, be ignited, and start leaving fiery puddles underneath their feet. While this effect is active, all bonuses to movement speed that the player possesses are applied in the Global Damage category at a 1:1 ratio. We gain movespeed from both skill trees, passives, and myth rank, making this one of the largest damage buffs we have access to.
- Amalgam - The increased passive count makes it easier to farm a decent one.
- Cape Of Tides - Used for Soaked debuff
- Corrupted Platemail - Doubles the instances of Geist and PTA. The damage is split into 30% dark magic and then 70% of your normal damage. Gives increased damage consistency but lower overall damage.
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Gun damage is what to look for on rings as this is a gun build. But because our double dipping skills count as ability damage, getting ability damage is also a nice find. Passives to look for are anything beneficial for your guns.
- Sharksbane - This gives a double gun damage roll making it the best ring to use for gun builds. It also has an easy condition to meet. This item is from the Coiled Captors DLC.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Aim for the head.
- Activate barrage to proc Sporefuse/Sporesplosion and then just shoot gun.
Videos of the Build in action: AncientRune's Build Showcase
Spellsplosion
_By:_ _AncientRune and Sen_
Overview: _This is the peak setup for using most spells in Wonderlands. We focus on maximizing double-dipping skills, Double Knot and Blast Gasp, to hit millions of damage._
Skill Tree(click here)
Action Skill: Ambi-Hextrous
Hero Points: Max Strength, max Intelligence, remainder in Constitution.
Skill Flexibility: Some points in the trees aren’t taken because of gear choices. Not using/having said gear means you can take said skill points.
- Move point from Prestidigitation to Mage Armor if not using “while depleted” shield effects.
- Move a point from Stain Of The Soul to Dread Covenant if not using Tyrants Truth This skill tree is great for if you don’t have Double Knot armor. It will perform better than the main skill tree in this case. You can also go this for Sever The Thread and use some longer cooldown spells. You won’t be able to take advantage of Shell Casing rings but odds are you don’t have good ones if you don’t have Double Knot armor. This skill tree is for Chillmonger for better survivability with still really good damage. This will give you 6/3 double knot.
Spell: You want to look out for “on spell cast” enchants as we have no way of activating an action skill. For spells you ideally want to look for all damage and ability damage.
- Wicked Gossip - High base damage and good cooldown, on top of the ricochets double dipping make it the go to poison spell. Ideal roll is 2 projectile parts and a crit chance part, but both spell damage and crit damage parts are also good.
- Laserhand - 100% crit chance on full charge, which guarantees Double Knot procs. Go to fire spell. Look for one spell charge part, and then as many spell damage parts as possible, but crit damage parts are also good.
- Frozen Orb - Mini projectiles for lots of double knot and blast gasp procs, great for stationary targets. Ideal roll is one spell cooldown part, one spell projectile part, and one crit chance part, with the projectile part being the most important. After the projectile, any combination of cooldown, spell damage, crit chance, and crit damage parts is good.
- Arcane Bolt - Good damage with a low cooldown and cooldown return effect make it incredibly spammable and the go to shock spell. Look for projectile, crit chance, crit damage, and spell damage parts
- Barrelmaker - High base damage and big radius. Look for a spell charge part, then as many spell damage, crit damage, and crit chance parts as possible.
- Twister - Lots of projectiles makes it relatively easy to crit a lot, leading to a ton of Double Knot procs. Look for 1 spell charge part then as many spell damage and crit damage parts as possible.
- Non Unique Triple Ice Spike - All types of ice spikes will work besides “Storming”. Go to frost spell due to the high damage, ease of use, and ability to crit well. Ideal roll is one spell projectile part, one spell charge part, and a spell damage part, the most important of these being the spell charge part. crit damage parts also work very well.
- Dazzler - High hit count with good damage makes it great for bossing with Double Knot(this is probably the best option vs the Maker). Look for a spell charge part then as many crit chance parts as possible to maximize Double Knot procs, but spell damage and crit damage parts are also good.
- Glacial Cascade - Solid option vs grounded enemies, but can’t hit flying targets. Look for a spell charge part, followed by as many crit damage and spell damage parts as possible
- Non Unique Quaking Sunder - Good option vs grounded targets, but can’t hit flying enemies. Look for a spell charge part, then as many crit chance, crit damage, and spell damage parts as possible.
Weapons: The guns and melee weapons we use are pure utility to help boost our spell damage. None of these weapons are here for actually dealing damage themselves. “After Spell Kill, Increase Damage On Next Crit Hit” is the recommended enchant.
- Eidolon - Non Unique Purple Hyperius Sniper Rifle. Rolls up to 33% card crit damage with crossbolt parts. These can roll in any element. Allows use for Shellcasing Rings. this is the strongest crit statstick that can roll in all elements, maximizing the damage of Double Knot crits.
- Carrouser/Envy/SkeepProd - Legendary snipers with high crit parts, improving the damage of Double Knot crits.
- Delugeon - Used for Soaked debuff Melee: There is a large selection of melee weapons where the choice doesn’t really matter on this build. The ideal hiltmod is Echo for all melee weapons listed. “Spell Cast Elemental/Element Type” are the recommended enchants.
- Spellblade
- Higher crit chance for spells = more Double Knot procs
- Pickaxe
- It provides spell cooldown for more spell spam and movespeed for more survivability.
- Pegleg
- It provides movespeed for more survivability.
- Snake Stick
- Hydras created by the snake stick add to our stacks of Faithful Thralls, improving the damage of our spells, Double Knot, and Blast Gasp.
- Frying Pan
- It provides Damage Reduction for more survivability.
- Mage Staff
- A source of decent damage over a wide area, making it a solid way to clear out lots of low health enemies, allowing you to focus your spells on the stronger enemies.
Ward: “Spell cast Elemental/Element Type” is the recommended enchant. The low health and full health enchants will also be very nice for this build.
- Cursed Wit
- Highest damage potential, but requires being very close to enemies to get that damage. Fleet parts are preferable to improve survivability while the ward is depleted, but it does not matter much.
- Body Rune
- Go to survivability shield while also providing some damage. Return health on kill and a nice fire bonus element.Capacity part is slightly better but not by much.
- Lich’s Augur
- On ward break gain “spell card boost” damage for a duration. This buff is very strong, but can have uptime issues. Fleet parts are preferable to improve survivability while the ward is depleted, but it does not matter much.
Amulet: Prioritize Spellshot power. Gives us more spell damage. Graveborn power isn’t terrible as it boosts Blast Gasp. Only meaningful passive is All Damage.
- Sacrificial Skeep
- Defensively bulky option, can provide emergency Death Saves.
- Any amulet( Except Bradluck and Blaze of Glory, they’re Detrimental ) with Spellshot power, a favorable element, and all damage passives.
Armor: Spellshot Stabbomancer Armor is the go to for most spell builds as it allows us to get Double Knot while getting Graveborn capstone and Blast Gasp. There are a good amount of passives you can look for as we benefit from bonuses for spell, gun, and ability. What you want to look for is Area Damage( Area Damage is the most useful passive here since this is our only source of Area Damage) , All Damage, Gun Damage, Spell Damage, Movement Speed, and Spell Crit Chance.
- Tyrants Truth (spell damage) - Give up your class companion for 35% “Spell Card Boost” Damage per companion. This is the strongest option due our only other source of this buff being the Lich’s Augur ward.
- Selective Amnesia - For 3 seconds after taking non-status damage, the player will receive a 20% movement speed bonus, be ignited, and start leaving fiery puddles underneath their feet. While this effect is active, all bonuses to movement speed that the player possesses are applied in the All Damage category at a 1:1 ratio. We gain movespeed from passives and mythrank.
- Amalgam - Just good for getting a lot of passives, making it easier to farm a decent one.
- Cape Of Tides - Used for Soaked
- Warped Paradigm (converting spell) - Applies 35% of your Spell Damage stat to your Melee Damage _and_ Ability Damage categories (Boosts Blast Gasp). This will improve your consistency at the cost of a bit less damage.
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Spell Damage is the most general choice as it affects all our damage sources but gun damage (Double Knot) and ability damage (Blast Gasp) are also nice.
Passives to look for are spell crit damage, spell crit chance, weapon type crit damage
- Shell Casing Ring
- Go to option as we can keep our gun at low ammo at all times.
- Thumb Cuffs
- Mood Ring
- Championship Ring
- Promise Ring
- When using Ambi-Hextrous, your action skill is counted as ready for this condition.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Aim for crit spots to get Double Knot to crit for maximum damage.
- Spam spells for survivability with Sanguine Sacrament.
- Take some damage to keep cursed wit down. Once it is at 0 capacity it will stay there (unless you go into SYS) because of glass cannon.
Videos of the Build in action: AncientRune's Build Showcase
Dorothy “Dotty”
_By:_ _Stone_Swan and AncientRune_
Overview: _This build has many versions, all of which are centered around DoTs and Blightcaller’s Spirit Swarm. It has a couple playstyles from max Spirit Swarm, casual DoTs, survivability, spell dots, and a regular gun build._
Skill Tree(click here)
Action Skill: From The Shadows, Bog Totem, Plaguestorm
Hero Points: Max Wisdom, max Constitution. Remainder can go where you want.
Skill Flexibility:
- Brrzerker Version: This version is a lot better for survivability. If you are having trouble staying alive then this is the version for you.
- Graveborn Version (by Caseybop): This version takes advantage of the Brutal Stampede class mod (see Brutal Stampede notes in the Resources section). The gun damage is “gun card boost” which boosts dots (see damage formula document). Graveborn’s dark hydra ability gives extra stacks of gun damage from Stampede and the Grave/Spore armor combo gives extra points in both Dark Hydra and Faithful Thralls. Boosting our Stampede and Global damage for dots.
- Bog Down: This is a truly flexible point. If you want to use fire weapons then don’t take this skill and put it elsewhere.
- Other skills: Blightcaller has a lot of skills for different things. Sometimes it depends on gear and/or personal preference. The big thing to take for DoTs is Virulence, Wraithmail, and Amped Up.
Weapons: There is a pretty decent range for guns based on what you want to do. A big thing to note is that DoTs benefit from torque stickies meaning it’s a pure mult to our damage.The most effective torque guns will be listed. “When an enemy i damaged by Spirit Swarm or Bog Spirit, they take 20% bonus Poison damage from companions” is the recommended enchant as it is a bonus element that also applies to Spirit Swarm For DoTs: Any gun with a good dot.
- Rumpy Pumpy - Non unique torque shotgun. 4 mag, high dot, single projectile, 1 ammo per shot.
- Bawdyrocker - Non unique torque shotgun. 4 mag, high dot, single projectile, 1 ammo per shot.
- Gadzooka - Non unique torgue launcher. 4 or 5 mag, high dot, single projectile, 1 ammo per shot.
- Loitersack - Non unique torque pistol. 5 or 8 mag, high dot, single projectile, 1 ammo per shot.
- Swordsplosion
- Shadowfire
- Bluecake
- Cannonballer
- White Rider - x1 ammo per shot for most dot damage
- Crossblade - 2 elements helps keep up multiple blightcaller skills
- Blazing Volley
- Feriore Fearnot guns w/ wings - with damage bolts (not melee bolts)(see Barboload amulet below)
Melee here is just used for utility to help our DoTs and guns Action Skill Start/End Status effect enchants are recommended. Action Skill Start/Spell Cast All Damage is also very good. Echo, Caustic, and Amp Hilts are all different hiltmods to look for.
- Twin Soul - This is the best melee weapon for this build as it can roll 2 hilt mods. Allowing us to get 2 of the 3 wanted hilt mods. Amp hilt will be less effective with guns that you shoot a lot, more effective with launchers or similar.
- Peg Leg - Gives Reload Speed for more dps and Movement Speed for survivability.
- Goblin Pickaxe - Good utility tool, providing movement speed for survivability, and spell and action skill cooldown for more uptime on your damage.
- Frying Pan - A purely defensive option, as it provides some very strong damage reduction.
Spell: We use spells for either support or high dots. Having high dots is nice on any version of this build or just a fully spell dot focus. I will list spells twice if they meet both categories. Action Skill Start/End Status effect enchants are recommended. Action Skill Start/Spell Cast All Damage is also very good. Utility:
- Arcane Bolt - Great for theurge and enchant spam and helps with dotting enemies when you actually aim. Spell charge, cooldown, and status chance parts are all great.
- Inflammation - Great for theurge spam and enchant spam. Enemies hit by the Inflammation will explode on death, damaging nearby enemies and applying the inflammation effect to them, so they also explode on death. Cooldown Rate and Damage Radius parts are preferred to improve the spell’s range and the uptime on both the spell and enchants.
- Empowering Sigil - Protects you from projectiles, and a frost one can be used to freeze any enemies who get close to you, making it a great defensive option.
- Fortifiying Sigil - Protects you from projectiles, heals you, and gives you more damage, making it a great all round spell.
- Bolt Lash - Can be used as a less effective way of applying crossbolts.
- Rainbolt Damage:
- Laserhand - insanely high dot. Doesn’t kill instantly as much without spellshot and spell damage meaning it can actually have time to dot enemies!
- Empowering Sigil - Largest DoT in the game. Status Damage and Spell Damage parts on spell both increase the dot. Frost version is very nice with Brrzerker spec.
- Wicked Gossip -
- Inflammation
- Sawblades
- Gelatinous Cube
- Time Skip
- Rainbolt
Ward: Low Health Gain Health Regen enchant is recommended for better survivability.
- Body Rune - Good healing and fire bonus element.
- Spirit Rune - best bet for maximizing flawless edge uptime.
- Triple Amp Ward - Dots get boosted by amp damage
- Dusa’s VIsage - Elemental Amp Ward. Quest Reward. Can be paired with a non elemental Cannonballer to get a huge frost Dot.
- Lich’s Augur - Will boost the dot from Empowering Sigil.
Amulet: Stabbomancer power is preferred for longer From The Shadows duration. But Blightcaller is nice for more elemental, geist, and plaguestorm damage. Status effect damage is the main thing to look for but mag size is nice for torgue stickies for more sticky mult. All damage isnt terrible but not as effective as status. Look for the element that matches your guns.
- Theurge - Easy to spam because of spammable spells. Gets From The Shadows back very fast.
- Sacrificial Skeep - amazing tank for survivability
- Barboload - Double dipping mobbing tool. Barboload and Spirit Swarm together can theoretically create an infinite loop, resulting in theoretically infinite damage with enough enemies and coin flips. This works because Barboloaded projectiles can apply dots, which can trigger Spirit swarm, which can proc Barboload, over and over.
- Any amulet( Except Bradluck, it’s detrimental ) with any beneficial Class power and passives.
Armor: The Stabbo-Blight armor is the main thing to look for if you are not going Brrzerker. This can roll Exploit Their Weakness and Contagion. Both strong skills and a focus for the armor. If you’re chucking Feriore guns w/ wings, a Blight-Stabbo Brutal Stampede can be used (Brutal Stampede cannot roll Stabbo primary). For Brrzerker version, you want to get Blight-Brrzerker armor or just any armor with beneficial skills for the classes. For strong Geists, which can also proc big dots of their own For DoTs the main 2 passives that benefit you are Area Damage (boosts spirit swarm) and All Damage. Other passives that will help are Movement Speed, Gun Damage, Ability Damage, Max Ward Capacity or Health.
- Miasmic Mail - Gives DoT damage and chance, Making it a very good option for buffing Spirit Swarm.
- Corrupted Platemail - Useful for Geist spam. It will increase the consistency of your damage by roughly doubling your Geist proc rate at the cost of roughly halving its damage.
- Brutal Stampede - Gun damage roll is gun card boost so it will boost your dots. Use when chucking Feriore guns w/ wings.
- Cape of Tides - gives us soaked. If you don’t want to have bog down specced. Mainly listed as it can be a nice find if you find a well rolled version
- Smart Armor - when using From The Shadows. You should be aiming for crit spots for Geist, so the crit chance penalty is negligible.
- Amalgam - gives a lot of passives, making it easier to farm a decent one.
Rings:
Passives to look out for are: any beneficial DoT passives (Daemon Blight only), gun type crit damage, action skill duration, action skill cooldown, gun type magazine size for Torgue stickies, any other beneficial gun passives.
- Daemon Blight - gives status effect damage, duration, and chance. The best ring for status effect builds.
- Sharksbane - Double rolls gun damage at the cost of only 2 passives. Good for stronger Geists.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors. Allows for 3 passives. If you find one with ability damage then it will be nice for boosting Geist In The Shell.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Regular DOT - Shoot your gun and apply those DoTs! Spirit Swarm will be going around kill stuff while you shoot your gun at enemies melting them with your dots! Hit enemies with your spell or melee weapon to apply additional dots for your blightcaller skills!
- Spell DOT - Cast your spells to apply dots. Hit enemies with your melee weapon from time to time to activate Echo and/or Caustic hilt mods.Shoot a Live Wire to apply status effects to keep Spirit Swarm up as well as keeping Amped Up active. Activate your Bog Totems for your Status Effect enchants.
- Barboload setup - Shoot a live wire/white rider to apply a status effect for Spirit Swarm. You can use a strong status effect gun for a stronger base dot but it is not needed. Then throw some Fearnot Guns With Wings guns to apply crossbolts while in the air. This will activate Barboload and when Spirit Swarm hits an enemy with barboload in them it can dislodge and hit another enemy and have a chance to apply a stronger dot. Continue this process for technically infinite possible damage. Repeat shooting live wire and throwing Guns With Wings process over and over.
- High DoT setup - This has a similar playstyle to Barboload setup but with a stronger start. Use a high DoT weapon and activate From The Shadows. Activate Caustic or Amp if you have it on your melee weapon. Make sure your Amp ward is full. Shoot your gun and apply a strong Status effect. Then basically repeat the barboload setup with the live wire or white rider and a gun with wings to keep Spirit Swarm up and increase the damage.
Videos of the Build in action: Barboload/High DoT Playstyle Spell DoT Playstyle Regular DoT Playstyle
Blender
_By:_ _LazyData_
Overview: _Blender is an absurdly high DPS melee build. Capable of delivering out some of the highest instant DPS possible in the game while having enough speed and tank to keep you ultra aggressive. This build boasts the only recorded sub 1 second Chaos 100 Intense Maker kill._
DPS Skill Tree(click here)
Versatility Skill Tree(click here)
Action Skill: From The Shadows
Hero Points: Max Strength, max Wisdom, remainder in constitution.
Skill Flexibility:
- The flexibility is shown above in the skill trees. DPS Spec gives more damage which means killing enemies quicker. Versatility spec makes it easier to hit those out of reach enemies with Executioner’s blade.
- You can also take a point in blast chill over Iron Squall but Iron Squall ends up generally being better.
- Versatility Spec: move cold snap points to blood frenzy for better healing.
- Versatility spec is recommended for non dlc owners or if Dragon Lord’s Bernadette is giving you trouble. Weapons: Melee: The melee weapons we use are super high DPS to get the most damage possible.Frost is the recommended element. Lightning will be the best for burst dps but its small and some bosses resist it. The hilt mod options are Ancient, Warrior, Caustic, and Vampire. Melee Consec Hits is the recommended enchant. This is melee card boost damage.
- Salt and Battery - Highest DPS option. Might be a little slower in mobbing.
- Wailing Banshee / High Damage Purple Greatsword - Better overall non dlc option. Better Executioner’s Blade weapon. The purple one slightly outperforms Wailing Banshee if it’s perfect.
- Goblin Pickaxe - SwingSwingSwingSwingSwing. High swing speed DPS
The weapons we use here are to help boost our melee damage. Recommended enchants are: Action Skill Start/Spell Cast All Damage, Action Skill Start/Spell Cast Melee Damage, Action Skill Active Elemental
- Live Wire - Good for general use as a melee stat stick. While it’s held, every other melee swing will create lightning chains to nearby enemies that double dip your general damage formula.
- Kobold/Spriggan - purple hyperius smg with 40% melee blade. Max boss DPS with Salt and Battery.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. Also your main weapon used for proccing Executioner’s Blade. _Note: absolutely zero part variance and it being both a quest reward and a utility item_ _mean that you truly can use any Tootherator you want. Doesn’t need a high chaos_ _tier, doesn’t need any particular enchantment, doesn’t even need to be level 40._
- Stabomatic - Deals melee damage, providing a way of striking targets that cannot otherwise be reached. Not needed in Versatility spec. This item is from the Molten Mirrors DLC.
- Delugeon - Used to apply soaked.
- Scalawag - Used to apply melee cross bolts while also having a melee blade. x2 projectiles preferred. Good option for a balance between shooting and swinging.
Spell: The spells here are to help our melee damage. Recommended enchants are: Action Skill Start/Spell Cast All Damage, Action Skill Start/Spell Cast Melee Damage, Action Skill Active Elemental
- Fortifying Sigil - Gives damage bonus and health regen to make it easier to melee bosses like Dryll and Banshee. Cooldown and radius parts recommended.
- Tidebreaker - Grants us an option of soaked without relying on crits with Cape of Tides or weapon swapping to Delugeon. Spell charge and cooldown parts are optimal.
- Empowering Sigil - A frost version will insta freeze enemies to get maximum Ice Breaker bonus very easily. Also provides protection from bullets. Cooldown and radius parts recommended
- Smithy’s Ire - Melee damage dealing spell. Good for a ranged attack. Do not use Soaked with this spell. Projectile, Spell Charge, and Damage parts are ideal for maximizing both damage and uptime.
- Marshmallow - Can be melee attacked with a Live Wire equipped to chain to nearby targets, extending the player’s effective range. Provides health pickups after the duration expires.Cooldown and Spell charge parts are ideal for maximizing the uptime of the Marshmallow.
Ward: Recommended enchants are: Action Skill Start/Spell Cast All Damage, Action Skill Start/Spell Cast Melee Damage, Action Skill Active Elemental
- Static Charge - Highest capacity in the game. Any high capacity shield will also work. Focus capacity over other stats.
- Body Rune - Good healing and fire bonus element. Capacity part is ideal.
Amulet: Class power doesn’t matter but stabbomancer power is preferred. Match element to your melee weapon. First priority after matching element is All damage and status effect damage passives.
- Slip n Stun - shock bonus element for more damage, and slide speed for extra survivability.
- Sacrificial Skeep - Great survivability and comfy, especially useful in fights without additional enemies to second wind off of.
- Theurge - Get From The Shadows back fast
- Barboload - crossbolts get dislodged which double dip your damage.
- Any amulet( Except Bradluck, it’s detrimental ) with beneficial passives and elements.
Armor: The armor multiclass doesn’t really matter but Brrzerker Stabbomancer with Iron Squall or Stabbomancer Brrzerker with Haste are both great options. The passives to look for are melee damage, melee crit chance, all damage, movement speed, max ward capacity.
- Mosquito Mantle - gives an amazing bonus element which is based on the damage source that procced it. Also gives great cooldown stats for both action skill and spell.
- Cape of Tides - gives us soaked.
- Amalgam - gives a lot of passives
- Diamond Gauntlets - Get with a matching element of melee weapon. Also gives crit chance.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Melee damage rings are what you want to look for. Passives to look out for are: Melee crit damage and crit chance.
- Shell Casing - Gives a high bonus that is always kept up with holding the live wire or Kobold at low ammo.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- SWING FAST DO BIG DAMAGE!
- Boss strategy: Pop action skill and fire 2-3 shots from your tootherator as you approach the boss. Then swap to Kobold and pop your spell, making sure the sigil covers the point you'll be meleeing from.
- For Dragon lord and Banshee maintain as much range as you can,watch out for the green dragon lord nova. Banshees aura will hurt, try to space far enough away so you don't get hit too much. Salissa keep an eye out for geysers. Imelda and Fyodor are relatively out of the question for the DPS spec. Just leave these runs. Versatile spec can use executioner's blade. Videos of the Build in action: Chaos 50 Blender Video - A little outdated but shows the same type of gameplay
Geist Spam
_By:_ _Stone_Swan, Sen, Caseybop, Ancient Rune_
Overview: _It’s all about Geist In The Shell! This is more of a build archetype than 1 specific build. There are many multiclasses you can pair blightcaller with to boost Geist In The Shell damage. Blightcaller Stabbomancer is the best version because of having From The Shadows making all your guns crit for constant Geist procs but there are some other fun options._
Skill Tree(click here)
Action Skill: From The Shadows
Hero Points: Max Strength, max Constitution. Remainder can go where you want.
Skill Flexibility:
- Brrzerker Version: This spec focuses on better survivability and some different damage formula but you need to make sure to aim for the crit spot since you don’t have From The Shadows anymore. Allows for a fun option of PlagueStorm to get some random bolts being hit for mobbing. You can also go without Blood Of The Fallen with this spec.
- There are also a lot of flexible skill points in the Brrzerker tree. It’s easier to say what you SHOULD keep instead of what’s flexible. Unyielding, Ice Breaker, The Old Ways, Unarmored Defense, Relentless Rage are all must have skills.
- Graveborn Version (Speed Demon): This spec focuses on Reaper Of Bones + Amnesia for a “go fast” playstyle. Just like the Brrzerker version you will need to make sure to aim for the crit spot without. Because of all the “All Damage/Damage Dealt” boost gathered from Amnesia and Faithful Thralls you will be ignoring when it is recommended to take “All Damage” elsewhere.
- Clawbringer Version (Geist Knight): This spec uses Clawbringers beneficial skills to guns while also having the beneficial feeling of throwing hammer. This spec does not deal good hammer damage so it is just an enchant and dot proccer.
- Bog Down: This is a truly flexible point. If you want to use fire weapons then don’t take this skill and put it elsewhere.
- Spirit Swarm Specced: Because we are so far down the tree anyways, having Spirit Swarm is kinda just there. We aren’t going far down because of Spirit Swarm; there are just a lot of good skills to go after. This means you could just make this a Spirit Swarm DoT build but because of the other multi class options and some minor gear choices it’s easier to just follow a separate build on Geist Spam builds.
- Flexible Blightcaller Skills: Depending on the build and your weapon types you can have a lot of different skill choices. Flawless Edge, Hex Machina, Worse Curse, Burnt Offering, and Toxicity are all skills that can depend on what you want so all Blightcaller skill tree specs are not one and done
Weapons: Any good gun will work here but ideally you want guns w/ fast fire rate and multi pellet to get as many Geist In The Shell Procs as possible. If it has a good dot that can be nice. Reloading extends From The Shadows duration is the recommended enchant. For other skill trees Gun Kill Area Damage/Spell Radius, Spell Cast/Action Skill Start All Damage or Gun Damage, and ASA Elemental are the recommended enchants.
- Riveter Sootcough - Non unique masher pistol. Rolls with crossbolts.
- Nightshade - Non unique Dahlia pistol. Frost version for multi pellet
- Kettledrum - Non unique Blackpowder shotgun. x25 pellets preferred
- Swordsplosion - X3 works very well with From The Shadows. Otherwise go x1. This will give less but much more power Geist In The Shell.
- Last Rites
- Feriore Fearnot guns w/ wings - with damage bolts (not melee bolts)
- Donkey
- Red Hellion - A favorite for Graveborn version
- Crossblade - 2 elements helps with keeping up blightcaller skills.
- White Rider - x2 ammo per shot. It may auto lock to the body but you can still aim at the crit spot for it to crit.
- Ruby’s Spite - Alternate firing mode gives increased damage. Killing an enemy increases fire rate and auto targets enemies.
Melee here is just used for utility to help our DoTs and guns Spell Cast/Action Skill Start All Damage or Gun Damage are the recommended enchants. Echo is good for the occasional big hits. Ancient is amazing for getting back your action skill faster.
- Peg Leg - Gives Reload Speed for more dps and Movement Speed for survivability.
- Goblin Pickaxe - Good utility tool, providing movement speed for survivability, and spell and action skill cooldown for more uptime on your damage.
- Twin Soul - can roll 2 hilt mods
- Frying Pan - A purely defensive option, as it provides some very strong damage reduction.
Spell: We use spells for purely gun support. Spell Cast/Action Skill Start All Damage or Gun Damage are the recommended enchants. Utility:
- Arcane Bolt - Great for theurge and enchant spam and helps with dotting enemies when you actually aim. Spell charge, cooldown, and status chance parts are all great.
- Inflammation - Great for theurge spam and enchant spam. Enemies hit by the Inflammation will explode on death, damaging nearby enemies and applying the inflammation effect to them, so they also explode on death. Cooldown Rate and Damage Radius parts are preferred to improve the spell’s range and the uptime on both the spell and enchants.
- Empowering Sigil - Protects you from projectiles, and a frost one can be used to freeze any enemies who get close to you, making it a great defensive option. Lightning is amazing for uptime on Amped Up. Ideal for Brrzerker and Graveborn versions.
- Fortifiying Sigil - Protects you from projectiles, heals you, and gives you more damage, making it a great all round spell. Ideal for Clawbringer version.
- Bolt Lash - Can be used as a less effective way of applying crossbolts.
- Rainbolt
Ward: Low Health Gain Health Regen enchant is recommended for better survivability.
- Body Rune - Good healing and fire bonus element.
- Spirit Rune - best bet for maximizing flawless edge uptime.
Amulet: Blightcaller power is generally ideal for boosting the power of Geist In The Shell but having Stabbomancer power can be nice for a longer duration on From The Shadows. Look for the element that matches your guns. The ideal passives for these builds are All Damage, Action Skill Cooldown Rate, and Magazine Size.
- Theurge - Easy to spam because of spammable spells. Gets From The Shadows back very fast.
- Sacrificial Skeep - amazing tank for survivability
- Barboload - Double dipping mobbing tool.
- Any amulet( Except Bradluck, it’s detrimental ) with any beneficial Class power and passives.
Armor: Blightcaller Spellshot combo is the ideal combo for ALL build versions. Get as many points into Geist In The Shell as possible. Ideal passives are All Damage, Gun Damage, Area Damage and Movement Speed
- Mosquito’s Mantle - Solid bonus element but also helps with cooldown for Action Skills. Has a spell cooldown part but generally not worth it.
- Corrupted Platemail - Useful for Geist spam. It will increase the consistency of your damage by roughly doubling your Geist proc rate at the cost of roughly halving its damage.
- Cape of Tides - gives us soaked. If you don’t want to have bog down specced. Mainly listed as it can be a nice find if you find a well rolled version
- Smart Armor - when using From The Shadows. You should be aiming for crit spots for Geist, so the crit chance penalty is negligible.
- Selective Amnesia - Go to for Graveborn version and can work with Brrzerker version but not as consistent. Prioritize getting movement speed boosts.
- Amalgam - gives a lot of passives, making it easier to farm a decent one.
Rings: Passives to look out for are: gun type crit damage, action skill duration, action skill cooldown, any other beneficial gun passives.
- Sharksbane - Double rolls gun damage at the cost of only 2 passives. Good for stronger Geists.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors. Allows for 3 passives. If you find one with ability damage then it will be nice for boosting Geist In The Shell.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Geist Spam - Shoot your gun and aim for those crit spots! Activate “From The Shadows” and go ham! Get as many bullets into your enemies as you can! Plays
basically like a normal gun build. Spirit Swarm just kind of exists because of nowhere else to put skill points.
- Graveborn Version - Use Reaper Of Bones & Empowering Sigil. Start Running and Gunning. Wait for RoB cooldown in between fights.
- Clawbringer Version - Throw hammer and cast spells to activate enchants and proc DoTs. Shoot gun and aim for the head.
- Brrzerker Version - Cast Frost Empowering Sigil to get high ice breaker bonus. Activate Plaguestorm for better mobbing damage and can work with bossing. Shoot gun and aim for the head.
Videos of the Build in action: Nepta's Build Showcase AncientRune’s Clawbringer Version
Stormbringer
_By:_ _AncientRune_
Overview: _Double the hammers, double the fun! This build is based all around making your hammer action skills dealing insane damage with alchemical agent. The main way of playing is pretty glass cannon but there are some tankier options for less damage. We try to get as much crit chance as it takes to get to 100% melee crit chance for constant alchemical agent procs._
Skill Tree(click here)
Action Skill: Storm Dragon’s Judgement or Cleansing Flames
Hero Points:
All hero points are valuable in their own way on this build so there is a lot of flexibility but the general way to do this is max Strength and Wisdom then put the rest where you like. Attunement is great if you want to use Cleansing Flames.
Skill Flexibility:
- Some skill tree choices are made because of certain gear that is optimal to use. This skill tree can change based on what you use.
- Move point from Awe to Indomitable if not using cursed wit
- Move a point from Dedication to Oath of Fire and points from Swift Death to Nimble Fingers if shooting a scalawag. Helps with Awe and Crossbolt application.
- Move points from dedication to 1 in Oath of Fire and Firebolt if not using Tyrant’s Truth. Wyvern helps proc Awe.
- With this skill tree you can give up some points in Clawbringer tree to get Executioner’s Blade. This helps with out of range enemies and also gives another damage source. You will lose some crit damage and chance for better ranged melee. This means armor is your only way of getting Awe.
Weapons: Melee: We want to use weapons that have good crit chance and damage stats as those will apply to our hammer action skill. They have their own base damage and element so that doesn’t matter for the weapon choice. Warrior, Caustic, Vampire, Ancient, and Archmage hilt mods can all work well. Ancient helps with Cleansing Flames and Archmage with spell spam. Consecutive Hits Melee Damage is the recommended enchant. This only activates on melee swing. Not just any melee damage. (Damage does not boost Stabomatic and Smithy’s Ire)
- Goblin Pickaxe - Best weapon for this build. Can get up to 21% Crit chance. Great DPS
- Kama - Non Unique, Just has a very good overall stat spread.
- Twin Soul - Can roll 2 hilt mods. The guns we use on this setup are for pure utility to boost our melee damage. There is a decent amount of flexibility of what you can use. The enchant use is somewhat flexible. Action Skill Start/Spell Cast deal increased Melee Damage/Damage Dealt enchants are the recommended choices.
- Rapscallion/Kobold/Spriggan. Can roll with both the +15% melee damage blade and the 25% melee damage blade, providing the highest melee bonus of any weapon for Hammer use. Kobold and Spriggan can be used for consistent Shell Casing ring usage.
- Scalawag - Non unique purple Skulldugger pistol. Can roll x2 pellets w/ 25% melee blade. Allows us to stack bolts into enemies when waiting for cooldown and not melee. Can also be used to proc Executioner’s Blade.
- Live Wire - Provides a lesser bonus to melee in general than the Rapscallion, but creates electrical arcs between the player and nearby enemies on every other
(alternating) successful melee attack. Can also be kept at low ammo to enable smooth Shell Casing Ring usage.
- Twisted Delugion - Applies the Soaked debuff. This item is from the Coiled Captors DLC.
- Stabomatic - Deals melee damage, providing a way of striking targets that cannot otherwise be reached. Spell Cast Melee or Damage Dealt enchant recommended. This item is from the Molten Mirrors DLC.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. This also means 9 chances to trigger Executioner’s Blade. Fantastic for dealing with Bernadette and other flying enemies at long ranges. _Note:_ _absolutely zero part variance and it being both a quest reward and a utility item mean_ _that you truly can use any Tootherator you want. Doesn’t need a high chaos tier,_ _doesn’t need any particular enchantment, doesn’t even need to be level 40._
- Fearnot Guns with Wings (melee crossbolts) - Nonunique Feriore Pistol. Spawns Shrikes ( not pixies ) that apply melee crossbolts and can trigger Executioner’s Blade.
- Queen’s Cry (Taser) - Largest magazine of any taser underbarrel. Tasers can trigger Executioner’s Blade extremely rapidly.
Spell: Spellcast Melee Damage & Knockback is the recommended enchant.
- Smithy’s Ire - Deals melee damage. Ranged melee. Spell Charge and Extra Projectile are the preferred parts for this spell. Not recommended if using soaked as this only rolls in fire damage.
- Empowering Sigil - attaches to you and protects you from enemy bullets. Cryo version to freeze enemies making you deal increased melee damage. Cooldown or radius parts preferred.
Ward: Low Health enchant is preferred as it gives survivability. But melee and damage dealt enchants are also very useful for damage.
- Cursed Wit - up to 100% conditional damage when depleted. Only additive with Spell Cast Damage/Knockback enchant in this setup. This will double dip in Alchemical Agent. Do not use Vampire Hilt mod with this. Roid parts are ideal for maximizing damage.
- Body Rune - Survivability option and also gives some nice fire damage. Capacity part is preferable but not major.
Amulet: Prioritize Clawbringer power as it boosts your action skill. Preferred passives are All Damage and Status Damage.
- Sacrificial Skeep - Defensively bulky option, can provide emergency Death Saves.
- Harbinger - Recommended as a survivability option when not using Cursed Wit. This is great with Storm Dragon’s Judgement as it is easily spammable meaning you will gain back shield constantly.
- Theurge - Recommended option for Cleansing Flames if you can give up the survivability of Skeep. Helps with its long cooldown meaning you spam your action skill more.
- Any amulet( Except Bradluck, it’s detrimental ) with Clawbringer power, a favorable element, and All damage or Status damage passives.
Armor: The main thing to look for is Clawbringer primary power with Awe points. This can roll on the secondary classes of Stabbomancer (preferred), Spellshot, and Blightcaller. The passives to look out for are All Damage, Area Damage, Melee Damage, Melee Crit Chance, and Movement Speed.
- Tyrant’s Truth (melee damage) - Give up your wyvern for 35% melee card boost damage. This is additive with our melee enchant. This also does not boost Stabomatic or Smithy’s Ire.
- Amalgam - Just good for getting a lot of passives, making it easier to farm a decent one.
- Cape Of Tides - Used for Soaked
- Miasmic Mail - Gives Status Effect Damage for Alchemical Agent and Contagion.
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Melee damage is the only thing benefitting this build so those are the rings to look for. Passives to look for are Melee Crit Damage, Melee Crit Chance, Action Skill Cooldown, Spell Radius.
- Shell Casing - Gives 66% increased effects when at low ammo. Can be abused with keeping Hyperius 40% melee boost weapons and live wire at low ammo as you never shoot them
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Try and get to 100% melee crit chance without giving up too much damage.
- Either play glass cannon with VERY high damage or go tankier and give up some big damage options.
- General Hammer damage procedure goes in this order. Some stuff is added if using certain gear choices.
- Melee enemy to stack Consec Hits Melee enchant and Warrior/Caustic if applicable
- Shoot Tootherator to apply crossbolts and swap to main weapon
- Cast spell for Melee Damage/Knockback enchant
- Throw Hammer
- Big Damage
Videos of the Build in action: AncientRune's Build Showcase
Dreadwind
_By:_ _Quag (tbj_quag)_
Overview: _Maximized Dreadwind damage while dealing with its vulnerability and lack of ranged damage._
Skill Tree(click here)
Action Skill: Dreadwind
Hero Points: Max Strength, max Wisdom, remainder in Constitution.
Skill Flexibility:
This spec skips any Stabbomancer investment beyond Alchemical Agent to pick up Instinct, max Cold Snap, and also pick up Blast Chill. Note that you’ll be more dependent on guns for some enemies (Imelda, Bernadette)
- If you don’t have Area Damage on your armor, it may be worth moving the Cold Snap points to Ancient Fury.
- If you have points in The Old Ways on your armor and find yourself juggling weapons frequently, then some points can be moved from TOW to Instinct. This spec focuses on having Blood Of The Fallen which leads to a lot longer dreadwind uptime for lower damage. This will give infinite dreadwind duration as long as you can kill enemies. This does lead to longer bossing and also relying more on gear as well as relying on Blast Chill more for non Dreadwind bossing. Weapons: Melee:
- Wailing Banshee - Has the highest base damage available of any unique melee weapon. Can damage distant enemies behind targets on a successful melee attack. Have as many different elements as possible, though Frost is the most generally useful. Ancient hilt provides the most Dreadwind uptime, Vampire provides the most survivability, Warrior provides the most damage. Dreadwind enchant highly recommended.
- Any Claymore/Greatsword with sufficiently high damage rolls can compare to a Wailing Banshee for the purposes of the damage calculations of Dreadwind/Executioner’s Blade/Maced Wardu. Ancient hilt provides the most Dreadwind uptime, Vampire provides the most survivability, Warrior provides the most damage. Dreadwind enchant highly recommended. Aside from the actual melee weapon, there’s extreme flexibility with weapon gearing for this setup:
- Rapscallion/Kobold/Spriggan. Can roll with both the +15% melee damage blade and the 25% melee damage blade, providing the highest melee bonus of any weapon for Dreadwind use. Action Skill Start or Spell Cast Melee enchants recommended.
- Live Wire - Provides a lesser bonus to melee in general than the Rapscallion, but creates electrical arcs between the player and nearby enemies on every other (alternating) successful melee attack. Can also be kept at low ammo to enable smooth Shell Casing Ring usage. Action Skill Start or Spell Cast Melee enchants recommended.
- Twisted Delugion - Applies the Soaked debuff. This item is from the Coiled Captors DLC.
- Stabomatic - Deals melee damage, providing a way of striking targets that cannot otherwise be reached. Spell Cast Melee enchant recommended. This item is from the Molten Mirrors DLC.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. This also means 9 chances to trigger Executioner’s Blade. Fantastic for dealing with Bernadette and other flying enemies at long ranges. _Note:_ _absolutely zero part variance and it being both a quest reward and a utility item mean_ _that you truly can use any Tootherator you want. Doesn’t need a high chaos tier,_ _doesn’t need any particular enchantment, doesn’t even need to be level 40._
- Fearnot Guns with Wings(melee crossbolts) - Nonunique Feriore Pistol. Spawns Shrikes ( not pixies ) that apply melee crossbolts, can trigger Executioner’s Blade, and will continue to do so even while the player is using Dreadwind and holding other weapons. Frost element optimal for Ice Breaker value.
- Queen’s Cry (Taser) - Largest magazine of any taser underbarrel. Tasers can trigger Executioner’s Blade extremely rapidly and will continue to do so even while the player is using Dreadwind and holding other weapons. Tasers can also be stood upon to trigger Selective Amnesia.
- Scalawag (x2, melee crossbolts) - Nonunique Skuldugger Pistol. Can apply melee crossbolts while still having a +25% melee damage blade. Less efficient at either role than the above options, but can fill multiple roles without requiring a weapon swap. Frost element optimal for Ice Breaker value. Action Skill Start or Spell Cast Melee enchants recommended.
Ward: Enchantment is a choice between the Dreadwind enchant (increased movement speed and damage that ramps up during the spin, with the movement speed persisting afterwards) or Desperate (healing and increased damage at <50% HP) depending on personal taste. Higher chaos tier means more capacity, and more capacity means more HP thanks to Unarmored Defense. A sturdy ward plus Constitution makes a huge difference.
- Body Rune - Powerful bonus element in any situation with multiple enemies. Powerful heal on kill. Bonus to lightning damage while standing still, due to it inheriting said effect from the Spirit Rune. Capacity augment preferred.
- Static Charge - Largest capacity in the game. Turtle augment preferred.
- Maced Wardu - 2nd largest capacity, while also inflicting massive damage to enemies that melee attack the Fatemaker. Turtle + Capacity augments preferred.
- Master Rune - 3rd largest capacity. Capacity augment preferred.
- Bad Egg - 20% (always on) movement speed. Powerful dark magic bonus element for melee, but only when depleted, meaning use of Harbinger and Vampire is discouraged with this option. Fleet and Roid augments preferred.
- Trick Mirror - Large capacity, high reflect chance minimizes the threat of most ranged enemies. Projectiles from successful reflections can trigger Executioner’s Blade, provided they crit. Adaptive augments preferred.
Spell: Action Skill Active increase
- Fortifying Sigil
- Provides protection from almost all external ranged attacks. 8% max hp/second heal is absolutely massive and allows for much longer uninterrupted spins vs the likes of Dry’l and Banshee. Also provides a respectable 20% to global damage. Can crit on enemies inside, triggering Executioner’s Blade for substantial additional damage. Radius, Cooldown, and Crit Chance augments preferred.
- Tidebreaker
- Can apply the Soaked debuff to multiple enemies at once without requiring a weapon swap. Cooldown and Spell Charge parts are ideal for maximizing soaked uptime. This item is from the Coiled Captors DLC.
- Empowering Sigil (Frost)
- Provides protection from almost all external ranged attacks. Extremely efficient at freezing enemies, though the low uptime means you’ll have to act quickly. The damage reduction helps mitigate incoming chip damage. Highly spammable. Radius and Cooldown augments preferred.
- Marshmallow
- Can be melee attacked with a Live Wire equipped to chain to nearby targets, extending the player’s effective range. Provides health pickups after the duration expires.
Amulet: Priority here is Brr-Zerker power. Mainly for the bonus to Dreadwind, but also boosts Enrage’s bonus element. Preferred passives are All Damage and Status Damage
- Harbinger
- Recommended due to being highly synergistic with Unarmored Defense. Always rolls a Shield Capacity passive (resulting in lower potential damage, but a large bonus to survivability). Restores 50% of your maximum wards per second for 2 seconds upon using an action skill. However, it doesn’t check for the new maximum enforced by Unarmored Defense, instead going off the _old_ maximum. This means you get 100% of your wards back per second for 2 seconds.
- Sacrificial Skeep
- Defensively bulky option, can provide emergency Death Saves.
- Any amulet( Except Bradluck, it’s detrimental ) with Brr-Zerker power, a favorable element, and beneficial passives.
Armor: As with Amulets, prioritize Brr-Zerker power here. This means you’ll want a Brr-Zerker primary roll if possible.
Dreadwind benefits from a wide variety of damage boosting stats, meaning you have a lot of flexibility in desirable armor stats. Area Damage is highly desirable, as is Ability Damage and Movement Speed. Runners up include Melee Crit Chance, Health Regen, Ward Capacity, and All Damage.
- Selective Amnesia - For 3 seconds after taking non-status damage, the player will receive a 20% movement speed bonus, be ignited, and start leaving fiery puddles
underneath their feet. While this effect is active, all bonuses to movement speed that the player possesses are applied in the All Damage category at a 1:1 ratio. This is one of the largest damage boosts in the entire game. Helpfully, Brr-Zerker has large amounts of movement speed boosts from Cold Snap, Dreadwind itself, and Dreadwind’s ward specific enchantment. Stabbomancer also provides Haste. The sheer tankiness of the spec offsets the damage from the ignition effect, making this armor pure profit.
- Warped Paradigm (converting spell) - Applies 35% of your Spell Damage stat to your Melee Damage _and_ Ability Damage categories (Dreadwind benefits from both).
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Melee Damage rings are the most generally useful, but note that Dreadwind also gets Ability Damage. Prioritize Melee Crit Chance and Melee Crit Damage for passives. Action Skill Duration is a desirable runner up, and Spell Radius can be beneficial for Sigil usage.
- Shell Casing Ring
- Thumb Cuffs
- Mood Ring
- Championship Ring
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Dreadwind as many enemies as possible as often as possible. It ticks 4 times per enemy per second, and any successful Alchemical Agent applications can further spread via Contagion.
- Ranged targets can be dealt with via Executioner’s Blade/Stabomatic/Marshmallow.
- Against bosses you’ll want to apply Soaked, melee crossbolts, set up your sigil, and then start spinning with a bladed weapon. Maximizing your usage of buffs and debuffs goes a long way.
- It’s recommended to switch to From the Shadows against Imelda, Fyodor, and The Maker. Executioner’s Blade/Stabomatic are necessary for certain phases of each fight.
- Taking damage on this build is beneficial, as it can trigger a wide variety of effects that will simply result in the offending enemy dying even faster. These include, but are not limited to: Selective Amnesia, Mood Ring, Maced Wardu, Trick Mirror.
- Take advantage of Dreadwind’s partial cooldown refund for any spins you might end early.
Videos of the Build in action: AncientRune’s Build Showcase AncientRune’s Blood Of The Fallen Showcase
Ghostblade
_By:_ _MrViper, Quag, and AncientRune_
Overview: _Ghostblade with the Mostblade! This build is all about Ghostblade damage! Our primary sources of damage are our melee attacks and the DoT damage ensuing from alchemical agent. This build is pretty safe in terms of survivability, both in gear and in playstyle. To make this build do lots of damage is pretty easy, but to make it consistent the gear is a little specific mainly as close to 100% melee crit chance as possible, and the more Ghostblade uptime the better._
Skill Tree(click here)
Action Skill: Ghostblade
Hero Points: The main 3 stats we want are Strength, Dexterity and Wisdom, with some argument for Constitution if you want it. Max out Strength and Dexterity, then with the rest of your points, divide between Constitution and Wisdom depending on personal preference. Attunement you should invest in only if you aren’t using an Ancient Hilt on your melee or a Theurge amulet. We don’t care for Intelligence as spells only compliment our build, but aren’t a main factor in it.
Skill Flexibility:
- BladeCaller Version: Honestly there isn’t much here. Taking a point out of Swift Death for Shadow step can be cool, but otherwise this tree is the way to go.
- Blood Of The Fallen Version: This skill tree allows you to have Ghostblade out for a long time at the cost of losing a lot of bossing damage from our action skill. Bossing is now more focused on Blast Chill. This requires better gear to keep up with the Alchemical Agent versions.
- Clawbringer Version: This skill tree is for an easy to gear, non PLC version. Awe helps get crit chance to 100% and gives an amazing crit damage bonus.
- Brrzerker Version: This skill tree can be possible at being peak ghostblade damage BUT it requires A LOT better gear to be able to pull it off. Weapons: The guns we use here are to help our damage for Ghostblade and melee weapons. Spell cast all damage or melee damage are the recommended enchants.
- Scalawag - x2 pellets with 25% melee blade. Poison to proc Bog Down. Frost if going Brrzerker version. Element doesn’t matter for Clawbringer version.
- Kobold/Spriggan - Hyperius SMG with 40% melee blade. Allows to keep low ammo for shellcasing ring use.
- Live Wire - creates a lightning chain every other melee swing.
- Guns With Wings - Fearnot version. Can roll with melee crossbolts which are great to chuck and automatically apply crossbolts instead of having to aim at enemies. Poison to proc Bog Down. Frost if using Brrzerker. Clawbringer version doesn’t care about the element.
- Tootherator - Shoots 9 melee crossbolts. This is great for bossing. Also is the optimal gun for delivering Executioner’s Blade.
- Stabomatic - Gun that deals melee damage. Great for SYS and out of range enemies. Melee: The melee weapons we use have a mixture of good stats to have amazing DPS for ghostblade. Go for either Frost or Lightning to go with Soaked. Melee Consecutive Hits is the recommended enchant. Ancient is the recommended hilt. This helps us get Ghostblade back as fast as possible. Vampire is great for survivability. Warrior and Caustic are amazing for damage boosting options.
- Goblin Pickaxe - High DPS that also gives movement speed, spell cooldown, and action skill cooldown. Can roll up to 21% crit chance making it the easiest melee weapon to reach 100% crit chance
- Greataxe - non unique purple with a good stat spread.
- Snake Stick - Good overall stat spread, and the hydras provide some extra lingering ranged damage.
- Kama - non unique purple with a good stat spread.
Spell: We use spells to help boost our melee damage. Ghostblade Crit damage and chance is the recommended enchant.
- Empowering Sigil - Frost version will insta freeze enemies when DoT is applied. Also protected you from enemy projectiles.
- Fortifiying Sigil - Protects you from projectiles, heals you, and gives you damage, making it a great all round option.
- Tidebreaker - Can be used to apply soaked if not going Blightcaller.
- Inflammation - Great for theurge spam and enchant spam. This is also hilarious for applying Executioner’s Blade as it can crit very often. Enemies hit by Inflammation will explode on death, damaging nearby enemies and applying the inflammation effect to them, so they will explode on death. Cooldown Rate and Damage Radius parts are preferred to increase the range of the spell as well as the uptime of both the spell and enchants.
- Arcane Bolt - also great for theurge and enchant spam.
- Bolt Lash - Can be used as a less effective way of applying crossbolts.
Ward: Low Health enchant is recommended here.
- Body Rune - Good healing and fire bonus element. Capacity part is preferred but not major.
- Maced Wardu - Deals some high damage and has high ward value. Capacity parts are preferable for more survivability
- Static Charge - High ward capacity, focus on Capacity and Turtle parts to maximize survivability.
- Bad Egg - grants +20% movement speed. While depleted, melee damage gains 35% bonus dark magic damage. Roid part is preferable for maximizing damage.
Amulet: Stabbomancer power is a must have as it boosts Ghostblade damage. Status effect damage is the go to passive unless you are going BOTF. All damage is the 2nd best passive to find and go to for BOTF. Just element match to your melee weapon.
- Barboload - Apply crossbolts from your gun and then direct ghostblade to the barboloaded enemy. Crossbolts will detach and go to other enemies. Helping with ghostblade mobbing without having to move it around constantly, allowing for longer ghost blade duration.
- Theurge - Easy to spam because of spammable spells. Great for Ghostblade uptime
- Sacrificial Skeep - Amazing tank for survivability, and also provides a target for free second winds.
- Any amulet( Except Bradluck, it’s detrimental ) with any stabbomancer power and beneficial passives.
Armor: Stabbomancer Blightcaller armor is the main armor that any version will benefit from. Focus Exploit Their Weakness and Contagion points. For BOTF, Stabbomancer Brrzerker armor is great with the Haste points it gives. Also the small amount of brrzerker power will boost Blast Chill. Stabbomancer Clawbringer armor will also give points in Exploit Their Weakness, making it another good armor combo. The passives to look out for are: Melee damage, melee crit chance, all damage, movement speed, max ward capacity, max health.
- Miasmic Mail - Gives DoT damage for alchemical agent and contagion. Selective Amnesia - Gives us all damage based on the amount of movement speed we have. Only looks at the bonuses, not how fast you are moving.
- Cape of Tides - Gives us soaked, if you don’t want to have bog down.
- Amalgam - gives a lot of passives, easier to farm a decent one.
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Melee damage is the only thing that benefits Ghostblade. Ability damage will _technically_ help with the BOTF version but not a priority. Passives to look out for are: Melee crit damage, melee crit chance, action skill duration, action skill cooldown, spell radius.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Shell Casing - Can be used if using guns that can be kept at low ammo. Gives a larger bonus than other rings.
- Daemon Blight - gives status effect damage, duration, and chance. Can be nice if you find a good one.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle: Whether its the blade in your hand or the blade that you summon, apply bolts (and soaked if blightcaller) with your Scalawag and slice em to death!
- Mobbing: Cast ghostblade at anything that moves, bonk anything that also moves! Debuff everything with bolts! If you want to really optimize mobbing, try anticipating when you’ve triggered enough DoTs that they’ll kill the target soon, and move on to another enemy. This can make for some really fun ghostblade flicking, and some time optimisation.
- Bossing/Heavy Units: Tootherate them to watch them disappear! Swapping between Tootherator and Scalawag constantly can really maximize the bossing potential of this setup. When done right, Ghostblade can tear through most boss phases in one go.
- Additional tips: In boss fights, if ghostblade has torn through a boss phase, try ending it faster by flicking it around some more, the sooner it’s gone, the sooner it's back.
Videos of the Build in action: Brrzerker Version BOTF Version
Brrage
_By:_ _Ancient Rune_
Overview: _This is a build based on doing as much damage with Barrage as possible. We also have guns on the side. There are some gear options to make this a little more focused on guns._
Skill Tree(click here)
Action Skill: Barrage
Hero Points: Max Strength, max Intelligence, remainder in Constitution. If using Protagonizer take points out of Constitution and some of Intelligence for max Attunement.
Skill Flexibility:
- For better survivability you can take points out of Instinct for Blood Frenzy.
- Spore Cloud makes your mushroom companion a big target which means it takes a lot of damage. We have a lot of spore power which means it's harder for it to die but it CAN die. If you find yourself needing it while in SYS and it's dead then take the point out of Spore Cloud and put it into Kindred Heart.
Weapons: We use guns that have low magazine or high fire rate which makes them reload a lot for our Reload Barrage Enchant on our ward. Sporefuse/Sporesplosion enchant is THE enchant to go for on your guns.
- Pushpin Sootcough - Non unique blackpowder masher pistol. Can roll 1 mag which is optimal for barrage. 9 mag is good for gun focus.
- Swordsplosion - go to for bossing. Barrage doesn’t do good damage to bosses so you use guns to boss either way. x3 for more reloading for barrage and x1 is better for dps.
- Carrouser
- Kettledrum - x25 pellets. Non unique blackpowder shotgun
- Crossblade - can roll 1, 2, and 8 mag. 8 mag is best dps with 2 mag being best for reload to damage ratio for barrage.
- Catatumbo
- Masterwork Crossbow
- Reign of Arrows
- Nightshade - Cryo which makes it roll x4 pellets. Non unique Dahlia smg. fast fire rate.
- Fearnot (Chaining Lightning Bolt) - non unique Feriore pistol. Chuck it with full mag for high damage. Works with sporefuse but not geist or play the angles.
- Bawdyrocker - x18 pellets. Non unique Torgue shotgun.
- Lewdite - good bossing option. x3 pellets with mag size boosts are optimal. Try to be able to shoot 3 times before reload. Non unique Torgue pistol. Melee: Melee here is just used for utility to help our guns. Action Skill Start/Spell Cast All Damage are the recommended enchants. Echo is the ideal hilt mod.
- Peg Leg - gives reload speed for both gun and barrage uptime, and movement speed for more survivability.
- Goblin Pickaxe - gives movement speed for survivability and spell cooldown for more enchant uptime.
- Frying Pan - Purely defensive option, gives very good damage reduction.
Spell:
The spells we use are to help our damage or spam enchant. Action Skill Start/Spell Cast All Damage are the recommended enchants.
- Empowering Sigil - A frost version will instantly freeze enemies to get maximum Ice Breaker bonus very easily. Also provides protection from bullets. Cooldown and radius parts recommended
- Fortifying Sigil - Gives damage bonus and health regen. Cooldown and radius parts recommended.
- Arcane Bolt - Good for spamming Spell Cast enchants. Cooldown and Spell Charge parts are preferred to maximize enchant uptime.
- Inflammation - Good for spamming Spell Cast enchants. Enemies hit by the Inflammation explode on death, damaging nearby enemies and applying the Inflammation effect to them, so they also explode on death. Cooldown and Damage Radius parts are ideal to maximize the range of the spell as well as the uptime of both the spell and enchants.
Ward: Reload Gain Barrage Enchant is a must have for this build.
- Body Rune - Great all round option due to providing good healing and a fire bonus element. Capacity part is preferred but not major.
- Static Charge - Highest capacity in the game. Any high capacity shield will also work. This is purely for high health from unarmored defense to have very high health regen because of Unyielding. Look for Capacity and Turtle parts to maximize survivability.
- Any ward with the Barrage Enchant. This is a huge part of being able to use barrage for damage and would prioritize anything in my opinion.
Amulet: Spore Warden power is a must have as it boosts barrage damage as well as Play The Angles and Mushroom Health. (This matters less for gun damage focus as PTA is strong enough without Spore power) As barrage is non elemental, the element type isn’t as important. Match element to your guns or poison damage to boost sporefuse/sporesplosion. All Damage rolls are the only thing that boost barrage here.
- Protagonizer - (see Hero Points) Crit chance is negligible but the crit damage is very good for this. Barrage can naturally crit and easy to aim at crit spots making ability crit damage actually useful for once. This is really only used for barrage focus. Other options are more useful for gun focus.
- Sacrificial Skeep - amazing tank for survivability, and provides a free second wind for fights without extra enemies.
- Barboload - Double dipping mobbing tool. Can shoot enemies with cross bolts then shoot barrage to dislodge and go to another enemy.
- Any amulet( Except Bradluck, it’s detrimental ) with Spore Warden power and All damage rolls.
Armor: There are 2 options for barrage focus and a preferred option for gun focus. Spore Warden Brrzerker and Spore Warden Blightcaller armors both roll with Wrath Of Nature which is the priority. Getting brrzerker power is minimal as all it does is boost our frost
bonus element in this build. For guns I like to go Brrzerker Spore Warden armor for points in Ice Breaker. Both previous combos mentioned do just fine. The passives to look for are Area Damage, All Damage, Movement Speed, Ability Damage, Max Ward Capacity
- Mosquito Mantle - Amazing bonus element that helps our gun and barrage. Also the spell cooldown part is really nice for spell spam, making it a great utility tool as well as good for damage.
- Cape of Tides - gives us soaked. This doesn’t help barrage but can help boost guns.
- Amalgam - gives a lot of passives, making it easier to get a decent one.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Gun damage and ability damage are both beneficial for this build. Barrage gets boosted by both. and Guns indirectly benefit from ability damage because of Play The Angles. Passives to look out for are: Ability Crit Damage, Weapon Type Crit Damage, Spell Radius, anything that helps guns.
- Sharksbane - best ring for gun damage. try and get other rings for ability damage since it can only roll 2 passives.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors. Allows the ability to get 3 passives which Sharksbane cannot.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Aim for the head.
- Cast spell to freeze enemies to keep them in place for better aiming but most importantly get full ice breaker bonus. Activate barrage to deal damage of course but also active Sporefuse/Sporesplosion enchant to then shoot your gun for damage. Melee from time to time to have peg leg bonuses and also for Echo.
- Gun focused is pretty much the same. Except if you don’t care about barrage then you don’t really have to aim at enemies. Play The Angles can apply Wrath Of Nature. Videos of the Build in action: Ancient Rune's Build Video
Slampage
_By:_ _AncientRune_
Overview: _This is a melee version of how to use Dire Sacrifice. This action skill lacks a lot of damage and bossing. Melee with blast chill helps make up for bossing. Close to perfect parts helps with damage :)_
Skill Tree(click here)
Action Skill: Dire Sacrifice
Hero Points: Max Intelligence, Max Constitution, remainder in Strength
Skill Flexibility: Not really any skill tree flexibility besides a lot of minimal choices in Brrzerker tree you can make if you like but I do want to give some skill explanations. You may be wondering why I dont go max HP. Max HP is very minimal on this setup. We only get a few thousand increased health where we usually have 20-30k health. Unarmored Defense is the reason for that making max health increases even more minimal. This means we get a lot of shield capacity increased instead. This may change for other types of Dire Sacrifice builds.
Weapons: The weapons we use are for utility to boost our melee damage for the best bossing and mobbing possible when we have to melee. Graveborn ASS Dark Magic Damage/Efficiency is the recommended enchant.
- Fearnot Guns With Wings - Purple Non Unique Feriore Pistol. Shoots crossbolts (melee) and counts as companions for Brutal Stampede. x1 for longer companion duration. x2 for better melee bolt application. Frost is nice for a _chance_ to freeze enemies but not too important. Chaos tier doesn’t matter unless you want to try and freeze enemies.
- Live Wire - Swap to after throwing fearnots. Does a lightning damage chain based on the base damage of your melee weapon on every other swing. Very strong melee statstick.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. _Note: absolutely zero part variance and it being both a quest_ _reward and a utility item mean that you truly can use any Tootherator you want._ _Doesn’t need a high chaos tier, doesn’t need any particular enchantment, doesn’t_ _even need to be level 40._
- Delugeon - can be used for soaked. Mainly needed for bossing. Don’t use fire if you want to use soaked.
Melee: The reason we use melee is because of Blast Chill. We gain a lot of ability damage to boost Dire Sacrifice and since Blast Chill is also ability damage we gain a good amount of damage that way. This does mean our damage in melee is very rng based. We want to use melee weapons that have good DPS and fast swing speed to get ancient hilt proceed as much as possible for fast cooldown on our action skill. If you end up using a theurge amulet then warrior hilt can be a nice replacement. Consecutive Hits Melee Damage (melee card boost damage) is the recommended enchant.
- Snake Stick - Spawns Snake Stick companions that will give Brutal Stampede and Faithful Thralls stacks, making it a good utility tool as well as good damage.
- Goblin Pickaxe - Amazing DPS and fast swing speed. Element matching is ideal. Mainly for bossing.
- Rage Handle - Can reach a good amount of swing speed but is inconsistent with stacking and can break with too much swing speed. Take points out of Iron Squall if using this.
Spell: Spellcast Ability Damage is the recommended enchant.
- Frost Burn - Quest Reward. Spawns hydra companions that stacks faithful thralls and brutal stampede. Look for at least a spell charge part (can only roll 1). Chaos tier doesn’t matter.
Ward: We want wards with really high capacity to go into unarmored defense to get a lot of health to feed into Dire Sacrifice sacrificed health bonus. Spell cast or Action Skill Start melee damage is the recommended enchant.
- Static Charge - Highest ward capacity in the game. Can roll turtle part. Special effect doesn’t matter here
- Triple Capacity Roll Ward - Non unique purple ward. Just gives high ward.
Amulet: Prioritize Brrzerker power. Graveborn power isn’t impactful as it only boosts the base damage of dire sacrifice which is a small part of our damage. the main damage from dire sacrifice is the sacrificed health. Brrzerker power will boost blast chill and our frost bonus element. Getting dark magic element is also pretty important but getting an element matching your melee weapon can be nice.All Damage is the only passive of note for this build.
- Harbinger - This keeps our ward up which means less damage is being taken to our health. This means we get more sacrificed health for dire sacrifice. This always rolls increased ward capacity part. All damage is wanted for 2nd roll.
- Theurge - Gives us more cooldown for spamming Dire sacrifice more. This is not needed if you have ancient on your melee weapon.
- Any amulet( Except Bradluck, it’s detrimental ) with Brrzerker power, dark magic, and all damage passives.
Armor: The armor is a big thing that helps make this build possible. It is VERY part dependent and can be a hard farm. I will identify what to prioritize for parts on armor. We use Graveborn Spore Warden armor to gain faithfull thralls and Dark Hydra points. mainly thralls. Passives to look out for are Area damage, shield capacity, melee damage, ability damage, all damage, movement speed. Brutal Stampede go for ability and melee. melee damage is melee card boost damage so this will directly buff our card damage before the rest of the formula.
- Parts to prioritize: Faithfull thralls points, area damage passive, ability damage. Do not worry about chaos tier as much as these parts. Rings: Ability damage is the main thing we want as it boosts both Dire Sacrifice and Blast Chill but melee damage isn’t a terrible thing to find if you get a good one.
Dire Sacrifice has really low crit chance and boosting it isn’t really worth it so we don’t go ability stats. Instead you want to try and get melee stats to help your bossing. (mainly melee crit damage)
- Insight Ring - Blue Quest Reward. Crit Hits give a stacking conditional damage bonus to non crit hits. This means Blast Chill _always_ gets this boost and Dire Sacrifice usually will with its low crit chance.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Mobbing: Throw Guns with Wings and cast spells to spawn a lot of companions. Then activate dire sacrifice in a group of enemies to get a lot of kills which should near instantly restore your cooldown because of Blood Of The Fallen. You can melee with your pickaxe for the rest of the cooldown if needed.
- Bossing: Throw a punch of Guns With Wings and cast spell to spawn a lot of companions. Shoot tootherator for melee crossbolts. Shoot Delugeon for soaked if you want. Swap to live wire. Melee the boss. Hope blast chill procs enough.
- Look out for Max Ward Capacity shrines to help boost your max health.
Videos of the Build in action: AncientRune's Build Showcase
POG Totem
_By:_ _Ancient Rune (SO to StoneSwan)_
Overview: _This build is focused around maximizing Bog Totem damage. This action skill benefits from both companion and ability damage. With it getting ability damage source. Also use gun companions to help boost up our build as Bog Totem power can get weaker the higher chaos level you go._
Skill Tree(click here)
Action Skill: Bog Totem
Hero Points: Max Strength, max Attunement, remainder in Constitution.
Skill Flexibility:
- This Build currently has no skill Flexibility. Weapons: The guns we use can benefit from our gun and/or companion damage. Enemies Damaged by Spirit Swarm/Bog Spirit take 20% bonus poison damage from Companions is the recommended enchant. This is a gun only and Blightcaller specific enchant. This counts as a bonus element that will apply to Bog Totem.
- Queen’s Cry - Specifically for its taser mode. It is lingering damage that can crit and also apply shock dots for amped up. Also used to proc Thrill Of The Hunt. Can shoot at foot to proc amnesia. Hold this in either Regular (Frost) or taser (Lightning) for the element of your Bog Totem.
- Gun Damage Pixie -Aka Wantnot. I normally don’t suggest pixies as they are incredibly strong but they fit perfectly in this build. I don’t use them myself and the build works just fine. These pixies can proc Geist in the Shell and Play The Angles while benefiting from gun and companion damage. Poison damage to proc Bog Down
- Fearnot Guns with Wings - Great for applying gun damage cross bolts. WIll proc gun related skills such as geist in the shell and play the angles. Does not benefit from companion damage. Poison Damage to proc Bog Down.
Melee: The melee weapons we use are for utility for boosting our damage and/or survivability. Dark magic is preferred for the chance to proc Worse Curse. Spell Cast Elemental/Element Type are the recommended enchants. Echo is the preferred hilt mod but the weapon wins over hiltmod option.
- Peg Leg - Reload speed for Feriores and Movement speed for amnesia and survivability.
- Goblins Pickaxe - Movement speed for Amnesia and survivability, and action skill cooldown for totem spam.
- Frying Pan - Damage reduction for good survivability.
Spell: We use spells to spam enchants and proc dots. Spellcast All Damage or Ability Damage are the recommended enchants.
- Arcane Bolt - very spammable spell for good uptime on enchants and Theurge, and can roll dark magic to proc Worse Curse. Spell charge and cooldown parts are ideal for maximizing enchant and theurge uptime.
- Inflammation - Good for spamming Spell Cast enchants. Enemies hit by the Inflammation explode on death, damaging nearby enemies and applying the Inflammation effect to them, so they also explode on death. Cooldown and Damage Radius parts are ideal to maximize the range of the spell as well as the uptime of both the spell and enchants.
Ward: Spell Cast Elemental/Element Type are the recommended enchants. Low Health enchant if you need the survivability
- Body Rune - Good general option because it provides healing and a fire bonus element on kill. Capacity part is preferable but not major.
- Master Rune - Good capacity for decent survivability and also gives companion damage to buff totems. capacity part is preferable but not major
- Amulet: Blightcaller power is a must have as it boosts Bog Totem damage. All damage is the only beneficial passive here so go that. Match element to your bog totem or just a source of damage you have.
- Frenzied Wrath - Gain up to 100% companion damage to buff Totems.
- Theurge - Gets Bog Totem back very fast. Recommended for bossing.
- Sacrificial Skeep - Great if you need survivability., and also provides a free second wind if needed for some fights.
- Any amulet( Except Bradluck, it’s detrimental ) with blightcaller power and all damage passive.
Armor: The main armor to look for is the Blightcaller Spore Warden armor with priority in points in Thrill Of The Hunt. Spore Warden Blightcaller power can also work because it rolls points in Wrath of Nature. You do lose some Blightcaller power but its not a bad option. The passives to look out for are: Ability Damage, Movement speed, area damage, all damage, companion damage, gun damage. Selective Amnesia Gives us all damage based on the amount of movement speed we have. Only looks at the bonuses, not how fast you are moving. This is one of the biggest damage buffs in the game.
- Corrupted Platemail - Gives healing and procs Worse Curse.
- Amalgam - gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: You want to look for rings that boost either ability damage or companion damage. What's better depends on what bonus you have less of. Passives to look out for are: Action Skill Cooldown, Pistol Crit Damage, any beneficial passives.
- Insight Ring - Quest Reward. Critical Hits give a stacking conditional damage increase to non crit hits. Bog Totem doesn’t crit much so this helps a lot. Only rolls 2 passives.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Throw your gun companion to deal damage but most importantly proc Bog Down for soaked.
- Shoot your Queen’s Cry Taser at enemies crit spot or just on the ground around the arena. This is to stack Thrill Of The Hunt and proc Amped Up. Shoot your feet with a taser if you need to proc amnesia.
- Activate Bog Totem with Queen’s Cry Taser in hand to get its element.
- Melee enemies for movement speed, echo activations, and chance to dot an enemy with dark magic for Worse Curse.
- Spam spell for spell cast enchants, theurge (for bossing), and aim it at enemies to dot enemies with dark magic for Worse Curse.
Videos of the Build in action: Ancient Rune’s Build Video
Urge To Surge
_By:_ _AncientRune_
Overview: _This build focuses on using Feral Surge and Blast Chill as your main sources of damage. This build can be built a little bit differently depending if you want to focus more on Feral Surge or Blast Chill. Feral Surge lacks a lot of damage so it is better at lower chaos levels where Blast Chill can do just fine at Chaos 100. When options are changed it will be listed which is better for what._
Skill Tree(click here)
Action Skill: Feral Surge
Hero Points:
Max Intelligence, max Constitution, remainder in attunement
Skill Flexibility:
- The points in instinct are nice for QoL for swapping weapons but not needed. you can put them in either Ancestral Frost or Savagery. You can also move the 2 points in Ancestral Frost into savagery as well if you wish.
- This is an alternative skill tree using spore warden to benefit from the ability damage and instant application of Wrath of Nature. Weapons: Melee: The first melee option is the go to option for both versions of the build but the other options are more for blast chill. I prefer to go frost for the main element as I’m already boosting frost damage but lightning and poison are also good. Fire as well if you don't use soaked. The hilt mod options are Ancient, Warrior, and Vampire. The enchants to look out for are Feral Surge Cooldown (Feral Surge focus) or Consec Hits Melee (Blast chill)
- Goblin Pickaxe - Very big DPS and swing speed. Can go for either the 1.90/s Swing speed or the 21% melee crit chance.
- Wailing Banshee - Has large base damage meaning you can hit very high blast chills. Low swing speed so getting swing speed bonuses are beneficial to this weapon.
- Salt & Battery - even without Alchemical Agent, this weapon is still very strong with its dagger storms and base hit. Keep in mind that the dagger storms can not proc Blast Chill
The weapons we use here are for utility to help our melee damage as there is nothing to help boost Feral Surge. Action Skill End Gain Area Damage & Spell Radius is the recommended enchant.
- Live Wire - Proc lightning chains on every other melee hit based on the base damage of your melee weapon then getting general damage bonuses. Also can be kept at low ammo for Shell Casing rings
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. _Note: absolutely zero part variance and it being both a quest_ _reward and a utility item mean that you truly can use any Tootherator you want._ _Doesn’t need a high chaos tier, doesn’t need any particular enchantment, doesn’t_ _even need to be level 40._
- Delugeon - Apply soaked to targets that Tidebreaker can’t hit.
- Stabomatic - Deals melee damage, providing a way of striking targets that cannot otherwise be reached. Spell Cast Melee enchant recommended. This item is from the Molten Mirrors DLC.
Spell: The spells we use are to help boost our damage with Feral Surge and Blast Chill. After Feral Surge ends, gain melee damage and fire rate is the recommended enchant. The melee damage is melee card boost.
- Tidebreaker - Grants us an option of soaked without relying on crits with Cape of Tides or weapon swapping to Delugeon. Spell charge and cooldown parts are optimal.
- Empowering Sigil - A frost version will insta freeze enemies to get maximum Ice Breaker bonus very easily. Also provides protection from bullets. Cooldown and radius parts recommended
- Fortifying Sigil - Frost version helps build up Ice Breaker bonus. Gives damage bonus and health regen. Cooldown and radius parts recommended.
- Ward: Low Health enchant is the recommended choice for your enchantment.
- Cursed Wit - 100% conditional damage when depleted. Fleet or Roid part is recommended.
- Body Rune - Go to survivability shield. Capacity Part is the best version to find
Amulet: Prioritize Brrzerker power as it boosts Feral Surge and Blast Chill damage. All damage is the main thing that helps this build. Frost will boost our damage the most as both our damage dealers are frost.
- Sacrificial Skeep - Great survivability and comfy, as well as providing a target for easy second winds.
- Theurge - Get back feral surge fast.
- Any amulet( Except Bradluck, it’s detrimental ) with Brrzerker power and all damage passives.
Armor: Any good armor with brrzerker power is what you want to look for. Brrzerker Spore armor gives Ice Breaker points making it the best armor for damage. Brrzerker Stabbo armor gives Iron Squall and The Old Ways. I like using Iron Squall for faster swing speed which means more Blast Chills. The passives to look for Area damage, Ability Damage, Movement Speed, Melee Damage, All Damage, Melee crit chance, Max ward capacity.
- Selective Amnesia - For 3 seconds after taking non-status damage, the player will receive a 20% movement speed bonus, be ignited, and start leaving fiery puddles underneath their feet. While this effect is active, all bonuses to movement speed that the player possesses are applied in the All Damage category at a 1:1 ratio. We have cold snap and haste giving us a lot of movement speed. This is one of the biggest damage buffs in the game.
- Cape of Tides - gives us soaked. both blast chill and feral surge benefit from this.
- Amalgam - gives a lot of passives, making it easy to farm a decent one.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Ability damage rings arewhat you want to look out for as this will boost Feral Surge but also Blast Chill. Melee damage rings are still a nice find but only indirectly boost Blast Chill by boosting the melee hits that will proc Blast Chill.
Passives to look out for are: Melee crit damage, melee crit chance, spell radius, action skill cooldown. We do not go ability crit buffs as ability crit chance is very low and takes so much investment to where you lose too much damage.
- Shell Casing - Gives a high bonus that is always kept up with holding the live wire at low ammo.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Mood Ring - Gives bonus on depleted shield which we usually are.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Feral Surge focus: Apply soaked via Tidebreaker then melee enemies to get them to lower HP. Then activate Feral Surge to where you most likely have enough damage to kill it and hurt enemies around you. You get back your feral surge and keep chaining it. For bossing you pretty much rely on Blast Chill as Feral Surge can’t do significant damage to bosses.
- Blast Chill focus: Feral surge on this side is just for utility and an enchant proccer. You mainly just melee enemies and hope to get a strong blast chill. Your base damage hits should still deal good damage even without blast chill procs. Videos of the Build in action: AncientRune's Build Showcase
CandyBore
_By:_ _Nepta (nptaisagod on Discord)_
Overview: _Who would have guessed a piece of marshmallow would solve a class combo's biggest problem. This gun build focuses on fixing the single target issues of Play The Angles. Making it strong for mobbing and the possibility of easily 1 shotting any boss._
Skill Tree(click here)
Action Skill: From The Shadows
Hero Points: Max Strength, max Attunement , remainder can be either Intelligence or Constitution.
Skill Flexibility:
- Potent Poison and Swift Death are basically dump points but are the best option.
Weapons: Guns that can proc PTA all work nicely. This list only includes some of the best ones, but experimentation is highly encouraged, especially with the build being able to run almost any gun well. The reload extends FTS enchant is ideal, but ASA elemental enchants are great substitutes.
- Swordsplosion - Go to mobbing weapon. High base damage with multiple pellets makes for very easy and strong PTA chains
- Last Rites - Ricochets even without PTA, making it a great mobbing gun.
- Kettledrum - Non unique purple blackpowder shotgun. x25 pellets is max. The high pellet count gives it a great chance to proc PTA every shot
- Masterwork Handbow - Works well with pta and marshmallow due to how spammable it is, making it our go to for smaller bosses.
- Blue Cake - Best gun for the build, especially for bossing. You could put ASA ele/shock damage as enchant wanted for double dipping purposes as it doesn’t benefit much from FTS reload
- Dryl’s Fury - Second fire mode is great for lower tier mobbing and obelisk rooms.
- Lewdite - High base damage and very easy to set up PTA chains with. Helps diversify ammo consumption. Melee: Melee is used as pure utility here and not for damage. Find anything that has a high attack speed and the Ancient Hilt Mod. If you can’t get Ancient, Archmage is the best substitute hilt mod. Spellcast or Action Skill Start increase Damage Dealt are the recommended enchants.
- Twin Souls - Can have both Ancient and Archmage which is perfect for this build as the spell cooldown makes marshmallow more spammable, and the action skill cooldown gives FTS uptime, both of which are used to enable our single target damage.
- Goblin Pickaxe - Movement speed gives survivability, and the skill and spell cooldown help facilitate our single target damage
- Peg Leg - Move speed helps survivability and reload speed is nice QOL.
Spell: Spellcast or Action Skill Start increase Damage Dealt are the recommended enchants.
- Marshmallow - Attaches to an enemy so guns can proc a PTA chain on a single enemy. Look for spell charges and cooldown parts to maximise your playing experience. Ward: Low Health enchant is the recommended choice for your enchantment.
- Cursed Wit - Gives up to 100% conditional damage when depleted, making it our strongest offensive option. This is both because we largely lack conditional damage, and because it will be double dipped by PTA. Fleet or Adrenaline part is recommended.
- Body Rune - Go to survivability wardwith a solid bonus element for additional damage. Any part will work, but health is preferable.
- Last Gasp: Great ward for gun QOL support, providing fire rate, reload speed, and ammo regen while depleted to let us shoot more. Parts for this don’t really matter, but try to avoid things like capacity or delay that make it harder to keep the ward depleted.
Amulet: Prioritize Spore Warden power as it is a pure mult for PTA. Stabbo Power could work if you want more FTS duration. All damage is the main thing that helps this build. Shock would be the best elemental boost if we are using soaked and are using guns like Blue Cake
Amulet element should just match whatever element you’re using most commonly. Preferred passives are All Damage, Fire Rate, Mag Size, and Reload Time.
- The Protagonizer - Best amulet for damage, use this if you want to have the highest damage possible, otherwise only recommended if you don’t have ability crit passives on your rings
- Sacrificial Skeep - Defensively bulky option, can provide emergency Death Saves.
- Barboload - Best option for damage when using crossbolt weapons, since the crossbolts that get dislodged by the barboload’s effect will double dip the entire gun damage formula. It suffers during bossing due to crossbolts stuck in the marshmallow not being able to get dislodged.
- Theurge - More action skill cooldown, not really recommended since our spell isn’t really spammable but is good for downtime in between rooms
- Any amulet( Except Bradluck and Blaze of Glory, they’re detrimental ) with Spore Warden/Stabbomancer power, a favorable element, and any beneficial damage passives. Armor: For peak damage, the main armor combos to look out for are the Spore Warden Blightcaller or Spore Warden Brrzerker combos because they roll with Wrath of Nature. For better FTS uptime, but at a loss of Spore Warden power, you can go Stabbomancer Clawbringer or Stabbomancer Blightcaller combos which will rolls Exploit The Weakness. Which is the same damage type as Wrath Of Nature but is easier to apply on a single target since you don't need a Play The Angles ricochet to hit the enemy. The passives to look out for are All Damage, Area Damage, Gun Damage, Ability Damage, and Movement Speed.
- Cape Of Tides - Probably the best armor since we are using Blue Cake the most. Soaked debuff is a pure mult that also gets double dipped by PTA.
- Amalgam - The increased passive count makes it easier to farm a decent one.
- Mosquito’s Mantle - a strong bonus element using the damage source of what you crit with. Spell cooldown part is ideal but not as important as other parts of the armor. While the damage isn’t as strong as other armors, it is the only armor that can provide cooldown rate, making it a strong utility tool.
- Corrupted Platemail - Doubles the instances of PTA. The damage is split into 30% dark magic and then 70% of your normal damage. Gives increased damage/PTA chain consistency but lower overall damage.
- Smart Armor - The extra crit damage also contributes to the PTA double dipping, making it a decent damage option if you lack a Cape of Tides. However, this will make you much weaker when not in FTS due to the crit chance loss.
- Any armor of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Gun damage is what to look for on rings, even though this is a PTA focused build we already had a lot of ability boost and gun damage can help with mobbing and higher PTA chain base damage. If you feel like your PTA chain isn’t doing enough damage, some ability rings might be the way to go. The most important passive to look for is ability critical damage, you will notice a big change in your damage. Some action skill duration and action skill cooldown are optimal for secondary stats. Some form of gun critical damage is good for mobbing.
- Sharksbane - This gives a double gun damage roll making it the best ring to use for gun builds. It also has an easy condition to meet. This item is from the Coiled Captors DLC.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- For Mobbing, a spicy way to do this is by putting a marshmallow on the ground, then enter FTS, start shooting at it with your gun (preferably some Blackpowder guns) and watch PTA do its magic.
- For Bossing, this is the complicated part and is quite hard to achieve. First you must get the marshmallow to stick to the boss body and then activate FTS. Secondly, if you are using an automatic guns or any non splashy guns, what you want to do is actually clipping your character into the marshmallow, by now you should be face to face with the boss, start shooting and the chain should happen relatively fast (it’s rng at the end of the day but through my experience this the best way). If you are using something that does area damage and can do self damage (like a Blue Cake), what you want to do is, after sticking the marshmallow, try and shoot at the point closest to the sticking marshmallow while not actual touching the marshmallow itself (touching it will reflect the gun projectile).
- Note that you would find this playstyle unpleasant initially but with practice you’ll have in hand a build that can oneshot various bosses with barely any effort
Videos of the Build in action: Nepta's Build Showcase + Savefile
Boris
_By:_ _AncientRune, Quag, and Sen_
Overview: _This is the optimal setup for using the Stabomatic for the main damage instead of just on the side for your melee builds. The armor choice is somewhat gear specific making it tougher to farm for. This is also a VERY spammable build which makes it very fun imo._
Skill Tree(click here)
Action Skill: From The Shadows
Hero Points: Max Strength, max Intelligence, remainder in Wisdom or Attunement.
Skill Flexibility:
- There is currently no skill flexibility for this build.
Weapons: As this is built around the Stab-o-matic there isnt really much gun diversity. Spell cast Melee Damage is the recommended enchant.
- Stab-O-Matic - Gun deals melee damage. It takes the crit chance and damage of your melee weapon. x7 is preferred for ammo consumption but x14 isn’t bad.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. _Note: absolutely zero part variance and it being both a quest_ _reward and a utility item mean that you truly can use any Tootherator you want._ _Doesn’t need a high chaos tier, doesn’t need any particular enchantment, doesn’t_ _even need to be level 40._
- Queen’s Cry - Taser mode can be used to proc Executioner’s Blade. Just shoot some around the room.
- Fearnot Guns with Wings - Needs to have Melee Crossbolts to be worth using. They can be used as a way to passively apply melee crossbolts while shooting the Stabomatic, if you chuck a few of them before swapping to the Stabomatic. They can also proc Executioner’s Blade. While not being needed for most encounters, they are another option to give us even more damage. Melee: Since we use From The Shadows, crit chance isn’t _as_ impactful to this build. It can matter outside of from the shadows. The melee weapons we use have either high crit damage, good legendary effects, or just good stats. Ancient is the recommended hilt mod for all these weapons but Warrior and Caustic are also nice. Hilt mods only work on melee swings. So shooting the stabomatic does not activate the hiltmods. +30% Melee Damage vs Bosses & Badasses is the preferred enchant. This is under the conditional damage category.
- Snake Stick - Spawns companions which stack Brutal Stampede and Faithful Thralls. Element isn’t that important.
- Goblin Pickaxe - Good stats and bonuses. High crit chance with great crit damage.
- Salt & Battery - Highest crit damage. But has +0% crit chance (means our base melee crit chance is 5%). Also just great for dealing damage as well. Great for raid bosses.
- Wailing Banshee - High base damage makes it the optimal choice for Executioner’s Blade, but the lower crit stats hurt its effectiveness with the Stabomatic.
Spell: Spellcast Melee Damage/Knockback is the recommended enchant.
- Frost Burn - Quest Reward. BY FAR THE BEST SPELL FOR THE BUILD. Spawns hydra companions that stacks faithful thralls and brutal stampede. Look for at least a spell charge part (can only roll 1). Chaos tier doesn’t matter.
- Lovestruck Beau - Spawns companions and (gun damage) crossbolts. Mainly there for companions, Spell charge, projectile, and cooldown parts are ideal to maximize the uptime of the spell as well as the crossbolt application of it.
- Empowering Sigil - Easy way to freeze enemies for melee vs frozen enemies bonus, as well as blocking projectiles for good survivability. Cooldown and Damage Radius parts are preferred to maximize the uptime of the spell as well as the ability to freeze with it.
Ward: Low Health enchant is preferred as it gives survivability. But melee and damage dealt enchants are also very useful for damage.
- Cursed Wit - up to 100% conditional damage when depleted. This will double dip in Alchemical Agent. Roid part is a nice touch.
- Body Rune - Survivability option and also gives some nice fire damage. Capacity part is preferred but not major.
Amulet: Prioritize Stabbomancer power as it boosts your From The Shadows duration. Preferred passives are All Damage and Status Damage.
- Universal Soldier - We deal A LOT of instances of melee damage at once with stabomatic so we usually never reload. This does take from reserves so keep an eye on your ammo. I would probably prioritize a good universal soldier with good passives over stabbomancer power personally.
- Any amulet( Except Bradluck, it’s detrimental ) with Stabbomancer power, a favorable element, and All damage or Status damage passives.
Armor: The armor is a big thing that helps make this build possible. It is VERY part dependent and can be a hard farm. I will identify what to prioritize for parts on armor. We use Graveborn Spore Warden armor to gain faithfull thralls and Dark Hydra points, mainly because of thralls. Passives to look out for are All Damage, Melee Damage, Fire Rate, Movement Speed, Melee crit chance Brutal Stampede Bottom rolls to look for are gun damage and crit damage. Gun damage part is REQUIRED. Gun damage is gun card boost damage so this will directly buff our card damage before the rest of the formula. There are not many sources of this so this part is very important. We do not get melee damage as it is a melee card boost which means it only affects melee weapons.
- Parts to prioritize: Brutal Stampede Gun Damage part, Faithfull thralls points, melee damage passive. Do not worry about the chaos tier as much as these parts. Rings: Melee damage is the only thing benefitting this build so those are the rings to look for. Passives to look for are Melee Crit Damage, Melee Crit Chance, Action Skill Cooldown, Duration, Spell Radius.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Shoot Stabomatic. Its a stabomatic build.
- Melee enemies to spawn hydras, cast spell to spawn more hydra companions. Do it in this order to spawn your melee hydras and still have the spell cast enchant active when you shoot your gun.
- Bossing: Shoot the tootherator then repeat above steps.
Videos of the Build in action: AncientRune's Build Showcase
Barbara
_By:_ _Sen and Quag_
Overview: _Barbara focuses on maximizing the damage of Executioner’s Blade, and also just general damage tanking. Melee swings are still used for bosses, but are not focused on as much. A majority of the bossing damage comes from Alchemical Agent, but where the build shines is the ability to apply that damage from range, while other melee builds usually use ranged melee as a filler, with it not dealing particularly good damage._
Skill Tree(click here)
Action Skill: From The Shadows
Hero Points:
Max Strength, max Wisdom, remainder in constitution.
Skill Flexibility:
- You can move Cold Snap points to Blood Frenzy if you find your survivability lacking or if you are struggling to maintain uptime on enrage.
- You can move the Swift Death point and some Thousand Cuts points to Follow Up, which will reduce the damage of Executioner’s Blade, but make your melee swings stronger.
Weapons: Melee: The melee weapons used generally focus on as much raw melee damage as possible. The hilt mod options are Vampire and Ancient, with Caustic and Warrior serving as good options if you can’t get the other 2. Melee Consec Hits is the recommended enchant. This is melee card boost damage.
- Wailing Banshee - This is our Go To melee weapon for almost everything. High damage for Executioner’s Blade, and the projectiles on meleeing enemies help with ranged targets as well
- High Damage Purple Greatsword - Has slightly more damage than Banshee if optimal, but overall performs worse due to the Banshee’s legendary effect. It’s the best backup option if you can’t find a Banshee with a good hilt mod.
- Salt and Battery - Highest DPS melee weapon in the game. This is really only used for Maker on high chaos, so Lightning is the preferred element for this one.
- Anything with good card damage will work as a filler item until you can get those ones(Peg Leg, Greataxe, Frying Pan, Snake Stick).
The weapons we use here are to help boost our melee damage. Recommended enchants are Action Skill Start Status Effect Chance and Damage, and Action Skill End Status Effect Duration and Damage, with the Action Skill and Spell Cast All Damage, Melee Damage, and Elemental Damage enchants being good filler options.
- Scalawag - This has the strongest combination of melee blade and crossbolts possible, and as such is our main gun through most encounters. Aim for x2 projectiles, melee crossbolts, and 25% blade.
- Tootherator - Used as our main bossing statstick. Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. _Note: absolutely zero part_ _variance and it being both a quest reward and a utility item mean that you truly can_ _use any Tootherator you want. Doesn’t need a high chaos tier, doesn’t need any_ _particular enchantment, doesn’t even need to be level 40._
- Queen’s Cry - Used for taser spam in lower tier mobbing encounters. Spamming tasers while in From the Shadows gets very close to the maximum proc rate of Executioner’s Blade, making it very good for clearing enemies that don’t have a lot of health. You can also stand on top of tasers to trigger the Selective Amnesia.
- Delugeon - Used to apply soak to bosses. This item is from the Coiled Captors DLC.
- Live Wire - While held, melee attacks will create chains to nearby enemies, Making it a strong statstick for when you are just swinging at an enemy.
- Kobold/Spriggan/Rapscallion - Non unique guns that are tied for the strongest melee blade at 40%. These are good filler options if you haven’t found a good Scalawag yet, and are ideal for buffing the damage of your Salt and Battery when you need to use it.
- Fearnot Guns with Wings (melee crossbolts) - Nonunique Feriore Pistol. Spawns Shrikes ( not pixies ) that apply melee crossbolts, can trigger Executioner’s Blade, and will continue to do so even while the player is holding other weapons. Frost element optimal for Ice Breaker value.
Spell: Our spells are mainly used for enchant uptime, with most also serving to either help improve mobbing, or directly buff our damage or survivability. Ideal enchant is Spell Cast Melee Damage and Knockback, with the Action Skill and Spell Cast Melee Damage, All Damage, and Elemental enchants serving as good intermediaries until you can find it.
- Inflammation - The Go To spell for this build. High hit count means a lot of Executioner’s Blade procs, high charge count and low cooldown means good enchant uptime, and enemies hit by the Inflammation explode on death. Enemies hit by the explosion take on the inflammation effect and will explode on death. Look for Damage Radius and Cooldown parts, as Damage Radius extends the fire, and cooldown gives you even more uptime on the spell itself and your enchants.
- Arcane Bolt - Low base cooldown combined with a cooldown refund mechanic make it ideal for enchant uptime. Look for Spell Charge and Cooldown parts to maximize your enchant uptime.
- Tidebreaker - Another option for applying soaked. Look for Spell Charge and Cooldown parts to maximize soak uptime. This item is from the Coiled Captors DLC.
- Fortifying Sigil - Gives damage bonus and health regen to make it easier to melee bosses like Dryll and Banshee. Cooldown and Damage Radius parts are recommended to maximize the size and uptime of the sigil.
- Empowering Sigil - Blocking projectiles alone makes it a strong defensive option and pairing that with its incredibly high freeze efficiency and Ice Breaker makes it very strong for both damage and survivability. Low cooldown also helps with enchant uptime. Look for Damage Radius and Cooldown parts to maximize the range of the freezing and the overall uptime of the spell and enchants.
Ward: Recommended enchants are: Recommended enchants are Action Skill Start Status Effect Chance and Damage, and Action Skill End Status Effect Duration and Damage(whichever one you don’t have on gun). The Action Skill and Spell Cast All Damage, Melee Damage, and Elemental Damage enchants aregood filler options.
- Body Rune - Good capacity and health restore on kill make it a great survivability option, while the bonus fire damage still provides a noticeable damage boost. Capacity part is preferable for more survivability, but it doesn’t matter much.
- Bad Egg - Low survivability but high damage option. The movespeed helps improve the buffs from Selective Amnesia and Swift Death, and the bonus element helps
improve damage even further. Roid parts are ideal since they will provide the most damage.
- Cursed Wit - Very high peak damage but low survivability. Getting as much damage as possible from it requires being very close to enemies. Roid parts are ideal for improving damage as much as possible.
- Maced Wardu - Great capacity combined and good damage make this one of our best all rounders. For parts, look for Capacity or Turtle parts to maximize survivability.
- Static Charge - A purely defensive option with incredibly high capacity. Prioritize capacity and Turtle parts for even more survivability.
- Trick Mirror - Another decent defensive option that also provides a bit of damage. The solid capacity combined with reflected projectiles not dealing damage to you makes it quite tanky. Reflected projectiles can also proc Executioner’s Blade, dealing even more damage. Look for Capacity, Delay, and Recharge parts to maximize time spent warded.
Amulet: Class power doesn’t matter but stabbomancer power is preferred. Match element to your melee weapon. First priority after matching element is All Damage and Status Effect Damage passives, with Skill Cooldown Rate, Fire Rate, Reload Speed, and Magazine Size being solid filler passives.
- Barboload - The main option for this build. We’re already shooting guns and using crossbolts to proc and get more damage out of Executioner’s Blade, so Barboload allows us to get more damage out of what we’re already doing.
- Universal Soldier - Less damage than Barboload, but decent utility and quality of life for people who dislike reloading. We shoot guns to proc Executioner’s Blade, which can proc Universal Soldier, allowing us to shoot more.
- Theurge - Another good utility option if you lack a Barboload. This works especially well since most of our spells are very spammable, and From the Shadows increases our proc rate and damage for Executioner’s Blade.
- Slip ‘N’ Stun - Good move speed tool that also improves melee swings. While it doesn’t affect Executioner’s Blade, it can be useful for a few bosses, since the slide speed helps with evading attacks on top of the bonus damage. This item is from the Coiled Captors DLC.
- Sacrificial Skeep - A purely survivability tool. It is mainly useful for boss fights that lack mobs, since the skeep can be killed for a second wind if you go into Save Your Soul.
Armor: Ideal armor multiclass is Stabbo main Brr secondary, with as many points as possible in Haste, then Cold Snap. Brr main Stabbo second with points in Iron Squall is a solid option, but is ultimately less optimal. The passives to look for are Melee Damage, Melee Crit Chance, All Damage( do not prioritize if using Selective Amnesia ), Movement Speed, and Fire Rate.
- Selective Amnesia - This is the ideal armor for the build. Due to our multiclass we already have a ton of movespeed, which the Selective Amnesia turns into global damage. We also have more than enough survivability to tank the fire effect of the
Amnesia. The damage buff from the Amnesia applies regardless of if you are currently moving, since it looks at your total percentage of move speed increase, rather than the actual speed your character is moving.
- Mosquito’s Mantle - Less overall damage that Amnesia, but a bit safer. The crossbolts it applies do solid damage, and it is the only armor that provides cooldown, which is very valuable. If using the Mosquito’s Mantle, Iron Squall becomes the most important skill roll(though passives should still be prioritized).
- Cape of Tides - An ok option if you want to apply soak to bosses, but should not be your main armor for this build. This item is from the Coiled Captors DLC.
- Amalgam - It doesn’t provide too much extra for this build, but the extra passive rolls make it easier to farm an “ok” one. As such it is a good intermediary armor.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Melee damage rings are what you want to look for. Passives to look out for are: Melee crit damage and crit chance, with Skill Cooldown Rate, Skill Duration, Reload Speed, and Mag Size passives serving as good filler ones..
- Mood Ring - Consistent bonus, especially when using Selective Amnesia
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Sharksbane - Consistent bonus. Only rolls 2 passives rather thanthe 3 that most other rings roll, but gives Conditional Damage vs sharks. This item is from the Coiled Captors DLC.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- For mobbing, just use From the Shadows and shoot the Scalawag at enemies
- Swing your Banshee at anything that gets close.
- Aim for crits
- Use Inflammation on anything that approaches, both for damage and to keep enchants up.
- For low tier mobbing, shoot Queen’s Cry tasers into the middle of a group of enemies before activating From the Shadows.
- For bossing, shoot your Tootherator a few times before swinging, also shooting the Delugeon for bosses weak to lightning or frost.
- For Maker, just swap to a lightning Salt and Battery, then treat it the same as any other boss. Videos of the Build in action:
Build Showcase by Nepta
Hammer Stab
_By:_ _Ancient Rune_
Overview: _This is a tanky melee build using Clawbringer’s Storm Dragon’s Judgement for mobbing. Hammer will not do good bossing damage like the Stormbringer build._
Skill Tree(click here)
Action Skill: Storm Dragon’s Judgement
Hero Points: Max Strength, max Constitution, remainder in Intelligence
Skill Flexibility:
- If not using a “while depleted” ward then take a point out of Awe and put it in Indomitable Weapons: The guns we use are to boost our melee damage. Spell Cast/Action Skill Start All Damage are the recommended enchants.
- Live Wire - Creates chains to nearby enemies on every other melee attack, making it a very strong statstick.
- Kobold/Spriggan - Non Unique Hyperius SMG with 40% melee blade. Can be kept at low ammo for Shell Casing rings.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. _Note: absolutely zero part variance and it being both a quest_ _reward and a utility item mean that you truly can use any Tootherator you want._ _Doesn’t need a high chaos tier, doesn’t need any particular enchantment, doesn’t_ _even need to be level 40._
- Stabomatic - Deals melee damage, providing a way of striking targets that cannot otherwise be reached. Not needed in Versatility spec. This item is from the Molten Mirrors DLC.
- Delugeon - Used to apply soaked.
- Scalawag - Used to apply melee cross bolts while also having a melee blade. x2 projectiles preferred.
Melee: We want melee weapons with good DPS but also help out our hammer. Consec Hits Melee Damage is the recommended enchant. Warrior is the preferred hilt mod for the melee damage and damage reduction. Vampire is also really good for survivability if you don’t use Cursed Wit or Bad Egg.
- Goblins Pickaxe - 21% crit chance is ideal for hammer damage. Gives movement speed for amnesia and action skill and spell cooldown.
- Kama - Non unique melee weapon with high crit chance and a good overall stat spread.
Spell: We use spells to boost our damage for melee. Spell Cast/Action Skill Start All Damage are the recommended enchants.
- Tide Breaker - Soaks enemies which boosts hammer. Don’t use fire weapons if using this spell. Cooldown and Spell Charge parts are ideal for maximizing soak uptime.
- Empowering Sigil - Frost version to insta freeze enemies which will give full Ice Breaker bonus and the melee vs frozen enemies bonus. Damage Radius and Cooldown parts are preferred for maximizing the uptime and freeze range of the spell.
Ward: Low Health Gain Max Health Regen and All Damage is the recommended enchant.
- Cursed Wit - Gives conditional damage. Fleet or Roid Part preferred.
- Body Rune - Good healing and fire bonus element. Capacity part is preferred.
- Static Charge - High shield capacity to feed through Unarmored Defense for survivability. Look for Capacity and Turtle parts to maximize survivability.
- Bad Egg - Gives movement speed for amnesia. Gives Dark Magic bonus element while depleted. Roid parts are preferred for maximizing damage.
Amulet: Clawbringer power is recommended as it boosts Storm Dragon’s Judgement but you can also use Brrzerker power as it boosts Blast Chill power. All Damage is the only good beneficial passive. Get any element that benefits you in this build.
- Sacrificial Skeep - Great for survivability, and provides and easy second wind for some encounters.
- Any amulet( Except Bradluck, it’s detrimental ) with a beneficial class power and all damage passives.
Armor: There are a couple options for armor combos that you can use. I like to use Clawbringer Brrzerker armor as it boosts both class powers and also rolls Old Ways and Iron Squall. Brrzerker Clawbringer armor is great for stronger Blast Chills with the primary Brrzerker power and it can roll a point in Blast Chill. You can also go Clawbringer primary armors that roll Awe points. You lose some blast chill power from the lack of brrzerker power but you gain more crit chance and crit damage. The passives to look for are: Melee damage, Area Damage, Movement Speed, All Damage, Ability Damage, Melee Crit Chance, Max Ward Capacity. Selective Amnesia Gives us all damage based on the amount of movement speed we have. Only looks at the bonuses, not how fast you are moving. This is a very strong damage boost.
- Cape of Tides - Gives us soaked. Don’t use fire weapons with this armor.
- Tyrants Truth - Lose Wyvern for Melee card boost damage. This will mean less ways to proc Awe.
- Amalgam - Gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Melee damage is pretty much the only primary stat to look out for but if you find a good Ability damage ring with good passives then it won’t hurt. Ability damage will boost Blast Chill. Passives to look out for are: Melee crit damage, melee crit chance, spell radius.
- Shell Casing - Gives a huge bonus and we use utility guns that can easily be left at low ammo.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Throw Hammer and melee enemies. Cast spell to either soak or freeze enemies to help your melee and hammer.
Videos of the Build in action: Ancient Rune’s Build Video
Spell Stab
_By:_ _Ancient Rune_
Overview: _This build is based around maximizing the Spellblade melee weapon while also utilizing spells that can assist in mobbing and especially ranged bossing._
Skill Tree(click here)
Action Skill: Polymorph
Hero Points: Max Strength, max Constitution, remainder in Intelligence.
Skill Flexibility:
- This skill tree will give stronger damage for Spellblade as it will give us Iron Squall for more swing speed which means more DPS as well as BOTF which helps with getting back Polymorph faster without having to use Theurge or Ancient hilt. This does require you to get Double Knot from armor.
- Mage Armor: Just Warming Up is just placed as a floater point as optimally you don’t go Mage Armor because of Cursed Wit. If you choose to not use a “while depleted” ward then you can take a point in mage armor.
Weapons: The guns we want to use are things that can help our melee and/or spell damage (including double knot) while also being able to be kept at low ammo for shell casing rings. As there are less stat sticks for spells, melee is the main stat sticks we look for. Spell Cast All Damage is the recommended enchant.
- Live Wire - double dipping tool for melee and can be kept at low ammo.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. _Note: absolutely zero part variance and it being both a quest_ _reward and a utility item mean that you truly can use any Tootherator you want._ _Doesn’t need a high chaos tier, doesn’t need any particular enchantment, doesn’t_ _even need to be level 40._
- Eidolon - Non unique hyperius sniper. Can roll up to 33% card crit and has hyperius, sniper, and crossbolt crit buffs. Can roll any element and be kept at low ammo. Mainly a bossing option for boosting Double Knot.
Melee: Consecutive Hits Melee is the recommended enchant. Warrior is the recommended hilt mod. Ancient is great for action skill uptime. Vampire is amazing for survivability. (do not use with cursed wit)
- Spellblade - The whole basis of the build. Spell damage is converted into conditional damage that only works on melee swings.
Spell: You can use any strong meta spell on this build. Stuff that can be spammed more is great and also easy to aim for far away enemies that melee can’t reach. Action Skill Start All Damage is the recommended enchant.
- Wicked Gossip - Strong ricocheting spell. The ricochets double dip spell formula. Focus crit chance and extra projectile.
- Laserhand - Full charge makes laser hand have 100% crit chance which means 100% double knot up time. Look for a spell charge part and as many spell damage parts as possible.
- Triple Ice Spike - Non unique frost spell. Spell charge, extra projectile, cooldown are all great passives.
- Arcane Bolt - Good damage for a point and click lightning spell with low cooldown. Look for projectile, crit chance, crit damage, and spell damage parts.
Ward: Low Health Gain Max Health Regen and All Damage is the recommended enchant.
- Cursed Wit - Additive with Spellblade bonus but is taken to be applied to spells, double knot and blast chill. Roid parts are ideal for increasing damage.
- Body Rune - Good healing and fire bonus element. Capacity part is preferable but not particularly important
Amulet: Brrzerker and Spellshot power are both beneficial here. Spellshot power will give you more spell damage which will help both spellblade and spells damage. Brrzerker power will help Blast Chill a lot more as it directly boosts it as a pure mult to your damage. I recommend Brrzerker power if you have none from your armor but it all depends on what you can get. All damage will be most beneficial as it helps melee and spells. Elemental damage is probably least important and just see if you can get one that matches an element to your damage.
- Sacrificial Skeep - Great for survivability, as well as providing a free target for second winds.
- Theurge - Helps us get back polymorph faster with the cooldown rate.
- Slip N Stun - Always rolls Lightning damage. Provides a good melee bonus element after slide. The slide speed also helps with survivability.
- Any amulet( Except Bradluck, it’s detrimental ) with a beneficial class power and passives.
Armor: There are a couple of armor combos that you can look for. Spellshot Stabbo armor is really nice as it gives points in Double Knot, allowing you to go to brrzerker capstone. Brrzerker Spellshot is also really good here as it gives class power in both our classes and also gives points in Ice Breaker. Spellshot Brrzerker armor gives a point in High Thread Count which is the only beneficial skill that can roll but it also gives great class power. The passives to look for are: Area damage, all damage, spell damage, melee damage, gun damage, melee crit chance, spell crit chance, movement speed.
- Warped Paradigm - (Spell to Melee and Ability) This will make our spell damage boost melee for spell blade and also ability damage for blast chill, making this an amazing armor for Spellblade + Blast chill combo. Cape of Tides - Gives us soaked. Helps Blast Chill and any frost/lighting weapons and spells you use. Do not use fire items when using this armor.
- Selective Amnesia - gjves global damage based on total movement speed. This is a very strong damage buff if you have the survivability to withstand it.
- Amalgam - gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: You want to look for melee or spell damage rings. The better choice depends on what bonuses you have and what you want to do more damage. I like to go spell damage as I like to use a Warped Paradigm.
Passives to look out for are: Spell crit damage, melee crit damage, spell crit chance, melee crit chance, action skill cooldown, spell radius.
- Shell Casing - High bonus and can easily keep ammo low with certain weapons.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- This runs like any other melee build but you can just also use your spell for damage. If you have good Shell Casing rings then make sure to keep your guns at low ammo.
Videos of the Build in action: AncientRune’s Build Video
Skeepzerker
_By:_ _AncientRune_
Overview: _This build is based all around using Polymorph and Sever The Thread to spam spells with long cooldowns as much as possible._
Skill Tree(click here)
Action Skill: Polymorph
Hero Points: Max Strength, max Constitution, remainder in Attunement
Skill Flexibility:
- The main build uses cursed wit which is why we don’t go mage armor. Take point out of Prestidigitation into Mage Armor if you want to use another ward.
- A weird personal choice of mine is to take points out of The Old Ways and put them into Cold Snap and Instinct. Because of cursed wit we can make this decision.
Weapons: The weapons we use here are for utility and not damage. You want to look out for guns that have good crit parts for double knot crits and/or multi-pellet weapons for proccing Sever The Thread and Polymorph spell proc. Gun Kill Gain Area Damage & Spell Radius is the recommended enchant. This is procced by Double Knot.
- Riveter Sootcough - Non unique blackpowder masher pistol. Gun damage crossbolts boost double knot damage. Great crit parts.
- Bangstick - x18 is max pellets. Non unique torgue shotgun
- Kettledrum - x25 is max pellets. non unique blackpowder shotgun
- Queen’s Cry - Taser can stay on crit spots or on polymorph
- Eidolon - Non unique hyperius sniper. Best crit parts for spell builds. Best option for pure damage and my go to for bossing.
Melee: The melee weapons we use are for utility to help our survivability or spell damage. ASS or Spell Cast Damage Dealt is the recommended enchant.
- Spellblade - Gain spell crit chance for better double knot procs
- Pegleg - Gives movement speed for survivability and Reload Speed for gun dps.
- Goblin Pickaxe - Gives movement speed for survivability, Spell Cooldown for more spam, and Action Skill Cooldown for better polymorph uptime.
Spell: The main types of spells we use are high cooldown and multi charge spells. ASS or Spell Cast Damage Dealt is the recommended enchant.
- Frozen Orb -
- Blazing Calamity -
- Quaking Sunder -
- Ice Spike -
Ward: Low Health enchant is the recommended choice for your enchantment.
- Cursed Wit - 100% conditional damage when depleted. Can keep depleted with Glass Cannon. Trigger Happy and Fleet parts are preferred for dps and survivability respectively.
- Body Rune - Go to survivability shield while also providing damage at the same time. Capacity part is preferred but not major.
Amulet: Spellshot power is prioritized. All damage is the go to passive.
- Theurge - Get back polymorph really fast
- Sacrificial Skeep - Great survivability and comfy, as well as providing a target for easy second winds.
- Any amulet( Except Bradluck, it’s detrimental ) with Spellshot power and all damage passives.
Armor: Spellshot Stabbo Double Knot armor is the go to choice for this to be able to get up to 6/3 double knot. The passives to look for Area damage, all damage, gun damage, spell damage, movement speed, Max ward capacity
- Cape of Tides - gives us soaked. Will double dip in double knot if having the current elements.
- Amalgam - gives a lot of passives, making it easier to farm a decent one.
- Mosquito - action skill cooldown part helps with getting polymorph back, as well as providing good damage from the crossbolts.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Spell damage rings are the main thing to look out for. But because we use double knot, finding a gun damage ring isn’t a huge loss. Passives to look out for are: Spell crit damage, spell crit chance, spell radius, action skill cooldown, weapon type crit damage
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Mood Ring - Gives bonus on depleted shield which we usually are.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Activate polymorph to get enraged and shoot the polymorphed enemies. The tankier the enemy the longer it should last. Spam your spell as well. shoot crit spots with your guns to gain back spell charges. Keep spamming spells with Theurge to get back your polymorph and repeat steps.
- For bossing I usually swap back and forth between a multi pellet gun to get spells and an Eidolon to boost damage. Videos of the Build in action: AncientRune's Build Showcase
BogBlade
_By:_ _caseybop_
Overview: _This is a tanky melee build using Brr-Zerker and Blightcaller. This build prioritizes big melee hits with Blast Chill, and uses that in combination with Plaguestorm for fast mobbing sections and quick boss melts_
Skill Tree(click here)
Action Skill: Plaguestorm
Hero Points: Max Strength, max Constitution, remainder in attunement
Skill Flexibility:
- Skip Bog Down if using a fire melee weapon
- Divide points between ancient fury, iron squall, and blood frenzy as you see fit
- No Blood of the Fallen: Plaguestorm duration with blood of the fallen can sometimes be too long for some encounters, meaning you have to wait for cooldown in between encounters.
- No Blood of the Fallen + No Unarmored Defense: Not having unarmored defense means more damage from flawless edge, and more ward based survivability. Use whichever you prefer. Weapons: The guns we use are to boost our melee damage. Spell Cast/Action Skill Start All Damage are the recommended enchants.
- Live Wire - Creates chains to nearby enemies on every other melee attack, making it a very strong statstick.
- Kobold/Spriggan - Non Unique Hyperius SMG with 40% melee blade. Can be kept at low ammo for Shell Casing rings.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. _Note: absolutely zero part variance and it being both a quest_ _reward and a utility item mean that you truly can use any Tootherator you want._ _Doesn’t need a high chaos tier, doesn’t need any particular enchantment, doesn’t_ _even need to be level 40._
- Stabomatic - Deals melee damage, providing a way of striking targets that cannot otherwise be reached. Not needed in Versatility spec. This item is from the Molten Mirrors DLC.
- Scalawag - Used to apply melee cross bolts while also having a melee blade. x2 projectiles preferred.
Melee: We want melee weapons with good DPS. Consec Hits Melee Damage is the recommended enchant. Echo is the preferred hilt mod as it takes damage from the Plaguestorm bolt and the Plaguestorm bolt takes damage from Echo making it a constant cycle.
- Goblins Pickaxe - Very high DPS with its fast swing speed. 21% crit chance is ideal. Gives movement speed for amnesia and action skill and spell cooldown.
- Wailing Banshee - Highest base damage melee weapon. Applies damage slower but in exchange gives BIG single hits.
- Twin Soul - Has 2 hilt mods and a good stat spread. Use echo and warrior
Spell: We use spells to boost our damage for melee. Spell Cast/Action Skill Start All Damage are the recommended enchants.
- Empowering Sigil - Frost version to insta freeze enemies which will give full Ice Breaker bonus and the melee vs frozen enemies bonus. Damage Radius and Cooldown parts are preferred for maximizing the uptime and freeze range of the spell. These are fairly common spells and not at all difficult to obtain.
- Fortifying Sigil - Another easy to obtain spell, these are good for survivability because of the health regen they grant. Also grants a bonus to all damage.
Ward: Low Health Gain Max Health Regen and All Damage is the recommended enchant.
- Body Rune - Good healing and fire bonus element. Capacity part is preferred.
- Static Charge - High shield capacity to feed through Unarmored Defense for survivability. Look for Capacity and Turtle parts to maximize survivability.
- Cursed Wit - Good for damage but gives lower survivability
- Bad Egg - Similar to cursed wit, gives a bonus element and movement speed while depleted but has worse survivability than the Body Rune and Static Charge
Amulet: Brr-Zerker power is recommended as it boosts Blast Chill damage but you can also use Blightcaller power as it boosts Plaguestorm damage. All Damage is the only good beneficial passive. Get any element that benefits you in this build.
- Theurge - Reduces your remaining action skill cooldown after casting a spell. Good for getting Plaguestorm back
- Sacrificial Skeep - Great for survivability, and provides an easy second wind for some encounters.
- Any amulet( Except Bradluck, it’s detrimental ) with a beneficial class power and all damage passives.
Armor: There are a couple options for armor combos that you can use. I like to use Brr-Zerker/Blightcaller armor as it boosts both class powers and also rolls Blast Chill and Frostbite. You can also use Brr-Zerker/Clawbringer armor as it also gives a point into Blast Chill, but you miss out on some Blightcaller power with that option The passives to look for are: Melee damage, Area Damage, Movement Speed, All Damage, Ability Damage, Melee Crit Chance, Max Ward Capacity.
- Cape of Tides - Gives us soaked. Don’t use fire weapons with this armor.
- Selective Amnesia - Gives us all damage based on the amount of movement speed we have. Only looks at the bonuses, not how fast you are moving. This is a very strong damage boost.
- Amalgam - Gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Melee damage is pretty much the only primary stat to look out for but if you find a good Ability damage ring with good passives then it won’t hurt. Ability damage will boost Blast Chill. Passives to look out for are: Melee crit damage, melee crit chance, spell radius.
- Shell Casing - Gives a huge bonus and we use utility guns that can easily be left at low ammo.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Insight Rings - Good easy to obtain quest reward rings. Gives ability damage and conditional damage, which both benefit blast chill and plaguestorm
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Cast Plaguestorm in a mob dense area or above a boss and make sure to deal all your damage under plaguestorm. Cast your spell before you start dealing damage in order to freeze enemies to activate ice breaker and to help your melee damage. Focus on meleeing the tankiest enemy under plaguestorm while plaguestorm takes out the smaller mobs for the easiest and best clear times.
Videos of the Build in action: Nepta’s Build Showcase
Bloody Frostbite
_By:_ _Caseybop and AncientRune_
Overview: _This build focuses on maximizing the damage on Blast Gasp without using Spellshot. With the understanding of how double dipping skills work, you can make this build absolutely melt bosses for millions of damage._
Skill Tree(click here)
Action Skill: Reaper Of Bones
Hero Points: Max Intelligence, Max Attunement, Remainder in Constitution or Strength.
Skill Flexibility: There are some skills that can be changed and also secondary classes! For the main skill tree spec:
- Stain Of The Soul is basically a point dump. It can also be put into Dark Pact to boost the Reaper Of Bones bonus element.
- Dread Covenant is not helpful if you are using the Tyrant’s Truth armor
- Only 2 points of Old Ways are taken because of the use of Cursed Wit and taking other beneficial points. You can take some points out of Bloody Frenzy but lose some survivability. Or if not using Selective Amnesia, take points out of Cold Snap. For Graveborn/Clawbringer and Graveborn/Spore Warden specs (note that these specs are NOT worth going for if you don’t have a Tyrant’s Truth armor with spell damage per companion dismissed):
- Graveborn/ClawBringer - Copy This:
- Graveborn/Spore Warden - Copy This:
Spell: Spell Cast Ability Damage or ASA Elemental/Element Type Damage are the recommended enchants. Look for spells that hit targets a lot. As many projectiles as possible.
- Frozen Orb
- Mini projectiles for lots of blast gasp procs, great for stationary targets. Crit chance, Spell projectile, Spell charge, spell damage, spell radius, spell cooldown are all helpful.
- Wicked Gossip
- Double dipping Ricochet. Go to poison spell. Prioritize extra projectile and crit chance parts.
- Arcane Bolt
- Low cooldown with good damage makes it the Go-to shock spell. Prioritize crit chance and spell damage parts.
- Non Unique Triple Ice Spike
- High damage “point and click” spell makes it very easy to play casually without thinking about how to play. All types of ice spikes will work besides “Storming”. Go-to frost spell (aside from Frozen Orb).
- Dazzler
- High hit count makes it great for proccing blast gasp. Prioritize crit chance and spell damage parts
- Twister
- High projectile count makes it a good option against large enemies. Prioritize spell damage parts
Weapons: The guns and melee weapons we use are pure utility to help boost our spell damage. None of these weapons are here for actually dealing damage themselves.
Spell Cast Ability Damage or ASA/Spell Cast Elemental/Element Type Damage are the recommended enchants (For Graveborn/Clawbringer and Graveborn/Spore Warden, ASS spell cooldown and spell projectile is the recommended enchant)
- Literally any gun that can be kept at “low ammo” - this is used to benefit from the Shell Casing rings which gives a massive 66% bonus to rings. If you do not have a good shell casing ring then just any gun will work with the recommended enchant.
- Fearnot Guns with Wings - Nonunique Feriore Pistol. Crossbolt type does not matter. It’s used here because it can be held at low ammo for shell casing rings, and can be thrown for Faithful Thralls stacks if needed.
- Delugeon - Used for Soaked debuff Melee: There is a large selection of melee weapons where the choice doesn’t really matter on this build. Ancient and Archmage are the recommended hilt mods. Ancient isn’t needed if using Clawbringer 2nd class. “Spell Cast or Action Skill Active Elemental/Element Type” are the recommended enchants.
- Twin Soul
- It can roll both Ancient and Archmage hilt mods, giving us both damage and uptime on both enchants and the RoB bonus element.
- Pickaxe
- It provides spell cooldown for more spell spam, movespeed for more survivability, and skill cooldown for more uptime on enchants and RoB bonus element.
- Spellblade
- Higher crit chance for spells, but suffers cooldown wise.
- Pegleg
- It provides movespeed for more survivability.
- Snake Stick
- Hydras created by the snake stick add to our stacks of Faithful Thralls, improving the damage of our spells and Blast Gasp.
- Frying Pan
- It provides Damage Reduction for more survivability.
- Mage Staff
- A source of decent damage over a wide area, making it a solid way to clear out lots of low health enemies, allowing you to focus your spells on the stronger enemies.
Ward: “Spell cast Elemental/Element Type” is the recommended enchant. The low health enchant will also be very nice for this build for better survivability.
- Cursed Wit
- Highest damage potential, but requires being very close to enemies to get that damage. Capacity part is preferred to get the most health return out of Unarmored Defense. Will take a little longer to get your shield to break
- Body Rune
- Go to survivability shield while also providing some damage. Return health on kill and a nice fire bonus element.Capacity part is slightly better but not by much. Best in slot ward for the Graveborn/Clawbringer and Graveborn/Spore Warden setups.
- Lich’s Augur
- On ward break gain “spell card boost” damage for a duration. This buff is very strong, but can have uptime issues. Fleet parts are preferable to improve survivability while the ward is depleted, but it does not matter much.
Amulet: Prioritize Graveborn power as it boosts Blast Gasp. All Damage is the best passive for damage but since there are so many places to get All Damage, action skill cooldown is also really good for getting back Reaper Of Bones as soon as possible. Match element to whatever spell you are using.
- Theurge
- Great for improving cooldown for Reaper of Bones. It synergizes well with the build, since we’re using spells for damage, and with this they also improve cooldown for RoB which we use to buff our spells.
- Sacrificial Skeep
- Defensively bulky option, can provide emergency Death Saves.
- Any amulet( Except Bradluck and Blaze of Glory, they’re Detrimental ) with Graveborn power, a favorable element, and all damage passives.
Armor: Graveborn Clawbringer or Graveborn Blightcaller are the ideal armors as it rolls with Blast Gasp points. There are a good amount of passives you can look for as we benefit from bonuses for spell, gun, and ability. What you want to look for is Area Damage( Area Damage is the most useful passive here since this is our only source of Area Damage) , All Damage, Spell Damage, Ability Damage, Movement Speed, and Spell Crit Chance.
- Selective Amnesia - Reaper of Bones will automatically activate this armor. For 3 seconds after taking non-status damage, the player will receive a 20% movement speed bonus, be ignited, and start leaving fiery puddles underneath their feet. While this effect is active, all bonuses to movement speed that the player possesses are applied in the All Damage category at a 1:1 ratio. This makes Movement Speed a priority over All Damage on armor passive wise.
- Tyrants Truth (spell damage) - Give up your class companion for 35% “Spell Card Boost'' Damage per companion. This is the strongest option due our only other source of this buff being the Lich’s Augur ward. This is the best armor to use on both the Graveborn/Clawbringer setup and the Graveborn/Spore Warden setup.
- Amalgam - Just good for getting a lot of passives, making it easier to farm a decent one.
- Cape Of Tides - Used for Soaked
- Warped Paradigm (converting spell) - Applies 35% of your Spell Damage stat to your Melee Damage _and_ Ability Damage categories (Boosts Blast Gasp). Good way to buff blast gasp passively while buffing your spells
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Spell Damage is the most general choice as it affects all our damage sources but ability damage is also nice for Blast Gasp. Passives to look for are spell crit damage, spell crit chance and action skill cooldown.
- Shell Casing Ring
- Go to option as we can keep our gun at low ammo at all times.
- Thumb Cuffs
- Insight Ring
- Good target-farmable option
- Mood Ring
- Championship Ring
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle: Brr-zerker Skill Tree Playstyle
- Make sure your magazine is at low ammo to benefit from Shell Casing rings. Activate Reaper of Bones to activate Selective Amnesia and the Amnesia DoT will break your cursed wit if it is used. Cast spells and do big damage! Clawbringer and Spore Warden Skill Tree Playstyle
- Make sure your magazine is at low ammo to benefit from Shell Casing rings. Use your action skill (either Storm Dragon’s Judgment or Barrage) to activate the spell cooldown/spell projectile enchant. Cast spells and do pretty good damage.
Videos of the Build in action: Nepta’s Build Showcase
Cupid’s Arrows
_By:_ _AncientRune and Caseybop_
Overview: _This build is focused on being companion-like but good by focusing around the Lovestruck Beau spell that benefits from companion damage BUT is spell damage source so it gets both damage boosts as well as being able to proc spell related skills like Double Knot to do some MASSIVE damage._
Skill Tree(click here)
Action Skill: Ambi-Hextrous
Hero Points: Max Strength, max Constitution, remainder in Dexterity
Skill Flexibility:
- The main build uses cursed wit which is why we don’t go mage armor. Take the point out of Prestidigitation into Mage Armor if you want to use another ward.
- Graveborn Version: Depending on your gear you will be looking for different secondary classes for optimal gameplay. Sporewarden looks for more “All Damage” boosts while Graveborn looks for more “Companion Damage” boosts. Both classes have their own ways of survivability. This spec allows for more damage boosts as well as a nice bonus element.
Weapons: The weapons we use here are for utility and not damage. You want to look out for guns that have good crit parts for double knot crits and/or multi-pellet weapons for proccing Sever The Thread. After Getting a Spell Kill, increase damage of your next Critical Hit is the recommended enchant.
- Queen’s Cry - Taser can stay on crit spots. Go to choice for easy stacking Thrill Of The Hunt as well
- Riveter Sootcough - Non unique blackpowder masher pistol. Gun damage crossbolts boost double knot damage. Great crit parts.
- Bangstick - x18 is max pellets. Non unique torgue shotgun
- Kettledrum - x25 is max pellets. non unique blackpowder shotgun
- Eidolon - Non unique hyperius sniper. Best crit parts for spell builds. Best option for pure damage and my go to for bossing.
- Carrouser/Envy/SkeepProd - Legendary snipers with high crit parts, improving the damage of Double Knot crits.
Melee: The melee weapons we use are for utility to help our survivability or spell damage. Echo is the ideal hilt mod Spell Cast Elemental is the recommended enchant.
- Spellblade - Gain spell crit chance for better double knot procs
- Pegleg - Gives movement speed for survivability and Reload Speed for more time shooting our guns when needed..
- Goblin Pickaxe - Gives movement speed for survivability and spell cooldown for more spam.
Spell: There is only 1 spell that fits the category of Companion Spell that does good damage. Spell Cast Damage Dealt & Gun Damage are the recommended enchants. Replace Damage Dealt w/ “After casting a spell gain increased Gun Damage and Fire Rate” when using Graveborn
- Lovestruck Beau - Benefits from companion damage and spell damage. Ideal parts are Crit Chance, Extra Spell Charge, Extra Projectile. Spell damage is also very very nice.
Ward: Low Health enchant is the recommended choice for your enchantment. You can also use “When Demi Lich uses Hellish Blast gain Companion Damage” as the enchant when using Graveborn.
- Cursed Wit - 100% conditional damage when depleted. Can keep depleted with Glass Cannon. Trigger Happy and Fleet parts are preferred for dps and survivability respectively.
- Body Rune - Go to survivability shield while also providing damage at the same time. Health part is preferred but not major.
Amulet: Spellshot power is a MUST. All damage is the go to passive. All damage is less important on graveborn spec.
- Barbaload - Lovestruck Beau will apply crossbolts which will bring better mobbing.
- Frenzied Wrath - increased companion damage will boost the Beau’s damage but usually ideal VS bossing BUT has the downside of needing to build up. With good enough gear this is not needed.
- Sacrificial Skeep - Great survivability and comfy, as well as providing a target for easy second winds.
- Any amulet( Except Bradluck, it’s detrimental ) with Spellshot power and all damage passives.
Armor: Spellshot Stabbo Double Knot armor is the go to choice for this to be able to get up to 6/3 double knot. The passives to look for are all damage, spell damage, companion damage, gun damage
- Cape of Tides - gives us soaked. Will double dip in double knot if having the correct elements. I usually have 1 Lightning and 1 Frost spell on me with this.
- Amalgam - gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Spell damage rings are the main thing to look out for. But because we use double knot, finding a gun damage ring isn’t a huge loss. If using Graveborn then getting companion damage is a near MUST. Passives to look out for are: Spell crit damage, spell crit chance, spell radius, weapon type crit damage
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Mood Ring - Gives bonus on depleted shield which we usually are.
- Shell Casing- Can be worth it for bossing when holding an Eidolon
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Shoot the taser of the Queen’s Cry to apply crits for Thrill Of The Hunt (irrelevent for Graveborn version) as well as proccing Cape Of Tides. Melee enemies from time to
time for Spellblade’s crit chance boost. Cast spells constantly to have tons of Lovestruck Beaus out. Keep close to tough enemies for the Cursed Wit boost. Shoot the Taser again to crit for Sever The Thread to get your spells back instantly.
- For bossing I usually swap back and forth between a multi pellet gun to get spells and an Eidolon to boost damage.
Videos of the Build in action: None ATM
Tae Kwon Cobra
_By:_ _Boombumr_
Overview: _This build is based all around buffing the damage and effectiveness of the snake stick hydras and their poison breath. The sizeable companion damage increases allow some support for other summons as well._
Skill Tree(click here)
Action Skill: From The Shadows
Hero Points: Mainly Strength and Wisdom. If you value more crit, Dex is a good dump. Constitution is good for more bulk.
Skill Flexibility:
- The main build assumes Tyrant’s Truth, which is why we take Bullseye. With any other armor, take Spore Cloud and Medicinal Mushroom.
- If you have enough Status Damage from other sources (amulet passive, Miasmic Mail, Wisdom stat) and are using Frostburns, you can take 3 points from Potent Poisons to get Nimble Fingers for more damage from the hydras and faster crossbolt application from the Fearnot.
- Blightcaller Version: This version has more survivability and armor options (Brutal Stampede and Selective Amnesia) at the cost of needing way better gear to pull off.
Weapons: Melee: Ancient is the recommended hilt. This helps us get From the Shadows back as fast as possible. Vampire is great for survivability. Warrior and Caustic are good for damage boosting options. We don’t actually swing that often, so stacking hilt mods don’t get as good use as they normally would on this setup. 30% Additional damage to bosses and badasses or Consecutive Hits Melee Damage can be used depending on which armor you use, but since we don’t swing as often on this build Consecutive Hits won’t stack up as high. This only activates on melee swing. Not just any melee damage. (Damage does not boost Stabomatic and Smithy’s Ire)
- Snake Stick - Best weapon for this build. Melee attacks spawn up to 3 hydras that deal companion and melee damage scaling off 40% of the card damage. Hydras proc melee skills like Alchemical Agent and Nimble Fingers.
The guns we use on this setup are for pure utility to boost our melee damage. There is a decent amount of flexibility of what you can use. From the Shadows duration on reload is the preferred choice to maximize the duration of From the Shadows.
- Rapscallion/Kobold/Spriggan. Can roll with both the +15% melee damage blade and the 25% melee damage blade, providing the highest melee bonus of any weapon for Hammer use. Kobold and Spriggan can be used for consistent Shell Casing ring usage.
- Scalawag - Non unique purple Skulldugger pistol. Can roll x2 pellets w/ 25% melee blade. Allows us to stack bolts into enemies when waiting for cooldown and not melee. Can also be used to proc Executioner’s Blade.
- Live Wire - Provides a lesser bonus to melee in general than the Rapscallion, but creates electrical arcs between the player and nearby enemies on every other (alternating) successful melee attack. Can also be kept at low ammo to enable smooth Shell Casing Ring usage.
- Twisted Delugion - Applies the Soaked debuff. This item is from the Coiled Captors DLC.
- Stabomatic - Deals melee damage, providing a way of striking targets that cannot otherwise be reached. Spell Cast Melee or Damage Dealt enchant recommended. This item is from the Molten Mirrors DLC.
- Tootherator - Applies 9 melee crossbolts (each with the maximum possible crossbolt duration) per shot. This also means 9 chances to trigger Executioner’s Blade. Fantastic for dealing with Bernadette and other flying enemies at long ranges. _Note:_ _absolutely zero part variance and it being both a quest reward and a utility item mean_ _that you truly can use any Tootherator you want. Doesn’t need a high chaos tier,_ _doesn’t need any particular enchantment, doesn’t even need to be level 40._
- Fearnot Guns with Wings (melee crossbolts) - Nonunique Feriore Pistol. Spawns Shrikes ( not pixies ) that apply melee crossbolts and can stack Thrill of the Hunt.
- Deodand - Feriore SMG that always rolls in cryo, in x4 or 5 projectiles, and comes with a 15% melee blade. Soaked friendly, and when thrown, spawns a pixie that scales with companion damage AND can stack Thrill of the Hunt easily.
- Queen’s Cry (Taser) - Largest magazine of any taser underbarrel. Tasers can trigger Thrill of the Hunt extremely rapidly.
Spell: The enchant use is somewhat flexible. Spell Cast deal increased Melee Damage/Damage Dealt enchants/Action Skill Active Companion Damage are all good choices.
- Smithy’s Ire - Deals melee damage. Ranged melee. Spell Charge and Extra Projectile are the preferred parts for this spell. Not recommended if using soaked as this only rolls in fire damage.
- Tidebreaker - Applied soaked debuff for hydras.
- Arcane Bolt - very spammable spell for good uptime on enchants and Theurge. Spell charge and cooldown parts are ideal for maximizing enchant and theurge uptime.
- Inflammation - Good for spamming Spell Cast enchants. Enemies hit by the Inflammation explode on death, damaging nearby enemies and applying the Inflammation effect to them, so they also explode on death. Cooldown and Damage Radius parts are ideal to maximize the range of the spell as well as the uptime of both the spell and enchants.
- Frostburn - Blocks projectiles and provides a singularity effect. Also benefit from your companion damage increases.
Ward: Action Skill Active Elemental Damage is preferred to feed into Alchemical Agent.
- Bad Egg - Provides additional melee damage, movement speed, and a dark magic bonus element while depleted. The movement speed is nice to get to the next target faster, and the bonus ele applies to both the melee swing and the hydras.
- Body Rune - Survivability option and also gives some nice fire damage. Capacity part is preferable but not major.
- Maced Wardu - Deals some high damage and has high ward value, and is a nice way to deal ranged melee damage when you don’t have enemies to melee. Capacity parts are preferable for more survivability.
- Master Rune - Provides more companion damage. All Rune shields inherit the Spirit Rune effect, when standing still it will provide an additional 20% shock bonus element if using a shock snake stick.
Amulet: Stabbo power is vastly preferred for build since it will give more crit chance and we won’t be using anything buffed by spore power. Preferred passives are All Damage and Status Damage.
- Sacrificial Skeep - Defensively bulky option, can provide emergency Death Saves.
- Theurge - If using multi charge or lower cool down spells, can speed up the cool down of From the Shadows significantly.
- Frenzied Wrath - Can provide more damage for the hydras while mobbing.
- Any amulet( Except Bradluck, it’s detrimental ) with Stabbomancer power, a favorable element, and All damage or Status damage passives.
Armor: The main thing to look for is Thrill of the Hunt points. This can roll on Grave primary/Sporewarden secondary or Blightcaller primary/Sporewarden secondary. Either one works. The passives to look out for are All Damage, Area Damage, Melee Damage, Melee Crit Chance, Companion damage, and Movement Speed.
- Tyrant’s Truth (melee damage) - Give up your Mushroom companion for 35% melee card boost damage. If you use Consec Hits melee enchant, this will add to that. Otherwise, this will be your only source of melee card boost. This also does not boost Stabomatic or Smithy’s Ire.
- Amalgam - Just good for getting a lot of passives, making it easier to farm a decent one.
- Cape Of Tides - Used for Soaked debuff if not using Tidebreaker.
- Miasmic Mail - Gives Status Effect Damage for Alchemical Agent and Contagion.
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work. Rings: Melee and companion damage both benefit this build, although melee damage is preferred. Passives to look for are Melee Crit Damage, Melee Crit Chance, Action Skill Cooldown, and Action Skill Duration.
- Shell Casing - Gives 66% increased effects when at low ammo. Can be abused with keeping Hyperius 40% melee boost weapons and live wire at low ammo as you never shoot them
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Snake stick hydras last 6 seconds and cap at 3. Swinging your melee when you have 3 hydras out will despawn the oldest one. Swinging too frequently continuously despawns hydras before they can do any damage, so you ideally want to spawn 3 hydras at once and let them do their damage before spawning a new group of 3.
- Move between enemies frequently so your hydras have a chance to get their damage out before despawning. You can swing once and leave most trash fodder alone, the
hydra + alchemical agent should kill them without further action. For beefier targets, spawn all 3 on top of them.
- Try to find open areas or narrow corridors where the hydras can deal damage unobstructed.
Videos of the Build in action: C75 Mistdancer Run Nepta’s Build Showcase
AmpShot
_By:_ _Ancient Rune_
Overview: _This build focuses on utilizing different sources of amp to deal a large amount of damage in a single shot while also making it easy to hit crits. Because of the bonuses we take we can make DoTs do pretty well to where it can be very effective in bossing with some gear swaps._
Skill Tree(click here)
Action Skill: From The Shadows
Hero Points: Max Strength, max Wisdom, remainder in Intelligence
Skill Flexibility:
- If you don’t care for movement speed from Cold Snap and don’t need as much survivability then you can take a point out of Ancestral Frost, all in Cold Snap, and a point in Blood Frenzy, and put them all into Ancient Fury to get some Area damage for guns that do splash damage.
Weapons: We want weapons that can do big damage in 1 shot. Reloading extends From The Shadows is the recommended enchant.
- Carrouser -
- Kettledrum
- Pushpin Sootcough - x5 1 mag blackpowder pistol. non unique
- Cannonballer - The high DoT allows for great bossing damage Action Skill Start Status Effect Chance/Damage is the recommended enchant here.
- Crossblade
- Masterwork Handbow
- Catatumbo
- Envy
- Kao Khan
- Used Antique Greatbow
Melee: You want to look out for melee weapons that will help our guns. Action Skill Start/Spell Cast All Damage is the recommended enchant. Amp is very very nice to get. Echo is great for the occasional big hits from all our big damage stored up. Caustic is great for bossing.
- Twin Soul - This allows us to roll 2 hilt mods so you can have Amp and Echo at the same time. Parts, element, and chaos tier dont matter.
- Peg Leg - Reload speed is really nice to have, and movement speed is good survivability while also boosting damage if using the Selective Amnesia armor.
- Goblins Pickaxe - Get spell and action skill cooldown for uptime of from the shadows and enchants, as well as movement speed for survivability.
Spell: Spells are used to boost the damage of our guns just like with melee; Action Skill Start/Spell Cast All Damage is the recommended enchant.
- Empowering Sigil - Frost version will insta freeze enemies when it applies a DoT meaning we get full Ice Breaker uptime and easier to aim for the crit spot when enemies don’t move. Damage Radius and Cooldown parts are preferred for maximizing freeze range as well as spell and enchant uptime.
- Fortifying Sigil - Non unique spell. It protects you from projectiles, heals you, and gives you damage, making it a great all rounder. Damage Radius and Cooldown parts are preferred to maximize the range and uptime of the spell.
Ward: Low Health Gain Max Health Regen and All Damage is the recommended enchant.
- Spirit Rune - Can roll Double Amp (optimal). Standing still automatically recharges your ward. Also gives a lightning bonus element. Chaos tier doesn’t matter. The lower the chaos tier the easier it is to recharge your shield.
- Aegis - 3 parted Amp ward. Non unique.
- Body Rune - Good healing and fire bonus element. Capacity part is preferred but not major.
Amulet: Stabbomancer power is optimal to have longer From The Shadows duration. Brrzerker power doesn’t really do much here so it doesn’t really matter if we get any. All Damage is best for general mobbing and status effect damage is great for your bossing.
- Theurge - Get back From The Shadows faster.
- Barboload - Really good for crossbolt weapons due to providing a source of double dipping.
- Sacrificial Skeep - Great for survivability, and provides a target for easy second winds.
- Any amulet( Except Bradluck, it’s detrimental ) with a beneficial class power and passives.
Armor: I really like using Stabbomancer Blightcaller armor to get Exploit Their Weakness and Contagion. Gives us Stabbomancer power and great skills for mobbing AND bossing. Brrzerker Spore Warden armor is also amazing for Ice Breaker points, which will always be active because of Empowering Sigil. The passives to look for are: Area damage, all damage, ward recharge rate, gun damage, movement speed.
- Mosquito Mantle - Gives a great bonus element and action skill cooldown/spell cooldown.
- Miasmic Mail - Gives status effect damage and chance. Cape of Tides - Gives us soaked.
- Selective Amnesia - gives global damage based on total movement speed. This is one of the largest damage buffs in the game.
- Amalgam - gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Gun damage is wanted for this build. Nothing else helps here for normal rings. Passives to look out for are: Gun crit type, spell radius, action skill duration, action skill cooldown, anything else that is beneficial for guns.
- Sharksbane - Double rolls gun damage for the price of only 2 passives.
- Daemon Blight - Rolls Status effect damage and status effect duration/chance passives. Go to for DoT bossing.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- This playstyle makes this very interactive and not just a gun go brrr. Activate From The Shadows, cast your spell to freeze an enemy. Melee them to get Amp. Your amp ward _should_ be full since you frozen everyone with your sigil, or your sigil is protecting you, and then hit the crit spot. Rinse and repeat. Of course since Amp hilt mod has 3 shots for a duration, you don’t need to melee all the time.
Videos of the Build in action: AncientRune’s Build Video
Hammer-Fire
_By:_ _Ancient Rune (inspired by LazyData’s Hammerzerker)_
Overview: _Do you love Storm Dragon’s Judgement (SDJ) but also want to use guns? Well this build has it. Focusing on bonuses that benefit both SDJ and guns we can make a fun hybrid build where SDJ is viable in mobbing and guns can do both mobbing and bossing! As well as some optional actual melee with our access to Blast Chill._
Skill Tree(click here)
Action Skill: Storm Dragon’s Judgement
Hero Points: Max Strength, max Constitution, remainder in Intelligence
Skill Flexibility:
- If not using a “while depleted” ward then take a point out of Awe and put it in Indomitable
- If not melee swinging for damage (besides echo) then Blast Chill isn’t exactly needed but it’s there and a 1 point skill so may as well. Just opens options. Weapons: The guns we use are just any solid gun. This is not a finished list. Feel free to experiment. Action Skill Start Gun Damage is the recommended enchant.
- Riveter Sootcough - Non unique purple blackpowder masher pistol. 9 mag is preferred. Can roll gun damage crossbolts
- Ruby’s Spite - Auto targets and doubles fire rate after kill, second fire mode gives a 188% damage.
- Swordsplosion - Go to bossing weapon
- Crossblade - a favorite of mine. Combo of frost & fire for common health bars in mobbing. But any combo works well.
- Last Rites
- White Rider
- Carrouser
- Kettledrum - Non unique purple blackpowder shotgun. x25 pellets is max
- Bawdyrocker - Non unique purple torgue shotgun. x18 pellets is max
- Liquid Cooling
- Live Wire - Can swap to for more melee focus if wanted. Any other melee stack stick will also be good. Mainly wanted for bossing w/ Blast Chill.
Melee: We want melee weapons that will benefit SDJ for crit chance and damage but also help the player. If it is good for melee damage that also helps. Element does not matter unless using it specifically for damage. Action Skill Start/Spell Cast All Damage is the recommended enchant. Echo is the recommended hilt modt. Melee swinging is not the focused purpose so usually we just melee from time to time. If you melee swing more often, then you could go for other options.
- Goblins Pickaxe - 21% crit chance is ideal for hammer damage. Gives movement speed, action skill cooldown, and spell cooldown.
- Kama - Non unique melee weapon with high crit chance and a good overall stat spread.
Spell: We use spells to boost our damage for melee. Spell Cast/Action Skill Start All Damage are the recommended enchants.
- Empowering Sigil - Frost version to insta freeze enemies which will give full Ice Breaker bonus and the melee vs frozen enemies bonus. Damage Radius and Cooldown parts are preferred for maximizing the uptime and freeze range of the spell.
- Tide Breaker - Soaks enemies which boosts hammer. Don’t use fire weapons if using this spell. Cooldown and Spell Charge parts are ideal for maximizing soak uptime.
-
Ward: Low Health Gain Max Health Regen and All Damage is the recommended enchant.
- Cursed Wit - Gives conditional damage. Adrenaline or Roid Part preferred.
- Body Rune - Good healing and fire bonus element. Capacity part is preferred.
- Static Charge - High shield capacity to feed through Unarmored Defense for survivability. Look for Capacity and Turtle parts to maximize survivability.
Amulet: Clawbringer power is needed as it is a huge boost to Storm Dragon’s Judgement. All Damage is the only good beneficial passive. Get shock damage to boost SDJ.element, otherwise element match to whatever helps you. But it is the least important part of the amulet.
- Sacrificial Skeep - Great for survivability, and provides an easy second wind for some encounters.
- Any amulet( Except Bradluck, it’s detrimental ) with a beneficial class power and all damage passives.
Armor: Any armor combo that gives points in Awe is ideal. This could be either Claw Stabbo or Claw Blight. Since our secondary class is Brrzerker it won’t matter what the 2nd class of the armor is. The passives to look for are: Gun Damage, Area Damage, All Damage, Movement Speed, Melee Crit Chance, Max Ward Capacity.
- Mosquito’s Mantle - a strong bonus element using the damage source of what you crit with. Meaning that it can be activated by guns or SDJ. Spell cooldown part is ideal but not as important as other parts of the armor. While the damage isn’t as strong as other armors, it is the only armor that can provide cooldown rate, making it a strong utility tool.
- Cape of Tides - Gives us soaked. Don’t use fire weapons with this armor.
- Amalgam - Gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor and Deathless Mantle, they’re detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Gun damage is the ideal passive to go over as it will help our guns for bossing. Melee damage is nice for mobbing but bossing is a bigger problem in WL in general so making sure our bossing damage is better is more important. Passives to look out for are: Weapon Type Crit Damage, Melee crit damage, melee crit chance, spell radius.
- Sharksbane - Double rolls gun damage. Has 1 less passive but the extra gun damage is worth it.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Mobbing: Cast spell to either soak or freeze enemies to help your Storm Dragon’s Judgement and guns. Throw SDJ to activate anoints and to damage enemies. Shoot your guns to kill enemies.
- Bossing: Pretty much the same except your SDJ is just for utility and not damage. If you want to do some damage w/ Blast Chill then get blast chill friendly items but Swordsplosion usually does the trick. Even if a boss cannot be frozen it will have the full bonus for Ice Breaker skill.
Videos of the Build in action: Ancient Rune’s Build Video
SPEEDscallion
_By:_ _Ancient Rune_
Overview: _This is a Gun and Spell hybrid build focused on fast clearing with big damage._
Skill Tree(click here)
Action Skill: From The Shadows
Hero Points: Max Strength, max Attunement, remainder in Constitution. Go Wisdom if you want to use DoTs.
Skill Flexibility:
- I like to go War Caster here but you can also just go Imbued Weapon.
- If you use guns with some decent DoT damage then you can take points out of Spell Sniper and Swift Death and go more points in Potent Poison and go 2 points in Contagion. It won’t be Spirit Swarm level power but it will be nice. Weapons: Just any good guns tbh. Mainly wanna focus on guns that can mob well as bossing is mainly just Double Knot go brrrr. Spell Cast Elemental/Element Type or Spell Cast/Action Skill Start All Damage are the recommended enchants.
- Ruby’s Spite - go-to mobbing gun. Auto targets enemies and increases fire rate for a duration after getting 1 kill. Alt firing mode gives +190% damage.
- Pushpin Sootcough - Non unique blackpowder masher pistol. Can roll gun damage cross bolts. 9 mag is preferred.
- Last Rites - Quest Reward. Great mobbing shotgun.
- White Rider - auto targets enemies. Single beam mode gives +200% damage. 2 ammo per shot is optimal DPS for non DoTs.
- Swordsplosion - go to for bossing if not using a stat stick. x1 is better DPS.
- Eidolon - Non unique Hyperius sniper used as a stat stick for double knot. Can roll up to 33% crit with crossbolt part. Can roll in any element. This crit damage applies to double knot if double knot crits.
- Carrouser
- Kettledrum - x25 pellets. Non unique blackpowder shotgun
- Crossblade
- Nightshade - Cryo which makes it roll x4 pellets. Non unique Dahlia smg.
- Bawdyrocker - x18 pellets. Non unique Torgue shotgun.
- Lewdite - good bossing option. x3 pellets with mag size boosts are optimal. Try to be able to shoot 3 times before reload. Non unique Torgue pistol. Melee: Melee here is just used for utility to help our guns. Action Skill Start/Spell Cast All Damage or Spell Cast Elemental/Element Type are the recommended enchants. Echo is the ideal hilt mod.
- Peg Leg - Gives reload speed for gun dps and movement speed for survivability.
- Goblin Pickaxe - Gives movement speed for survivability, as well as spell and action skill cooldown for damage uptime.
- Frying Pan - Gives damage reduction for pure survivability.
- Spell: Any good spell will work. I mainly focus on ones that will hit for big damage with bossing. Spell Cast Gun Damage and Fire Rate is the recommended enchant. This is a spell only Spellshot enchant.
- Triple Ice Spike - Just my favorite to use on this build. Non unique purple with good damage and crit stats. Ideal roll is one spell projectile part, one spell charge part, and
a spell damage part, the most important of these being the spell charge part. crit damage parts also work very well.
- Wicked Gossip - Great for mobbing and bossing due to the very high damage and double dipping ricochets. Ideal roll is 2 projectile parts and a crit chance part, but both spell damage and crit damage parts are also good.
- Laserhand - Very spammable with high damage. When fully charged it has 100% crit chance, guaranteeing Double Knot procs. Look for one spell charge part, and then as many spell damage parts as possible, but crit damage parts are also good.
Ward: Either Full Health Gun/Crit Damage or Low Health Health Regen/Damage enchant is the recommended choice. Depends if you want more damage or survivability.
- Body Rune - Good healing and fire bonus element. Pretty much the best shield for this build as survivability is really needed. Capacity part is preferred but not majorly important.
Amulet: Spellshot power is wanted for more spell damage. Getting stabbomancer power isn’t terrible as it will boost From The Shadows duration. Get All Damage Rolls.(Status damage isnt bad if using good DoT guns) Any element that matches the gun.
- Theurge - Easy to spam because of spammable spells. Gets From The Shadows back very fast.
- Sacrificial Skeep - amazing tank for survivability, and an easy target for second winds.
- Barboload - Strong double dipping mobbing tool.
- Any amulet( Except Bradluck, it’s detrimental ) with Spellshot power and beneficial passives.
Armor: We have a couple armor options making this farm a bit easier. The “optimal” choice is a Spellshot Brrzerker armor with High Thread Count and Just Warming Up. You could also get Spellshot Spore Warden armor for High Thread Count and Prestidigitation. Then there is the Stabbomancer Spellshot armor with Magic Bullets for more gun damage. If you find a good Spellshot Stabbomancer armor with Double Knot then that can be good for bossing. The passives to look for are Area Damage, All Damage, Movement Speed, Gun Damage, Spell Damage, Fire Rate
- Mosquito Mantle - Amazing bonus element that helps our guns and spells, as well as cooldown rate for more damage uptime.
- Cape of Tides - Gives us soaked.
- Corrupted Platemail - Gives us survivability for the cost of decreasing damage.
- Amalgam - Gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: Gun damage is pretty much what you want to look for but spell damage is nice as it ends up helping guns and spells. Passives to look out for are: Spell Crit Damage, Weapon Type Crit Damage, Action Skill Duration, Action Skill Cooldown, Spell Crit Chance, any beneficial passives for guns.
- Sharksbane - Double rolls gun damage at the cost of only 2 passives.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors. Allows for 3 passives.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Aim for the head.
- Melee enemies for melee weapon bonus and Nimble Fingers. Cast spells for dealing damage and activating enchants. Activate From The Shadows and go brrr.
- Bossing is just double knot go brrr. Guns can still work tho. Videos of the Build in action: Ancient Rune's Build Video
Warped Hammerdigm
_By:_ _Ancient Rune_
Overview: _This is a very weird and niche build that takes bonuses that benefit both Storm Dragon’s Judgement and Spells. This is just a way to play Hexecutioner without it feeling like a Clawbringer flavored Spellshot. This allows hammer to do damage during mobbing with the bossing being power of Double Knot being a double dipping skill._
Skill Tree(click here)
Action Skill: Storm Dragon’s Judgement
Hero Points:
Max Strength, max Constitution, remainder in Dexterity
Skill Flexibility:
- There is no skill point flexibility for this build.
Weapons: There are a couple factors that we want for guns to help us. Card crit damage for Double Knot, Melee blade for hammer, Multi pellet for proccing Sever The Thread, Elemental for double knot element, and can be kept at low ammo for Shell casing ring. On Gun Kill, Gain Area Damage and Spell Radius is the recommended enchant. This can be activated when Double Knot gets a kill because it counts as a gun.
- Nightshade - Frost version checks off all the boxes. Can roll 33% crit and 20% melee blade together. x5 Nightshade allows us to get mag to low ammo fast. This part is really only needed for bossing and doesn’t matter if you don’t have a shell casing ring.
- Riveter/Pushpin Sootcough - Non unique Multi pellet blackpowder pistol. No element. Has amazing crit parts.
- Bangstick - x18 max pellets. Non unique Torgue Shotgun. Elemental. Easy to proc Sever The Thread.
- Spriggan/Kobold - Non unique Hyperius SMG. Can roll 40% melee blade and be kept at low ammo. Also can be elemental. Mainly just can be used to swap to when throwing hammer for a big boost. Action Skill Start Melee Damage is recommended.
- Eidolon - Non unique hyperius sniper. Can roll up to 33% card crit and has hyperius, sniper, and crossbolt crit buffs. Can roll any element and be kept at low ammo. Mainly a bossing option for boosting Double Knot. Action Skill Start Spell Damage is the recommended enchant.
Melee: We want melee weapons that help hammer stats. Spell Cast/Action Skill Start All Damage are the recommended enchants. Warrior is the recommended enchant
- Goblins Pickaxe - 21% melee crit chance for highest crit chance for hammer. also provides move speed for survivability, and both spell and action skill cooldown for more uptime on our damage.
Spell: You can use any strong meta spell if you want but the theme of this build is using long cooldown spells so that they can be spammed via Sever The Thread and what will be suggested. Spell Cast Melee Damage & Knockback is the recommended damage. This is conditional damage for our hammer.
- Frozen Orb - Spawns multiple projectiles all possible for at critting and proccing Double Knot. My personal favorite. Spell charge, extra projectile, and crit chance is the perfect roll and the stats to look out for.
- Wicked Gossip - Strong ricocheting spell. The ricochets double dip spell formula. Focus crit chance and extra projectile.
- Triple Ice Spike - Non unique frost spell. Spell charge, extra projectile, spell damage are all great passives.
Ward: Low Health Gain Max Health Regen and All Damage is the recommended enchant.
- Body Rune - Good healing and a fire bonus element make it a great overall ward. Capacity part is preferred but not important.
Amulet: Clawbringer power is wanted for hammer to do more damage. Spell damage will be fine without more spellshot power because of Double Knot. That being said, Spellshot power being found is not a loss. All damage is the best passive to find as it boosts both hammer and spells. I like to go lightning damage for hammer but any good element that helps your build is fine.
- Sacrificial Skeep - Great for survivability, and provides an easy target for second winds.
- Barboload - Apply crossbolts via guns and discharge with spells and hammer.
- Any amulet( Except Bradluck, it’s detrimental ) with Clawbringer power and beneficial passives.
Armor: Spellshot Clawbringer is the recommended armor but any armor with Awe will do fine. Going spellshot primary armor does lose some hammer damage but I would rather have some lower clawbringer power and get some spellshot power than get more clawbringer power and no spellshot power. The passives to look for are: Area damage, all damage, spell damage, melee damage, gun damage, melee crit chance, movement speed. Cape of Tides Soaked will end up boosting both hammer and our frost/lightning spells.
- Tyrant’s Truth (Spell or Melee) - This will give card boost spell or melee damage depending on what you get. You do lose your wyvern which means losing ways of proccing awe but you gain a great damage boost in return.
- Amalgam - gives a lot of passives, making it easier to farm a decent one.
- Any armor ( except Smart Armor, it’s detrimental ) of a high chaos tier that follows the above class and stat recommendations will also work.
Rings: You want to look for melee or spell damage rings. The better choice depends on what bonuses you have and what you want to do more damage. I like to go melee damage as hammer needs more formula than double knot. Passives to look out for are: Spell crit damage, melee crit damage, spell crit chance, melee crit chance, weapon type crit damage.
- Shell Casing - High bonus and can easily keep ammo low with certain weapons.
- Thumb Cuffs - Consistent bonus. Always active in Chaos Chamber and Mirrors.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Throw hammer and cast spells for damage. Aim for the crit spots with spells when possible. Shoot gun in the crit spots to proc Sever The Thread and Cape Of Tides.
- If using shellcasing ring then get gun magazine to low ammo before doing big damage attacks.
Videos of the Build in action: AncientRune’s Build Video
GlutRot
_By:_ _Ancient Rune_
Overview: _This is a build all around the Gluttony and is a 1 gun build. We also use deathless and use RotShot’s shield survivability to make it very tanky and the only thing that kills you is your reload. This build is not based around chucking but you can if you want to._
Skill Tree(click here)
Action Skill: Ambi-Hextrous
Hero Points: Max Strength, max Constitution, remainder in Intelligence. If you want to go more DoT focused then you can go Wisdom instead.
Skill Flexibility:
- Gluttony has a pretty decent DoT so you can go Spirit Swarm if you want to with this skill tree. I choose not to as then it goes more towards a DoT build than gun build which I don’t want to do. Just get stuff a normal DoT build would instead of a gun build.
- We have plenty of fire rate but you can move points from Worse Curse or Burnt Offering into Hex Machina if you want to.
Weapons: I mean it’s a Gluttony build. There is only one gun. Spell Cast Dark Magic or Elemental is the recommended enchant.
- Gluttony - While below 49% health, Gluttony’s shots and reload effect deal +100% gun card boost damage. (This also affects DoTs) Melee: Melee here is just used for utility to help our guns. Enchants to use: Spell cast Dark Magic or Elemental is the recommended enchant. Echo is the ideal hilt mod.
- Peg Leg - gives reload speed and movement speed for dps and survivability.
- Goblin Pickaxe - movement speed and spell cooldown for survivability and enchant uptime.
- Frying Pan - gives damage reduction for pure survivability.
Spell: The spells we use are to protect us and help spam out spell cast enchants. Spell cast Gun Damage and Fire Rate and Spell Cast All Damage are the recommended enchants. I do not suggest the elemental enchants because they cannot roll on spells anymore.
- Fortifying Sigil - Non unique purple spell. Protects us from enemies bullets and also gives us All Damage. Lightning version is preferred as it will help with Amped Up uptime. Focus cooldown and radius parts.
- Arcane Bolt - Lightning is preferred. Used to spam spell cast enchants. Focus Spell charge, cooldown, and status chance parts.
- Empowering Sigil - Lightning preferred. Protect from enemies bullets. Focus radius and cooldown parts.
- Inflammation - Low cooldown and high charge count makes it very spammable for good enchant uptime, enemies hit by the Inflammation will explode on kill, spreading the inflammation effect to enemies hit by the explosion, who will also explode on death. Cooldown Rate and Damage Radius parts are preferred for more range and uptime on both the spell and enchants.
Ward: Full Health enchant is recommended for this build. For some reason Deathless counts as full health for everything except for Gluttony. So this enchant is always on unless you go into SYS.
- Body Rune - The healing is useless but the fire bonus element feels very strong. There is a noticeable difference between using and not using it. Capacity part is preferred since the health part is useless.
- Static Charge - Largest ward capacity in the game. Or just use any ward with high ward capacity. Prioritize Capacity and Turtle parts for more survivability.
Amulet: Spellshot or Blightcaller power is beneficial. Blightcaller gives more elemental damage and geist while spellshot gives more gun damage via Magic Bullets. Dark element or poison damage is wanted. Poison only works because of Geist. Get all damage passives.
- Sacrificial Skeep - amazing tank for survivability. Only activates when you go into SYS so it should always be there when you go down. Unless of course it's on cooldown from previously going down.
- Any amulet( Except Bradluck, it’s detrimental ) with beneficial class power and passives.
Armor: There are a couple options you can choose armor combo wise for this build. Spellshot Brrzerker armor is technically optimal DPS wise as it gives High Thread Count and Just Warming Up as well as Spellshot primary. Spellshot Spore Warden is also nice for this reason but instead of Just Warming Up you get Prestidigitation. You can also still go Stabbomancer Spellshot armor to get more points in Magic Bullets. You can also use Blightcaller Spellshot armor for the Geist in the Shell points. Just gives you plenty of choices while looking for armor. The passives to look for are Gun Damage, All Damage, Fire Rate, Movement Speed, Spell Damage, Ability Damage, Area Damage, Max Ward Capacity.
- Deathless Mantle - Keeps 100% uptime on Gluttony’s special effect.
Rings: Gun damage rings are the main thing to look for but obviously spell damage isn’t a bad stat to find because of Magic Bullets Passives to look out for are: Pistol Crit Damage or any other pistol skills that benefit. Spell Radius would also help.
- Sharksbane - Double rolls gun damage but only gives 2 passives.
- Any rings following the above stat recommendations. Even low chaos tiered rings will work well, provided the stat recommendations are followed.
Playstyle:
- Aim for the head.
- Cast your fortifying sigil to protect you and spam your arcane bolt for your enchants. Melee enemies for peg leg. Shoot the Gluttony for huge damage. Watch out for the reloads as they WILL hurt you. Pretty much the only thing that can kill you. Videos of the Build in action: Ancient Rune's Build Video