Patch 1.1.23

VeteranCadian Shock Trooper

Cadian Shock Trooper

Class

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Veteran

Veteran

Build Summary
Ability
Voice of Command
Replenishes your Toughness & Staggers all Enemies within 9m.

Base Cooldown 40s.
+ Voice of Command now also provides you and Allies in Coherency with +50 Toughness for 10s. This can exceed your maximum Toughness.
Aura
Survivalist
Replenish 1% Ammo for you and Allies in Coherency whenever any of you Kill an Elite or Specialist Enemy. This can only occur once every 5s.

This is an augmented version of Scavenger.
Keystone
Marksman's Focus
Ranged Weakspot kills grant 3 stack(s) of Focus. Up to 10 Max Stacks. Lasts 5s. Stacks are refreshed on Weakspot Hit and decay one at a time.

Each stack of Focus grants +7.5% Ranged Finesse Strength, and +1% Reload Speed.
+ Increase Maximum stacks of Focus from 10 to 15.
Blitz
Krak Grenade
Throw a grenade that deals devastating Damage. Sticks to Flak Armoured, Carapace Armoured & Unyielding Enemies.
Stat boosts
+30% Weakspot Damage+25% Ammo+40 Toughness+1 Stamina+10% Ranged Damage+50% Ranged Cleave
Passives
Critical Hit
Critical Hits with Las-weapons consume no Ammo.
Replenish 15% Toughness and gain +10% Toughness Damage Reduction for 8s on Ranged Weakspot Kill. Stacks 3 times. Stacks Decay one at a time.
Grenade
You have a 5% chance to replenish a Grenade when you or an Ally in Coherency Kills an Elite or Specialist Enemy.
Improve your chosen Grenade.

Krak Grenade: +75% Damage.
Frag Grenade: +25% Damage & Radius.
Smoke Grenade: +100% Duration.
Replenish 1 grenade(s) at set intervals.
Smoke Grenade every 60s.
Shredder Frag Grenade every 60s.
Krak Grenade every 90s.
Ammo Crates also restore Grenades.
Medi-Packs Heal +100% faster, cleanse Corruption & Replenish 1% Toughness per second.
Toughness
When you haven't been the target of a Melee Attack for 5s, you start to replenish 5% Toughness per second.
Replenish 10% Toughness on Elite or Specialist Enemy Kill, and a further 20% Toughness over 10s.
Up to +33% Toughness Damage Reduction the more Allies in Coherency.
+50% Reduced Toughness Damage if above 75% Toughness.
Ability / Cooldown
+100% Cooldown Regeneneration for 3s on Specialist Enemy Kill.
Damage
+15% Base Ranged Damage when you have avoided Melee Attacks for 8s.
+15% Base Damage (Elite Enemies).
You deal +10% Ranged Damage to targets within 12.5m and up to +25% Ranged Damage to targets further away. Maximum bonus at 30m.
+20% Damage (Ogryns & Monstrosities).
Other
2 Stack(s) of Bleed to the target on Melee Hit.

Weapons

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Catachan Mk III Combat Blade
Transcendant
Catachan Mk III Combat Blade
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Penetration
[80/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
1-2 Stamina
Uncanny Strike

Uncanny Strike

Hitting an enemy's weakspot applies 8 stacks of 2.5% Brittleness. Duration 5 seconds. 16 max stacks.

Mercy Killer

Mercy Killer

+60% Weak Spot Damage (Enemies with Bleed Stacks).

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Kantrael Mk VII Infantry Lasgun
Transcendant
Kantrael Mk VII Infantry Lasgun
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Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Headhunter

Headhunter

+20% Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.

Ghost

Ghost

Immune to Ranged Attacks for 1.20s on Weak Spot Hit.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Talent Tree

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VeteranCommisar Critfest

Commisar Critfest

Class

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Veteran

Veteran

Build Summary
Ability
Voice of Command
Replenishes your Toughness & Staggers all Enemies within 9m.

Base Cooldown 40s.
+ Voice of Command now also provides you and Allies in Coherency with +50 Toughness for 10s. This can exceed your maximum Toughness.
Aura
Survivalist
Replenish 1% Ammo for you and Allies in Coherency whenever any of you Kill an Elite or Specialist Enemy. This can only occur once every 5s.

This is an augmented version of Scavenger.
Keystone
Marksman's Focus
Ranged Weakspot kills grant 3 stack(s) of Focus. Up to 10 Max Stacks. Lasts 5s. Stacks are refreshed on Weakspot Hit and decay one at a time.

Each stack of Focus grants +7.5% Ranged Finesse Strength, and +1% Reload Speed.
+ +4% Toughness Replenishment for each stack of Focus. In addition, weakspot kills restore 10% Stamina.
+ Increase Maximum stacks of Focus from 10 to 15.
Blitz
Krak Grenade
Throw a grenade that deals devastating Damage. Sticks to Flak Armoured, Carapace Armoured & Unyielding Enemies.
Stat boosts
+25% Ammo+15 Toughness+1 Stamina+15% Melee Damage+10% Ranged Damage+50% Ranged Cleave
Passives
Critical Hit
+5% Critical Hit Chance for 8s on successful Dodge. Stacks 5 times.
The first 20% Ammo after a Reload has +10% Ranged Critical Hit Chance.
Critical Hits with Las-weapons consume no Ammo.
Replenish 15% Toughness and gain +10% Toughness Damage Reduction for 8s on Ranged Weakspot Kill. Stacks 3 times. Stacks Decay one at a time.
+25% Critical Chance & +60% Sway Reduction while using your Ranged Weapon's alternate fire, but lose 0.75 Stamina per second and an additional 0.1 per shot.
Grenade
You have a 5% chance to replenish a Grenade when you or an Ally in Coherency Kills an Elite or Specialist Enemy.
Improve your chosen Grenade.

Krak Grenade: +75% Damage.
Frag Grenade: +25% Damage & Radius.
Smoke Grenade: +100% Duration.
Replenish 1 grenade(s) at set intervals.
Smoke Grenade every 60s.
Shredder Frag Grenade every 60s.
Krak Grenade every 90s.
Toughness
When you haven't been the target of a Melee Attack for 5s, you start to replenish 5% Toughness per second.
Replenish 10% Toughness on Elite or Specialist Enemy Kill, and a further 20% Toughness over 10s.
Up to +33% Toughness Damage Reduction the more Allies in Coherency.
+50% Reduced Toughness Damage if above 75% Toughness.
Movement
+30% Stamina on avoiding Ranged Attacks by Dodging, Sprinting or Sliding.
Ability / Cooldown
+100% Cooldown Regeneneration for 3s on Specialist Enemy Kill.
Damage
+15% Base Damage (Elite Enemies).
You deal +10% Ranged Damage to targets within 12.5m and up to +25% Ranged Damage to targets further away. Maximum bonus at 30m.

Weapons

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Cadia Mk XIIIg Assault Chainsword
Transcendent
Cadia Mk XIIIg Assault Chainsword
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Damage
[80/80]%
Finesse
[80/80]%
Shredder
[80/80]%
Mobility
[60/60]%
Penetration
[80/80]%
+25% Damage (Flak Armoured Enemies)
+25% Damage (Unarmoured Enemies)
Savage Sweep

Savage Sweep

Hitting at least 3 enemies with an attack, increases your cleave by +200% for 3 seconds.

Wrath

Wrath

+40% Cleave on Hit. Stacks 5 times.

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Kantrael Mk X Heavy Laspistol
Transcendant
Kantrael Mk X Heavy Laspistol
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Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Desperado

Desperado

+20% Critical Chance for 6s on successful Dodge.

Ghost

Ghost

Immune to Ranged Attacks for 1.20s on Weak Spot Hit.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
Also works with a Duelling Sword or Power Falchion. The gun runs at 100% crit chance.
VeteranDeath Korps Grenadier

Death Korps Grenadier

Class

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Veteran

Veteran

Build Summary
Ability
Voice of Command
Replenishes your Toughness & Staggers all Enemies within 9m.

Base Cooldown 40s.
+ Voice of Command now also provides you and Allies in Coherency with +50 Toughness for 10s. This can exceed your maximum Toughness.
Aura
Survivalist
Replenish 1% Ammo for you and Allies in Coherency whenever any of you Kill an Elite or Specialist Enemy. This can only occur once every 5s.

This is an augmented version of Scavenger.
Keystone
Marksman's Focus
Ranged Weakspot kills grant 3 stack(s) of Focus. Up to 10 Max Stacks. Lasts 5s. Stacks are refreshed on Weakspot Hit and decay one at a time.

Each stack of Focus grants +7.5% Ranged Finesse Strength, and +1% Reload Speed.
+ Increase Maximum stacks of Focus from 10 to 15.
Blitz
Krak Grenade
Throw a grenade that deals devastating Damage. Sticks to Flak Armoured, Carapace Armoured & Unyielding Enemies.
Stat boosts
+10% Melee Critical Hit Chance+25% Melee Finesse Bonus+10% Melee Attack Speed+30% Weakspot Damage+25% Ammo+15 Toughness+1 Stamina+15% Melee Damage+10% Ranged Damage
Passives
Critical Hit
+5% Critical Hit Chance for 8s on successful Dodge. Stacks 5 times.
Critical Hits with Las-weapons consume no Ammo.
Replenish 15% Toughness and gain +10% Toughness Damage Reduction for 8s on Ranged Weakspot Kill. Stacks 3 times. Stacks Decay one at a time.
Grenade
You have a 5% chance to replenish a Grenade when you or an Ally in Coherency Kills an Elite or Specialist Enemy.
Improve your chosen Grenade.

Krak Grenade: +75% Damage.
Frag Grenade: +25% Damage & Radius.
Smoke Grenade: +100% Duration.
Replenish 1 grenade(s) at set intervals.
Smoke Grenade every 60s.
Shredder Frag Grenade every 60s.
Krak Grenade every 90s.
Ammo Crates also restore Grenades.
Medi-Packs Heal +100% faster, cleanse Corruption & Replenish 1% Toughness per second.
Toughness
When you haven't been the target of a Melee Attack for 5s, you start to replenish 5% Toughness per second.
Replenish 10% Toughness on Elite or Specialist Enemy Kill, and a further 20% Toughness over 10s.
Up to +33% Toughness Damage Reduction the more Allies in Coherency.
+50% Reduced Toughness Damage if above 75% Toughness.
Ability / Cooldown
+100% Cooldown Regeneneration for 3s on Specialist Enemy Kill.
Damage
+15% Base Ranged Damage when you have avoided Melee Attacks for 8s.
+15% Base Damage (Elite Enemies).
You deal +10% Ranged Damage to targets within 12.5m and up to +25% Ranged Damage to targets further away. Maximum bonus at 30m.

Weapons

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Munitorum Mk I Sapper Shovel
Transcendant
Munitorum Mk I Sapper Shovel
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Penetration
[80/80]%
First Target
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Uncanny Strike

Uncanny Strike

Hitting an enemy's weakspot applies 8 stacks of 2.5% Brittleness. Duration 5 seconds. 16 max stacks.

Skullcrusher

Skullcrusher

Target receives 4 Stack(s) of +10% Damage if already Staggered. Lasts 5s.

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Lucius Mk IV Helbore Lasgun
Transcendant
Lucius Mk IV Helbore Lasgun
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Charge Rate
[80/80]%
Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[60/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Weight of Fire

Weight of Fire

Chaining Charged Attacks reduces their Charge Time by -12%. Stacks 5 times.

Surgical

Surgical

+10% Critical Chance for every 0.3 second while aiming. Stacks 10 times. Discharges all stacks upon firing.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
Sergeant Schultz
ZealotDeus Vult like in 1.0

Deus Vult like in 1.0

Class

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Zealot

Zealot

Build Summary
Ability
Chorus of Spiritual Fortitude
Wield a holy relic that releases pulses of energy every 0.8s. While channeling, Allies in Coherency have Stun Immunity and Invulnerability.

Each pulse Replenishes 45% Toughness to Allies in Coherency. If the Ally is at full Toughness they instead gain +15 Max Toughness up to a total of +75.

60s Base Cooldown.
+ Channeling 5 pulses grants +30% Damage to you and Allies in Coherency. Lasts 10s.
Aura
Beacon of Purity
Heal 1.5 Corruption from the current Wound for you and Allies in Coherency every 1s.
Keystone
Blazing Piety
+15% Critical Hit Chance for 8s when in Fury. Fury is triggered when 25 Enemies have died within 25m. Critical Hits also count up towards triggering Fury.
+ +100% Ability Cooldown Regeneration for 3s on Melee Critical Hits.
+ Triggering Fury Replenishes 50% Toughness. In addition, while Fury is Active, you have +25% Toughness Damage Reduction and replenish 2% Toughness each second.
+ +10% Critical Hit Chance from Blazing Piety.
+ Allies in Coherency have +10% Critical Hit Chance while Blazing Piety is active.
Blitz
Immolation Grenade
Throw a grenade that leaves a layer of flaming liquid, Burning and Staggering enemies, and barring their path. Most effective against Unarmoured Enemies.
Stat boosts
+10% Melee Attack Speed+20% Melee Damage+10% Toughness Damage Reduction+25 Toughness+25% Revive Speed
Passives
Critical Hit
Melee Critical Hits apply Bleed, causing Damage over time.

Melee Hits on Bleeding Enemies grant +10% Critical Chance for 3s. Stacks 3 times.
+40% Toughness Damage Reduction on Critical Hit for 4s.
Toughness
Replenish 15% Toughness on a Successful Dodge.
+25% Revive Speed. In addition, Allies you Assist / Revive, get +10% Movement Speed and +15% Toughness Damage Reduction for 5s.
Dodge
+50% Finesse Damage for 3s on successful Dodge.
A successful Dodge grants +25% Damage Reduction for 2.5s.
Gain +50% Block Cost Reduction while Dodging and for 2s afterwards. Perfect Blocking an attack restores 3 Dodges. 8s Internal Cooldown.
Movement
Enemy Melee Attacks cannot Stun you. On taking Damage, gain +15% Movement Speed for 2s.
Ability / Cooldown
Fatal Damage instead grants you Invulnerability for 5s. Occurs every 120s.
Damage
+5% Damage on your next Melee Attack for each Enemy Hit. Stacks 5 times.
+20% Increased Damage against Infested & Unyielding Enemies.
When you or an Ally in Coherency takes damage, they gain +60% Damage Reduction for 4s. Triggers every 8s.
When Until Death ends, you regain Health based on the Damage you dealt during Until Death, to a maximum of 25% Max Health. Melee Damage dealt heals for 3 times that amount.
+4% Melee Damage for 5s on Hitting an Enemy with a Melee Attack. Stacks 5 times.
Bleeding enemies increase their damage taken by +15% for 5s.
+15% Damage vs Elites.

Weapons

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Tigrus Mk XV Heavy Eviscerator
Transcendant
Tigrus Mk XV Heavy Eviscerator
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Shredder
[80/80]%
Penetration
[80/80]%
Cleave Targets
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Perfect Strike

Perfect Strike

Critical Hits ignore Hit Mass bonus from Armour. +10% Melee Critical Hit Damage.

Shred

Shred

+4% Bonus Critical Chance on Chained Hit. Stacks 5 times.

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Zarona Mk IIa Quickdraw Stub Revolver
Transcendant
Zarona Mk IIa Quickdraw Stub Revolver
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Penetration
[80/80]%
Reload Speed
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Surgical

Surgical

+10% Critical Chance for every 0.3 second while aiming. Stacks 10 times. Discharges all stacks upon firing.

Hand-Cannon

Hand-Cannon

+60% Rending on Critical Hit.

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Curios

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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
“Thou shalt not suffer the new meta to break your original gameplay !”
ZealotFury of the Faithfull - melee

Fury of the Faithfull - melee

Class

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Zealot

Zealot

Build Summary
Ability
Fury of the Faithful
Dash forward, Replenishing 50% Toughness & gaining +20% Attack Speed for 10s. Your next Melee Hit gains +25% Damage, has +100% Rending, and is a guaranteed Critical Hit.

Base Cooldown: 30s

This is an augmented version of Chastise the Wicked.
+ Fury of the Faithful now has 2 charges.
+ Killing an Elite or Specialist within 5s of using Fury of the Faithful restores +20% Ability Cooldown. Maximum once per use.
Aura
Benediction
+15% Toughness Damage Reduction for you and Allies in Coherency.

This is an augmented version of the base Aura, The Emperor's Will.
Keystone
Martyrdom
+10% Melee Damage for each missing Wound, up to a maximum of 5 missing Wounds.
+ Up to +50% Ability Cooldown Regeneration based on Missing Health. Max reached at 25% Current Health.
+ Martyrdom grants +7.5% Toughness Damage Reduction per stack.
+ Martyrdom grants +6% Attack Speed per stack.
+ Martyrdom grants 5% Toughness Replenishment per stack.
+ Martyrdom grants +10% Corruption Resistance per stack.
Blitz
Stunstorm Grenade
Throw a grenade that stuns all Enemies within its blast radius.

This is an augmented version of Stun Grenade with +50% blast radius.
Stat boosts
+10% Melee Attack Speed+2 Wounds+20% Melee Damage+10% Toughness Damage Reduction+25 Toughness+25% Revive Speed
Passives
Critical Hit
+40% Toughness Damage Reduction on Critical Hit for 4s.
Cleave
For every 2 enemies within 5m, gain +2% Damage and +10% Cleave. Stacks 5 times.
Toughness
Replenish 15% Toughness on a Successful Dodge.
Replenish +2.5% Toughness per Second while within 5m Range of an Enemy, increased by +1% per Enemy. Monstrosities count as 5. Max +7.5%.
+25% Revive Speed. In addition, Allies you Assist / Revive, get +10% Movement Speed and +15% Toughness Damage Reduction for 5s.
Dodge
A successful Dodge grants +25% Damage Reduction for 2.5s.
Ability / Cooldown
Fatal Damage instead grants you Invulnerability for 5s. Occurs every 120s.
Damage
+5% Damage on your next Melee Attack for each Enemy Hit. Stacks 5 times.
+20% Increased Damage against Infested & Unyielding Enemies.
On taking Damage, heal 20% of that Damage. Occurs over 4s.
Damage that would take your Health to the next Wound is reduced by 40%.
When Until Death ends, you regain Health based on the Damage you dealt during Until Death, to a maximum of 25% Max Health. Melee Damage dealt heals for 3 times that amount.
+4% Melee Damage for 5s on Hitting an Enemy with a Melee Attack. Stacks 5 times.

Weapons

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Tigrus Mk XV Heavy Eviscerator
Transcendant
Tigrus Mk XV Heavy Eviscerator
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Shredder
[80/80]%
Penetration
[80/80]%
Cleave Targets
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Wrath

Wrath

+40% Cleave on Hit. Stacks 5 times.

Rampage

Rampage

Hitting at least 3 enemies with an attack, increases your damage by +36% for 3.5 seconds.

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Godwyn-Branx Mk IV Bolt Pistol
Transcendant
Godwyn-Branx Mk IV Bolt Pistol
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Collateral
[80/80]%
Reload Speed
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Lethal Proximity

Lethal Proximity

Point blank shots cause an explosion. Explosion Radius increases by +25%.

Puncture

Puncture

Ranged hits add 4 stacks of bleed to enemies.

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Curios

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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
“Ranged weapon can be swapped for anything.”
ZealotPRAISE BE TO SPACE KING !

PRAISE BE TO SPACE KING !

Class

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Zealot

Zealot

Build Summary
Ability
Chorus of Spiritual Fortitude
Wield a holy relic that releases pulses of energy every 0.8s. While channeling, Allies in Coherency have Stun Immunity and Invulnerability.

Each pulse Replenishes 45% Toughness to Allies in Coherency. If the Ally is at full Toughness they instead gain +15 Max Toughness up to a total of +75.

60s Base Cooldown.
+ Channeling 5 pulses grants +30% Damage to you and Allies in Coherency. Lasts 10s.
Aura
Beacon of Purity
Heal 1.5 Corruption from the current Wound for you and Allies in Coherency every 1s.
Keystone
Blazing Piety
+15% Critical Hit Chance for 8s when in Fury. Fury is triggered when 25 Enemies have died within 25m. Critical Hits also count up towards triggering Fury.
+ +100% Ability Cooldown Regeneration for 3s on Melee Critical Hits.
+ Triggering Fury Replenishes 50% Toughness. In addition, while Fury is Active, you have +25% Toughness Damage Reduction and replenish 2% Toughness each second.
+ +10% Critical Hit Chance from Blazing Piety.
+ Allies in Coherency have +10% Critical Hit Chance while Blazing Piety is active.
Blitz
Blades of Faith
Throw a consecrated knife to deal high Damage to a Single Enemy. Very effective against most Enemies; less effective versus Carapace Armour.

- Quick Throw
- Killing Elite & Special Enemies in Melee replenishes 1 knife
- Ammo boxes replenish knives
Stat boosts
+10% Melee Attack Speed+20% Melee Damage+10% Toughness Damage Reduction+25 Toughness+25% Revive Speed
Passives
Critical Hit
Melee Critical Hits apply Bleed, causing Damage over time.

Melee Hits on Bleeding Enemies grant +10% Critical Chance for 3s. Stacks 3 times.
+40% Toughness Damage Reduction on Critical Hit for 4s.
Cleave
For every 2 enemies within 5m, gain +2% Damage and +10% Cleave. Stacks 5 times.
Toughness
Replenish 15% Toughness on a Successful Dodge.
+25% Revive Speed. In addition, Allies you Assist / Revive, get +10% Movement Speed and +15% Toughness Damage Reduction for 5s.
+10% Damage and replenish 15% Toughness over 5s, after Elite Kill.
Dodge
+50% Finesse Damage for 3s on successful Dodge.
A successful Dodge grants +25% Damage Reduction for 2.5s.
Movement
Enemy Melee Attacks cannot Stun you. On taking Damage, gain +15% Movement Speed for 2s.
Ability / Cooldown
Fatal Damage instead grants you Invulnerability for 5s. Occurs every 120s.
Damage
+25% Damage on Backstab and Flanking Hits.
+20% Increased Damage against Infested & Unyielding Enemies.
Up to +25% Base Ranged Damage, reduced the further you are from the target.
When Until Death ends, you regain Health based on the Damage you dealt during Until Death, to a maximum of 25% Max Health. Melee Damage dealt heals for 3 times that amount.
+4% Melee Damage for 5s on Hitting an Enemy with a Melee Attack. Stacks 5 times.
+15% Damage vs Elites.

Weapons

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Munitorum Mk X Relic Blade
Transcendant
Munitorum Mk X Relic Blade
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Power Output
[80/80]%
Finesse
[80/80]%
Heat Management
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
4-10% Melee Damage (Elites)
Heatsink

Heatsink

Weakspot Kills and Critical Strike Kills reduces Heat by +10% over 3s.

Cranial Grounding

Cranial Grounding

Reduces Heat buildup by -6% and increases weakspot damage by +4% for 3s on chained weakspot hits. Stacks 5 times.

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Artemia Mk III Purgation Flamer
Transcendant
Artemia Mk III Purgation Flamer
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Ammo
[80/80]%
Burn
[80/80]%
Cloud Radius
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Blaze Away

Blaze Away

+8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.

Penetrating Flame

Penetrating Flame

Direct hits apply 4 Stacks of 1% Brittleness for 5s. Stacks 20 times

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Curios

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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
“Big E saves and only takes half-damage.”
Support build for High Havoc.
  • If no one on the team requires grenade pickups, consider using your preferred flavor of grenade and Bolt Pistol — or Spearhead if your squad will struggle with boss damage — with Surgical and Puncture. This offers improved Specialist sniping at the cost of weaker crowd control. If there is a veteran with Survivalist I recommend using Zarona Mk IIa Quickdraw Stub Revolver with Surgical and Hand-Cannon instead of the Bolt Pistol (when using grenades).
  • Coherency buffs don't stack, so if there is another Zealot on your squad with Beacon of Purity, grab Benediction. The same applies to Infectious Zeal, so if needed swap it for something like Enemies Within, Enemies Without.
  • This is also a great build for Combat Blade with no changes needed.
ZealotGo Go Gadget Daemonhost Impregnator

Go Go Gadget Daemonhost Impregnator

Class

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Zealot

Zealot

Build Summary
Ability
Shroudfield
Enter Stealth for 3s. While in Stealth gain +20% Movement Speed, +150% Backstab Damage, +150% Finesse Damage, +100% Critical Chance & +100% Melee Rending. Attacking makes you leave Stealth.

Base Cooldown: 30s
+ Shroudfield duration increased by 2s. Upon leaving Stealth, gain -75% Threat and 50% Backstab Damage for 5s.
+ Shroudfield Replenishes 50% Toughness. Gain +30% Damage Resistance for 8s upon exiting Stealth.
+ Restore Ability Cooldown on Stealth Kill. Monstrosities restore 50%, Ogryns restore 30%, and others restore 15%.
Aura
Beacon of Purity
Heal 1.5 Corruption from the current Wound for you and Allies in Coherency every 1s.
Keystone
Martyrdom
+10% Melee Damage for each missing Wound, up to a maximum of 5 missing Wounds.
+ Up to +50% Ability Cooldown Regeneration based on Missing Health. Max reached at 25% Current Health.
+ Martyrdom grants +7.5% Toughness Damage Reduction per stack.
+ Martyrdom grants +6% Attack Speed per stack.
Blitz
Immolation Grenade
Throw a grenade that leaves a layer of flaming liquid, Burning and Staggering enemies, and barring their path. Most effective against Unarmoured Enemies.
Stat boosts
+2 Wounds+10% Toughness Damage Reduction+10% Melee Damage+25 Toughness+25% Revive Speed+5% Movement Speed
Passives
Critical Hit
+15% Damage Resistance after Weakspot Kill. Lasts 4s.
Cleave
For every 2 enemies within 5m, gain +2% Damage and +10% Cleave. Stacks 5 times.
Toughness
Replenish 10% Toughness on Heavy Attack Kill.
+25% Revive Speed. In addition, Allies you Assist / Revive, get +10% Movement Speed and +15% Toughness Damage Reduction for 5s.
Dodge
+50% Finesse Damage for 3s on successful Dodge.
A successful Dodge grants +25% Damage Reduction for 2.5s.
Movement
Enemy Melee Attacks cannot Stun you. On taking Damage, gain +15% Movement Speed for 2s.
Become Uninterruptible while charging Melee Attacks. Remove +100% of Heavy Melee Attack Movement Speed penalties.
Ability / Cooldown
Fatal Damage instead grants you Invulnerability for 5s. Occurs every 120s.
+50% Melee Backstab Damage. 8s Cooldown.
Damage
+25% Damage on Backstab and Flanking Hits.
+20% Increased Damage against Infested & Unyielding Enemies.
When Until Death ends, you regain Health based on the Damage you dealt during Until Death, to a maximum of 25% Max Health. Melee Damage dealt heals for 3 times that amount.
+15% Damage vs Enemies not targeting you.
+15% Damage vs Elites.

Weapons

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Crucis Mk II Thunder Hammer
Transcendant
Crucis Mk II Thunder Hammer
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Penetration
[80/80]%
First Target
[80/80]%
Crowd Control
[80/80]%
Defences
[60/80]%
Damage
[80/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Thrust

Thrust

Up to +20% Strength based on the charge time of your heavy attacks. Stacks 3 times.

Slaughterer

Slaughterer

+8% Strength for 4.5s on Kill. Stacks 5 times.

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Locke Mk IIb Spearhead Boltgun
Transcendant
Locke Mk IIb Spearhead Boltgun
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Collateral
[80/80]%
Reload Speed
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Carapace Armoured Enemies)
Pinning Fire

Pinning Fire

+5% Strength for every Enemy you Stagger. Stacks 5 times.

Shattering Impact

Shattering Impact

Target receives 4 Stacks of 2.5% Brittleness on direct projectile hit. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+1 Wound(s)

+1 Wound(s)

+2-5% Health
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+1 Wound(s)

+1 Wound(s)

+2-5% Health
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
“Something something oneshot-build.”
Psyker"And what do you burn, apart from witches ?"

"And what do you burn, apart from witches ?"

Class

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Psyker

Psyker

Build Summary
Ability
Telekine Shield
Spawns a psychic shield in front of you for 17.5s. The shield blocks Enemy Ranged Attacks, while you and Allies can still shoot through.

Base Cooldown: 40s.
+ Allies inside your Telekine Shield replenish 10% Toughness each second. When your Telekine Shield dissipates, all Allies inside gain +50% Toughness Damage Reduction for 5s
+ Telekine Shield now forms a spherical shield which lasts 25s, but the Cooldown is increased to 60s.
Aura
Seer's Presence
+10% Cooldown Reduction on Abilities for you and Allies in Coherency.

This is an augmented version of The Quickening.
Keystone
Warp Siphon
Killing an Elite or Specialist Enemy gains you a Warp Charge for 25s, stacking 4 time(s). Each Stack increases Base Damage by +4%.

Your next Combat Ability spends all available Warp Charges to reduce the Cooldown of that Combat Ability by 7.5% per Warp Charge.
+ Killing an Enemy with Soulblaze has a 10% chance to grant you a Warp Charge.
+ Can store up to 6 Warp Charges.
Blitz
Brain Rupture
Charge up your Psychic Power and release it to deal immense Damage to a Single Enemy.

This is an augmented version of Brain Burst dealing +50% Damage.
+ All Attacks against Specialists, Elites and Monstrosities, have 100% chance on Hit to Brain Rupture the target. This cannot occur while at critical Peril, and has a Cooldown of 12s.
+ Using your Combat Ability makes your Brain Rupture charge +75% faster and generate 50% less Peril for 10s.
Stat boosts
+15% Toughness Damage Reduction+50 Toughness+10% Ranged Damage+10% Melee Damage+1 Stamina+5% Critical Hit Chance
Passives
Critical Hit
Critical Hits replenish 10% Toughness over 4s.

Critical Hits also grant +5% Movement Speed for 4s, stacking 3 times.
Killing an Enemy with Soulblaze restores 15% Toughness over 5s and grants 5% Critical Hit Chance for the duration.
Peril
Gain Toughness Damage Reduction of +10% to +33% based on your current Peril.
Deal up to +20% Damage (increases as your Peril increases).
While below critical Peril, Blocking an attack causes you to gain Peril instead of losing Stamina.

Gained Peril is 25% of the blocked attacks stamina cost.
Up to +20% Rending on Warp-Attacks, based on Peril.
Quelling
Increases Quell Speed by 30%.
Toughness
Replenish 7.5% Toughness on Warp Attack Kill.
Ability / Cooldown
50% Cooldown Regeneneration for 5s, when you or an Ally in Coherency kills an Elite or Specialist Enemy.
Damage
Killing an Elite or a Specialist Enemy applies 3 stack(s) of Soulblaze to nearby Enemies, causing Damage over time.
+20% Damage vs Ogryns and Monstrosities.
Other
When an Enemy dies while affected by your Soulblaze, nearby Enemies each gain up to 4 Stacks of Soulblaze. They cannot gain more stacks than the dying Enemy had.

Weapons

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Catachan Mk III Combat Blade
Transcendant
Catachan Mk III Combat Blade
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Penetration
[80/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Lacerate

Lacerate

4 Bleed Stacks on non-Weak Spot Hits.

Mercy Killer

Mercy Killer

+60% Weak Spot Damage (Enemies with Bleed Stacks).

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Rifthaven Mk II Inferno Force Staff
Transcendant
Rifthaven Mk II Inferno Force Staff
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Warp Resistance
[60/80]%
Quell Speed
[80/80]%
Burn
[80/80]%
Cloud Radius
[80/80]%
Damage
[80/80]%
Increase Ranged Critical Strike Chance by 2-5%
10-25% Damage (Flak Armoured Enemies)
Penetrating Flame

Penetrating Flame

Direct hits apply 4 Stacks of 1% Brittleness for 5s. Stacks 20 times

Warp Nexus

Warp Nexus

Gain between 5% and 20% Critical Chance based on current level of peril.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
Works with the Blaze Force Greatsword too, but the knife is here for better mobility.
PsykerUNLIMITED POWER

UNLIMITED POWER

Class

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Psyker

Psyker

Build Summary
Ability
Telekine Shield
Spawns a psychic shield in front of you for 17.5s. The shield blocks Enemy Ranged Attacks, while you and Allies can still shoot through.

Base Cooldown: 40s.
+ Telekine Shield has a 20% chance to Electrocute enemies that pass through it. Specialist enemies have a 100% chance to get Electrocuted but also damage the Telekine Shield.
+ Telekine Shield now holds up to 2 charges.
Aura
Seer's Presence
+10% Cooldown Reduction on Abilities for you and Allies in Coherency.

This is an augmented version of The Quickening.
Keystone
Disrupt Destiny
Every second, Enemies within 40m have a chance of being Marked. Killing a Marked Enemy Replenishes 25% Toughness over 2.5s, grants +20% Movement Speed for 2.5s, and adds a Precision Bonus for 5s.

Each Precision Bonus grants +1% Damage, +2% Critical Damage and +2.5% Weakspot Damage. Precision Bonus Stacks 15 times and when the duration ends, one stack is removed and the duration is refreshed.
+ Maximum Precision Bonus stacks are increased from 15 to 25.
+ Weakspot Kills grant 2 additional Stacks of Disrupt Destiny.
Blitz
Assail
Throw swift, homing projectiles formed of psychic energy. Less effective versus Carapace Armoured Enemies.
Stat boosts
+5% Movement Speed+10% Melee Attack Speed+50 Toughness+10% Melee Damage+1 Stamina+10% Toughness Damage Reduction+5% Critical Hit Chance
Passives
Critical Hit
Critical Hits replenish 10% Toughness over 4s.

Critical Hits also grant +5% Movement Speed for 4s, stacking 3 times.
+3% Damage for 10s on Critical Attack. Stacks 5 times.
A Critical Hit makes you count as Dodging against Ranged Attacks for 1s.
Melee Weakspot Kills restore 15% Toughness over 3s. Successful Melee Attacks restore 2.5% Toughness instantly.
Peril
Gain Toughness Damage Reduction of +10% to +33% based on your current Peril.
Deal up to +20% Damage (increases as your Peril increases).
While below critical Peril, Blocking an attack causes you to gain Peril instead of losing Stamina.

Gained Peril is 25% of the blocked attacks stamina cost.
Up to +100% Cleave, based on Peril.
While below Critical Peril, 25% of Damage Taken is converted into Peril.
Quelling
-80% Passive Quelling, +2 Stamina, and +25% Toughness Replenishment.
Dodge
+50% Dodge duration. Increases the number of Dodges before Dodges starts becoming ineffective by 1.
Ability / Cooldown
50% Cooldown Regeneneration for 5s, when you or an Ally in Coherency kills an Elite or Specialist Enemy.
Damage
+5% Damage to Warp Attacks for 10s after a non-Warp based Kill. Stacks 5 times.

+5% Damage to non-Warp Attacks for 10s after a Warp based Kill. Stacks 5 times.
+20% Damage vs Ogryns and Monstrosities.

Weapons

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Covenant Mk VI Blaze Force Greatsword
Transcendant
Covenant Mk VI Blaze Force Greatsword
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Warp Resistance
[60/80]%
Cleave Damage
[80/80]%
Finesse
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Unstable Power

Unstable Power

Up to +5% Strength, scaling with Peril.

Riposte

Riposte

+20% Critical Chance for 6s on successful Dodge.

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Nomanus Mk VI Electrokinetic Force Staff
Transcendant
Nomanus Mk VI Electrokinetic Force Staff
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Warp Resistance
[80/80]%
Quell Speed
[80/80]%
Charge Rate
[60/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
10-25% Damage (Maniacs)
Increase Ranged Critical Strike Chance by 2-5%
Surge

Surge

2 Shots on Primary Critical Hit. +5% Ranged Crit Chance.

Warp Nexus

Warp Nexus

Gain between 5% and 20% Critical Chance based on current level of peril.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Commentary

Electrokinetic Force Staff

  • Primary attack shreds ranged elites and specials, and easily procs Empathic Evasion, Mettle, and Perfect Timing to keep you near-immortal. Quell during downtime or right after shooting to erase peril cost; aim for the body unless headshots are guaranteed. Weapon swap is fast enough to swap → shoot → swap.
  • Secondary attack is for fast-moving specials.

Peril Management

  • On Walls, keep peril above 80% (Warp Rider + Unstable Power carry the damage) while leaving a Just a Dream buffer — don’t waste FGS special just to hold peril.
  • On Scrier's Gaze, don’t bother managing peril.

Toughness

  • Toughness comes only from Mettle, Warp Expenditure, and Disrupt Destiny — so just hit things, in the head preferably, bonus if they’re blue.
PsykerI CAST FIST! - gun psyker

I CAST FIST! - gun psyker

Class

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Psyker

Psyker

Build Summary
Ability
Telekine Shield
Spawns a psychic shield in front of you for 17.5s. The shield blocks Enemy Ranged Attacks, while you and Allies can still shoot through.

Base Cooldown: 40s.
+ Allies inside your Telekine Shield replenish 10% Toughness each second. When your Telekine Shield dissipates, all Allies inside gain +50% Toughness Damage Reduction for 5s
+ Telekine Shield now forms a spherical shield which lasts 25s, but the Cooldown is increased to 60s.
Aura
Prescience
You and Allies in Coherency gain +5% Critical Hit Chance.
Keystone
Disrupt Destiny
Every second, Enemies within 40m have a chance of being Marked. Killing a Marked Enemy Replenishes 25% Toughness over 2.5s, grants +20% Movement Speed for 2.5s, and adds a Precision Bonus for 5s.

Each Precision Bonus grants +1% Damage, +2% Critical Damage and +2.5% Weakspot Damage. Precision Bonus Stacks 15 times and when the duration ends, one stack is removed and the duration is refreshed.
+ Increase the duration of Disrupt Destiny from 5s to 10s.
+ Weakspot Kills grant 2 additional Stacks of Disrupt Destiny.
Blitz
Assail
Throw swift, homing projectiles formed of psychic energy. Less effective versus Carapace Armoured Enemies.
+ Projectiles from Assail now pierce additional targets.
+ Assail charges Replenish 30% faster.
Stat boosts
+5% Movement Speed+50 Toughness+10% Ranged Damage+10% Melee Damage+1 Stamina+10% Toughness Damage Reduction+5% Critical Hit Chance
Passives
Critical Hit
Critical Hits replenish 10% Toughness over 4s.

Critical Hits also grant +5% Movement Speed for 4s, stacking 3 times.
+3% Damage for 10s on Critical Attack. Stacks 5 times.
A Critical Hit makes you count as Dodging against Ranged Attacks for 1s.
Peril
Replenish 4% Toughness for each 10% of Peril Quelled or Generated.
Gain Toughness Damage Reduction of +10% to +33% based on your current Peril.
Deal up to +20% Damage (increases as your Peril increases).
While below critical Peril, Blocking an attack causes you to gain Peril instead of losing Stamina.

Gained Peril is 25% of the blocked attacks stamina cost.
Up to +100% Cleave, based on Peril.
Toughness
Replenish 7.5% Toughness on Warp Attack Kill.
Ability / Cooldown
50% Cooldown Regeneneration for 5s, when you or an Ally in Coherency kills an Elite or Specialist Enemy.
Damage
+5% Damage to Warp Attacks for 10s after a non-Warp based Kill. Stacks 5 times.

+5% Damage to non-Warp Attacks for 10s after a Warp based Kill. Stacks 5 times.
+20% Damage vs Ogryns and Monstrosities.

Weapons

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Maccabian Mk IV Duelling Sword
Transcendant
Maccabian Mk IV Duelling Sword
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Cleave Damage
[80/80]%
Penetration
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Maniacs)
Riposte

Riposte

+20% Critical Chance for 6s on successful Dodge.

Precognition

Precognition

+60% Finesse Damage for 2s on successful Dodge.

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Accatran MG Mk II Heavy Laspistol
Transcendant
Accatran MG Mk II Heavy Laspistol
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Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[60/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Flak Armoured Enemies)
Infernus

Infernus

4 Burn Stack(s) on Critical Hit to a maximum of 12 Stack(s).

Dumdum

Dumdum

+6% Close Range damage on Repeated Hit. Stacks 5 times.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+2-5% Health
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+2-5% Health
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+2-5% Toughness
+6-12% Block Efficiency
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
OgrynDAKKA DAKKA DAKKA...

DAKKA DAKKA DAKKA...

Class

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Ogryn

Ogryn

Build Summary
Ability
Point-Blank Barrage
Swaps to and reloads your Ranged Weapon. You have +25% Rate of Fire, +65% Reload Speed, 50% Reduced Braced Movement Speed penalties, and gain +15% Close Range Damage for the next 12s. 50% of Ammo consumed while active is returned to your Reserve once finished.

Base Cooldown: 60s
+ Ranged Attacks apply 4 Stacks of Burn while Point-Blank Barrage is active. Max Stacks 16.
+ While Point-Blank Barrage is active, Replenish +2.5% Toughness for every shot fired and +15% Toughness on each reload.
Aura
Coward Culling
+20% Damage against Suppressed Enemies for you and Allies in Coherency. +25% Suppression dealt.
Keystone
Burst Limiter Override
15% chance of triggering Lucky Bullet and not consuming Ammo when making Ranged Attacks.

In addition, gain +2% Ranged Damage on Ranged Kills. Max Stacks 10. Lasts 10s.
+ +100% Ability Cooldown Reduction for 4s when Lucky Bullet triggers.
+ The shot that triggers Lucky Bullet is a guaranteed Critical (if it Hits).
+ +15% Ranged Damage to you and Allies in Coherency on Lucky Bullet. Lasts 8s.
Blitz
Frag Bomb
Throw an Ogryn-sized (the only proper kind!) frag grenade with a 16m blast radius, dealing increased Damage at the centre. Human-sized, Non-Captain enemies, are always killed.
Stat boosts
+65 Toughness+5% Reload Speed+10% Toughness Damage Reduction+10% Ranged Damage+35% Weapon Swap Speed
Passives
Toughness
Replenish 5% Toughness after hitting multiple Enemies with a single Melee Attack. This is increased to 15% on Heavy Melee Attack.
Replenish 5% Toughness after hitting a single Enemy with a Melee Attack. Increased to 15% Toughness if it is a Heavy Attack.
+12.5% Toughness Regeneration while bracing or shooting your Ranged weapon.
+2% Strength on Damage Taken by you or Allies in Coherency. 5 Max Stacks. Lasts 10s. +15% Toughness Damage Reduction on Max Stacks.
Dodge
+15% Damage for 5s after a Successful Dodge, or being Hit by an Attack.
Movement
On activating your Combat Ability, you and Allies in Coherency gain +20% Movement Speed and are also Immune to Stuns & Suppression for 6s.
+20% Movement Speed for 3s on Ranged Kill.
Ability / Cooldown
100% Ability Cooldown Regeneration for 3s after you or an Ally in Coherency kill an Elite Enemy.
+20% Damage Resistance vs Ranged for 2.5s after getting hit by a Ranged Attack. 4s Cooldown.
Damage
+30% Damage against Bulwarks, Crushers, Plague Ogryns and Reapers. Also receive +30% Damage Reduction against the same.
You take 25% reduced Damage while bracing or shooting a Ranged Weapon.
+10% Damage Resistance on Elite Kill or Specialist Kill. Lasts 5s.
Other
Increase your ammo reserve by +25%.
Increase explosion radius by +27.5%.

Weapons

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Achlys Mk I Power Maul
Transcendant
Achlys Mk I Power Maul
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Power Output
[80/80]%
Penetration
[80/80]%
Crowd Control
[80/80]%
Defences
[60/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
4-10% Melee Damage (Elites)
Power Surge

Power Surge

Special Attacks on Armoured Enemies cause an additional Shockwave. Special Attacks have +25% Explosion Radius.

Skullcrusher

Skullcrusher

Target receives 4 Stack(s) of +10% Damage if already Staggered. Lasts 5s.

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Achlys Mk VII Twin-Linked Heavy Stubber
Transcendant
Achlys Mk VII Twin-Linked Heavy Stubber
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Ammo
[80/80]%
Collateral
[80/80]%
Stability
[60/80]%
Range
[80/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Blaze Away

Blaze Away

+8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.

Charmed Reload

Charmed Reload

5 bullets loaded from Reserve on Critical Hit.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+2-5% Toughness
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+2-5% Toughness
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+2-5% Toughness
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Talent Tree

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OgrynThe Immortal ShieldGryn

The Immortal ShieldGryn

Class

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Ogryn

Ogryn

Build Summary
Ability
Loyal Protector
Taunt Enemies within 12m, making them attack only you for 15s. The effect repeats after 3s, and after 6s.

Base Cooldown: 50s
+ Staggering an Enemy replenishes 2.0% Cooldown of your Loyal Protector.
+ Loyal Protector and its Repeats, Replenish 10% Toughness and an additional 0.5% each 1s per enemy affected, up to 10%, for 3s.
Aura
Bonebreaker's Aura
+10% Melee Attack Damage for you and Allies in Coherency.

This is an augmented version of Intimidating Presence.
Keystone
Feel No Pain
You are blessed with 10 Stacks of Feel No Pain. Each Stack grants +3% Toughness Replenishment and +3% Damage Reduction.

Taking Damage removes one stack. Stacks are restored every 2s.
+ Pushing Enemies restores one stack of Feel No Pain.
Blitz
Bombs Away!
Throw a box of grenades with great strength and enthusiasm to deal high Damage to a Single Enemy.

Hitting an Enemy causes the box to break open, releasing 6 grenades around the target.

This is an augmented version of Big Box of Hurt.
Stat boosts
+50 Toughness+15% Toughness Damage Reduction+10% Melee Damage
Passives
Critical Hit
+10% Melee Weakspot Strength
Toughness
Replenish 5% Toughness after hitting multiple Enemies with a single Melee Attack. This is increased to 15% on Heavy Melee Attack.
Replenish 5% Toughness after hitting a single Enemy with a Melee Attack. Increased to 15% Toughness if it is a Heavy Attack.
+2% Strength on Damage Taken by you or Allies in Coherency. 5 Max Stacks. Lasts 10s. +15% Toughness Damage Reduction on Max Stacks.
Dodge
+15% Damage for 5s after a Successful Dodge, or being Hit by an Attack.
Movement
Become Uninterruptible while charging Heavy Melee Attacks. Remove 100% of Heavy Melee Attack Movement Speed penalties.
Ability / Cooldown
+25% Impact bonus on Melee Attacks. Staggering an enemy with a Melee Attack replenishes 5% Stamina. 0.75s Cooldown.
100% Ability Cooldown Regeneration for 3s after you or an Ally in Coherency kill an Elite Enemy.
Stamina
+12.5% Damage Resistance while above 75% Stamina.
Damage
+30% Damage against Bulwarks, Crushers, Plague Ogryns and Reapers. Also receive +30% Damage Reduction against the same.
Enemies damaged by your Melee Attacks take +10% more Damage for 5s.
+15% Damage Reduction while charging Melee Attacks.
+5% Damage Resistance per Bleeding Enemy in Melee range. Stacks 6 times.
Other
Inflict +1 Stacks of Bleed on Melee Hit. Increased to +4 on Heavy Melee Hit.
Your Pushes have +250% Stagger. Can only trigger once every 8s.
Blocking or Pushing Enemies Taunts them for 8s.
4 Stacks of Brittleness on Push.
+2.5% Melee Attack Speed on Chained Hit for 5s. Stacks 5 times.

Weapons

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Orox Mk II & Mk III Battle Maul & Slab Shield
Transcendant
Orox Mk II & Mk III Battle Maul & Slab Shield
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Cleave Damage
[80/80]%
Penetration
[80/80]%
Crowd Control
[80/80]%
Defences
[60/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Carapace Armoured Enemies)
Last Guard

Last Guard

Block Breaks push Enemies, 9s cooldown. -30% Block Cost.

Skullcrusher

Skullcrusher

Target receives 4 Stack(s) of +10% Damage if already Staggered. Lasts 5s.

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Lorenz Mk VI Rumbler
Transcendant
Lorenz Mk VI Rumbler
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Blast Radius
[80/80]%
Ammo
[80/80]%
Penetration (Blast)
[80/80]%
Blast Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Adhesive Charge

Adhesive Charge

Your Grenades stick to Ogryns and Monstrosities. +15% Damage vs Ogryns and Monstrosities

Shattering Impact

Shattering Impact

Target receives 4 Stacks of 2.5% Brittleness on direct projectile hit. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+5-20% Damage Resistance (Gunners)
+2-5% Toughness
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+5-20% Damage Resistance (Gunners)
+2-5% Toughness
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+5-20% Damage Resistance (Gunners)
+2-5% Toughness
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Talent Tree

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Arbitrator"I AM... THE LEX!" - Nuncio-Aquila

"I AM... THE LEX!" - Nuncio-Aquila

Class

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Arbitrator

Arbitrator

Build Summary
Ability
Nuncio-Aquila
Deploy a Nuncio-Aquila in the target direction.

Allies within 7.5m Replenish 7.5% Toughness per second, gain +30% Suppression Dealt, +30% Impact, -25% Recoil as well as are Immune to Stun, Slowdown, and Suppression.

Enemies within 7.5m have +15% Damage Taken.

Lasts 20s. 60s Cooldown.

This is an augmented version of Nuncio-Aquila.
+ Allies affected also gain 30% Toughness Damage Reduction, 30% Revive Speed, and 10% Attack Speed.
+ The time between affected Enemies' Melee Attacks, is increased by 50%, and their Melee Attacks deal 25% less Damage.
Aura
Part of the Squad
Your Cyber-Mastiff counts towards unit Coherency. In addition, you and Allies in Coherency gain additional +7.5% Toughness Damage Reduction.
Keystone
Execution Order
Periodically mark Elites, Specialists and Bosses for Mercy Sanction. Killing a marked enemy replenishes 15% Toughness.

Your Cyber-Mastiff gains +150% Cyber-Mastiff Damage for 8s after attacking a marked enemy. You gain +10% Damage and +10% Attack Speed for 8s after killing a Marked Enemy.
+ +50% Cooldown Regeneration for 8s after Marked Kill.
+ You gain +10% Rending for 8s after a Marked Kill.
+ Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
Keystone
Unleashed Brutality
Your Cyber-Mastiff prioritises Elite and Specialist Enemies, and deals +25% Damage to them.
+ +50% Cooldown Regeneration for 8s after Marked Kill.
+ You gain +10% Rending for 8s after a Marked Kill.
+ Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
Blitz
Voltaic Shock Mine
Throw a Voltaic Shock Mine that activates as it lands.

For 15s it will Electrocute all enemies within 3m.
Stat boosts
+10% Toughness Damage Reduction+50 Toughness+25% Ammo Capacity+25% Cleave
Passives
Critical Hit
2% Critical Strike Chance on Kill. 8 Stacks. Lasts 10s.
Melee Weakspot hits make the enemy count as Staggered for 4s.
Toughness
Replenish 5% Toughness per second while within 8m of your Cyber-Mastiff.
Replenish 5% Toughness on Close Kill.
Replenish 7.5% Toughness on Staggering Melee Attack.
Spending 1 Stamina replenishes 10% Toughness over 3s.
Hitting 3 or more enemies with an Attack grants you +20% Toughness Damage Reduction for 5s.
On Block, replenish 15% Toughness over 3s. On Perfect Block, instantly replenish 10% Toughness. 1s Cooldown.
Dodge
15% Damage for 5s after Successful Dodge.
Damage
+15% Ranged Damage for 5s after Reloading.
Gain +25% Damage Resistance for 5s after Elite or Specialist Kill.
Staggering an Enemy grants 1 stack(s) of +3% Damage Resistance, on the next Melee hit taken. Stacking 5 times and lasting 8s. Staggering Non-Human Sized Enemies grants 5 stack(s).
+2% Damage on Successful Attack. 5 Max Stacks. Lasts 5s.
Staggering an Enemy makes them deal -20% Damage. Lasts 5s.
Enemies staggered by your Melee Attacks take +15% more Melee Damage for 5s.

Weapons

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Branx Mk XI Shock Maul and Suppression Shield
Transcendant
Branx Mk XI Shock Maul and Suppression Shield
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Power Output
[60/80]%
Penetration
[80/80]%
Crowd Control
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
High Voltage

High Voltage

+25% Damage vs Electrocuted enemies.

Opportunist

Opportunist

+25% Melee Rending vs Staggered Enemies.

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Judgement Mk IV Subductor Shotpistol and Riot Shield
Transcendant
Judgement Mk IV Subductor Shotpistol and Riot Shield
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Penetration
[80/80]%
Reload Speed
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Pinpointing target

Pinpointing target

+8% Strength every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.

Full Bore

Full Bore

+20% Strength for 5s when every pellet in a shot hits the same enemy.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Stamina Regeneration
+6-12% Block Efficiency
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Stamina Regeneration
+6-12% Block Efficiency
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+6-12% Stamina Regeneration
+6-12% Block Efficiency
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Talent Tree

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Arbitrator"I'm not arresting you anymore." - Lone Wolf range

"I'm not arresting you anymore." - Lone Wolf range

Class

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Arbitrator

Arbitrator

Build Summary
Ability
Castigator's Stance
Enter the Castigator's Stance for 10s, during which you have +15% Movement Speed, +70% Reduced Damage Taken, +20% Strength, 100% Reduced Movement Speed Penalty from Actions, but you cannot Sprint. On activation, you replenish all Toughness.

Base Cooldown: 50s.
+ During Castigator's Stance, ranged kills replenish up to 10% of the total Ammo in your Clip from your Reserve, rounded up. Can occur once per Attack.
+ During Castigator's Stance, each Elite or Specialist Kill grants +7.5% Damage. Lasting 12s. 6 Max Stacks.
Aura
Ruthless Efficiency
You and Allies in Coherency gain additional +12.5% Reload Speed.
Keystone
Execution Order
Periodically mark Elites, Specialists and Bosses for Mercy Sanction. Killing a marked enemy replenishes 15% Toughness.

Your Cyber-Mastiff gains +150% Cyber-Mastiff Damage for 8s after attacking a marked enemy. You gain +10% Damage and +10% Attack Speed for 8s after killing a Marked Enemy.
+ Gain +10% Critical Hit Chance and +25% Critical Hit Damage on Marked Kill. Lasts 8s.
+ +50% Cooldown Regeneration for 8s after Marked Kill.
+ Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
Keystone
Lone Wolf
You are no longer accompanied by your Cyber-Mastiff. Gain +15% Toughness Damage Reduction, +10% Attack Speed, +10% Damage, and +1 increased Charges on your Blitz Abilities.

You also replenish charges of your Blitz Ability depending on the one chosen. Arbites Grenade every 45s, Voltaic Shock Mine every 90s.
+ Gain +10% Critical Hit Chance and +25% Critical Hit Damage on Marked Kill. Lasts 8s.
+ +50% Cooldown Regeneration for 8s after Marked Kill.
+ Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
Blitz
Voltaic Shock Mine
Throw a Voltaic Shock Mine that activates as it lands.

For 15s it will Electrocute all enemies within 3m.
Stat boosts
+10% Toughness Damage Reduction+50 Toughness+25% Ammo Capacity+10% Ranged Damage+25% Cleave+1 Effective Dodges+25% Dodge Duration
Passives
Critical Hit
2% Critical Strike Chance on Kill. 8 Stacks. Lasts 10s.
+20% Rending on Ranged Critical Strike.
Toughness
Replenish 5% Toughness on Close Kill.
Replenish 7.5% Toughness on Staggering Melee Attack.
Spending 1 Stamina replenishes 10% Toughness over 3s.
Dodge
15% Damage for 5s after Successful Dodge.
Movement
+10% Damage and +10% Movement Speed on Elite or Specialist Kill. Lasts 4s.
Damage
Gain +25% Damage Resistance for 5s after Elite or Specialist Kill.
Staggering an Enemy grants 1 stack(s) of +3% Damage Resistance, on the next Melee hit taken. Stacking 5 times and lasting 8s. Staggering Non-Human Sized Enemies grants 5 stack(s).
+20% Damage to Ogryns and Monstrosities.
+15% Melee Damage and +30% Impact on first Enemy hit with each attack.
+25% Damage vs Suppressed Enemies.
+2% Damage on Successful Attack. 5 Max Stacks. Lasts 5s.

Weapons

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Branx Mk III Arbites Shock Maul
Transcendant
Branx Mk III Arbites Shock Maul
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Penetration
[80/80]%
Finesse
[80/80]%
Crowd Control
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
High Voltage

High Voltage

+25% Damage vs Electrocuted enemies.

Execution

Execution

+20% Damage Bonus vs Staggered enemies.

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Exaction Mk III Exterminator Shotgun
Transcendant
Exaction Mk III Exterminator Shotgun
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Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Maniacs)
10-25% Damage (Flak Armoured Enemies)
Powderburn

Powderburn

+20% Damage against Suppressed Enemies, +40% Suppression and -40% Recoil on Close Range Kill.

Full Bore

Full Bore

+20% Strength for 5s when every pellet in a shot hits the same enemy.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Stamina Regeneration
+7.5-30% Toughness Regeneration Speed
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Stamina Regeneration
+1-4% Combat Ability Regeneration
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Talent Tree

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Arbitrator"Oi, You Got A Loicense For That, Mate?" - Lone Wolf melee

"Oi, You Got A Loicense For That, Mate?" - Lone Wolf melee

Class

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Arbitrator

Arbitrator

Build Summary
Ability
Break the Line
Step forward and Bash, causing high Stagger to enemies in front of you, and gain +25% Damage, +50% Impact, for 6s. During the Bash you count as Blocking.

Base Cooldown: 20s.
+ Replenish 20% Toughness and 15% Stamina for each Elite, Specialist, or Monstrosity hit, up to 100% Toughness and 75% Stamina.
+ Restore 0.5s Ability Cooldown for each hit, increased to 1 on Elite, Specialist, or Monstrosity. 5 Max Cooldown restored.
Aura
Breaking Dissent
You and Allies in Coherency deal additional +10% Damage vs Staggered.
Keystone
Forceful
Staggering Hits and Blocked Attacks grant Stacks of Forceful. Lasting 5s and stacking 10 times. Each stack gives +5% Impact and +2.5% Damage Resistance. Remove stack on damage taken.
+ Replenish +0.5% Toughness each second per Stack.
+ While at Max Stacks, and for 3s afterwards, Gain Stun Immunity, additionally, your perfect blocks can block all attacks.
+ While at Max Stacks, and for 3s afterwards, Gain +10% Attack Speed and +50% Cleave.
+ On Combat Ability, Gain +2.5% Strength for each stack. Lasts 12s. Removes all Stacks.
Keystone
Lone Wolf
You are no longer accompanied by your Cyber-Mastiff. Gain +15% Toughness Damage Reduction, +10% Attack Speed, +10% Damage, and +1 increased Charges on your Blitz Abilities.

You also replenish charges of your Blitz Ability depending on the one chosen. Arbites Grenade every 45s, Voltaic Shock Mine every 90s.
+ Replenish +0.5% Toughness each second per Stack.
+ While at Max Stacks, and for 3s afterwards, Gain Stun Immunity, additionally, your perfect blocks can block all attacks.
+ While at Max Stacks, and for 3s afterwards, Gain +10% Attack Speed and +50% Cleave.
+ On Combat Ability, Gain +2.5% Strength for each stack. Lasts 12s. Removes all Stacks.
Blitz
Arbites Grenade
Throw an Arbites Grenade that explodes after a short delay. 4 Max Grenades.

This is an augmented version of Arbites Grenade.
Stat boosts
+50 Toughness+10% Melee Damage+1 Effective Dodges+25% Dodge Duration
Passives
Critical Hit
Melee Weakspot hits make the enemy count as Staggered for 4s.
Cleave
Pushing grants 75% Cleave for 5s.
Toughness
Replenish 7.5% Toughness on Staggering Melee Attack.
Hitting 3 or more enemies with an Attack grants you +20% Toughness Damage Reduction for 5s.
On Block, replenish 15% Toughness over 3s. On Perfect Block, instantly replenish 10% Toughness. 1s Cooldown.
Movement
+10% Damage and +10% Movement Speed on Elite or Specialist Kill. Lasts 4s.
Damage
Staggering an Enemy grants 1 stack(s) of +3% Damage Resistance, on the next Melee hit taken. Stacking 5 times and lasting 8s. Staggering Non-Human Sized Enemies grants 5 stack(s).
+20% Damage to Ogryns and Monstrosities.
15% Damage to Enemies above 75% Health.
+2% Damage on Successful Attack. 5 Max Stacks. Lasts 5s.
Enemies staggered by your Melee Attacks take +15% more Melee Damage for 5s.
Gain 15% Reduced Block Cost. On Perfect Block gain +15% Damage and +15% Attack Speed for 8s.
Other
+10% Melee Attack Speed for 3s on hitting 3 or more enemies with a Melee Attack.
+15% Melee Rending on Staggered Enemies.

Weapons

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Branx Mk XI Shock Maul and Suppression Shield
Transcendant
Branx Mk XI Shock Maul and Suppression Shield
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Power Output
[60/80]%
Penetration
[80/80]%
Crowd Control
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
High Voltage

High Voltage

+25% Damage vs Electrocuted enemies.

Opportunist

Opportunist

+25% Melee Rending vs Staggered Enemies.

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Godwyn-Branx Mk IV Bolt Pistol
Transcendant
Godwyn-Branx Mk IV Bolt Pistol
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Collateral
[80/80]%
Reload Speed
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Lethal Proximity

Lethal Proximity

Point blank shots cause an explosion. Explosion Radius increases by +25%.

Puncture

Puncture

Ranged hits add 4 stacks of bleed to enemies.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Block Efficiency
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+5-20% Damage Resistance (Gunners)
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
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Talent Tree

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ArbitratorDoggo - melee

Doggo - melee

Class

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Arbitrator

Arbitrator

Build Summary
Ability
Break the Line
Step forward and Bash, causing high Stagger to enemies in front of you, and gain +25% Damage, +50% Impact, for 6s. During the Bash you count as Blocking.

Base Cooldown: 20s.
+ Replenish 20% Toughness and 15% Stamina for each Elite, Specialist, or Monstrosity hit, up to 100% Toughness and 75% Stamina.
+ Restore 0.5s Ability Cooldown for each hit, increased to 1 on Elite, Specialist, or Monstrosity. 5 Max Cooldown restored.
Aura
Breaking Dissent
You and Allies in Coherency deal additional +10% Damage vs Staggered.
Keystone
Execution Order
Periodically mark Elites, Specialists and Bosses for Mercy Sanction. Killing a marked enemy replenishes 15% Toughness.

Your Cyber-Mastiff gains +150% Cyber-Mastiff Damage for 8s after attacking a marked enemy. You gain +10% Damage and +10% Attack Speed for 8s after killing a Marked Enemy.
+ +50% Cooldown Regeneration for 8s after Marked Kill.
+ Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
+ Gain +10% Movement Speed and +10% Damage for 5s after Pounce.
Keystone
Go Get 'Em!
Your Cyber-Mastiff prioritises Ranged Enemies, and deals +50% Damage to them.
+ +50% Cooldown Regeneration for 8s after Marked Kill.
+ Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
+ Gain +10% Movement Speed and +10% Damage for 5s after Pounce.
Blitz
Remote Detonation
Cause an Explosion at your Cyber-Mastiff's Location. Staggering and Electrocuting nearby Enemies. 2 Charges. 50s Cooldown.
Stat boosts
+10% Toughness Damage Reduction+50 Toughness
Passives
Critical Hit
2% Critical Strike Chance on Kill. 8 Stacks. Lasts 10s.
Melee Weakspot hits make the enemy count as Staggered for 4s.
Cleave
Pushing grants 75% Cleave for 5s.
Toughness
Replenish 7.5% Toughness on Staggering Melee Attack.
Hitting 3 or more enemies with an Attack grants you +20% Toughness Damage Reduction for 5s.
On Block, replenish 15% Toughness over 3s. On Perfect Block, instantly replenish 10% Toughness. 1s Cooldown.
Dodge
15% Damage for 5s after Successful Dodge.
Movement
+10% Damage and +10% Movement Speed on Elite or Specialist Kill. Lasts 4s.
Damage
Staggering an Enemy grants 1 stack(s) of +3% Damage Resistance, on the next Melee hit taken. Stacking 5 times and lasting 8s. Staggering Non-Human Sized Enemies grants 5 stack(s).
Gain +15% Damage for 5s after Heavy Melee Attack.
+2% Damage on Successful Attack. 5 Max Stacks. Lasts 5s.
Enemies staggered by your Melee Attacks take +15% more Melee Damage for 5s.
Other
+10% Melee Attack Speed for 3s on hitting 3 or more enemies with a Melee Attack.
Your Cyber-Mastiff Electrocutes enemies it attacks for 5s.
Enemies knocked away by your Cyber Mastiff's Pounce have 6 Stack(s) of Bleed applied to them.
Your Cyber-Mastiff applies 6 Stacks of Brittleness on attack.

Weapons

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Branx Mk III Arbites Shock Maul
Transcendant
Branx Mk III Arbites Shock Maul
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Penetration
[80/80]%
Finesse
[80/80]%
Crowd Control
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
High Voltage

High Voltage

+25% Damage vs Electrocuted enemies.

Execution

Execution

+20% Damage Bonus vs Staggered enemies.

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Agripinaa Mk XIV Quickdraw Stub Revolver
Transcendant
Agripinaa Mk XIV Quickdraw Stub Revolver
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Penetration
[80/80]%
Reload Speed
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Maniacs)
10-25% Damage (Flak Armoured Enemies)
Point Blank

Point Blank

+20% Ranged Critical Chance after Melee Kill for 2.5 seconds.

Surgical

Surgical

+10% Critical Chance for every 0.3 second while aiming. Stacks 10 times. Discharges all stacks upon firing.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Block Efficiency
+1-4% Combat Ability Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Block Efficiency
+1-4% Combat Ability Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Block Efficiency
+1-4% Combat Ability Regeneration
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Talent Tree

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ArbitratorDoggo - range

Doggo - range

Class

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Arbitrator

Arbitrator

Build Summary
Ability
Break the Line
Step forward and Bash, causing high Stagger to enemies in front of you, and gain +25% Damage, +50% Impact, for 6s. During the Bash you count as Blocking.

Base Cooldown: 20s.
+ Replenish 20% Toughness and 15% Stamina for each Elite, Specialist, or Monstrosity hit, up to 100% Toughness and 75% Stamina.
+ Restore 0.5s Ability Cooldown for each hit, increased to 1 on Elite, Specialist, or Monstrosity. 5 Max Cooldown restored.
Aura
Breaking Dissent
You and Allies in Coherency deal additional +10% Damage vs Staggered.
Keystone
Execution Order
Periodically mark Elites, Specialists and Bosses for Mercy Sanction. Killing a marked enemy replenishes 15% Toughness.

Your Cyber-Mastiff gains +150% Cyber-Mastiff Damage for 8s after attacking a marked enemy. You gain +10% Damage and +10% Attack Speed for 8s after killing a Marked Enemy.
+ +50% Cooldown Regeneration for 8s after Marked Kill.
+ Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
+ Gain +10% Movement Speed and +10% Damage for 5s after Pounce.
Keystone
Go Get 'Em!
Your Cyber-Mastiff prioritises Ranged Enemies, and deals +50% Damage to them.
+ +50% Cooldown Regeneration for 8s after Marked Kill.
+ Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
+ Gain +10% Movement Speed and +10% Damage for 5s after Pounce.
Blitz
Remote Detonation
Cause an Explosion at your Cyber-Mastiff's Location. Staggering and Electrocuting nearby Enemies. 2 Charges. 50s Cooldown.
Stat boosts
+50 Toughness+25% Ammo Capacity+10% Ranged Damage+1 Effective Dodges+25% Dodge Duration
Passives
Critical Hit
2% Critical Strike Chance on Kill. 8 Stacks. Lasts 10s.
Melee Weakspot hits make the enemy count as Staggered for 4s.
Toughness
Replenish 5% Toughness per second while within 8m of your Cyber-Mastiff.
Replenish 7.5% Toughness on Staggering Melee Attack.
Hitting 3 or more enemies with an Attack grants you +20% Toughness Damage Reduction for 5s.
Dodge
15% Damage for 5s after Successful Dodge.
Movement
+10% Damage and +10% Movement Speed on Elite or Specialist Kill. Lasts 4s.
Damage
+20% Damage to Ogryns and Monstrosities.
+2% Damage on Successful Attack. 5 Max Stacks. Lasts 5s.
Other
+10% Melee Attack Speed for 3s on hitting 3 or more enemies with a Melee Attack.
Your Cyber-Mastiff Electrocutes enemies it attacks for 5s.
Enemies knocked away by your Cyber Mastiff's Pounce have 6 Stack(s) of Bleed applied to them.
Your Cyber-Mastiff applies 6 Stacks of Brittleness on attack.
+15% Clip Size, rounded up.

Weapons

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Branx Mk III Arbites Shock Maul
Transcendant
Branx Mk III Arbites Shock Maul
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Penetration
[80/80]%
Finesse
[80/80]%
Crowd Control
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Execution

Execution

+20% Damage Bonus vs Staggered enemies.

High Voltage

High Voltage

+25% Damage vs Electrocuted enemies.

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Judgement Mk IV Subductor Shotpistol and Riot Shield
Transcendant
Judgement Mk IV Subductor Shotpistol and Riot Shield
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Penetration
[80/80]%
Reload Speed
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Maniacs)
10-25% Damage (Flak Armoured Enemies)
No Respite

No Respite

Up to +20% Damage on Hit (Staggered Enemy), scaling with Stagger.

Pinpointing target

Pinpointing target

+8% Strength every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Stamina Regeneration
+6-12% Block Efficiency
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-12% Stamina Regeneration
+6-12% Block Efficiency
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+6-12% Stamina Regeneration
+6-12% Block Efficiency
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Talent Tree

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Hive ScumJohn Wick sous crack

John Wick sous crack

Class

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Hive Scum

Hive Scum

Build Summary
Ability
Enhanced Desperado
Swaps to and reloads your Ranged Weapon, entering Enhanced Desperado for 10s. For the duration, you count as Dodging against Ranged Attacks, Sprinting costs no Stamina, and you gain +20% Sprint Speed.

While the ability is active, reloading your weapon does not reduce your Ammo Reserve.

Additionally, Enemies within Close Range become highlighted. Killing highlighted enemies with your Ranged Weapon extends the duration by 1s. After 20s, the extending becomes diminished.

Base Cooldown: 45s.

This is an augmented version of Desperado.
+ Killing highlighted Enemies restores 0.5s Ability Cooldown. Elite and Specialist kills instead restore 1s. 5s Max Cooldown restored.
+ Gain +15% Rending for your Ranged Attacks while Enhanced Desperado is active. Additionally, killing highlighted enemies also grants +3% Ranged Damage, stacking 5 times.
Aura
Gunslinger Improved
When an Ammo pickup is collected by you or allies in Coherency, you each replenish Ammo equal to 10% of that pickup.

This is an augmented version of Gunslinger.
Keystone
Vulture's Mark
Killing a Special or Elite enemy with a ranged weapon grants you a stack of Vulture's Mark for 8s (Stacks 3 times).

Each stack grants +5% Ranged Damage, +5% Ranged Critical Strike Chance, and +5% Movement Speed.

While at max stacks, Special and Elite Ranged Kills restore 15% Toughness to you and Allies in Coherency.
+ Dodge Speed is increased by +25%, and time considered Dodging by +0.15s.
+ Ranged Critical Hits makes you count as Dodging against all Attacks for 1s.
Blitz
Boom Bringer
High powered missile launcher.

2 Max Missiles.
Stat boosts
+40% Weapon Swap Speed+25 Toughness+5% Critical Hit Chance+10% Melee Damage+25% Weakspot Damage
Passives
Critical Hit
Melee Hits replenishes 4% Toughness.
Melee Critical Strikes and Weakspot Hits instead replenish 8%, and Critical Weakspot Strikes replenish 12%.
Perfect Blocks and Successful Dodges grant +20% Critical Strike Chance for 3s.
Cleave
Melee Kills grant +10% Melee Cleave for 5s. Stacks 5 times.
Stims
+5s Stimm Duration.
Toughness
Replenish +8% Toughness on Ranged Kill. Elites and Specials instead replenish +15% Toughness.
Replenish 30% Toughness over 3s after taking Ranged Toughness Damage. Losing all Toughness cancels the effect.
Gain Stun Immunity for 6s and restore +50% Toughness when Toughness is broken. 10s Cooldown.
Dodge
+40% Dodge Recovery Speed while Stamina is above 75%.
Movement
When taking Melee Damage, knock all nearby Enemies around you backwards and gain +10% Movement Speed for 3s. Can only trigger once every 8s.
Ability / Cooldown
Kills replenish 1% of your Cartel Special Cooldown. Killing Chem Toxin infected Enemies instead replenishes 2%.
Stamina
+2% increased Melee Attack Speed for each current Stamina.
Up to 20% Damage Reduction, depending on available Stamina. Additionally, up to 20% Melee Damage depending on spent Stamina.
Damage
+25% Ranged Damage against targets within 12.5 meters, scaling down to a minimum of +10% at 30 meters and beyond.
Reloading your Ranged Weapon grants +2% Ranged Damage for 7s. Each 10% of magazine spent during the duration grants +2% additional Ranged Damage.
+15% Damage against Elites and Monstrosities.
Other
+40% Weapon Swap Speed.
Additionally, gain -10% Recoil and -30% Spread while firing from the hip or bracing.
+30% Reload Speed for 8s on Close Ranged Kill.
Killing an Elite or Specialist Enemy with a Melee Attack while Ammo Reserve is below 20% will refill it to 20%.

Weapons

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Improvised Mk I Shivs
Transcendant
Improvised Mk I Shivs
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Penetration
[80/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
1-2 Stamina
10-25% Damage (Carapace Armoured Enemies)
Uncanny Strike

Uncanny Strike

Hitting an enemy's weakspot applies 4 stacks of 2.5% Brittleness. Duration 5 seconds. 16 max stacks.

Precognition

Precognition

+45% Finesse Damage for 2s on successful Dodge.

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Branx MkVIII Dual Stub Pistols
Transcendant
Branx MkVIII Dual Stub Pistols
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Penetration
[80/80]%
Collateral
[60/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Flak Armoured Enemies)
Increase Ranged Critical Strike Chance by 2-5%
Speedload

Speedload

+10% Reload Speed for 2 seconds after Close Kill. Stacks 5 times.

Run 'n' Gun

Run 'n' Gun

You can Hipfire with this weapon while Sprinting. +15% Close Damage while Sprinting. Also reduces weapon spread at all times by -30%.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Stimm Lab

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Notes

Beyond the Hive update & the Pickpocket nerf:

 

Enhanced Desperado builds were hit hardest by the Pickpocket nerf in this update, they also nerfed the cleave of Improvised Mk I Shivs, its a bit harder to play this in Havoc now, so for Havoc (especially if you are climbing) i would really recommend a strong Rampage! or Stimm Supply build over ANY Enhanced Desperado build, as they are much stronger VS Carapace, bosses and pretty much everything else in the game other than Ranged Elites. 

(This build is extremely fun in the new Expeditions gamemode though!) 

 

What does this build do? 

Your primary job with this build in Havoc, or any Desperado Branx MkVIII Dual Stub Pistols / Branx MkIII Dual Autopistols , is taking out Specials, Disablers and Ranged Elites almost as fast as they appear, keeping them off your team. That is where this build really shines. You do also have the tools to deal with any other enemy in the game though. The weakest part of the build is Monstrosity damage, below i will show you some ways to get more Monstrosity damage (at a cost) if you want it.

 

This build and some tweaks you can make to it that i talk about below, has been tested and tweaked over many Havoc 40 games. If you want to, you can of course use this as just a template and modify it as you see fit.

Melee Weapon:

  • Use your melee for Carapace armor, Scab/Dreg captains, Twins, Monstrosities, Mutants etc. And also use its very long dodge distance bonus and +2 stamina to get out of bad situations while holding block, these knives paired with the dodge talents in the talent tree make you extremely slippery and able to get out of most bad spots if you have some room.
  • The Improvised Mk I Shivs have high Weakspot damage, so do try hitting Heads/Weakspots.
  • Remember to use your throwing knives. They do pretty good damage, especially against Monstrosities.

If you want a lot more Monstrosity damage, at the cost of some Carapace killing potential: Swap the Precognition blessing for Flesh Tearer When fighting Monstrosities with Flesh Tearer just spam some light attacks when you first start fighting them to get them to max bleed stacks (16 stacks is max, so you just need to hit 2 crit attacks, with Float Like a Butterfly active we have 40% melee crit chance so you crit often) and then try to keep the boss at max bleed stacks while trying to hit Weakspots with heavy attacks/bullets for some extra damage. If you want to, you can also swap Precognition for Riposte  (has a lot higher uptime than Precognition ) I recommend testing out which one feels best for you.

Ranged Weapon:

  • Use your ranged weapon pretty much all the time against anything in the game. If your ability and/or stimm is not active use your melee against Carapace though.
  • If you run out of ammo, just use your melee until your Enhanced Desperado is back up or you kill a Mutant or something with your Melee to proc Pickpocket 
  • The Branx MkVIII Dual Stub Pistols have extremely high Weakspot damage (Over 2x damage compared to bodyshots, and over 3.1x damage with crits, this is without The Sweet Spot  talent too.) so you really want to try aiming for heads, they kill Specials/Disablers very fast with bodyshots too though so you can just spam shoot and correct your aim as your are firing.
  • Take advantage of the instant reload on Enhanced Desperado  Use up your current magazine before you activate it, you can deal a lot more damage and get more kills this way.
  • Run 'n' Gun paired with Sticky Hands makes a massive difference for Accuracy and landing headshots. You can flex 1 of these 2 (The blessing or the passive) if you don't care about the extra accuracy. 
  • If you pop your stimm and your Enhanced Desperado at the same time, you get 30% Rending and can kill Carapace with your guns. Though the Crusher damage is not the best, takes around 1 magazine worth of headshots to kill a Crusher  in Havoc 40 but it is a safe way to deal some Crusher damage if you can't get in melee.

The Branx MkIII Dual Autopistols are generally better and more DPS in most situations over the Branx MkVIII Dual Stub Pistols So definitely use those if you prefer. The Stub pistols do have some advantages over the Autopistols though, as they kill Specials/Disablers and Ranged elites a lot faster and more reliably at medium/long range.

  • If you take the Branx MkIII Dual Autopistols instead of Branx MkVIII Dual Stub Pistols  I recommend keeping everything the same as i have on the Branx MkVIII Dual Stub Pistols above and keeping the talent tree the same, but you NEED to swap Run 'n' Gun (or Speedload) for Blaze Away as Blaze away is just an insanely strong blessing for the Branx MkIII Dual Autopistols  You could also swap the other blessing for Pinning Fire  for even more damage if you want to. 
  • The Branx MkIII Dual Autopistols do significantly more Monstrosity damage than the Branx MkVIII Dual Stub Pistols (Just for your information.)

Some other fun (and strong!) ranged weapons  you should check out: Vraks Mk V Infantry Autogun (With Dumdum and Fire Frenzy ) and: Agripinaa Mk XIV Quickdraw Stub Revolver (With Hand-Cannon and Speedload or Run 'n' Gun ) The Agripinaa Mk XIV Quickdraw Stub Revolver especially is tons of fun to use, you really melt Carpace and Bosses with it. 

Grenades and Aura talents:

  • You can swap to any of the other Grenades and Auras as you see fit. Anarchist would be the best one to have but there is tax node in Blessed Stimms if you take that one...
  • Try showing some restraint with using your Chem grenades/Rockets. They are very high value grenades and should only be used if you have to, treat them kind of like the Ogryn Frag Bomb 
  • Blackout grenades are quite weak on this build, because we don't take Pocket Toxin So i  recommend against taking this Blitz, pick it if you really want it though. (They are not bad at all but compared to the Rocket launcher and Chem grenades they are quite low impact.) 

Curios:

  • You can swap 1 +Toughness curio for +HP if you want to or a +3 Stamina if you prefer, and then change the +2 stamina on the Shivs for something else like Unyielding.  
  • You can flex 1 or 2 of the +5% Toughness nodes for something else if you prefer, some people really like extra revive speed or ability cooldown reduction for example. 
  • The +60% Gunner damage resist is a Havoc staple (for those that don't know,) makes a massive difference VS Gunners. For Havoc you want this on every build for every class in the game pretty much. It makes gunners way less scary to you if your Enhanced Desperado is not active. You can flex 1 of the 20% gunner dmg resists for something else if you want, as they do have diminishing returns, 40% is fine. 

Talent tree and Stimm lab:

  • You can flex  Vulture's Dodge for something else if you don't want it.  
  • In the Stimm lab if you want more DPS and don't care about longer cooldown, get Spur IV for 16% more attack speed/fire rate. I find this is really great for getting rid of Captain bosses faster as well with your melee, the Improvised Mk I Shivs have very good Captain damage.
  • In the Stimm lab you could also get get Klay  or Kalma V (Whichever you prefer) if you want to, and then use your Stimm only when Enhanced Desperado is down to get it back up faster.

General info about the Hive Scum class and this build:

  • This class lives and dies (literally) by your ability to dodge and avoid damage, with wayyyy less room for error than some other classes. It is not an easy class to play at all, especially with a Enhanced Desperado & Improvised Mk I Shivs build. Probably the hardest class in the game honestly (For Havoc,) so you should get really good at dodging and avoiding damage.

Hive ScumSavlar Chem-Dog - Toxicity Boogaloo

Savlar Chem-Dog - Toxicity Boogaloo

Class

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Hive Scum

Hive Scum

Build Summary
Ability
Rampage!
Replenish all Toughness and enter Rampage! for 10s. For the duration, gain +50% Melee Power, +20% Melee Attack Speed and +25% Damage Reduction, as well as becoming Stun and Suppression immune.

Melee Strikes extend the duration by 0.3s. After 20s, the duration extension granted by each hit is reduced.

Base Cooldown: 30s.
+ +50% Cleave while Rampage! is active.

Additionally, gain +2.5% Melee Power for every second spent with the ability active, up to 10 times.
Aura
Anarchist
+5% Critical Chance for you and allies in Coherency.
Keystone
Adrenaline Frenzy
Melee Hits grants you a stack of Adrenaline. Critical Melee Hits grants +1 additional Stack. Not gaining a stack within 2s will remove a stack instead.

At 30 Stacks, remove all stacks of Adrenaline and gain Adrenaline Frenzy.

Adrenaline Frenzy grants +10% Attack Speed and +25% Melee Damage, lasting 10s.
+ Dodge Speed is increased by +25%, and time considered Dodging by +0.15s.
+ Increase the duration of Adrenaline Frenzy to 20s.
+ While Adrenaline Frenzy is active, you replenish 5% Toughness each second.
Blitz
Blackout
Quick to use Grenade that staggers enemies.

Every 20 Kills at Close Range generates 1 Grenade(s).

5 Max Grenades.

This is an augmented version of Blinder.
Stat boosts
+25 Toughness+5% Critical Hit Chance+10% Melee Damage+10% Toxin Strength+25% Weakspot Damage
Passives
Critical Hit
Melee Hits replenishes 4% Toughness.
Melee Critical Strikes and Weakspot Hits instead replenish 8%, and Critical Weakspot Strikes replenish 12%.
Melee Critical Strikes infect Enemies with 1 stack(s) of Chem Toxin.
Each 1% of your current Critical Hit Chance grants a stack of +0.5% Melee Damage.

Stacks 30 times (up to +15% Melee Damage).
Stims
While Stimmed, Kills clear 1% Corruption (up to 50% per Stimm).
Toughness
Replenish 30% Toughness over 3s after taking Ranged Toughness Damage. Losing all Toughness cancels the effect.
Gain Stun Immunity for 6s and restore +50% Toughness when Toughness is broken. 10s Cooldown.
Replenish 1% Toughness every 1s for each Chem Toxin infected Enemy within 15m, up to a maximum of 10 Enemies.
Dodge
+40% Dodge Recovery Speed while Stamina is above 75%.
+15% Close Range Damage for 3s after a Successful Dodge.
Movement
When taking Melee Damage, knock all nearby Enemies around you backwards and gain +10% Movement Speed for 3s. Can only trigger once every 8s.
Stamina
+2% increased Melee Attack Speed for each current Stamina.
Up to 20% Damage Reduction, depending on available Stamina. Additionally, up to 20% Melee Damage depending on spent Stamina.
Damage
+15% Melee Damage on first Enemy hit with each attack.
Kills grants +25% of the difference between the Damage dealt by your attack and the Health of the killed Enemy as Melee Damage for 1s.
+5% Base Damage for each Chem Toxin infected enemy nearby. Up to +15%.
+15% Damage against Elites and Monstrosities.
Other
Killing an Elite Enemy with a Melee Attack infects up to 10 enemies within 4m of the target with 2 stacks of Chem Toxin.

Weapons

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Improvised Mk I Shivs
Transcendant
Improvised Mk I Shivs
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Penetration
[80/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
1-2 Stamina
10-25% Damage (Carapace Armoured Enemies)
Uncanny Strike

Uncanny Strike

Hitting an enemy's weakspot applies 4 stacks of 2.5% Brittleness. Duration 5 seconds. 16 max stacks.

Precognition

Precognition

+45% Finesse Damage for 2s on successful Dodge.

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Branx MKII Needle Pistol
Transcendant
Branx MKII Needle Pistol
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Ammo
[80/80]%
Stopping Power
[60/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Run 'n' Gun

Run 'n' Gun

You can Hipfire with this weapon while Sprinting. 15% Close Damage while Sprinting. Also reduces weapon spread at all times by -30%.

Stripped Down

Stripped Down

Gain Ranged Attack Immunity while sprinting with over 50% Stamina.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
+2-5% Toughness
+6-12% Stamina Regeneration
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Talent Tree

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Stimm Lab

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Hive ScumThe Chemist

The Chemist

Class

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Hive Scum

Hive Scum

Build Summary
Ability
Stimm Supply
Deploy a refitted Medi-Pack on the ground, bolstering you and your allies for 20s. Operatives breathing the Pack’s gas heal up to 40 Corruption over time and become immune to it.

Additionally, if you have a Stimm equipped, Stimm Supply will copy its contents and disperse them into the air, granting its effects to any nearby allies.

Base Cooldown: 60s.
+ The duration of Stimm Supply is shortened to 5s, but its effects linger after leaving its area for 15s.
+ Once its duration ends, Stimm Supply explodes, infecting nearby Enemies with 7 stacks of Chem Toxin.
Aura
Anarchist
+5% Critical Chance for you and allies in Coherency.
Keystone
Chemical Dependency
Using a Stimm grants you a stack of Dependency for 90s.

For each stack, gain +10% Ability Cooldown Reduction.

Up to 3 Max Stacks. Stacks decay one at a time.
+ Dodge Speed is increased by +25%, and time considered Dodging by +0.15s.
+ Each stack of Dependency additionally grants +5% Critical Hit Chance.
+ Using a Stimm replenishes 50% Toughness. Additionally, each stack of Dependency grants +5% Toughness Damage Reduction.
Blitz
Chem Grenade
Thrown grenade containing Chem Toxin. The canister breaks open when it explodes, spilling its contents out across an area for 15s.

Enemies standing in the toxic matter receive up to 6 stacks of Chem Toxin over time and explode upon death.

2 Max Grenades.
+1 Blitz Charges.
Stat boosts
+25 Toughness+5% Critical Hit Chance+10% Melee Damage+10% Toxin Strength
Passives
Critical Hit
Melee Hits replenishes 4% Toughness.
Melee Critical Strikes and Weakspot Hits instead replenish 8%, and Critical Weakspot Strikes replenish 12%.
Perfect Blocks and Successful Dodges grant +20% Critical Strike Chance for 3s.
Melee Critical Strikes infect Enemies with 1 stack(s) of Chem Toxin.
Critical Strikes instantly kill Human Sized Enemies if their current Health is less than 2 times the amount of Damage of the Critical Strike.
Cleave
Melee Kills grant +10% Melee Cleave for 5s. Stacks 5 times.
Stims
While Stimmed, Kills clear 1% Corruption (up to 50% per Stimm).
Toughness
Replenish 30% Toughness over 3s after taking Ranged Toughness Damage. Losing all Toughness cancels the effect.
Gain Stun Immunity for 6s and restore +50% Toughness when Toughness is broken. 10s Cooldown.
Dodge
+40% Dodge Recovery Speed while Stamina is above 75%.
Ability / Cooldown
Kills replenish 1% of your Cartel Special Cooldown. Killing Chem Toxin infected Enemies instead replenishes 2%.
Stamina
+2% increased Melee Attack Speed for each current Stamina.
Up to 20% Damage Reduction, depending on available Stamina. Additionally, up to 20% Melee Damage depending on spent Stamina.
Damage
+15% Damage against Elites and Monstrosities.
When infecting an Enemy with Chem Toxin, increase their damage taken by +10% from all sources for 5s.
Other
Killing an Elite or Specialist Enemy with a Melee Attack while Ammo Reserve is below 20% will refill it to 20%.
Killing an Elite Enemy with a Melee Attack infects up to 10 enemies within 4m of the target with 2 stacks of Chem Toxin.

Weapons

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Chirurgeon's Mk IV Bone Saw
Transcendant
Chirurgeon's Mk IV Bone Saw
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First Target
[80/80]%
Finesse
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Flak Armoured Enemies)
Decimator

Decimator

Continuously chaining more than 2 attacks gives +5% Power. Stacks 10 times.

Shock & Awe

Shock & Awe

-60% Enemy Hit Mass for 3s on Kill.

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Branx MKII Needle Pistol
Transcendant
Branx MKII Needle Pistol
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Ammo
[80/80]%
Stopping Power
[60/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Run 'n' Gun

Run 'n' Gun

You can Hipfire with this weapon while Sprinting. 15% Close Damage while Sprinting. Also reduces weapon spread at all times by -30%.

Stripped Down

Stripped Down

Gain Ranged Attack Immunity while sprinting with over 50% Stamina.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
+2-5% Toughness
+6-12% Stamina Regeneration
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Talent Tree

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Stimm Lab

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SkitariusSicarian Ruststalker

Sicarian Ruststalker

Class

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Skitarius

Skitarius

Build Summary
Ability
Chordclaw Strike
Perform a Powerful Heavy Melee Attack using a Chordclaw. The Attack is a Guaranteed Critical Strike and has +50% Rending.
+ Your Chordclaw now executes a Horizontal Sweep attack.
+ Critical hits generate 5% Capacitance over 4s.
+ Weakspot Kills generate 2% Capacitance.
+ Generate 1% Capacitance each second.
+ Using the Chordclaw Ability increases damage dealt by the Chordclaw by 20% for 5s. Stacking 3 times.
Aura
Foe-Render Creed
Gain +25 Toughness.

You and allies in Coherency gain +15% Cleave and +7.5% Rending.
Keystone
Redline Capacitors
Spending or gaining a Charge grants +5% Toughness Damage Reduction and +5% Capacitance generation for 12s. Stacking 4 times. Stacks decay one at a time.
Additionally, you have +1 Max Ability Charges.
+ On Ability use, gain 5% Strength for each Charge you had on use, for 10s.
+ +15% Rending while at 3 Redline Capacitors stacks or above.
+ +1 Max Ability Charges and +1 Redline Capacitors Max Stacks.
Blitz
Artificer Servo-Skull
You are accompanied by a Servo-Skull that you can order by Double Tapping your Tag input. You can order it to Shoot at nearby Enemies. You can also order it to complete a data interrogation.

The Activated bonuses from the Servo-Skull Blitz base ability are now permanent.
+ You have an additional Servo-Skull equipped with a Flamer. Target an Area to deploy it. Use your Primary Action to switch between a Dispersed or Focused Fire Mode.
+ You have an additional Servo-Skull equipped with Adapted Medicae Syringes. Target a Knocked Down, Hogtied, or Netted Ally to inject them.

The injection Revives them, as well as granting them +75% Toughness Damage Reduction and 20% Toughness per second. Lasts for 5s.
+ Ordering your Servo-Skull to attack an Enemy will greatly increase its Fire Rate for 2s. Costs 25% Capacitance.
Stat boosts
+25% Weakspot Damage+25 Toughness+15% Damage Resistance
Passives
Critical Hit
Critical hits restore 7.5% Toughness and grant +15% Toughness Damage Reduction over 3s.
Melee Critical hits Electrocute the first target hit.
Weakspot Kills restore 5% Toughness.
Toughness
Hits grant +2.5% Toughness Damage Reduction for 5s. Stacks 6 times. Max one per attack.
Replenish +3% Toughness per second. Increased by +0.5% per Current Charge.
Restore 20% Toughness to you and Allies in Coherency on Ability Use.
Gain +10% Toughness Damage Reduction, increased by +2.5% per Current Charge.
When you or an Ally in Coherency take toughness damage, they restore 25% Stamina. 15s Cooldown.
When you or an Ally in Coherency take health damage, they restore 25% Toughness. 15s Cooldown.
Stamina
Spending 1 Stamina grants +15% Damage for 4s.
Damage
+3% Damage on successful Melee Attack for 8s. Stacks 5 times.
You are Stun Immune and have +15% Damage Resistance. Taking Melee Damage spends 5% Capacitance.
Other
Gain +6% Crit Chance, increased to +10% when at 0 charges.
Successful Melee Attacks grants +2.5% Melee Attack Speed for 3s. Stacking 5 times.
Gain +12.5% Strength on gaining a charge. Lasts 10s.

Weapons

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Branx Mk XI Paired Transonic Blades
Transcendant
Branx Mk XI Paired Transonic Blades
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Penetration
[80/80]%
Finesse
[80/80]%
Critical Bonus
[80/80]%
Cleave Efficiency
[60/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Shred

Shred

+4% Bonus Critical Chance on Chained Hit. Stacks 5 times.

Perfect Strike

Perfect Strike

Critical Hits ignore Hit Mass bonus from Armour. +10% Melee Critical Hit Damage.

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Branx Mk XI Phosphor Blast Pistol
Transcendant
Branx Mk XI Phosphor Blast Pistol
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Ammo
[80/80]%
Penetration
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Surgical

Surgical

+10% Critical Chance for every 0.33 second while aiming. Stacks 10 times. Discharges all stacks upon firing.

Opening Salvo

Opening Salvo

+20% Strength on Salvo's First shot.

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Curios

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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
“The Enemy rushes to action, when our ministrations cause him fear.”
— Aphorisms 94.13
Skitarius30cc of Motive Force

30cc of Motive Force

Class

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Skitarius

Skitarius

Build Summary
Ability
Voltaic Emitter
Unleash an Electric Discharge around you. Enemies within 12m are Electrocuted for 2s, Stunning them and dealing damage.

When using Voltaic Emitter at 2 charges or above, Ranged Enemies, within 30m, have their weapons Malfunction for 12s.

When using Voltaic Emitter at 3 charges or above, for the next 15s your attacks Electrocute enemies hit for 2s, dealing damage.

This is an enhanced version of the Voltaic Expander ability.
+ When using Voltaic Emitter at 2 charge or above, gain +15% Attack Speed for 15s.
+ Voltaic Emitter restores 25% Toughness plus an additional 1% Toughness for each enemy hit by the Electric Discharge.
+ Weakspot Kills generate 2% Capacitance.
Aura
Foe-Render Creed
Gain +25 Toughness.

You and allies in Coherency gain +15% Cleave and +7.5% Rending.
Keystone
Flensing Protocols
You have up to 6 stacks of Flensing Protocols. Each stack grants +2.5% Damage and +2.5% Toughness Damage Reduction.

Taking damage removes 1 stack(s). Can only occur once every 1s. Elite and Specialist kills restore 2 stack(s), and restore 15% Toughness.
+ Each stack also grants +1.5% Critical Hit Chance, and +1.5% Melee Attack Speed.
+ Increase Max Stacks to 8.
+ Elite and Specialist kills restore an additional +5% Capacitance.
Blitz
Arc Grenades
Throw an Arc Grenade, creating an electrical explosion that Arcs 4 times, prioritising Armoured and Specialist Enemies, dealing massive damage and Impact.
+ Increase the number of Arcs created by your Arc Grenades by 2. Enemies hit by the Arcs have 8 Stacks of 2.5% Brittleness applied to them.
Stat boosts
+15% Reload Speed+25% Ammo Reserve+25 Toughness+15% Damage Resistance
Passives
Critical Hit
Weakspot Kills restore 5% Toughness.
Toughness
On Toughness break gain +30% Damage Resistance for 5s. Can only occur once every 15s.
Hits grant +2.5% Toughness Damage Reduction for 5s. Stacks 6 times. Max one per attack.
Replenish +3% Toughness per second. Increased by +0.5% per Current Charge.
Elite Kills restore 15% Toughness over 3s.
Taking damage restores 25% Toughness over 5s. 10s Cooldown.
Ranged kills grant stacks. Each stack replenishes +1% Toughness per second. Max 5 stacks. Lasts 8s.
Ranged Kills reduce Toughness Damage Taken by +4% for 8s. Stacks 5 times. Stacks decay one at a time.
Ability / Cooldown
If an Enemy hits you with a Melee Attack, they and enemies within 2.5m of them are Electrocuted. 15s Cooldown.
Damage
Gain +10% Damage vs Electrocuted, increased by +5% per current charge.
Ranged Elite Kills increase Damage by +5% for 15s. Stacks 4 times. Stacks decay one at a time.
+10% Damage for 8s when hitting an Electrocuted, Soulblazed, Burning, Bleeding, or Toxin afflicted enemy with a Melee or Ranged attack.
+3% Damage on successful Melee Attack for 8s. Stacks 5 times.
You are Stun Immune and have +15% Damage Resistance. Taking Melee Damage spends 5% Capacitance.
Other
Successful Melee Attacks grants +2.5% Melee Attack Speed for 3s. Stacking 5 times.
Gain 15% Reload Speed. Additionally, after not shooting for 5s, each second spent not shooting reloads 7.5% of your Clip from your Ammo Reserve.
Electrocuting an enemy applies 4 Stacks of 2.5% Brittleness to them.
Every 15s, replenish 1% of your Max Ammo Reserve.

Weapons

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Branx Mk III Arc Maul
Transcendant
Branx Mk III Arc Maul
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Penetration
[80/80]%
Arc Efficiency
[80/80]%
Crowd Control
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Enhanced Voltaic Arcs

Enhanced Voltaic Arcs

Arc lightning gains +12 jump angle and +2 jump distance, and can jump 2 additional times.

Execution

Execution

+20% Damage Bonus vs Staggered enemies.

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Branx Mk IV Arc Rifle
Transcendant
Branx Mk IV Arc Rifle
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Ammo
[80/80]%
Reload Speed
[80/80]%
Arc Efficiency
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
4-10% Ranged Damage (Elites)
10-25% Damage (Flak Armoured Enemies)
Enhanced Voltaic Arcs

Enhanced Voltaic Arcs

Arc lightning gains +10 jump angle and +1 jump distance, and can jump 1 additional times.

Dumdum

Dumdum

+4% Close Range damage on Repeated Hit. Stacks 5 times.

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Curios

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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
“As we purify the ground beneath their feet, they shall find no shelter!”
— Macharian Commentaries, Chapter 71
SkitariusMars Ranger

Mars Ranger

Class

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Skitarius

Skitarius

Build Summary
Ability
Voltaic Emitter
Unleash an Electric Discharge around you. Enemies within 12m are Electrocuted for 2s, Stunning them and dealing damage.

When using Voltaic Emitter at 2 charges or above, Ranged Enemies, within 30m, have their weapons Malfunction for 12s.

When using Voltaic Emitter at 3 charges or above, for the next 15s your attacks Electrocute enemies hit for 2s, dealing damage.

This is an enhanced version of the Voltaic Expander ability.
+ When using Voltaic Emitter, you release 1 forward-facing Arcs per Charge spent. Each deals high damage and Impact.
+ When using Voltaic Emitter at 2 charge or above, gain +15% Attack Speed for 15s.
+ Weakspot Kills generate 2% Capacitance.
+ Generate 1% Capacitance each second.
Aura
Ammunition Deposit
Gain +25 Toughness.

You and Allies in Coherency have +10% Ammo Reserve.
Keystone
Redline Capacitors
Spending or gaining a Charge grants +5% Toughness Damage Reduction and +5% Capacitance generation for 12s. Stacking 4 times. Stacks decay one at a time.
Additionally, you have +1 Max Ability Charges.
+ +15% Rending while at 3 Redline Capacitors stacks or above.
+ +1 Max Ability Charges and +1 Redline Capacitors Max Stacks.
Blitz
Artificer Servo-Skull
You are accompanied by a Servo-Skull that you can order by Double Tapping your Tag input. You can order it to Shoot at nearby Enemies. You can also order it to complete a data interrogation.

The Activated bonuses from the Servo-Skull Blitz base ability are now permanent.
+ You have an additional Servo-Skull equipped with Adapted Medicae Syringes. Target a Knocked Down, Hogtied, or Netted Ally to inject them.

The injection Revives them, as well as granting them +75% Toughness Damage Reduction and 20% Toughness per second. Lasts for 5s.
Stat boosts
+25 Toughness+25% Weakspot Damage+15% Reload Speed+25% Ammo Reserve+15% Damage Resistance
Passives
Critical Hit
Critical hits restore 7.5% Toughness and grant +15% Toughness Damage Reduction over 3s.
Toughness
Replenish +3% Toughness per second. Increased by +0.5% per Current Charge.
Elite Kills restore 15% Toughness over 3s.
Ranged kills grant stacks. Each stack replenishes +1% Toughness per second. Max 5 stacks. Lasts 8s.
When you or an Ally in Coherency take toughness damage, they restore 25% Stamina. 15s Cooldown.
When you or an Ally in Coherency take health damage, they restore 25% Toughness. 15s Cooldown.
Ability / Cooldown
Gain +15% Damage for 10s on Ability Use.
Damage
After not Shooting for 1s, each subsequent second spent not Shooting increases Ranged Damage by +10% on your next Shot. Stacks 2 times.
Gain +10% Damage vs Electrocuted, increased by +5% per current charge.
Ranged Elite Kills increase Damage by +5% for 15s. Stacks 4 times. Stacks decay one at a time.
+10% Damage for 8s when hitting an Electrocuted, Soulblazed, Burning, Bleeding, or Toxin afflicted enemy with a Melee or Ranged attack.
Increase Ranged Damage vs Ogryns, Monstrosities and Captains by +25%.
You are Stun Immune and have +15% Damage Resistance. Taking Melee Damage spends 5% Capacitance.
Other
Gain 15% Reload Speed. Additionally, after not shooting for 5s, each second spent not shooting reloads 7.5% of your Clip from your Ammo Reserve.
Electrocuting an enemy applies 4 Stacks of 2.5% Brittleness to them.
Every 15s, replenish 1% of your Max Ammo Reserve.
Specialists that get within 12.5m of you are Marked.
Gain +12.5% Strength on gaining a charge. Lasts 10s.

Weapons

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Branx Mk XI Paired Transonic Blades
Transcendant
Branx Mk XI Paired Transonic Blades
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Penetration
[80/80]%
Finesse
[80/80]%
Critical Bonus
[80/80]%
Cleave Efficiency
[60/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Shred

Shred

+4% Bonus Critical Chance on Chained Hit. Stacks 5 times.

Savage Sweep

Savage Sweep

Hitting at least 3 enemies with an attack, increases your cleave by +150% for 3 seconds.

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Branx Mk CV Galvanic Rifle
Transcendant
Branx Mk CV Galvanic Rifle
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Ammo
[80/80]%
Finesse
[80/80]%
Stopping Power
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
5-10% Reload Speed
Opening Salvo

Opening Salvo

+20% Strength on Salvo's First shot.

Headhunter

Headhunter

+20% Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.

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Curios

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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
“When the enemy begs for destruction, do not let him go hungry.”
— Helfirian Recollections, Chapter 571
“Sniping's a good job mate. Challenging work. Outa doors. I guarantee you'll not go hungry. Because at the end of the day, as long there are two people left on the planet, someone is going to want someone dead.”
— a crazed gunman circa 009M03
SkitariusDissolveur d'ennemis

Dissolveur d'ennemis

Class

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Skitarius

Skitarius

Build Summary
Ability
Advanced Combat Doctrines
Spend 25% Capacitance and Swap to your Secondary Weapon. Your weapon locks onto enemies close to your targeting reticule, granting you inhuman accuracy. You gain -90% Spread and -60% Recoil for its duration.

While active, you drain 10% Capacitance per second, and an additional 1% per shot. The drain is paused while reloading.

The Ability is disabled if you switch from your Secondary Weapon, if you reach 0% Capacitance and 0 Charges, or if you reactivate it. Only usable if you have at least 1 Charge available.

No Cooldown.
+ While Advanced Combat Doctrines is active, gain +15% Fire Rate, increased to +30% Fire Rate after 4s.
+ Weakspot Kills generate 2% Capacitance.
+ While Advanced Combat Doctrines is active, gain 30% Ranged Cleave and 15% Ranged Critical Strike Chance, increased to 60% Ranged Cleave and 30% Ranged Critical Strike Chance after 4s.
+ While Advanced Combat Doctrines is active, Elite Kills grant you +5% Damage for 10s. Stacking 5 times.
Aura
Foe-Render Creed
Gain +25 Toughness.

You and allies in Coherency gain +15% Cleave and +7.5% Rending.
Keystone
Flensing Protocols
You have up to 6 stacks of Flensing Protocols. Each stack grants +2.5% Damage and +2.5% Toughness Damage Reduction.

Taking damage removes 1 stack(s). Can only occur once every 1s. Elite and Specialist kills restore 2 stack(s), and restore 15% Toughness.
+ Each stack also grants +1.5% Critical Hit Chance, and +1.5% Melee Attack Speed.
+ Increase Max Stacks to 8.
+ Elite and Specialist kills restore an additional +5% Capacitance.
Stat boosts
+25% Weakspot Damage+15% Heavy Melee Damage+15% Reload Speed+25% Ammo Reserve+25 Toughness+15% Damage Resistance
Passives
Critical Hit
Critical hits restore 7.5% Toughness and grant +15% Toughness Damage Reduction over 3s.
Melee Critical hits Electrocute the first target hit.
Weakspot Kills restore 5% Toughness.
Toughness
Hits grant +2.5% Toughness Damage Reduction for 5s. Stacks 6 times. Max one per attack.
Replenish +3% Toughness per second. Increased by +0.5% per Current Charge.
Elite Kills restore 15% Toughness over 3s.
Ability / Cooldown
Gain +15% Damage for 10s on Ability Use.
Damage
Gain +10% Damage vs Electrocuted, increased by +5% per current charge.
Ranged Elite Kills increase Damage by +5% for 15s. Stacks 4 times. Stacks decay one at a time.
Uninterruptible while charging melee attacks. Gain +15% Heavy Melee Damage.
Increase Ranged Damage vs Ogryns, Monstrosities and Captains by +25%.
+3% Damage on successful Melee Attack for 8s. Stacks 5 times.
You are Stun Immune and have +15% Damage Resistance. Taking Melee Damage spends 5% Capacitance.
Other
Gain +6% Crit Chance, increased to +10% when at 0 charges.
Successful Melee Attacks grants +2.5% Melee Attack Speed for 3s. Stacking 5 times.
Gain 15% Reload Speed. Additionally, after not shooting for 5s, each second spent not shooting reloads 7.5% of your Clip from your Ammo Reserve.
Electrocuting an enemy applies 4 Stacks of 2.5% Brittleness to them.
Every 15s, replenish 1% of your Max Ammo Reserve.

Weapons

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Branx Mk XI Paired Transonic Blades
Transcendant
Branx Mk XI Paired Transonic Blades
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Penetration
[80/80]%
Finesse
[80/80]%
Critical Bonus
[80/80]%
Cleave Efficiency
[60/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Carapace Armoured Enemies)
Rampage

Rampage

Hitting at least 3 enemies with an attack, increases your damage by 18% for 3.5 seconds.

Shred

Shred

+4% Bonus Critical Chance on Chained Hit. Stacks 5 times.

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Branx Mk IV Arc Rifle
Transcendant
Branx Mk IV Arc Rifle
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Ammo
[80/80]%
Reload Speed
[80/80]%
Arc Efficiency
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Carapace Armoured Enemies)
Enhanced Voltaic Arcs

Enhanced Voltaic Arcs

Arc lightning gains +10 jump angle and +1 jump distance, and can jump 1 additional times.

Dumdum

Dumdum

+4% Close Range damage on Repeated Hit. Stacks 5 times.

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Curios

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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Laurel of the Righteous
Transcendant
Laurel of the Righteous
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+16% Toughness

+16% Toughness

+5% Toughness
+12% Stamina Regeneration
+20% Damage Resistance (Gunners)
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Talent Tree

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Commentary
“Enough fire in the right place can solve any problem.”
— Colloquialisms of Metalica, Chapter 52
“WE NEED MOAR DAKKA !!!”
— anonymous philosopher of the 109/SS/ORK xeno species.