Zane Endgame Builds for Borderlands 3: Optimized Strategies
Table of Contents
- Introduction
- Helpful Resources
- Notes on Skills
- Hustler Deep Dive
- Eraser Weapons List
- Eraser+Hustler Zane
- Double Launcher Zane
- 3-Tree SAK (Swiss Army Knife)
- Zane Gun Builds
- 3-Tree ASE (Zane and Abel)
- Haunted Hands Zane
- Grenathan (Nade Zane)
- Infinite Digi-Mags
- MNTIS Stab
- Grenathan Builds (Nade Zane)
- 3 Tree Non-Gun
- Non-Gun Builds (Remote Ranger)
- 3 Tree Non-Gun (Alternate)
- 3-Tree SAK Alternate Setup
- 3-Tree ASE Alternate Setup
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Introduction
Welcome to a compilation of Zane builds designed by members of the BL3 Discord community. All listed builds have been optimized to complete all content with minimal struggle. Builds are still updated as discoveries are made. Please direct all questions and clarifications to the discord. We are happy to help. Thank you to all the following contributors who made this doc possible: JoeForLong, AncientRune, SSpyR, Melting_NT, Bra2ha, Lonemasterino, Amara Endgame Builds Compilation, FL4K Endgame Builds Compilation, Moze Endgame Builds Compilation
Helpful Resources
Formulas
All VH Formulas
Digiclone Damage Formula
Gear
Prismatic's Gearology and Math
List of All Splash Weapons
Borderlands 3 Legendaries & Uniques - Listed with Drop Locations
Lootlemon.com - Gear drop locations, in-depth information, and skill tree calculator
Notes on Skills
- Deja Vu - If multiple crits kill an enemy simultaneously, the skill rolls a chance to refund a pellet for each crit. This skill also benefits from kill skill bonuses.
- Eraser - On a crit, Eraser erases (hehe) the initial projectile and spawns a new one with increased damage. This newly spawned projectile gets certain on-hit effects reapplied to it, such as Crit, Splash Damage and Radius, Elemental, V1, V2, and debuffs. ○ 32 Minute Video by LoneMasterino explaining Eraser in its entirety. New projectile also benefits from Splash Radius again. Very recommended to have Radius increases on COM and AoE roll on Artifacts. The card says "...dealing increased damage for every enemy pierced" but in practice it can pierce only one enemy because Eraser projectiles can't proc Eraser again so there's no point in lining up more than two enemies.
- Playing Dirty - The card is misleading. The way this skill works, on kill you have a percentage chance for the Playing Dirty effect to proc, which makes all five of your next shots to shoot an additional projectile. You can proc Playing Dirty again before these five shots run out to reset the count back to five. With extra points from a Class Mod you can reach over 100% chance for this effect to happen, but it does not provide any extra bonus.
- Our Man Flynt - The bonus damage provided when aiming down sights is V2 and it only applies to your gun’s bullets(and also bullets like the ones shot by Hunter-Seeker grenades). The effect where you apply the status effect of your weapon automatically on a crit when aiming down sights is not limited to guns, and can be applied by effects such as MNTIS or Digiclone’s damage. This status effect’s base damage is based off of the initial critical hit that procced Our Man Flynt. This then gets the entire status effect damage formula. Making this a double dipping skill!
- Violent Momentum - This skill has a cap of Gun Damage provided once you reach 500% extra movement speed. This cap is 640% Gun Damage at 5/5 but the skill scales with kill skill bonuses up to 896% on standard non-VM com setups. Link to Prismatic's Violent Momentum scaling guide.
- Distributed Denial - This previous Capstone does not work well with many shield effects as well as not working with several Legendary Shields, specifically ones added post launch. A few effects it does work with: Spawns Booster shields when taking damage, in plentiful amounts. “When full” effects happen for a few seconds when Barrier is spawned/activated. “On Empty” effects happen for a few seconds when Barrier’s duration ends. Novas spawn at Barrier’s base. When picked up, the Base is put underneath the ground, and as such Novas will not hit enemies unless you are airborne. This issue also applies to shields legendary shields such as the Impaler and the Void Rift. Amp shields apply the amp damage for exactly one (yes, one) shot and then do not amp any other shots. It does not stack with other Amp effects. Reflect parts work as intended, but Legendary reflect effects (such as Rico and Beskar) do not work.
- MNTIS ASA - Spamming your MNTIS cannon can give additional stacks of Supersonic Man and Borrowed Time, providing their respective bonuses above two stacks. This effect is based on how many charges are on cooldown/recharging as you’ll lose stacks as you regain MNTIS charges. Synchronicity does have a hard cap of two, however. MNTIS does not count as “Action Skill Active” in any other case.
- Futility Belt - This otherwise worthless skill has the effect of providing shield steal (similar to Moze’s Legendary Bloodletter com) when Zane has one stack of kill skills. This requires Salvation as well to function. This has no practical purpose.
- Art of War - This skill stacks gun damage upon activating an Action Skill or Action Skill Ability for the next shot. An Action Skill Ability counts as: - Picking up and putting down Barrier - Swapping with Digiclone - Making SNTNL Target an enemy other than the one it is currently targeting. There’s no cooldown between targeting two or more different enemies, allowing you to gain stacks very quickly. - You do not gain a stack if SNTNL chooses a new target by itself.
- Sheer Will - Recently tested by CZ47, the Cooldown Rate from critting does not apply to MNTIS. Zane’s other action skills are unaffected. - Other shield effects have this same issue, such as the Loop of 4N631, All-In, and Plus Ultra.
- 150% MNTIS Damage Anoint - This anoint actually gives twice the value of which the card says, meaning you’ll actually gain 300% V2 from this anoint. Wow!
- Executor Class Mod - On top of all of its other kill skill bonuses, Executor also gives 20% increased Cryo Damage. This does get boosted by further kill skill bonuses and is additive with other elemental bonuses. - Furthermore, recent discovery has taught us that the Executor class mod can only naturally roll more than 2 points in Violent Violence. The Seein’ Dead class mod does not have this same issue.
Hustler Deep Dive
Hustler is a DLC4 (Psycho Krieg and the Fantastic Fustercluck) Class Mod that drops from Locomobius. This class mod is mainly used to abuse Zane’s purple tree skill, Eraser (See “Notes On Skills” for more info), however it can be used to proc several of Zane’s other skills, such as:
- Brain Freeze
- Deja Vu
- Domino Effect
- Sheer Will
- Eraser
- Our Man Flynt (status applying effect)
As with FL4K’s Megavore Skill, Hustler can cause certain bonus elements to crit on your weapons.
- When using guns, any bonus element can be made to crit via Hustler, including Revolter, Conductor, N2M, URAD, ASE 50. The bonus elements can crit even when the actual bullet may not.
- With Shield Effects, Action Skills, Melee, and Grenades, only ASE 50 bonus elements are able to crit via Hustler.
- Unfortunately, as ASE 50 does not get mayhem scaled if applied to a source that receives it (such as Action Skills, Melee, and Shield Effects), this is mostly impractical.
Eraser Weapons List
A good number of weapons have cool interactions with eraser projectiles. Using a hustler allows us to get more projectiles to crit that otherwise would not have, which can lead to more Eraser projectiles being spawned. A few weapon recommendations are listed below.
Able to easily clear endgame content:
- Yellowcake
- Globetrottr
- Creamer
- Shocker
- Major Kong
Able to clear endgame content with a bit more investment:
- Jericho
- Recursion
- Critical Thug
- Shrieking Devil
- Nukem
- Freeman
- Anarchy
- Red Eye Rocket Pod
- Gargoyle
- Rebound
Helps “unviable” guns to be able to be useful in endgame content:
- Tunguska
- Scoville
- Zooka (COV Non-Unique Launcher)
- Chomper
- Sawbar
- Echo
Zane’s FFYL “Issues”
For most of BL3’s life cycle, Zane has been generally thought of as being weak in FFYL. While this may have been true (and may still be true if you’re relying on strictly VM), Zane has options available in order to get out of FFYL for different types of build setups. If FFYL is a concern for you, try implementing one of these into your own setup.
Seein’ Dead Class Mod
- This is the easiest/laziest way to get out of FFYL that most people are used to using. This class mod allows us to regain the kill skills we lost when going into FFYL, which result in a large portion of our damage, specifically skills like Violent Speed, Violent Violence, and Violent Momentum. How Violent.
- Does not synergize well with Salvation and URAD guns as you’ll heal above the URAD Threshold.
Digiclone
- Digiclone can deal enough damage to easily kill most trash mobs, thus removing the Zane player’s "FFYL" status debuff
- Digiclone also gives access to the Old-U skill which can be used as a last resort when kills are not available.
URAD Meta Guns
- Having a URAD gun in one of your weapon slots is a safe move if one is personally afraid of FFYL. Since you count as having 0 HP in FFYL, URAD will be active almost all of the time.
- Specifically, a URAD Face-puncher combined with Cold Bore swapping is an amazing way to get out of FFYL thanks to the two insane bonus elements. Combine this with the Ground Breaker Guardian Rank and you stack up for an easy Second Wind.
- You can combine this strat with a cryo gun and ADS (thanks to another Guardian Rank Skill) while having a point invested in the “Our Man Flynt” capstone. This will instantly freeze the enemy and allow for x3 damage from the Face-puncher.
- This also works with Brain Freeze crits for freezing enemies.
- Other good Meta guns include:
- Plaguebearer/Backburner/Kickcharger (Great with Cold Bore)
- Free Radical
- Plasma Coil
- Ember’s Purge (Puddle deals great damage)
- Additionally, a Guardian Angel with the URAD Anoint can give the SNTNL Drone enough of a damage boost to help kill off other trash mobs, especially ones at a distance that are hard to hit with your own guns. Recommended on setups that already use SNTNL.
Our Man Flynt Capstone
- This Capstone deserves its own spot because each point invested provides an extra 25% V2 while you’re aiming down sights.
- You can also use a Cryo Gun to instantly freeze an enemy if you crit them, allowing to further hit crit spots as well as deal more damage to them if you’re using an Ice Breaker prefix artifact.
Artifact Choice
- The Pearl of Ineffable Knowledge is a useful FFYL artifact for your guns’ damage when keeping in mind we may not be benefitting much from Violent Momentum. This artifact gives 90% Gun Damage when fully stacked on top of the stacks themselves providing 16% multiplicative damage to your guns.
- Company Man can also provide some nice boosts to your damage in FFYL, such as providing manufacturer specific Gun Damage, Crit, or Fire Rate. Also has access to good passive rolls such as AoE Damage and Elemental Damage. More specific in usage than Pearl but still a great option.
Mayhem Modifiers
- Despite the general dislike for Mayhem Modifiers, some of the modifiers that spawn extra “enemies” can provide extra sources for easy Second Winds.
- When using Barrier, effects like Laser Fare and Freeze Tag will not actually hurt you while your Barrier is active, turning these modifiers into free Second Winds if needed.
- Otherwise, modifiers like Healy Avenger and Drone Ranger are typically more preferred for mayhem modifiers for not being too-intrusive to normal gameplay, while also providing free Second Winds. Additionally, Buddy Systems are great when they’re not getting stuck in the wall somewhere.
- Speed Demon is one of the best Easy Modifiers for Zane’s damage (thanks to Violent Momentum) but it can also benefit FFYL as the speed boost is not lost when entering FFYL. It is less effective as you are technically crouching, but still a speed boost.
Part of Zane’s design also makes him one of the best characters at staying out of FFYL.
While these are typically already accounted for in most setups in this document, we figured it’s helpful for newer players to state the strengths.
Barrier and its Augments
- This defensive Action Skill works wonderfully at giving the Zane Player another safety-barrier against enemy bullets.
- Works less well against certain attacks, such as Guardians, Lasers, and Splash weapons.
- Barrier goes down when you enter FFYL; this doesn’t seem useful for overall usage, but this can be utilized to proc certain shield-break effects like Novas or Depleted effects when combined with Distributed Denial.
Salvation
- Generally considered to be the best skill for Zane’s survivability, being arguably more useful than his own Barrier.
- In almost every setup, we only put 1 point into Salvation because of the large amounts of damage we can output compared to the miniscule amount of HP we have (roughly 39k HP). Additional points are generally considered wasteful.
- This game has a mechanic known as Health Gate which prevents attacks from one-shotting your character if they are above 50% of their red Health bar.. With Salvation you are able to re-heal any damage you take that puts you below this threshold as long as you are shooting.
- Digiclone and its guns can also heal you while Salvation is active.
Digiclone
- With Digiclone’s Which One’s Real Augment, you can draw enemy aggro away from you and into the much more dispensable Digiclone. Combined with the fact that Digiclone can heal you while Salvation is active makes it a strong option for your survivability.
Duct Tape Mod
- This skill provides the Zane player immunity to their own Splash damage and Grenades at only a single-point invested. There are a few exceptions.
- Status Effects from Elemental Damage and Bonus Elements
- This can be further ignored via Cryo Damage, which does not apply a status effect except for applying cryo to your Zane, and can be further utilized by the Antifreeze Class Mod to give you the COM’s speed boost.
- The Red Suit Shield gives you full immunity to Radiation Damage, including the Status Effect Damage.
- Fish Slap Grenade counts as Melee Damage and not Splash Damage and as such does not get blocked by Duct Tape Mod investment.
Player Skill
- Just get good.
- Utilize cover. Understand important targets (such as Snipers or certain Badasses) and take them out first. Kill enemies faster so that they do not get a chance to even hurt you.
- Avoid combinations such as ASS Break/Fill Stop Gap/Super Soldier as these gimmicks merely get you used to ignoring these gameplay mechanics instead of the player (that’s you!) becoming better at the game.
Double Barrel Builds
Clonemaster
Link to Ancient Rune's Youtube Build Video and Save File
By JoeForLong and Ancient Rune
Overview: Digiclone Superiority and Weapon Versatility
Link to Skill Tree Setup
This premier build is one of Zane’s highest damaging builds focusing around his Digiclone Action Skill. Primary focus on Splash weapons because Digiclone gets your splash bonuses (including ASE 125% Splash).
This is the recommended beginner Zane build to help farm for gear and clear endgame content. From there, you can decide to transition to a different build from this doc.
Augments:
Digiclone: Which One’s Real and Doppelbanger for aggro relief and the ability to end Digiclone early if needed.
MNTIS: No Way Out allows us to apply a debuff to enemies for a short period of time, increasing Digiclone’s damage against them.
Weapons:
Any gun that deals Splash Damage can be a menace when in Digiclone hands. In order for it to receive the ASE Splash bonus, you must be holding the anointed gun in your hand, not Digiclone. In most cases you will want ASE Splash on the gun unless it cannot roll the anoint, in which you’ll be fine with N2M 100%. Additionally, for fun, you can use the 30% Ammo Regen while Digiclone Active anoint as well, which works great with high mag size guns. A few personal recommendations for guns:
Able to easily clear endgame content:
- Sandhawk (splash but cannot roll splash anoints)
- Free Radical
- Unkempt Harold
- NoPewPew (Cartels)
- Plasma Coil
- Anarchy (Digiclone’s kills will stack your Anarchy too, it stacks it’s own)
- Hive
- Plaguebearer
- Backburner
Able to clear endgame content with some investment:
- O.P.Q. (Cartels)
- Grease Trap (Cartels)
- Digiclone spawns with the FireStarter firing mode. You’ll need to douse enemies with the Grease firing mode. When Digiclone shoots these enemies, it’ll proc the effect and deal insane damage.
- Beacon
- Trevenator
- Hellwalker (not splash)
- Ember’s Purge
- Blood Starved Beast (splash but cannot roll splash anoint)
- Lightshow (not splash)
- Breath of the Dying
- Servos Execute (rolls splash anoint, throw at enemy to debuff them)
Shields:
Shield choice depends on personal playstyle.
Re-Volter with Ass Break/Fill
- On Shield Break, gives 200% bonus shock and some fire rate for 15 seconds
- When given to Digiclone, it gains the shock-enraged effect when its shield depletes.
- Transformer or Red Suit with ASE 50% Elemental
- Safest option when given to Digiclone as you do not have to worry about it killing itself with its own Splash weapons.
- Transformer also provides nice survivability during Maliwan Takedown
Old God with ASE 50% Elemental
- Overall solid damage option for Digiclone and you (the Zane) yourself. Try to have an ASE 50% that matches the element on the shield or one with Radiation for Radsplosions!
- Version 0.m or One Shotter Shield with ASE 50% Elemental
- 0.m is a riskier version of an amp shield, more focused on single-pellet weapons. However, on shield break it spawns a circle (air drops from the sky, can be blocked) which buffs both you and Digiclone when you both stand in the circles. Can also use the ASS Break/Fill anoint.
- One Shotter is more favorable for multi-pellet weapons for amp damage.
Frozen Heart or Frozen Snowshoe with ASS Break/Fill
- Instafreezing enemies, generally safer option.
- Frozen Heart offers more damage from the nova when using the ASS Break/Fill anoint.
- Frozen Snowshoe does not deal any damage when used with the ASS Break/Fill anoint, but it also doesn’t blow up nearby barrels instantly.
Grenades:
Grenade slot is mostly anointment fodder for ASE 50% Elemental, but thanks to Duct Tape Mod we can still benefit from the grenade itself. On Grenade Thrown 25% is also a fine option for an anointment. Digiclone does not benefit from either anoint.
Mesmer (DLC 6)
- Dominance effect for better uptime on Trick of the Light.
Recurring Hex
- Good for applying status effects and proccing Seeing Dead’s legendary effect.
It’s Piss
- Nice debuff, for when you want even MORE Damage.
Fish Slap (Cartel Item)
- Free Groundbreaker procs.
- Unfortunately does not get blocked by Duct Tape Mod’s self-splash immunity.
Class Mod:
Ideal passive rolls: Action Skill Damage, Splash Radius, Weapon Type Damage, Splash Damage, Magazine Size
Seeing Dead, Prioritize Donnybrook
- Best in slot for Digiclone damage thanks to the points in Donnybrook. Also provides some downright respectable Health Regen.
- PLEASE NOTE: This is at the top of the list because it best fits the theme of a “Clone build” but this class mod barely helps at all for Zane’s damage. Making the other options 1000% better if you want to do damage yourself. Clone is plenty strong enough to not need the extra Donnybrook points.
Executor, any skill points are great
- Gives up to 105% crit damage with kill skill bonuses. Also boosts cryo damage so its nice when using cryo guns.
Antifreeze, prioritize Violent Momentum
- Amazing for run and gun playstyle to get the most out of Violent Momentum
Spy, prioritize Our Man Flynt
- Mainly used for the skill points. Our Man Flynt gives v2 damage for guns which is not normally available on this build. Then getting points into Headsman Hand and Commitments are really nice
Artifact:
Ideal passive rolls: Area of Effect Damage, Weapon Type Damage, Elemental Damage, Magazine Size
AoE Damage in the second or third slot also gives Splash Radius and is preferred for many setups.
Icebreaker/Snowdrift Victory Rush
- Icebreaker for mobbing, works very well with Frozen Heart/Snowshoe ASS effects.
- Snowdrift for bossing and general movement, lots of damage from Violent momentum.
- Toboggan (DLC 5 Artifact)
- Alternative artifact for Zane damage while bossing. Can still roll splash damage for clone. :)
- Sliding gives a 100% amp to all pellets (similar to a One Shotter shield) of your next shot, very easily re-appliable.
Double Launcher Zane
Link to Ancient Rune's Youtube Build Video and Save File
By PZUBZ and Ancient Rune
Overview: Launcher/Splash Spam with your best pal Digiclone
Link to Skill Tree Setup
This build utilizes rocket launchers and strong single shot splash weapons to deal massive amounts of damage and easy mob clearing and boss killing. This build utilizes the combination of Cold Bore and Playing Dirty and all the tools we gained in the Director’s Cut. Digiclone is our action skill of choice as we can also give it a Launcher for it to help wreck enemy faces.
Recommended to play on Mayhem 10 for the Speed Demon easy modifier.
Weapons:
The main anoint we will be focusing on is 125% Splash since the damage also applies to Digiclone, but as always 150/90 is a fun alternative for mobbing. A few recommended weapon choices include: (Italicized guns are also good in Digiclone’s hands)
Able to easily clear endgame content:
- Kickcharger
- Plaguebearer
- Hive
- Yellowcake
- Plumage
- Major Kong
Able to clear endgame content with some investment
- The Freeman
- Nukem
- Mongol
- Backburner (Be careful about friendly fire)
- Rocket Pod
- R.Y.N.A.H.
- Lob (Next 2 Mags 100% preferred)
- Anarchy
- Scourge (Lower mayhem)
Class Mods:
Ideal Passives: Weapon Type Damage, Splash Damage, Splash Radius, Magazine Size
Antifreeze, Prioritize points in Violent Momentum
- High peak damage, especially when combined with a Slide-speed artifact.
- Give huge uptime with Digiclone. Executor etc.
- etc.
Artifact:
Passives: Weapon type damage, Elemental damage, AOE Damage, Mag Size, Movespeed
AoE Damage in the second or third slot also gives Splash Radius and is preferred for many setups.
Toboggan
- Gives 100% amp damage to all pellets after sliding, very easy to re-apply the amp shot.
- Best in slot artifact for this build.
Snowdrift Victory Rush
- Slide fast to abuse Violent Momentum.
- Good substitute for Toboggan
- Victory Rush is useful when Badass spawns are common
Cutpurse Launch Pad/Victory Rush
- Good for ammo upkeep when you need it, as Launcher SDU’s give less to be desired.
- Vic Rush can be usable when paired with Stinger or Fish Slap to apply Cutpurse.
Shield:
Revolter with ASS Break/Fill
- 200% shock bonus element for all your launchers.
- Also gives fire rate, but that is not utilized for this build.
Infernal Wish with ASE 50% Elemental
- Desired to have Amp rolls, damage stacks multiplicatively with Toboggan amp.
- Give another projectile while your shield is not depleted.
- Stacks with Playing Dirty for two extra projectiles (very spicy)
Big Boom Blaster with ASE 50% Elemental
- Gives Grenade and Launcher ammo, thus allowing to run a non-cutpurse artifact
- Also rolls with Amp parts.
Stinger Shield with ASS Break/Fill
- Cutpurse delivery system while also proccing the Groundbreaker Guardian Rank
- Used with cutpurse to have good ammo upkeep (only needed for ammo hungry launchers)
One Shotter Shield with ASE 50% Elemental
- Gives 100% Amp Damage to all pellets, preferred over Version 0.m shield for our focus on Playing Dirty.
- Stacks multiplicatively with Toboggan Amp
Transformer
- Absorb parts allow us to regain Launcher ammo by shooting the ground at our feet while using a weapon like the Plumage or Ruby’s Wrath.
- Anoint doesn’t matter much, but be careful about what element you’re using, since most other ASE 50 elements (outside of cryo) may cause you to deal self damage.
Grenade:
Its Piss with ASE 50% Elemental
- Used to Debuff enemies via Fractal Frags.
- Preferred a low level one so Digiclone does not explodify itself.
Fish Slap with ASE 50% Elemental
- Cartel drop
- Alternate Groundbreaker/Cutpurse delivery system.
- Preferred to have more points in Duct Tape Mod for more potential grenade procs.
Recurring Hex with ASE 50% Elemental
- Spreading Status Effects (primarily Radiation)
Eraser+Hustler Zane
Eraser+Hustler Zane
Link to Ancient Rune's Youtube Build Video and Save File
By AncientRune and JoeForLong (Shoutout to Quag and Bra2Ha)
Overview: Full-Focus on abusing Eraser synergies with Hustler, also Terror!
Link to Skill Tree Setup
A fun build around the interaction between DLC 4’s Hustler COM and DLC 5’s Eraser skill from the Professional Tree. Digiclone is the preferred action skill for aggro relief, damage, survivability, and the ability to help stack Hustler procs for more consistent uptime on this build’s main interaction. This build also focuses around the fact that Eraser projectiles “double dip” certain damage bonuses as well.
Augments:
Digiclone: Which One’s Real for aggro relief, allowing for better uptime on Trick of the Light and overall better survivability. Doppelbanger to end Digiclone early to reset its duration between mobbing encounters.
MNTIS: No Way Out to provide a debuff for both you and Digiclone’s damage. Proliferation for more MNTIS charges and higher damage. If you don’t care for MNTIS damage, you can use Colder Shoulder instead.
Weapons:
Typically you’ll want to use 125% Splash ASE since most of the guns we’ll be using are splash guns. For all of these guns you’ll want the X2 parts which give twice the usual amount of projectiles, as well as any parts which boost Splash Radius. The better guns for this synergy are listed below, but feel free to check out our Eraser Weapons List for more options!
- Yellowcake (X2 version preferred)
- Globetrottr (X6 Version preferred)
- Creamer (X2 Version preferred)
- Shocker
- Major Kong
As this build also uses Zane’s Double Barrel Capstone, you’re welcome to give Digiclone any of these listed guns (although careful as it may kill itself with Splash guns), or any of the guns listed in the Clonemaster setup. I personally recommend the Sandhawk for all purpose usage.
Class Mods:
Ideal Passive Rolls: Splash Radius (100% Required), Weapon Type Damage, Splash Damage, Action Skill Cooldown Rate, Mag Size
Hustler, Prioritize points in Brain Freeze and Adrenaline
- Class Mod that this entire build is focused around.
- Splash Radius recommended for larger area of effect, meaning more enemies get hit during mobbing and allows for more projectiles to get spawned.
- Digiclone can stack Hustler’s effect without consuming the crit proc, allowing for much better uptime on your “crits.”
Shields:
For all of these shields you will want the “ASE Apply Terror for 18 seconds” anoint from the Bloody Harvest event. This will synergize well with the Terror anoint on our Grenade.
Additionally, ASE 50% Elemental works as well, but has less potential for double-dipping.
Infernal Wish
- Preferred Amp parts for more damage
- Extra Projectile means more projectiles to proc Hustler and more chances for Eraser projectiles to spawn.
- May cause Digiclone to kill itself from the Wish’s stacking status effect, so be mindful with the gun you give Clone to use.
One Shotter Shield
- Triple Amp-part non-unique purple shield
- More Amp damage, but without an extra projectile.
Red Suit/Transformer
- Preferred Amp parts for Red-Suit for damage. Transformer is parts locked to be absorb only, but that’s great for ammo sustain.
- Absorb parts allow us to regain Launcher ammo by shooting the ground at our feet while using a weapon like the Plumage or Ruby’s Wrath.
- Red Suit’s radiation immunity works wonderfully when paired with the Yellowcake COV Launcher, as the further-increasing Splash Radius may eventually kill you when using other shields.
Old God
- Absorb parts recommended for ammo sustain, otherwise Vagabond is nice for more Violent Momentum for the initial Damage.
- Offers a nice elemental damage bonus, of which will double-dip for newly-spawned Eraser Projectiles.
Grenades:
These grenades will be thrown by our Digiclone via the Fractal Frag’s skill. Lower leveled one’s recommended since we’re not using them for damage and higher leveled ones may cause Digiclone to blow itself up.
For these grenades you’ll want the “Terror Damage and Fire Rate” anoint from the Bloody Harvest event. When our shield anoint applies Terror to us, this will give us a sizable V1 boost, which works tremendously for our newly-spawned Eraser projectiles.
Additionally, ASE 50% Elemental works as well, but has less potential for double-dipping.
It’s Piss
- Debuff effect for that double-dips the debuff on newly-spawned projectiles.
Mesmer
- Nice aggro relief for Guardian Crystals and for better uptime on Trick of the Light.
Recurring Hex
- Spreads status effect for harmageddon and Radsplosions
Artifacts:
Ideal Passive Rolls: Area of Effect (100% Required in Second or Third slot since it also gives Splash Radius), Weapon Type Damage, Elemental Damage, Magazine Size, Movement Speed
Toboggan (DLC 5 Artifact)
- Alternative artifact for Zane damage while bossing. Can still roll splash damage for clone. :)
- Sliding gives a 100% amp to all pellets (similar to a One Shotter shield) of your next shot, very easily re-appliable.
Flesh Melter/Elemental Projector/Snowdrift Victory Rush
- Snowdrift offers great mobility and great damage on the initial shot.
- Flesh Melter works great with mobbing sections when paired with the few options that can come in Corrosive elements.
- Elemental Projector works wonderfully with Yellowcake (and Red Suit) since the radius increases mean you’ll almost always be irradiated for the extra bonus damage.
- Vic Rush gives extra V1 for our Eraser projectiles to double dip.
3-Tree SAK (Swiss Army Knife)
Link to Ancient Rune's Youtube Build Video and Save File
By JoeForLong and AncientRune
Overview: General-Purpose Setup for all Action Skills (without Purple Tree)
Link to Skill Tree Setup (above)
Alternate Skill Tree Setup (Barrier/SNTNL for people who do not wish to rely on Digiclone Capstone)(below)
SAK Zane’s Back, alright! Your classic Pre-DLC 5 build returns with the same old taste you know and love! Thanks to the ASA anoint fix, we can confidently bring this build back. This build prides itself on versatility with its action skills, gear, and anointment choice.
Augments:
Digiclone - Which One’s Real for aggro relief. Doppelbanger to proc ASE’s during bossing or just to blow up Digiclone in-between fights.
SNTNL - Static field helps us keep our shield topped off, works really well with Amp shields.
Boomsday offers a nice chunk of damage, especially when combined with Splash and Action skill damage boosts. Alternatively, Bad Dose is a “debuff.”
Barrer - All-rounder gives us full protection and helps us keep our shields full more often.
Shock Deterrent field is fantastic crowd control and is able to stagger even the Guardians during GTD’s crystal phases.
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