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Fl4k Boss Killer Build Guide

The document provides terminology and mechanics for a veteran guide, including damage, cleave, stagger, power, toughness, cooldown reduction, and more. It also covers talents, talent trees, weapon types, and how to evaluate weapons for horde clear, stagger, anti-armor, boss DPS, defense, and anti-specialist performance.

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0% found this document useful (0 votes)
105 views57 pages

Fl4k Boss Killer Build Guide

The document provides terminology and mechanics for a veteran guide, including damage, cleave, stagger, power, toughness, cooldown reduction, and more. It also covers talents, talent trees, weapon types, and how to evaluate weapons for horde clear, stagger, anti-armor, boss DPS, defense, and anti-specialist performance.

Uploaded by

JL Studio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Veteran Guide

Made by path.exe

Special thanks to kuli, Wilmer, yuriminalinsky, Grawr, Soldier 69, McCraime & many
others who provided their valuable inputs in the creation of this document.

Terminology & Mechanics


Increases general dmg. Stacks additively.
Damage
Melee dmg only applies to melee attacks.
(dmg)
Ranged dmg only applies to ranged attacks.
Increases melee dmg, unless specified as close ranged dmg.
Close dmg Increases ranged dmg at full strength from 0~8m.
Increases ranged dmg with linear falloff towards 0% from 8~30m.

Amount of hitmass that can be hit by an attack. Stacks additively.


Dmg in cleave always decreases from target to target.
Cleave
First Target refers to the first enemy hit by an attack, who takes full
dmg & is unaffected by cleave falloff.

Amount of stagger applied by an attack. Stacks additively.


Stagger/Impact
Enemies have distinct stages of stagger.
Proportionally increase dmg, cleave & stagger. Stacks additively.
Power
+X% power = +X% dmg, +X% cleave & +X% stagger

Fully absorbs ranged dmg until broken.


Toughness Partially absorbs %melee dmg until broken.
- X% toughness = X% dmg on toughness + (1-X%) dmg on health

Toughness dmg reduction Reduces toughness dmg taken from all sources.
(TDR) Stacks multiplicatively unless stated otherwise.

Toughness regeneration Toughness earned from coherency sources. Stacks additively.

Toughness earned from non-coherency sources. Stacks additively.


Toughness gain
Each melee kill provides 5% toughness by default.
Cooldown reduction
Reduces active ability’s cooldown. Stacks additively.
(CDR)

Amount of bonus dmg from weakspot hits. Stacks additively.


Weakspot dmg If body hit = 50 dmg, weakspot hit = 100 dmg, then:
+30% weakspot dmg = 50+(100-50)(1+30%) = 115 dmg (+15% dmg)

Amount of bonus dmg from critical hits. Stacks additively.


Crit dmg If body hit = 50 dmg, crit hit = 100 dmg, then:
+30% crit dmg = 50+(100-50)(1+30%) = 115 dmg (+15% dmg)
Amount of bonus dmg from weakspot & crit hits. Stacks additively.
Finesse dmg Similar to weakspot dmg & crit dmg, the actual bonus is ALWAYS
lower than what the stated number suggests.
SP: special action, varies between weapons.
BC: block cancel (to reset attack chains).
PA: push attack.
L1, L2, L3: first, second & third light attack in a chain.
Melee moveset
L0: conditionally modified light attack.
H1, H2, H3: first, second & third heavy attack in a chain.
H0: conditionally modified heavy attack.
[X1 > X2]: the attacks within the brackets loop indefinitely.
Rending is a self-buff & applies to all your attacks. Stacks additively.
Increase %dmg dealt to armored enemies:
- Flak, Maniac, Carapace & Unyielding
Rending Does not work for Unarmored & Infested enemies.
If a weapon does 60% of its normal dmg vs Flak armor, then:
+10% rending = 60%+10% = 70% normal dmg vs Flak armor
Rending caps at 100% & converts to dmg at 0.25x value past 100%.
Brittleness is a debuff applied on enemies, causing them to take
extra dmg from all sources once applied. Stacks additively.
Increase %dmg dealt to armored enemies:
- Flak, Maniac, Carapace & Unyielding
Does not work for Unarmored & Infested enemies.
Brittleness Brittleness is always 2.5% per stack (16 stacks), lasting 5s, except:
- Exploit Weakness uniquely applies 10% per stack (2 stacks),
stacking additively with other brittleness sources.
If a weapon does 60% of its normal dmg vs Flak armor, then:
+10% brittleness = 60% + 10% = 70% normal dmg vs Flak armor
Brittleness caps at 40% normally, 60% with Exploit Weakness.

Player-side suppression is the extreme ADS sway / shot spread you


experience when under heavy fire, causing you to lose accuracy.
Enemy-side suppression causes enemies to cower, scatter & seek
Suppression cover, preventing them from firing at or advancing on you.
Enemies that can be affected by suppression:
- Horde: Groaners, Scab Shooter, Scab & Dreg Stalker
- Elite: Scab & Dreg Gunner, Reaper

Every shot fired continuously until the weapon’s recoil or hipfire


Salvo
spread resets to the initial position.

Bleed, Burn & Soulblaze stacks on enemies can cause sustained


Damage over time
dmg over time, but usually requires high stacks for good dmg due to
(DOT)
their non-linear scaling.

Allies in Coherency
All allies in coherency with you, indicated by coherency status.
(AIC)
Heat in this document always refers to visual heat (not true heat),
which is affected by the game’s UI extrapolation.
Heat
This is so that non-modded players (especially those on console)
can understand how to best utilize blessings in relation to heat.

Groaner, Poxwalker, Scab & Dreg Bruiser,


Hordes
Scab Shooter, Scab & Dreg Stalker,

Scab & Dreg Gunner, Scab & Dreg Shotgunner, Scab & Dreg Rager,
Elites
Scab Mauler, Crusher, Bulwark, Reaper

Scab Flamer, Scab Sniper, Scab Bomber, Scab Trapper, Pox Hound,
Specialists
Mutant, Dreg Tox Flamer, Poxburster

Ogryns Crusher, Bulwark, Reaper, Plague Ogryn

Plague Ogryn, Beast of Nurgle, Chaos Spawn, Daemonhost,


Bosses
Scab Captain, Rodin Karnak, Rinda Karnak (assassination targets)

Kantrael Infantry Lasgun, Lucius Helbore Lasgun,


Las-weapons
Accatran Recon Lasgun, Heavy Laspistol
Horde clear: performance vs Groaners, Poxwalkers, Scab & Dreg
Bruisers, with Bruisers weighted heavier for being bigger threats.

Stagger: stagger strength & cleave, time to perform stagger. Meant to


be used in an offensive manner against elites.

Anti-armor: performance vs heavily armored high hitmass elites,


specifically Crushers, Scab Ragers & Scab Maulers.

Boss dps: general dps performance vs Unyielding Bosses.


Weapon radar charts
Defense: stagger strength & cleave, time to perform stagger, dodge
count, dodge distance, available stamina, push stamina cost.
Meant to be used in a defense manner to avoid dangerous attacks.

Anti-special: ability to reliably answer waves of specialists.

Firing uptime: sustained firing uptime to better deal with high enemy
saturation, in relation to firerate, magazine capacity & reload speed.

Ammo economy: ammo return vs ammo usage for elite & specialist.
Passive Talent Active Ability Weapon Blessing
Stat Boost Talent Ability Modifier Mandatory Pick
Documentation colors
Blitz Keystone Base Stats
Aura Keystone Modifier Weapon Type
Talents
Talent Tree Overview

Starter

Blitz

Aura
Between Aura
& Ability

Ability

Sharpshooter Commando
& Keystone & Keystone

Squad Leader
& Keystone
Starter
Exhilarating Takedown (decent)
Longshot (good)
On ranged weakspot kill, gain 15%
+1~20% dmg to enemies
toughness & +10% TDR (3 stacks).
8~36m away.
Good for weapons that frequently &
Can enhance blitz’s dmg +5% health
reliably land headshot kills.
if the enemy is >8m away. (good)
Volley Adept (niche)
On elite & specialist kill, your next
Helps reach breakpoints
reload is 30% faster.
or alleviate ranged dmg
falloff.
Useful for slow reloading weapons.
Charismatic (niche)
+50% coherency radius (8m to
12m)
Close Order Drill (great)
For each AIC with you, Helps maintain coherency easier.
gain +11% TDR (3 stacks). Confirmed Kill (great) +1 stamina +15
On elite & specialist kill, gain 10% (good) toughness
Stay with your team to toughness & 2% toughness/s for
reduce toughness dmg. 10s (6 stacks).

The more high-priority enemies you


kill, the more toughness you get.
Tactical Reload (niche)
Non-empty reloads are 20% faster.

Vanguard (decent) Useful for slow reloading weapons,


-20% sprint stamina cost. especially Combat Shotguns for
+5% move speed
loading their special shells faster.
(great)
Hold more stamina Out for Blood (great)
during traversal. Gain 3.5% toughness on any kill.

Useful for better toughness sustain


with extra income sources.
Blitz
Shredder Frag Grenade (great)
Holds 3 by default, locks out other blitz options.
1.7s fuse when thrown.
Blast: Bleed:
500~200 dmg in 10m radius. 6 stacks (max 16) to all enemies hit.
Boosted by most +dmg talents & all
+5% ranged dmg
+dmg perks. Boosted by most +dmg talents & all
(good)
2m blast center, 15m suppression. +dmg perks, +power blessings, and
- Staggers all enemies except rending & brittleness effects.
assassination targets.
Good vs Maniac, bad vs Carapace.
Throw 1 for staggering priority targets, 2 for wiping hordes. Works incredibly
well when both Demolition Stockpile & Demolition Team are taken.
Krak Grenade (good)
Holds 2 by default, locks out other blitz options.
2s fuse when thrown.
Blast: Homing & Sticking:
2000~200 dmg in 5m radius. Homes to nearest Carapace enemy
Boosted by most +dmg talents. 5m within aimed throw trajectory.
+5% health
2m blast center, 6m suppression. Not applicable to underhand throws.
(good)
- Staggers all enemies including
assassination targets when their Sticks to Carapace, Flak & Unyielding
shields are down. enemies on direct impact. Additional
Good vs Carapace, Flak & Unyielding. 2s fuse upon sticking.
Remove Bulwarks & Crushers in a chaotic brawl or deal high dmg to Bosses
while keeping them stun-locked for your team to focus fire.
Smoke Grenade (good)
Holds 3 by default, locks out other blitz options. +10% melee dmg
1.5s fuse when thrown. (great)
Smoke cloud: Concealment:
Forms a smoke cloud in 5.5m radius, Players inside smoke cloud gain the Low-cost option
lasting 15s. “concealed” buff, reducing unaggro’d for weapons that
10m light stagger, 15m suppression. enemies’ detection range: need breakpoints
Ranged enemies inside smoke cloud - Ranged enemies will stop firing. to perform well.
lose line of sight & try to reposition or - Specialists that need lock-on will
fire on players’ last known location. take more time to start attacks. Example:
Throw at your feet in a hectic situation to temporarily reduce threat from Combat Axes
ranged enemies & make specialists easier to deal with.
Aura
Get Back in the Fight! (decent) Survivalist (great)
Gain stun & slow immunity for 6s and 50% Gain 1% of reserve ammo for you & AIC
stamina when toughness breaks (30s cooldown). whenever an elite or specialist is killed.
Ammo gains round down to nearest integer.
Useful in getting out of bad situations. Decimals are kept for future gains.
Catch a Breath (good) Can’t stack with itself from another Veteran.
Gain 5% toughness/s when no enemies are within • Locks out other aura options.
8m, independent of coherency.
Keeps everybody on your team sustained with
Keeps toughness up in ranged firefights. a constant stream of ammo.
Grenade Tinkerer (good)
Improves your chosen blitz.
• Frag: +25% blast dmg & radius
• Krak: +50% blast dmg
• Smoke: +100% duration Fire Team (niche)
+5% dmg for you & AIC.
Usually taken for smoke’s uptime & frag’s radius. Can enhance blitz’s dmg.
Covering Fire (niche) Can’t stack with itself from another Veteran.
Allies within 5m of an enemy killed by your ranged • Locks out other aura options.
attack gain 15% toughness & +10% dmg for 3s.
Can’t self-apply but another Veteran can apply it Usually taken to save points.
on you (which can enhance blitz’s dmg).

Encourages mag-dumping horde to help melee


teammates, which you usually don’t want to do.
Serrated Blade (niche)
Apply 1 bleed stack (16 stacks) on melee hit.

Useful with Mercy Killer on combat blades. Close and Kill (niche)
Agile Engagement (strong) +5% move speed for you & AIC.
+25% melee dmg for 5s on any ranged kill. Can’t stack with itself from another Veteran.
+25% ranged dmg for 5s on any melee kill. • Locks out other aura options.
Cannot affect dmg done by blitz.
Usually taken to save points.
Boosts dps & breakpoints for fast swap weapons.
Can activate from ranged weapons’ melee kills,
but not from DOT kills.
Between Aura & Active Ability
Kill Zone (niche)
+15% ranged dmg when no enemies are within 8m.
Cannot affect dmg done by blitz.

Useful in getting breakpoints but lacks consistency when


+5% reload speed (decent) enemies inevitably close in.
Opening Salvo (weak)
+10% ranged crit chance when there’s 90% or more
ammo inside the magazine.

Laughably weak compared to other +crit chance talents.


Field Improvisation (good)
Enhance field equipment deployed by your team.
• Ammo crate: fully refill non-rock blitzes on top of
refilling ammo.
• Medi-Pack: double healing rate from 6%/s to 12%/s,
cleanse corruption to the nearest wound & gain 1%
toughness/s (active even at full health).

Keeps your team healthy in no-medicae areas & allows


+5% TDR (decent)
more liberal use of blitzes. Only 2 medi-packs & 2 ammo
Stacks additively with the other +10%
crates will spawn on the map, which limits its utility.
TDR node.
Twinned Blast (weak)
20% chance to throw 2 grenades when using blitz,
without using an extra charge.

Uptime & utility aren’t worth the investment.


Demolition Stockpile (mandatory)
Gain 1 blitz every 60s until at full reserves.

Allows liberal use of blitzes across any mission.


Grenadier (decent)
+1 blitz reserve
+5% crit chance (good)
Applies to melee & ranged attacks. Allows more liberal use of blitzes in hectic situations.
Strong on weapons with high finesse, Leave No One Behind (decent)
crit-chain properties, or both. Rescue/revive/aid allies 20% faster. Gain +20% move
speed and stun & slow immunity when looking in the
Blitz & DOT effects cannot crit. direction of a disabled/downed ally.

Useful for getting teammates up in bad situations.


Active Ability
Executioner’s Stance (good) Enhanced Target Priority (decent)
35s cooldown. Non-Ogryn elites & specialists are highlighted for
AIC when ability is active.
Instantly equip ranged weapon and enter a
range stance with narrowed field of view for Sharing information on dangerous enemies’
5s, during which you gain: whereabouts can help teammates prioritize them.
• +25% ranged dmg Relentless (mandatory)
Refresh ability duration when you kill a highlighted
• +25% ranged weakspot dmg
enemy.
• +100% ranged stagger
• all non-Ogryn elites & specialists are
Increases ability uptime to further +dmg gains.
highlighted with a yellow outline.
Counter-Fire (great)
• stun, slow & suppression immunity Highlight all ranged enemies when ability is active.
• -24% recoil (& fixed recoil pattern) • Locks out The Bigger They Are...
• -38% hipfire (braced) spread
• -60% sway Combines with Relentless to keep ability running
Ability ends when its duration expires or when for an extended period of time against large waves
you swap out of your ranged weapon. of mob shooters.
Cannot affect dmg done by blitz. The Bigger They Are… (niche)
Highlight all Ogryn enemies when ability is active.
Substantial ranged dmg boost on top of • Locks out Counter-Fire.
improved accuracy and a myriad of status
buffs, but you need to position properly for Potentially useful when facing multiple Crushers
maximum uptime. with high Carapace dmg weapons.
Duty and Honour (mandatory)
Gain 50 toughness for you & AIC, which could
Voice of Command (great) become overtoughness if they had full toughness
30s cooldown when the ability is activated.
• Since you gain full toughness upon activation,
Instantly gain 100% toughness & deal heavy you will always receive 50 overtoughness from
stagger (decaying towards edge) to all this ability.
enemies within 9m that aren’t currently
staggered. Incredible at minimizing dmg & keeping everyone
• Can force stagger Crushers, Mutants, in best shape. Overtoughness also allows you to
Scab Maulers & Reapers. take poxburster explosions & sniper shots without
• Can force stagger Bosses (Karnak Twins & suffering health damage regardless of how much
Scab Captains need their shields down). toughness you have normally.
• Can force stagger bulwarks if you’re not Only In Death Does Duty End (niche)
considered in “front” of its shield. Reduce stagger range from 9m to 6m, but you can
force revive all downed allies within that radius.
Immediate toughness refill can minimize chip Increase ability cooldown by 50% (30s to 45s).
dmg, while stagger provides space & counter- • Stacks additively with other CDR modifiers.
attack opportunities.
Its benefits are outweighed by its large cooldown
increase & noticeably reduced effective range.
Low Profile (good)
Reduce your weighted threat, causing most
enemies to prioritize targeting your allies &
ignoring you.
Infiltrate (good)
45s cooldown
Improves flexibility with stealth mechanic.
Will not work if no allies nearby to hold enemy
Instantly gain 100% toughness & enter stealth
aggro away from you.
with +25% move speed for 8s.
Hunter’s Resolve (good)
• Drops all aggro from all enemies (except
Upon breaking stealth, gain +50% TDR for 10s.
Daemonhosts) when entering stealth.
• Invisibility ≠ invincibility.
Extra durability for melee brawl situations. Also
Break stealth when you land a melee attack,
useful when diving enemy backlines.
use a ranged attack, aim throw blitz, or finish
Surprise Attack (niche)
a revive/rescue/aid.
Upon breaking stealth, gain +30% dmg for 5s.
• Dmg over time effects, underhand blitz
Can enhance blitz’s dmg.
throws & operating machinery will not
break stealth.
Strong temporary dmg increase but the lack of
• Suppress all enemies within 8m on uptime really holds it back. Should probably be
breaking stealth. baked into the ability as a baseline function.
Overwatch (great)
Useful for getting out of bad situations,
Gain 1 extra charge of the ability (second charge
repositioning for better lines of sights, or
cooldown starts as soon as first charge finishes
sneaking past large enemy groups to target
cooldown).
priority enemies easier.
Increase ability cooldown by 33% (45s to 60s).
• Stacks additively with other CDR modifiers.

Improves the ability’s applicable utility.


Sharpshooter
+5% ranged dmg (good)
Precision Strikes (great) Determined (niche) Deadshot (niche)
+30% weakspot dmg to melee Gain suppression immunity. When bracing or aiming down
& ranged attacks. • This makes using Between sights with >0 stamina, gain:
the Eyes redundant. • +25% crit chance
+weakspot dmg is calculated • -60% sway & -12% recoil
in a way that ALWAYS results These weapons have natural • -19% hipfire (braced) spread
in less dmg than you think. suppression immunity: While losing 0.75 stamina/s &
• Usually results in +5~10% • Plasma Guns 0.25 stamina/shot. A fixed sway
dmg on hitting weakspots. • Helbore Lasguns is applied at 0 stamina.
Not applicable to blitz’s dmg. • Heavy Laspistols • Extra stamina can alleviate
• Combat Shotguns this stamina drain effect.
This can still help you achieve
specific breakpoints with Good for staying accurate with Substantial dps boost but can
many weapons. most ranged weapons. easily become detrimental.
Fully Loaded (good)
+25% max reserve ammo
• +25% ammo gained from Survivalist, ammo tins & ammo bags (scale from reserve ammo).

High value for any build that plans on shooting a decent amount.
Shock Trooper (niche) Superiority Complex (great) Marksman (good)
Las-weapons no longer use +15% dmg to elites. For 10s after using ability, all
ammo if they crit. Can enhance blitz’s dmg. weakspot hits gain +20% power.
Infiltrate: on breaking stealth.
Useful for crit-focused lasguns Helps achieve breakpoints Can (?) enhance blitz’s dmg.
& builds without Survivalist. with many weapons on most
high threat enemies. Improves dps vs large targets.
-0.25s stamina regeneration delay (great)
Recover stamina faster after sprinting, blocking +10% TDR (niche)
attacks, pushing & dodging. Keeps your stamina Stacks additively with the other +5% TDR node.
up in melee or for maintenance on Deadshot.
Sharpshooter Keystone
Chink in their Armour (weak)
+10% rending to all attacks when you have 10 or
more stacks.
Can enhance blitz’s dmg.
Marksman’s Focus (niche)
Gain 3 stacks of +7.5% ranged finesse dmg & Just take Rending Strikes instead.
+1% reload speed (10 stacks) for each ranged Long Range Assassin (good)
weakspot kill. Raise max stacks from 10 to 15.
By default, it can provide you with: • Locks out Camouflage.
• Up to +75% ranged finesse dmg This means you can gain up to +112.5% ranged
• Up to +10% reload speed finesse dmg & +15% reload speed.
Cannot affect dmg done by blitz. • It now takes 15s of movement to fully drop all
stacks, making it easier to maintain at 8~10
Sprinting, sliding & walking will remove 1 stacks in combat assuming you’re actively
stack per second until none are left. aiming for headshots.
• Takes 10s of movement to drop all stacks.
Helps make the keystone easier to maintain in
Ranged weakspot kill: 3s of free movement. active combat while providing a higher potential
Ranged weakspot hit: 1s of free movement. bonus to ranged finesse dmg.
• It’s usually fairly easy to maintain >5 Camouflage (niche)
stacks in combat assuming you’re Gain 1 stack per second when stationary or
actively aiming for headshots. crouch walking.
• Relying on this keystone for your primary • Locks out Long Range Assassin.
breakpoints can prove unreliable. Best to
treat it as a general dps increase. Consider it as a consistency boost instead of a
justification to crouch walking or standing still,
Weapons that benefit the most are: which could be useful with sniper-style weapons.
• Infantry Autoguns Tunnel Vision (decent)
• Headhunter Autoguns (Deadly Accurate) For each stack, gain +2.5% more toughness from
• Heavy Laspistols all non-coherency sources: talents, melee kills &
weapon blessings.
This is a commitment keystone. You have to • Up to x1.25 toughness gained by default.
position well for maximum uptime, the same • Up to x1.375 toughness gained when using
way of how Executioner’s Stance is ideally Long Range Assassin.
played.
Works in conjunction with Exhilarating Takedown,
Confirmed Kill, Out for Blood, Catch a Breath &
other toughness-gain blessings for better sustain.
Squad Leader
+25% suppression to enemies (niche)
This node not only increases the amount of suppression dealt by your ranged attacks (usually most
applicable), but also explosions from your blitz, as well as Infiltrate’s suppression effect.
Born Leader (niche) For the Emperor! (good) Keep Their Heads Down! (niche)
Spread 15% of non-coherency For 10s after using ability, you Ranged attacks deal 50% extra
toughness you gain to all AIC. & AIC gain +10% dmg. suppression, reducing the shots
Works even if you’re full. Infiltrate: on breaking stealth. needed to suppress enemies.
Has minimal effects without Can enhance blitz’s dmg.
toughness-gain blessings. Helps halt & scatter ranged
Decent temporary team-wide enemies from overwhelming
Good support tool if used with dmg boost with low uptime, you but killing them outright is
Plasma Gun with Gloryhunter. still general best in its row. usually the better answer.
Tactical Awareness (mandatory)
-6s ability cooldown whenever you kill a specialist enemy.

Significantly improves ability usage. Works well with on-ability-activation talents:


Primarily Marksman, For the Emperor! & Close Quarters Killzone.
Iron Will (great) Inspiring Presence (weak) Demolition Team (great)
Gain 50% TDR when above +10% coherency toughness 5% chance to gain 1 blitz when
75% toughness. regeneration for you & AIC. an elite or specialist enemy dies
to you or AIC (average 1/20).
Keeps you alive. Can also be Please don’t actually take this.
force activated with Voice of Best used with Frag Grenades
Command & Infiltrate. for wiping mixed hordes.
+25 toughness (great)
With this node alone, Veteran would have 140 toughness by default.
This makes taking +% toughness curios extra effective.

Getting at least one of the two +25 toughness nodes is recommended.


Competitive Urge (decent) Rending Strikes (decent) Bring it Down! (great)
2.5% chance to gain +20% +10% rending to all attacks. +20% dmg to Ogryns & Bosses.
dmg, +20% suppression & Can enhance blitz’s dmg. Can enhance blitz’s dmg.
+20% melee stagger from
allies’ kills, lasting 8s. Useful in alleviating dmg falloff This is usually the best pick in
• Can activate from any or increase dmg performance this row given that it gives you
enemy killed anywhere. against specific armor types consistent & substantial dmg
Can enhance blitz’s dmg. that your weapon struggles in. boost on high threat enemies.

Lacks uptime predictability


despite its high potential.
Squad Leader Keystone
Target Down! (great)
Focus Target (great) You & AIC gain 5% toughness & 5% stamina for
Gain 1 stack (5 stacks) every 2 seconds. each stack applied on a gold-tagged enemy upon
• Minimum of 1 stack at all times its death.
• 2 stacks after 2 seconds • In rapid application (tag & kill within 2s), all
your tags will have 2 stacks, which will provide
• 3 stacks after 4 seconds
10% toughness & 10% stamina for your whole
• So on & so forth…
team on kill.
Expend all available stacks when tagging an
enemy, causing them to take +4% dmg per
Excellent team support tool in sustain, also has
stack applied for up to 25s (max tag duration).
synergy in maintaining Deadshot. Prioritize taking
• Max stacks applicable on an enemy is 8.
this if Redirect Fire doesn’t help with breakpoints.
• Enemies tagged by this keystone are Focussed Fire (niche)
highlighted in gold instead of red.
Raise max stacks you can hold from 5 to 8.
• Up to +32% dmg on an enemy if you refrain
Rapid application:
from tagging for 14s to build full stacks.
If an enemy you tagged dies within 2s after
• In more realistic situations, this can increase
being tagged, gain 1 stack upon their death.
max dmg boost from Redirect Fire from +7.5%
• If you’re rapidly tagging enemies & killing
to +12% (difference of +4.5%).
them, all of your tags will be at 2 stacks
(+8% dmg).
Usually taken as a luxury pick to further improve
Redirect Fire since refraining from tagging to build
You do not add more stacks to an enemy by
stacks is often detrimental to your team.
rapidly tagging it multiple times, but you can
Redirect Fire (great)
overwrite tags:
You & AIC gain +1.5% dmg for each stack applied
• Can overwrite all red tags from allies.
on an enemy upon its death, lasting 10s.
• Can overwrite gold tags if you have more
• Up to +7.5% dmg (5 stacks) by default.
stacks than the tagged enemy does.
• Up to +12% dmg (8 stacks) when using
• Overwriting tags will refresh its duration.
Focussed Fire.
• Veterans can overwrite each other’s tags Since minimum refresh is 2 stacks (+8% dmg), this
until there’re 8 stacks applied. can provide additional boosts for a total of +15.5%
dmg against any gold-tagged enemy & makes you
This keystone is not justification for binding less reliant on tagging for breakpoints, potentially
tag to primary fire (that only serves to annoy allowing you to refrain from tagging as much.
people), but it is highly versatile & applicable
• You can only build up to 6 stacks (10s without
to many situations:
tagging) since Redirect Fire only lasts 10s. You
• Getting breakpoints cannot build all 8 stacks from Focussed Fire.
• Team dps boost & information.
When used correctly, it’s a sizeable boost to Great tool for maintaining breakpoints & giving
your team’s coordination & dmg output. your team more dmg along the way. Prioritize
taking this if it helps with major breakpoints.
Commando
+5% melee dmg (good)
Reciprocity (niche) Close Quarters Killzone (good) Duck and Dive (good)
Gain 5% crit chance (5 stacks) For 10s after using ability, gain Gain 30% total stamina from
on a successful dodge, lasting +15% melee dmg & +15~0% avoiding ranged attack.
8s. ranged dmg. • Has 3s internal cooldown.
• Can be activated >1 times • Full +15% to enemies • Can be activated from
from 1 dodge. within 8m. dodge-state blessings.
• Can be activated from • Linear decay towards 0% Dodging, sliding, and sprinting
dodge-state blessings. against enemies 8~30m at >0 stamina without looking in
Dodging elites’ ranged attacks away. the direction of gunfire count as
cannot activate it. Only works Infiltrate: on breaking stealth. avoiding ranged attack.
from dodging mob shooters. Can enhance blitz’s dmg.
- Difficult to maintain >2 Stripped Down combos with it
stacks in melee if you’re Debatably the best options for for near-permanent immunity to
killing things too quickly. temporary dmg boosts with ranged attack during sprint.
great consistency & reliability.
Useful for high dodge distance Works with the listed blessings
melee weapons. Not relevant listed for maintaining Deadshot.
enough elsewhere.
Desperado (good)
+25% melee finesse dmg. -0.25s stamina regeneration delay (great)
+10% melee crit chance. Recover stamina faster after sprinting, blocking
Not applicable to blitz’s dmg. attacks, pushing & dodging. Keeps your stamina
up in melee or for maintenance on Deadshot.
Combos with +5% melee dmg for getting melee
breakpoints on top of better crit performance..
Exploit Weakness (weak) +25 toughness (great) Onslaught (niche)
Apply 10% brittleness (2 With this node alone, Veteran Apply 2.5% brittleness (16
stacks) on melee crit hit, would have 140 toughness by stacks) on non-DOT repeated
lasting 5s. default. hit, lasting 5s.
This is separate from other It can only stack additively with
brittleness & stacks additively. Getting at least one of the two Exploit Weakness.
Can enhance blitz’s dmg if +25 toughness nodes is Can enhance blitz’s dmg if
stacks are already applied. recommended. stacks are already applied.

Generally speaking, this is not Only relevant for mag-dumping


a good pick compared to just Crushers when using full-auto
using Rending Strikes. weapons with high firerate.
Trench Fighter Drill (good) Skirmisher (weak)
+10% melee attack speed Gain 1 stack/s of +5% dmg (5 stacks) during
sprint, lasting 5s after leaving sprint.
Good for melee build if all breakpoints are met. Can enhance blitz’s dmg.
Prioritize +dmg for breakpoints otherwise.
Bad uptime for the effort needed to maintain it.
Commando Keystone
Weapon Specialist (good)
Ranged Specialist:
Each melee kill grants +2% ranged attack speed (10 stacks) & +33% ranged crit chance on the first
shot (3 stacks practically), activated upon swapping to ranged weapon, lasting 5s.
• Executioner’s Stance does not count as “swapping” & therefore cannot activate these buffs.
Melee Specialist:
Ranged kills grant +15% melee attack speed, +10% dodge speed & +10% dodge distance,
activated upon swapping to melee weapon, lasting 10s.

DOT effects contribute Specialist towards the weapon off-hand when the kill occurs:
• If an enemy dies by Kantrael Mk IX Combat Shotgun’s fire when you have your melee weapon
out, the kill contributes to Ranged Specialist as if it was a melee kill.

Provides sizeable benefits for both weapons when constantly going back & forth between them:
• For Ranged Specialist
o The increased ranged attack speed allows you to burst down dangerous enemies.
o The increased first shot crit chance works well with effect-on-crit blessings such as
Man-Stopper & Flechette for shotguns and Hand Cannon for revolvers.
• For Melee Specialist
o The increased melee attack speed allows you to quickly dispatch hordes of enemies.
o The enhanced dodges can further amplify the agility of Combat Blades & nullify Power
Swords’ weakness.
Always Prepared (niche) Invigorated (good)
Ranged Specialist: Melee Specialist:
Each melee kill refills your weapon’s magazine Gain 20% stamina, activated upon swapping to
by 3.3% of its missing ammo (transferred from melee weapon.
reserve ammo), activated upon swapping to • You can block, push, or push attack even
ranged weapon. with 0 stamina from using ranged weapon.
• This rounds up & will always refill at least 1
ammo unless the magazine is full. Keeps your stamina up in combat & prevents
excessive use of Deadshot from compromising
Helps keep partial reload weapons ready to fire. your defensive capabilities.
Fleeting Fire (niche) On Your Toes (good) Conditioning (niche)
Ranged Specialist: By activating either Specialist Melee Specialist:
+20% faster reload speed for (3s cooldown for each type), Reduce stamina cost by 25% for
5s, activated upon swapping gain 20% toughness. 3s, activated upon swapping to
to ranged weapon. • Using both rapidly can gain melee weapon.
40% toughness back.
Can be helpful for shotguns in Consider it temporary block &
particular since using Always Gives immediate access to sprint efficiency and using less
Prepared alone doesn’t help large toughness gains for stamina for Deadshot & pushes.
with loading special shells. when things get out of hand. Generally not great uptime.
Baseline Stats
Cover Peeking (unique & always active)
Aiming down sights while crouching behind low cover will make you peek over, allowing you to
return fire to enemies without having your view obstructed by the cover in front of you.
• You cannot peek over cover pieces by bracing your weapon or using hipfire:
o M35 Magnacore Mk II Plasma Gun
o Braced Autoguns
o Agripinaa Mk XIV Quickdraw Stub Revolver
o Ius Mk III Shredder Autopistol
Health Toughness Crit chance
- 150 - 100 - 5%
Gain 5% from each melee kill. Blitz actions & dmg over time
effects cannot crit.
Wounds Coherency Stamina
- Sedition = 5 - 8m radius - 2
- Uprising = 4 Has a grace period of 2s after - 1s regeneration delay
- Malice = 3 leaving coherency. - 1/s regeneration rate
- Heresy = 2 Regeneration delay starts after
- Damnation = 2 Coherency works as tethers the last sprint, block, push &
Losing all available wounds between your team. Not all dodge actions.
causes the player to be killed players need to be within 8m Regeneration delay is not reset
instead of being downed. of you for max coherency. from sliding.
Coherency toughness regeneration delay Coherency toughness regeneration rate
- 3s - 0 coherency = 0 toughness/s
Currently bugged & varies depending on the - 1 coherency = 3.75 toughness/s
last slot-occupying enemy’s death animation - 2 coherency = 5.625 toughness/s
length. - 3 (max) coherency = 7.5 toughness/s
• Completely disabled while inside tall fire +% toughness regeneration perks only affect
patches (Bomber & Flamers) and toxic gas. coherency toughness regeneration rate.
Dodge Dodge count
You have to travel at least 0.25m to be able to Each weapon has a max number of dodges you
perform dodges. can perform before they start to become less &
- 2.5m distance (affected by weapons) less effective.
- 0.2s cooldown (0.5s after jump) - 0.85s to reset dodge count
Dodge state lingers for 0.25s vs melee attacks Try to pace your dodges out reasonably to
where you’re still considered dodging. avoid being at severe debt in dodge count.
Movement Toughness dmg modifiers
- 4m/s walk (& jump) move speed. - Take 50% less during dodge.
- 1.75m/s climbing speed. - Take full 100% while sprinting.
- 1.4m/s crouch move speed. - Take full 100% while sliding.
- 5.2m/s sprint move speed. You’re also immune to all ranged attacks when
0.5 out-of-stamina sprint speed modifier: sliding & running while looking away from the
• It doesn’t work the way you think. You don’t direction of gunfire. Slides can only be initiated
really sprint 50% slower without stamina. when moving faster than 4.2m/s.
Melee Weapons
Combat Axe
Rashad Mk II (great)
High priority:
The Mk2 offers superior dmg breakpoints with
Damage
the fastest attack speed in class, allowing it to Low priority:
First Target
horde clear and kill elites extremely quickly. Mobility (51%+)
Penetration
Horde clear Finesse
48
Horde clear:
Perks & Blessings:
Defense 36 Stagger [L1 > L2 > L3]
34 Unarmored
Flak
Stagger:
Elite
[PA > L1]
Carapace
Boss dps 44 40 Anti-armor
Brutal Momentum
Anti-armor & boss:
Headtaker
[H1 > H2]
Antax Mk V (good)
The Mk5 trades better weakpoint dmg & attack High priority:
speed in favor of a high stagger poking special Damage Low priority:
move & a fast slashing push attack. First Target Mobility (51%+)
Horde clear Penetration
42
Horde clear:
Defense Stagger [L1 > L2 > L3]
37 Perks & Blessings:
35
Unarmored
Stagger:
Flak
[SP > L2] > PA > L1
Brutal Momentum
Boss dps 40 37 Anti-armor
Headtaker
Anti-armor & boss:
[H1 > H2]
Achlys Mk VIII (good)
The Mk8 relies on looping its first heavy attack High priority:
against most enemies, making it less reliant on Damage
Low priority:
+dmg talents for its breakpoints. First Target
Mobility (51%+)
Penetration
Horde clear Finesse
37
Horde clear:
Perks & Blessings:
Defense 36 Stagger [H1 > BC/(L2 > PA)]
35 Maniac
Elite
Stagger:
Carapace
[PA > H1]
36 Anti-armor Brutal Momentum
Boss dps 38
Thrust
Anti-armor & boss:
Headtaker
H1 > [H2 > H3]
Combat Axes are reliable workhorse weapons against all threats. They have some of the best horde
clear even against bruisers and have consistent dmg against both armored elites & bosses. They’re
highly reliant on weakspot kills to maintain First Target dmg from using Brutal Momentum and often
require +dmg talent investments in order to achieve optimal performance.

Important Talents
Precision Strikes
1 weakspot hit kill:
+10% melee dmg
Crucial Scab & Dreg Bruisers, Pox Hounds,
+5% melee dmg
Scab Flamers & Dreg Tox Flamers.
Desperado

Superiority Complex 3~4 weakspot hit kill:


Great
Bring it Down! All elites.

Trench Fighter Drill Improve horde clear with +attack speed.


Good
-0.25s stamina regeneration delay Stamina boost helps block & push.
Weapon Blessings
Brutal Momentum I / II / III / IV
All or Nothing I / II / III / IV
+7.5/10/12.5/15% melee weakspot dmg.
+5/6/7/8% melee power for every 20% missing
Melee weakspot kills ignore target’s hitmass &
stamina.
deal First Target dmg to up to 4 targets without
Stacks 5 times.
cleave dmg falloff.

Decapitator I / II / III / IV
Decimator I / II / III / IV
+18/20/22/24% melee finesse dmg for 5s on
+2/3/4/5% melee power on melee hit for 2s.
killing an enemy from full health in 1 hit.
Stacks 10 times. Missed hits drop all stacks.
Stacks 5 times.

Headtaker I / II / III / IV
Limbsplitter I / II / III / IV
+3.5/4/4.5/5% melee power on melee hit for
+60% melee power on first melee attack every
3.5s.
5/4.5/4/3.5 seconds.
Stacks 5 times.

Shred I / II / III / IV Thrust I / II / III / IV


+2.5/3/3.5/4% melee crit chance on melee hit Melee heavy attacks gain +5/10/15/20% melee
for 3.5s. power every 0.25s after being readied.
Stacks 5 times. Missed hits drop all stacks. Stacks 3 times.

Thunderous I / II / III / IV
Hits apply 1/2/3/4 brittleness stacks for 5s.
Stacks up to 16 brittleness.
Each brittleness stack is 2.5%.
Tactical Axe
Atrox Mk II (niche)
High priority:
The Mk2 primarily uses heavy attacks for horde
Damage
clear and fast light attacks for sustained single Low priority:
Penetration
target beatdown. Mobility (51%+)
Finesse
Horde clear Critical Bonus

18
Horde clear:
Perks & Blessings:
Defense 38 34 Stagger [H1 > PA/L2/H2]
Flak
Unarmored
Stun lock:
Maniac
[L1 > SP]
34 31 Brutal Momentum
Boss dps Anti-armor Shred
Single target:
Headtaker
[L1 > H2 > L3]
Atrox Mk IV (niche)
High priority:
The Mk4 has a simplified moveset, using fast
Damage
light attacks for clearing hordes and slower but Low priority:
Penetration
higher stagger heavy attacks for single target. Mobility (51%+)
Finesse
Horde clear Critical Bonus

19 Horde clear:
Perks & Blessings:
Defense 38 34 Stagger [L1 > (PA >) L2 > L3]
Flak
Unarmored
Stun lock:
Maniac
[SP > L2]
34 31 Brutal Momentum
Boss dps Anti-armor Shred
Single target:
Headtaker
[H1 > H2 > PA/L3]
Atrox Mk VII (niche)
The Mk7 uses a combination of heavy, light and High priority:
push attacks for horde clear and mixes both Damage
Low priority:
light & heavy attacks in single target.. Penetration
Mobility (51%+)
Finesse
Horde clear Critical Bonus

18 Horde clear:
38 Perks & Blessings:
Defense 34 Stagger [H1 > PA/L2]
Flak
Unarmored
Stun lock:
Maniac
[SP > L3]
34 31 Brutal Momentum
Boss dps Anti-armor
Shred
Single target:
Headtaker
[L1 > H2 > L3]
Tactical Axes are in an awkward spot. They have great dodges with fast staggering strikes & a high
stagger poking special move, making them safer to play than many other melee weapons, but they
have generally bad horde clear due to not dealing enough dmg to fully utilize Brutal Momentum &
low base cleave, and require a ton of +dmg talents to work well against elites & bosses.

Important Talents
Precision Strikes
+10% melee dmg Best utilize Tactical Axes’ high finesse bonus by
Crucial
+5% melee dmg increasing their melee dmg output.
Desperado

Superiority Complex
Improve general dps against elites.
Bring it Down!
Great Improve crit chance to better utilize Tactical
Reciprocity
Axes’ high finesse bonus.
+5% crit chance

Trench Fighter Drill Improve horde clear with +attack speed.


Good
-0.25s stamina regeneration delay Stamina boost helps block & push.
Weapon Blessings
Brutal Momentum I / II / III / IV
All or Nothing I / II / III / IV
+7.5/10/12.5/15% melee weakspot dmg.
+5/6/7/8% melee power for every 20% missing
Melee weakspot kills ignore target’s hitmass &
stamina.
deal First Target dmg to up to 4 targets without
Stacks 5 times.
cleave dmg falloff.

Headtaker I / II / III / IV
Decimator I / II / III / IV
+3.5/4/4.5/5% melee power on melee hit for
+2/3/4/5% melee power on melee hit for 2s.
3.5s.
Stacks 10 times. Missed hits drop all stacks.
Stacks 5 times.

Shred I / II / III / IV
Limbsplitter I / II / III / IV
+2.5/3/3.5/4% melee crit chance on melee hit
+60% melee power on first melee attack every
for 3.5s.
5/4.5/4/3.5 seconds.
Stacks 5 times. Missed hits drop all stacks.
Assault Chainaxe
Orestes Mk IV (niche)
The Mk4 uniquely uses chain rev light attacks High priority:
Low priority:
for single target & slow yet high stagger heavy Damage
Mobility (51%+)
attacks for horde clear. Penetration
Defense
Horde clear Shredder

23 Horde clear:
36 38 Stagger Perks & Blessings:
Defense [H1 > PA/H2]
Maniac
Flak
Single target:
Carapace
[L1 > L2 > L3 > L4]
Bloodletter
Boss dps Anti-armor Headtaker
50 48
Anti-armor & boss:
Slaughterer
[SP > H0]
Orestes Mk XII (niche)
The Mk12 offers a simplified moveset, using High priority:
Low priority:
light attacks for horde clear & chain rev heavy Damage
Mobility (51%+)
strikedown attacks for single target. Penetration
Defense
Horde clear Shredder

24 Horde clear:
Perks & Blessings:
Defense 35 38 Stagger [L1 > L2]
Carapace
Maniac
Single target:
Flak
[H1 > PA/H2]
Thrust
Boss dps 48 Anti-armor Headtaker
50
Anti-armor & boss:
Slaughterer
[SP > H1]
REDACTED (classified)
X
XX
XXX High priority: Low priority:

Horde clear

Defense Stagger
Horde clear:

Perks & Blessings: Single target:

Boss dps Anti-armor Anti-armor & boss:


Assault Chainaxes are specialty weapons since they very heavily lean into anti-elite & boss dmg but
can be lacking when fighting large sums of horde enemies, especially against bruisers. Their slow
attack speeds combined with reduced dodge count & dodge distance means it’s best to use build
that can account for their cumbersomeness when fighting hordes.

Important Talents
Superiority Complex
Bring it Down! 1 weakspot/body hit kill (special heavy attack):
Crucial
+10% melee dmg All elites.
+5% melee dmg

Great Trench Fighter Drill Improve horde clear with +attack speed.

Precision Strikes
Improve weakspot dmg for better consistency.
Desperado
Good Stamina boost helps block & push, as well as
-0.25s stamina regeneration delay
dodge cancelling out of special attacks.
Duck and Dive
Weapon Blessings
Bloodletter I / II / III / IV
Bloodthirsty IV
Apply 10/12/14/16 bleed stacks on special
The next melee attack after a special melee
melee hit.
attack kill is guaranteed to crit.
Stacks up to 16 bleed.

Headtaker I / II / III / IV
Rev it Up I / II / III / IV
+3.5/4/4.5/5% melee power on melee hit for
Gain +17/18/19/20% move speed for 2s after
3.5s.
using special action.
Stacks 5 times.

Thrust I / II / III / IV
Slaughterer I / II / III / IV
Melee heavy attacks gain +5/10/15/20% melee
+5/6/7/8% melee power for 4.5s on melee kill.
power every 0.25s after being readied.
Stacks 5 times.
Stacks 3 times.

Thunderous I / II / III / IV
Hits apply 1/2/3/4 brittleness stacks for 5s.
Stacks up to 16 brittleness.
Each brittleness stack is 2.5%.
Combat Blade
Catachan Mk III (niche)
High priority:
The Mk3 offers easy-to-access overhead heavy
Damage
attacks for quickly eliminating priority targets Low priority:
First Target
and uses light attacks for horde. Mobility (51%+)
Penetration
Horde clear Finesse
Horde clear:
14 Perks & Blessings:
Defense 36 Stagger [L1 > L2 > L3 > L4]
12 Maniac
Unyielding
Stagger:
Uncanny Strike
[SP > PA]
Mercy Killer
Boss dps 45 42 Anti-armor Riposte
Anti-armor & boss:
Precognition
H1 > (PA >) [H2 > L3]
Catachan Mk VI (niche)
High priority:
The Mk6 trades easy-to-access strikedown
Damage
attacks for horizontal sweeping strikes with Low priority:
First Target
higher cleave for better horde clear. Mobility (51%+)
Penetration
Horde clear Finesse

20 Horde clear:
36 Perks & Blessings:
Defense Stagger L1 > [H2 > L3]
12 Maniac
Unyielding
Stagger:
Uncanny Strike
[SP > PA]
Mercy Killer
Boss dps 42 40 Anti-armor
Riposte
Anti-armor & boss:
Precognition
[PA/H1 > H2 > H3]
REDACTED (classified)
X
XX
XXX High priority: Low priority:

Horde clear

Defense Stagger
Horde clear:

Perks & Blessings: Single target:

Boss dps Anti-armor Anti-armor & boss:


Combat Blades are specialty weapons with incredible burst dmg & agility at the cost of horde clear
and reliable stagger. They provide +30% move speed bonus when charging heavy attacks, allowing
you to traverse the map significantly faster. They can quickly burst down priority targets wearing
even the thickest armor but can also get stuck fighting horde forever if used incorrectly.

Important Talents
Precision Strikes
Best utilize Combat Blades’ high finesse bonus
+10% melee dmg
by increasing their melee dmg output.
Crucial +5% melee dmg
Stamina boost helps spam push attacks for
Desperado
bursting down large enemies quickly.
-0.25s stamina regeneration delay

Additional crit chance from dodges to better


Reciprocity
utilize Combat Blade’s high finesse & agility.
Great Superiority Complex
2~3 weakspot hit kill:
Bring it Down!
All elites.

Trench Fighter Drill Pace attack combo easier with +attack speed.
Good
Serrated Blade Enable Mercy Killer for single target dmg.
Weapon Blessings
Executor I / II / III / IV
+4.5/5/5.5/6% melee power for 2s on melee Flesh Tearer I / II / III / IV
weakspot hit. Melee crit hits apply 5/6/7/8 bleed stacks.
Stacks 5 times. Non-weakspot hits drop all Stacks up to 16 bleed.
stacks.

Haymaker I / II / III / IV
Lacerate I / II / III / IV
Melee heavy attacks grant +1/2/3/4% chance
Non-weakspot melee hits apply 1/2/3/4 bleed
to instantly kill enemies on melee heavy hit.
stacks.
Does not work for: Mutant, Ogryns, Bosses.
Stacks up to 16 bleed.
Stacks 5 times.

Mercy Killer I / II / III / IV Precognition I / II / III / IV


+52.5/55/57.5/60% melee weakspot dmg +45/50/55/60% melee finesse dmg for 2s after
against enemies with bleed stacks. a successful dodge.

Riposte I / II / III / IV Ruthless Backstab I / II / III / IV


+12.5/15/17.5/20% melee crit chance for 6s Melee backstab hits have +70/80/90/100%
after a successful dodge. rending.

Smackdown I / II / III / IV Uncanny Strike I / II / III / IV


+12.5/15/17.5/20% melee crit chance for 2s if +12/16/20/24% rending on melee weakspot hit
a special action hit successfully staggers an for 3.5s.
enemy. Stacks 5 times.
“Devil’s Claw” Sword
Catachan Mk I (niche)
The Mk1 features primarily sweeping attacks High priority:
Low priority:
with a horde clear focus at the cost of lacking Damage
Cleave Target (51%+)
strikedown moves for single target dmg. Finesse
Mobility (51%+)
Horde clear Cleave Damage
36
Horde clear:
50 Perks & Blessings:
Defense Stagger [H1 > L2/H2]
32 Flak
Elite
Single target:
18 Maniac
[H1 > H2 > L3]
30 Rampage
Boss dps Anti-armor Savage Sweep
Counter attack:
Shred
[SP]
Catachan Mk IV (good)
The Mk4 balances between simple sweeping High priority:
Low priority:
attacks for horde clear & intuitive strikedown Damage
Cleave Target (51%+)
hits to quickly dispatch priority targets. Finesse
Mobility (51%+)
Horde clear Cleave Damage
34
Perks & Blessings: Horde clear:
50
Defense 32 Stagger Flak [L1 > H2]
Elite
Maniac Single target:
23 Rampage [H1 > PA]
33 Savage Sweep
Boss dps Anti-armor
Shred Counter attack:
Skullcrusher [SP > H1]
Catachan Mk VII (good)
The Mk7 features multiple strikedown moves High priority:
for sustained single target beatdown without Low priority:
Damage
sacrificing horde clear too much. Cleave Target (51%+)
Finesse
Mobility (51%+)
Horde clear Cleave Damage
33
Perks & Blessings: Horde clear:
50
Defense Stagger Flak [H1 > L2]
34 Elite
Maniac Single target:
24 Rampage [L1 > H2 > L3] > PA > L3
34
Boss dps Anti-armor Savage Sweep
Shred Counter attack:
Skullcrusher [SP > L1/H1 > H2]
“Devil’s Claw” Swords specialize in cleaving through hordes & holding defense with parry, but don’t
have very good dmg in direct offense. They have bad cleave dmg distribution to Flak armor, which
can cause you to get stuck fighting bruisers in a horde, and they don’t do very well against waves of
Carapace armored enemies.

Important Talents
Precision Strikes
+10% melee dmg Best utilize “Devil’s Claw” Swords’ high finesse
Crucial
+5% melee dmg bonus by increasing their melee dmg output.
Desperado

Superiority Complex
Improve general dmg against elites.
Great Bring it Down!
Improve dmg against armored enemies.
Rending Strikes

Trench Fighter Drill Pace attack combo easier with +attack speed.
Good
-0.25s stamina regeneration delay Stamina boost helps block, parry & push.
Weapon Blessings
Hammerblow I / II / III / IV
Devastating Strike I / II / III / IV
+19/21/23/25% melee stagger for 1.5s on
+65/70/75/80% melee cleave for 5s on melee
melee hit.
crit hit.
Stacks 5 times.

Rampage I / II / III / IV Savage Sweep I / II / III / IV


+24/28/32/36% melee power for 3s on hitting 3 +140/160/180/200% melee cleave for 3s on
enemies with a single melee hit. hitting 3 enemies with a single melee hit.

Skullcrusher I / II / III / IV
Shred I / II / III / IV
Hitting enemies in melee causes them to take
+2.5/3/3.5/4% melee crit chance on melee hit
+10/20/30/40% dmg while being staggered,
for 3.5s.
lasting 5s.
Stacks 5 times. Missed hits drop all stacks.
Stacks 2 times.

Thunderstrike I / II / III / IV
Trauma I / II / III / IV
Hitting enemies in melee causes them to take
+14/16/18/20% melee stagger for 2s on
+10/20/30/40% stagger while being staggered,
repeated melee hit (starts from 2nd hit).
lasting 5s.
Stacks 5 times.
Stacks 2 times.

Vicious Slice I / II / III / IV Wrath I / II / III / IV


Enemies hit by melee receive +14/16/18/20% +25/30/35/40% melee cleave on melee hit for
stagger based on the number of enemies 3.5s.
already hit by that melee attack. Stacks 5 times. Missed hits drop all stacks.
Assault Chainsword
Cadia Mk IV (good)
High priority:
The Mk4 offers a balanced moveset for horde
Damage
clear with multiple horizontal sweeps, while Low priority:
Penetration
retaining potent single target dmg. Mobility (51%+)
Finesse
Horde clear Shredder
37
Horde clear:
Perks & Blessings:
Defense 34 33 Stagger [H1 > L2/H2 > L3 > H0]
Flak
Elite
Single target:
Maniac
L1 > [PA > L4 > L1]
Rampage
Boss dps 41 38 Anti-armor
Bloodletter
Anti-armor & boss:
Savage Sweep
[SP > H1]
Cadia Mk XIIIg (niche)
High priority:
The Mk13g trades coherent movesets in favor
Damage
of pure light spam against hordes with one of Low priority:
Penetration
the best horde clear speeds available. Mobility (51%+)
Finesse
Horde clear Shredder
38
Horde clear:
Perks & Blessings:
Defense 35 33 Stagger [L1 > L2 > L3 > L4/H3]
Flak
Elite
Single target:
Maniac
[H1 > H2 > H3]
33 Unyielding
Boss dps 38 Anti-armor Rampage
Anti-armor & boss:
Wrath
[SP > H1]
REDACTED (classified)
X
XX
XXX High priority: Low priority:

Horde clear

Defense Stagger
Horde clear:

Perks & Blessings: Single target:

Boss dps Anti-armor Anti-armor & boss:


Assault Chainswords can dish out serious single target dmg with their revved attacks while having
good horde clear. They can reliably deal with all kinds of enemies except Crushers due to them
wearing Carapace armor. Use revved attacks only when you’re sure to commit to them as dodge
cancelling drains a sizeable portion of stamina & causes you to lose most of the dmg.

Important Talents
Precision Strikes
+10% melee dmg
1 weakspot/body hit kill (special heavy attack):
Crucial +5% melee dmg
All elites, except Crushers.
Superiority Complex
Bring it Down!

Trench Fighter Drill Improve horde clear with +attack speed.


Great
Desperado Improve melee crit performance.

-0.25s stamina regeneration delay Stamina boost helps block & push, as well as
Good
Duck and Dive dodge cancelling out of special attacks.
Weapon Blessings
Bloodletter I / II / III / IV
Bloodthirsty IV
Apply 11/12/13/14 bleed stacks on special
The next melee attack after a special melee
melee hit.
attack kill is guaranteed to crit.
Stacks up to 16 bleed.

Devastating Strike I / II / III / IV Rampage I / II / III / IV


+65/70/75/80% melee cleave for 5s on melee +24/28/32/36% melee power for 3s on hitting 3
crit hit. enemies with a single melee hit.

Rev it Up I / II / III / IV Savage Sweep I / II / III / IV


Gain +17/18/19/20% move speed for 2s after +140/160/180/200% melee cleave for 3s on
using special action. hitting 3 enemies with a single melee hit.

Shred I / II / III / IV Wrath I / II / III / IV


+2.5/3/3.5/4% melee crit chance on melee hit +25/30/35/40% melee cleave on melee hit for
for 3.5s. 3.5s.
Stacks 5 times. Missed hits drop all stacks. Stacks 5 times. Missed hits drop all stacks.
Power Sword
Munitorum Mk III (good)
The Mk3 offers a simple moveset for cleaving High priority:
through enemies with energized heavy attacks Damage Low priority:
and doesn’t slow you down during activation. Finesse Mobility (51%+)
Horde clear Cleave Damage
48
Horde clear:
Defense 30 Stagger Perks & Blessings: [SP > L1/H1 > L2/H2]
24
Flak
Maniac Stun lock:
Power Cycler [SP > L1]
Boss dps 43 42 Anti-armor Brutal Momentum
Sunder Anti-armor & boss:
[SP > PA > L1/H1]
Munitorum Mk VI (great)
The Mk6 has a more complex moveset but also High priority:
superior versatility across almost all situations Damage Low priority:
with a lethal answer to every problem. Finesse Mobility (51%+)
Horde clear Cleave Damage
50
Horde clear:
Perks & Blessings:
Defense 31 Stagger [SP > BC > L1 > L2 > L3]
26 Carapace
Maniac
Stun lock:
Unyielding
[SP > BC > L1]
Power Cycler
Boss dps 44 45 Anti-armor Brutal Momentum
Anti-armor & boss:
Sunder
[SP > BC > PA > L4]
REDACTED (classified)
X
XX
XXX High priority: Low priority:

Horde clear

Defense Stagger
Horde clear:

Perks & Blessings: Single target:

Boss dps Anti-armor Anti-armor & boss:


Power Swords are amongst the most lethal weapons available, dealing very high dmg to all forms of
armor with their signature energized swings. They have reduced dodge distance and dodge count,
making them less agile in avoiding attacks, and their most lethal push attacks don’t have enough
stagger to interrupt dangerous attacks like Crushers’ overhead strikes or Ragers’ chain combos.

Important Talents
1 weakspot hit kill:
Precision Strikes Scab & Dreg Bruiser.
Crucial Superiority Complex
Bring it Down! 2~3 weakspot hit kill:
All elites.

Trench Fighter Drill Improve horde clear with +attack speed.


Great
-0.25s stamina regeneration delay Stamina boost helps spam push attacks.

+10% melee dmg


Alternative form of +dmg for breakpoints when
Good +5% melee dmg
using Weapon Specialist.
Desperado
Weapon Blessings
Brutal Momentum I / II / III / IV
+7.5/10/12.5/15% melee weakspot dmg. Power Cycler III / IV
Melee weakspot kills ignore target’s hitmass & Special action provides +1/+2 energized melee
deal First Target dmg to up to 4 targets without hits.
cleave dmg falloff.

Rampage I / II / III / IV Slaughterer I / II / III / IV


+24/28/32/36% melee power for 3s on hitting 3 +5/6/7/8% melee power for 4.5s on melee kill.
enemies with a single melee hit. Stacks 5 times.

Supercharge I / II / III / IV
Sunder IV Energized melee hits apply 1/2/3/4 brittleness
Energized melee hits have 400% cleave & can stacks for 5s.
hit up to 4 targets regardless of their hitmass. Stacks up to 16 brittleness.
Each brittleness stack is 2.5%.

Wrath I / II / III / IV
+35/40/45/50% melee cleave on melee hit for
3.5s.
Stacks 5 times. Missed hits drop all stacks.
Sapper Shovel
Standard-Issue Munitorum (niche)
The Standard-Issue chains simple horizontal High priority:
Low priority:
sweeps for most enemies at the cost of not Damage
Mobility (51%+)
having single target burst dmg options. First Target
Defense
Horde clear Penetration

31
Horde clear:
39 40 Perks & Blessings: [L1/H1 > L2/H2 > L3/H1]
Defense Stagger
Flak
Maniac Stun lock:
26
Uncanny Strike [SP > L3]
30
Boss dps Anti-armor Take a Swing
Decimator Single target:
[PA > L1 > L2]
Munitorum Mk III (good)
The Mk3 trades horde clearing strikedown light High priority:
Low priority:
attacks in favor of a fast folded overhead attack Damage
Mobility (51%+)
which deals massive single target dmg. First Target
Defense
Horde clear Penetration

28 Horde clear:
40 38 Perks & Blessings:
Defense Stagger [H1 > L2]
Carapace
Elite
Single target:
Flak
[SP > L0]
29 Unarmored
Boss dps 50 Anti-armor Uncanny Strike
Anti-armor & boss:
Thrust
[SP > H2] > L4/H2
Munitorum Mk VII (great)
The Mk7 combines the best of both worlds & High priority:
offers a balance between sufficient horde clear Low priority:
Damage
and substantial single target burst dmg. Mobility (51%+)
First Target
Defense
Horde clear Penetration

30
Horde clear:
37 37 Stagger Perks & Blessings:
Defense L1/H1 > [H2 > L3/H1]
Carapace
Elite
Single target:
Flak
[SP > L0] > L3 > L4
30 Unarmored
Boss dps Anti-armor
50 Uncanny Strike
Anti-armor & boss:
Thrust
[SP > H0]
Sapper Shovels can stagger hordes with high cleave with decent clear speed, but their main draw is
the ability to quickly answer waves of elites, particularly with the 2 folding variants as they have the
potential to 1 hit kill every non-Unyielding elite & every specialist. It’s usually advised to bring other
weapons to deal with Unyielding targets, especially Bulwarks.

Important Talents
Superiority Complex
1 weakspot hit kill (special heavy/light attack):
Bring it Down!
Crucial All elites, except Bulwark & Reaper.
+10% melee dmg
All specialists.
+5% melee dmg

Trench Fighter Drill Improve horde clear with +attack speed.


Great
-0.25s stamina regeneration delay Stamina boost helps spam push attacks.
Precision Strikes Improve general dmg with weakspot hits.
Good
Competitive Urge Improve dmg & stagger from time to time.
Weapon Blessings
All or Nothing I / II / III / IV
Decimator I / II / III / IV
+5/6/7/8% melee power for every 20% missing
+2/3/4/5% melee power on hit for 2s.
stamina.
Stacks 10 times. Missed hits drop all stacks.
Stacks 5 times.

Hammerblow I / II / III / IV
Limbsplitter I / II / III / IV
+19/21/23/25% melee stagger for 1.5s on
+60% melee power on first melee attack every
melee hit.
5/4.5/4/3.5 seconds.
Stacks 5 times.

Skullcrusher I / II / III / IV
Hitting enemies in melee causes them to take Take a Swing I / II / III / IV
+10/20/30/40% dmg while being staggered, +45/50/55/60% melee weakspot dmg for 3s
lasting 5s. after a push.
Stacks 2 times.

Thunderstrike I / II / III / IV
Thrust I / II / III / IV
Hitting enemies in melee causes them to take
Melee heavy attacks gain +5/10/15/20% melee
+10/20/30/40% stagger while being staggered,
power every 0.25s after being readied.
lasting 5s.
Stacks 3 times.
Stacks 2 times.

Trauma I / II / III / IV Uncanny Strike I / II / III / IV


+14/16/18/20% melee stagger for 2s on +12/16/20/24% rending on melee weakspot hit
repeated melee hit (starts from 2nd hit). for 3.5s.
Stacks 5 times. Stacks 5 times.
Ranged Weapons
Infantry Lasgun
Kantrael MG Ia (good)
The MG1a provides a balance between firerate, High priority:
Low priority:
recoil control & dmg per shot, striking 2~3 shot Damage
Ammo
kills on most enemies with weakspot hits. Stopping Power
Mobility (51%+)
Anti-special Stability
42

Ammo 42 Perks & Blessings: Firing mode:


22 Anti-armor
economy
Flak 3 ammo/shot
Maniac 218 RPM
24 Headhunter
Boss dps 39 Firing uptime Deadly Accurate Special action:
Ghost Flashlight

Kantrael MG IV (decent)
The MG4 offers high ammo capacity with fast High priority:
Low priority:
ADS move speed, instant sprint-to-fire & low Damage
Ammo
hipfire spread at the cost of dmg & recoil. Stopping Power
Mobility (51%+)
Anti-special Stability
38

Ammo 43 Perks & Blessings:


17 Anti-armor Firing mode:
economy Flak
2 ammo/shot
Elite
300 RPM
Maniac
21
Headhunter
Boss dps 45 Firing uptime
Special action:
Deadly Accurate
Flashlight
Ghost
Kantrael MG XII (decent)
The MG12 delivers the highest dmg per shot in High priority:
its class, aiming for precise 1 headshot kills Low priority:
Damage
with the lowest recoil from its slow rate of fire. Mobility (51%+)
First Target
Defense
Anti-special Penetration
41

Ammo 43 Perks & Blessings: Firing mode:


20 Anti-armor
economy
Flak 3 ammo/shot
Maniac 150 RPM
22 Headhunter
Boss dps 40 Firing uptime Deadly Accurate Special action:
Ghost Flashlight
Infantry Lasguns are very ammo efficient & capable of taking down both specialists and large waves
of enemy shooters without trouble, but they struggle dealing significant dmg to better armored foes.
Their built-in holographic sights make it easier to aim for headshots with their recoil being mostly
visual. All 3 variants have inverse falloff, dealing more dmg further away, and less dmg up close.

Important Talents
Maintain accuracy when under heavy fire.
Determined
1~2 weakspot hit kill:
Precision Strikes
Crucial Scab & Dreg Gunners,
Superiority Complex
Scab & Dreg Shotgunners.
+5% ranged dmg (x2)
All specialists, except Pox Hounds & Mutants.

Improve dmg against armored enemies,


Rending Strikes
Great especially Flak armored enemies.
Longshot
Reach specific breakpoints over range.

Good Shock Trooper Improve firing uptime & ammo economy.


Weapon Blessings
Between the Eyes I / II / III / IV
Deadly Accurate I / II / III / IV
Gain 2.4/2.8/3.2/3.6s of suppression immunity
+70/80/90/100% ranged weakspot crit dmg.
on ranged weakspot hit.

Efficiency I / II / III / IV Falter I / II / III / IV


Reduce ammo usage on first shot by 33% after +60/70/80/90% stagger on ranged weakspot
not shooting for 4/4.5/5/5.5s. hit.

Ghost I / II / III / IV Headhunter I / II / III / IV


Gain 0.6/0.8/1/1.2s of immunity from ranged +14/16/18/20% ranged crit chance on ranged
attacks on ranged weakspot hit. weakspot hit.
Ranged attack immunity counts as dodge. Stacks 5 times. Expends all stacks on crit hit.

Infernus III / IV
Ranged crit hits apply 4 burn stacks, applicable
No Respite I / II / III / IV
up to 10/12 stacks on a single enemy.
+14/16/18/20% dmg to staggered enemies.
Enemies with full 10/12 stacks can still receive
stacks from other sources, up to 16 burn.

Opening Salvo I / II / III / IV


+14/16/18/20% ranged power on the 1st shot in
a salvo.
Helbore Lasgun
Lucius Mk I (good)
The Mk1 offers balanced dmg & firerate with a High priority:
Low priority:
close-up view on its iron sights and can 1 hit kill Damage
Ammo
almost all human-sized foes on weakspot. Stopping Power
Stability
Anti-special Charge Rate
44

Ammo 45 36 Firing mode:


Anti-armor Perks & Blessings:
economy 3 ammo/shot
Flak
6 ammo/charge shot
Elite
174 RPM (64 CRPM)
Maniac
33 38 Surgical
Boss dps Firing uptime Special action:
Onslaught
Bayonet stab/charge
Lucius Mk II (good)
The Mk2 has the lowest charge time in its family High priority:
Low priority:
allowing for quick follow-up shots without too Damage
Ammo
much loss in dmg for precise 1 hit kills. Stopping Power
Stability
Anti-special Charge Rate
42

Ammo 48 34 Anti-armor
Firing mode:
economy Perks & Blessings: 2 ammo/shot
Unarmored 4 ammo/charge shot
Maniac 186 RPM (86 CRPM)
34
Surgical
Boss dps 40 Firing uptime
Onslaught Special action:
Bayonet stab/charge
Lucius Mk III (niche)
The Mk3 packs the highest dmg per shot at the High priority:
cost of extremely slow charge rate & the lowest Low priority:
Damage
firing uptime due to its increased ammo drain. Ammo
Stopping Power
Stability
Anti-special Charge Rate
36

Ammo 39 40 Firing mode:


Anti-armor
economy Perks & Blessings: 4 ammo/shot
Maniac 9 ammo/charge shot
Elite 100 RPM (48 CRPM)
35 34 Surgical
Boss dps Firing uptime Onslaught Special action:
Bayonet slash
Helbore Lasguns use charge shots to deal more dmg with higher ammo cost but are still very ammo
efficient as they can kill most enemies in 1~2 charged headshots. They have extremely slow draw
speed, but this is partially alleviated by their bayonet attacks (except Mk3). All 3 variants can cleave
through 3 hitmass, and have inverse falloff, particularly notable against Maniac enemies.

Important Talents
Precision Strikes
1~2 weakspot (crit) hit kill:
Superiority Complex
Crucial All elites, except Crushers & Maulers.
Bring it Down!
All specialists, except Mutants.
+5% ranged dmg (x2)

Agile Engagement Improve dmg for bayonet & ranged attacks.


Great
Longshot Reach specific breakpoints over range.

Shock Trooper
+10% melee dmg Improve firing uptime & ammo economy.
Good
+5% melee dmg Improve bayonet dmg for single target.
Desperado
Weapon Blessings
Infernus III / IV
Falter I / II / III / IV Ranged crit hits apply 4 burn stacks, applicable
+60/70/80/90% stagger on ranged weakspot up to 10/12 stacks on a single enemy.
hit. Enemies with full 10/12 stacks can still receive
stacks from other sources, up to 16 burn.

Onslaught I / II / III / IV
-6/8/10/12% charge time for every shot fired in
No Respite I / II / III / IV
a salvo.
+14/16/18/20% dmg to staggered enemies.
Stacks 5 times. Drops all stacks on entering &
existing ADS.

Surgical I / II / III / IV
Sustained Fire I / II / III / IV
Aiming down sights grants +10% ranged crit
+14/16/18/20% ranged dmg on the 3rd & 4th
chance every 0.45/0.4/0.35/0.3s.
shots in a salvo.
Stacks 10 times. Expends all stacks on crit hit.
Recon Lasgun
Accatran Mk II (weak)
The Mk2 has notably lower dps than just about Low priority:
High priority:
every other ranged weapon available for high Mobility (51%+)
Damage
potential firing uptime compared to its peers. Stability
Ammo
Anti-special Collateral

27 Perks & Blessings:


Ammo 32 24 Firing mode:
Anti-armor Flak
economy
1 ammo/shot
Maniac
600 RPM
Crit Chance
24 Headhunter
Boss dps Special action:
47 Firing uptime Infernus
Flashlight
Dum Dum
Accatran Mk VId (niche)
The Mk6d offers the fastest firerate in the game,
High priority: Low priority:
but still lacks dps to take down large enemies
Stopping Power Mobility (51%+)
and specialist waves quickly.
Stability Ammo
Anti-special

30
Ammo Perks & Blessings:
30 26 Anti-armor Firing mode:
economy Flak
1 ammo/shot
Maniac
1000 RPM
Crit Chance
26 Headhunter
Boss dps 42 Firing uptime
Special action:
Infernus
Flashlight
Dum Dum
Accatran Mk VIIa (niche)
The Mk7a can cleave through 2.7 hitmass & has Low priority:
the highest dmg per shot in its class, at the cost High priority:
Mobility (51%+)
of slow firerate & more ammo used per shot. Damage
Stability
Ammo
Anti-special Collateral

29
Ammo Perks & Blessings: Firing mode:
30 26 Anti-armor
economy
Flak 2 ammo/shot
Maniac 461 RPM
26
Crit Chance
Boss dps 40 Firing uptime Headhunter Special action:
Dum Dum Flashlight
Recon lasguns have low recoil, good hipfire & high rate of fire in full auto, but their low dmg per shot
on top of low finesse results in mediocre dps & ammo economy due to the amount of ammo they
need for a single kill. They have very low Maniac resulting in less effectiveness against specialist
strike teams, and they aren’t great at shredding heavily armored enemies or Bosses either.

Important Talents
Shock Trooper
Improve firing uptime & ammo economy from
Superiority Complex
Recon Lasguns’ 2 crit-chain property.
Crucial Rending Strikes
Improve general dps against priority targets,
Bring it Down!
especially elites & Maniac enemies.
+5% ranged dmg (x2)

Maintain accuracy when under heavy fire.


Determined
Great Improve crit chance to better utilize Shock
+5% crit chance
Trooper for firing uptime & ammo economy.

Notably improve dmg against heavily armored


Good Onslaught enemies & Maniac enemies, but with a high
talent point cost.
Weapon Blessings
Deathspitter I / II / III / IV Dum Dum I / II / III / IV
+5/5.5/6/6.5 ranged power for 3.5s on close +4.5/5/5.5/6% close ranged dmg for 2s on
ranged kill. repeated ranged hit (starts from 2nd hit).
Stacks 5 times. Stacks 5 times.

Headhunter I / II / III / IV Hit & Run I / II / III / IV


+2/3/4/5% ranged crit chance on ranged Gain 0.7/0.8/0.9/1s of immunity from ranged
weakspot hit. attacks on close ranged kill.
Stacks 5 times. Expends all stacks on crit hit. Ranged attack immunity counts as dodge.

Infernus III / IV
Ranged crit hits apply 2 burn stacks, applicable Punishing Salvo I / II / III / IV
up to 10/12 stacks on a single enemy. +35/40/45/50% weakspot dmg on the 3rd & 4th
Enemies with full 8/10 stacks can still receive shots in a salvo.
stacks from other sources, up to 16 burn.

Speedload I / II / III / IV Stripped Down I / II / III / IV


+7/8/9/10% reload speed for 2.5s on close Gain immunity from ranged attacks while
ranged kill. sprinting with >80/70/60/50% stamina.
Stacks 5 times. Ranged attack immunity counts as dodge.

Sustained Fire I / II / III / IV


+14/16/18/20% ranged dmg on the 3rd & 4th
shots in a salvo.
Heavy Laspistol
Accatran MG Mk II (good)
The MG Mk2 offers impressive weakspot & crit High priority:
Low priority:
dps combined with its high firerate, allowing it Damage
Mobility (51%+)
to quickly burst down enemies at close range. Stopping Power
Stability
Anti-special Ammo

36
Ammo 40 35
Perks & Blessings:
Anti-armor Firing mode:
economy Flak
2 ammo/shot
Elite
266 RPM
Maniac
Dum Dum
Boss dps 39
36
Firing uptime Special action:
Infernus
Push (uses stamina)
Ghost
Kantrael Mk X (decent)
The Mk10 does more dmg per shot but with a lot
High priority: Low priority:
slower firerate, resulting in lower overall dps but
Stopping Power Mobility (51%+)
better breakpoints against priority targets.
Stability Ammo
Anti-special

33
Ammo 38 32 Firing mode:
Anti-armor
economy Perks & Blessings:
3 ammo/shot
Flak
158 RPM
Unarmored
Dum Dum
Boss dps
33 34
Firing uptime Special action:
Ghost
Push (uses stamina)

REDACTED (classified)
X
XX
XXX High priority: Low priority:

Anti-special

Ammo
Anti-armor
economy Firing mode:
X
Perks & Blessings:
Special action:
Boss dps Firing uptime X
Heavy Laspistols have a ton of things going for them: fast sprint-to-fire, great hipfire accuracy, next
to no recoil, 15% base crit chance & high finesse bonus. They’re devastating effective at close range
with weakspot & crit hits against all enemies except Carapace armored enemies, but they all have
low Maniac dmg and suffer significant dmg loss over range due to falloff.

Important Talents

Precision Strikes
Superiority Complex Improve general dps & better utilize Heavy
Crucial
Bring it Down! Laspistols’ high finesse bonus.
+5% ranged dmg (x2)

Deadshot Improve general finesse dps from raising crit


Great
+5% crit chance chance.

Improve dmg against armored enemies,


Rending Strikes
especially Maniac armored enemies.
Good Longshot
Maintain dmg over range & counter falloff.
Shock Trooper
Improve firing uptime & ammo economy.
Weapon Blessings
Dum Dum I / II / III / IV
Between the Eyes I / II / III / IV
+4.5/5/5.5/6% close ranged dmg for 2s on
Gain 2.4/2.8/3.2/3.6s of suppression immunity
repeated ranged hit (starts from 2nd hit).
on ranged weakspot hit.
Stacks 5 times.

Infernus III / IV
Ghost I / II / III / IV
Ranged crit hits apply 3 burn stacks, applicable
Gain 0.6/0.8/1/1.2s of immunity from ranged
up to 8/10 stacks on a single enemy.
attacks on ranged weakspot hit.
Enemies with full 8/10 stacks can still receive
Ranged attack immunity counts as dodge.
stacks from other sources, up to 16 burn.

Raking Fire I / II / III / IV Reassuringly Accurate I / II / III / IV


+32.5/35/37.5/40% ranged dmg when shooting Gain 10/12/14/16% toughness on ranged crit
enemies in the back (full 180 degrees). hit kill.

Speedload I / II / III / IV
+7/8/9/10% reload speed for 2.5s on close
ranged kill.
Stacks 5 times.
Infantry Autogun
Agripinaa Mk I (good)
The Mk1 is capable of cleaving 2.1 hitmass with High priority:
Low priority:
its high dmg per shot, at the cost of slow rate of Damage
Mobility (51%+)
fire & high recoil kick in automatic fire. Stopping Power
Ammo
Anti-special Stability
42

Ammo 41 Perks & Blessings:


33 Anti-armor Firing mode:
economy Flak
1 ammo/shot
Elite
461 RPM
Maniac
33 Dum Dum
Boss dps
35
Firing uptime Special action:
Deathspitter
Flashlight
Stripped Down
Columnus Mk V (great)
The Mk5 is a close quarters powerhouse with its
High priority: Low priority:
incredible all-round dps on top of good dodge
Stopping Power Mobility (51%+)
distance & fast sprint-to-fire.
Stability Ammo
Anti-special
44

Ammo 38 38 Perks & Blessings:


Anti-armor Firing mode:
economy Flak
1 ammo/shot
Elite
800 RPM
Maniac
Dum Dum
Boss dps 39
34
Firing uptime Special action:
Deathspitter
Flashlight
Stripped Down
Graia Mk VIII (good)
The Mk8 has lower recoil compared to its peers High priority:
and offers great sustained reliable dps across a Low priority:
Damage
variety of engagement ranges. Mobility (51%+)
Stopping Power
Ammo
Anti-special Stability
40

Ammo 38 35 Anti-armor Perks & Blessings:


Firing mode:
economy Flak
1 ammo/shot
Elite
600 RPM
Maniac
Dum Dum
Boss dps 36 37 Firing uptime Special action:
Deathspitter
Flashlight
Stripped Down
Infantry Autoguns are fully automatic workhorse rifles capable of shredding through most forms of
armor, with notably high finesse bonus and solid crit-chains, making them prime candidates for crit
focused builds prioritizing headshots. They have regular dmg falloff over range, but their long-range
effectiveness relies more on controlling their hefty recoil, which can be aided by crouching.

Unique tech: you can speed up your next reload by sprint/swap cancelling the end of the current
reload animation.

Important Talents
Precision Strikes
Improve general dps & better utilize Infantry
Crucial Superiority Complex
Autoguns’ high finesse bonus.
+5% ranged dmg (x2)

Improve dmg against armored enemies,


Rending Strikes
Great especially Flak armored enemies.
Bring it Down!
Improve dmg against large enemies.

Better utilize Infantry Autoguns’ crit-chain


Deadshot
properties for high burst dmg.
Good +5% crit chance
Notably improve dmg against heavily armored
Onslaught
enemies, but with a high talent point cost.
Weapon Blessings
Deathspitter I / II / III / IV Dum Dum I / II / III / IV
+5/5.5/6/6.5 ranged power for 3.5s on close +4.5/5/5.5/6% close ranged dmg for 2s on
ranged kill. repeated ranged hit (starts from 2nd hit).
Stacks 5 times. Stacks 5 times.

Fire Frenzy I / II / III / IV Hit & Run I / II / III / IV


+7/8/9/10% close ranged dmg for 3.5s on close Gain 0.7/0.8/0.9/1s of immunity from ranged
ranged kill. attacks on close ranged kill.
Stacks 5 times. Ranged attack immunity counts as dodge.

Punishing Salvo I / II / III / IV Raking Fire I / II / III / IV


+14/16/18/20% weakspot dmg on the 3rd & 4th +32.5/35/37.5/40% ranged dmg when shooting
shots in a salvo. enemies in the back (full 180 degrees).

Speedload I / II / III / IV Stripped Down I / II / III / IV


+7/8/9/10% reload speed for 2.5s on close Gain immunity from ranged attacks while
ranged kill. sprinting with >80/70/60/50% stamina.
Stacks 5 times. Ranged attack immunity counts as dodge.

Sustained Fire I / II / III / IV Terrifying Barrage I / II / III / IV


+14/16/18/20% ranged dmg on the 3rd & 4th Suppress enemies (that can be affected) within
shots in a salvo. 5/6/7/8m radius on close ranged kill.
Braced Autogun
Columnus Mk II (decent)
The Mk2 offers a balanced approach between Low priority:
High priority:
firerate, dmg and stagger, but doesn’t have as Mobility (51%+)
Damage
high dps potential as its peers. Ammo
Stability
Anti-special Collateral
36

Ammo 37 Perks & Blessings:


34 Anti-armor Firing mode:
economy Flak
1 ammo/shot
Elite
666 RPM
Maniac
33 Deathspitter
Boss dps 38 Firing uptime Special action:
Fire Frenzy
Quick bash
Stripped Down
Graia Mk IV (decent)
The Mk4 has lower dmg & stagger than its peers, Low priority:
High priority:
but it provides higher firerate and self-stabilizing Mobility (51%+)
Damage
recoil & spread when braced. Ammo
Stability
Anti-special Collateral
36

Ammo 37 35 Perks & Blessings:


Anti-armor Firing mode:
economy Flak
1 ammo/shot
Elite
666 RPM (800 RPM)
Maniac
Deathspitter
Boss dps 38 35 Firing uptime Special action:
Fire Frenzy
Quick bash
Stripped Down
Agripinaa Mk VIII (good)
The Mk8 can cleave through 3 hitmass with the High priority:
highest dmg per shot against armored enemies Low priority:
Damage
but has the lowest firerate & ammo capacity. Mobility (51%+)
Stopping Power
Ammo
Anti-special Stability
38

Ammo 35 36 Perks & Blessings:


Anti-armor Firing mode:
economy Flak
1 ammo/shot
Elite
500 RPM
Maniac
33 Deathspitter
Boss dps 36 Firing uptime Special action:
Fire Frenzy
Quick bash
Stripped Down
Braced Autoguns give up precise long-range power in favor of close & mid range automatic fire, with
solid stagger & good body hit dmg to mow down enemies before they get into melee distance. They
have reduced dmg against Flak armored enemies, and don’t fare well against Carapace armor, but
can prove reliable against specialist strike teams & packs of Ragers.

Important Talents
Superiority Complex
Rending Strikes Improve general dps against elite enemies,
Crucial
Bring it Down! especially against Flak armored targets.
+5% ranged dmg (x2)

Pair with Stripped Down to gain near-infinite


Great Duck & Dive
ranged attack immunity & stamina regain.

Notably improve dmg against heavily armored


Good Onslaught enemies & Maniac enemies, but with a high
talent point cost.
Weapon Blessings
Deathspitter I / II / III / IV Fire Frenzy I / II / III / IV
+5/5.5/6/6.5 ranged power for 3.5s on close +7/8/9/10% close ranged dmg for 3.5s on close
ranged kill. ranged kill.
Stacks 5 times. Stacks 5 times.

Hit & Run I / II / III / IV Speedload I / II / III / IV


Gain 0.7/0.8/0.9/1s of immunity from ranged +7/8/9/10% reload speed for 2.5s on close
attacks on close ranged kill. ranged kill.
Ranged attack immunity counts as dodge. Stacks 5 times.

Stripped Down I / II / III / IV


Terrifying Barrage I / II / III / IV
Gain immunity from ranged attacks while
Suppress enemies (that can be affected) within
sprinting with >80/70/60/50% stamina.
5/6/7/8m radius on close ranged kill.
Ranged attack immunity counts as dodge.
Headhunter Autogun
Vraks Mk III (good)
The Mk3 has the lowest dmg per shot compared High priority:
Low priority:
to its peers, but its smooth 3R-bursts are extra Damage
Mobility (51%+)
reliable at range as they have the least recoil. Stopping Power
Ammo
Anti-special Stability

34
Ammo 38 36 Perks & Blessings: Firing mode:
Anti-armor
economy
Flak 3 ammo/3R-burst
Elite 400 RPM (450 BRPM)
Maniac
Boss dps 37
36
Firing uptime Headhunter Special action:
Deadly Accurate Stock bash/knock

Vraks Mk VII (good)


The Mk7 focuses on precise 1 weakspot hit kills
High priority: Low priority:
against most elites & specialists with superior
Stopping Power Mobility (51%+)
firerate compared to other semi-auto weapons.
Stability Ammo
Anti-special

35
Ammo 43 37 Perks & Blessings: Firing mode:
Anti-armor
economy
Flak 1 ammo/shot
Elite 240 RPM
Unarmored
30
Boss dps
35
Firing uptime Surgical Special action:
Deadly Accurate Stock bash/knock

Agripinaa Mk IX (niche)
The Mk9 fires 2R-bursts with normal zoom view High priority:
for greater situational awareness, but its lack of Low priority:
Damage
consistent recoil makes it less reliable. Mobility (51%+)
Stopping Power
Ammo
Anti-special Stability

32
Ammo 39 34 Anti-armor Perks & Blessings:
Firing mode:
economy Flak
2 ammo/2R-burst
Elite
300 RPM (720 BRPM)
Maniac
30 Deadly Accurate
Boss dps 38 Firing uptime Special action:
Headhunter
Stock bash/knock
Surgical
Headhunter Autoguns are most effective when landing weakspot & crit hits due to their high finesse
bonus, capable of taking down most enemies in 1~2 shots or bursts. They have higher ADS zoom for
precise shots at range (except Mk9), but this often comes with tunnel vision in close quarters. They
also have low dmg against Maniac, making them less effective for sniping specialists in a pinch.

Important Talents
Determined
Precision Strikes Maintain accuracy when under heavy fire.
Crucial Superiority Complex Improve general weakspot dmg against elites &
Bring it Down! specialists, aiming for 1 burst / 1 shot kills.
+5% ranged dmg (x2)

Improve dmg against armored enemies,


Rending Strikes especially Maniac enemies.
Great
Deadshot Improve crit chance for high burst dps from
Headhunter Autoguns’ high finesse bonus.

Good Longshot Maintain specific breakpoints over range.


Weapon Blessings
Crucian Roulette I / II / III / IV
Between the Eyes I / II / III / IV
+0.45/0.5/0.55/0.6% ranged crit chance for
Gain 2.4/2.8/3.2/3.6s of suppression immunity
every shot fired from current magazine.
on ranged weakspot hit.
Drops all stacks on reload.

Falter I / II / III / IV
Deadly Accurate I / II / III / IV
+60/70/80/90% stagger on ranged weakspot
+70/80/90/100% ranged weakspot crit dmg.
hit.

Ghost I / II / III / IV Headhunter I / II / III / IV


Gain 0.6/0.8/1/1.2s of immunity from ranged +14/16/18/20% ranged crit chance on ranged
attacks on ranged weakspot hit. weakspot hit.
Ranged attack immunity counts as dodge. Stacks 5 times. Expends all stacks on crit hit.

Opening Salvo I / II / III / IV


No Respite I / II / III / IV
+14/16/18/20% ranged power on the 1st shot in
+14/16/18/20% dmg to staggered enemies.
a salvo.

Surgical I / II / III / IV
Aiming down sights grants +10% ranged crit
chance every 0.35/0.3/0.25/0.2s.
Stacks 10 times. Expends all stacks on crit hit.
Shredder Autopistol
Ius Mk III (weak)
The Mk3 applies high stagger with blistering fast Low priority:
High priority:
rate of fire but deals very low dmg per shot with Ammo
Damage
high recoil climb & bullet spread. Collateral
Stopping Power
Anti-special Mobility (51%+)

33
Ammo 25 24 Perks & Blessings: Firing mode:
Anti-armor
economy
Flak 1 ammo/shot
Maniac 800 RPM
Pinning Fire
29 30
Boss dps Firing uptime Blaze Away Special action:
Inspiring Barrage Flashlight

REDACTED (classified)
X
XX
High priority: Low priority:
XXX
Anti-special

Ammo
Anti-armor
economy Firing mode:
X
Perks & Blessings:
Special action:
Boss dps Firing uptime X

REDACTED (classified)
X
XX
XXX High priority: Low priority:

Anti-special

Ammo
Anti-armor
economy Firing mode:
X
Perks & Blessings:
Special action:
Boss dps Firing uptime X
Shredder Autopistols are not in a good spot right now. They have decent Maniac dmg, but they deal
extremely poor dmg against Flak armor, which just so happens to be the most common armor type
used by most enemies. They have very high recoil & spread in hipfire, making braced fire a necessity
just so you can hit shots past 8m decently reliably but still with very low dps.

Important Talents
Superiority Complex
Improve general dps against elites & especially
Crucial Rending Strikes
flak armored targets.
+5% ranged dmg (x2)

Utilize Shredder Autopistol’s high firerate to


Great Onslaught quickly stack brittleness for better armor dmg,
but with a high talent point cost.

Increase suppression to prevent ranged


Good Keep Their Heads Down!
enemies from firing more easily.
Weapon Blessings
Cavalcade I / II / III / IV
Blaze Away III
+3.5/4/4.5/5% ranged crit chance for every
+8% ranged power for every 10% of magazine
10% of magazine (5 shots) spent in continuous
(5 shots) spent in continuous fire.
fire.
Stacks 5 times. Drops all stacks on entering &
Stacks 5 times. Drops all stacks on entering &
existing braced fire or stopping continuous fire.
existing braced fire or stopping continuous fire.

Inspiring Barrage IV
Pinning Fire I / II / III / IV
Gain 4% toughness for every 10% of magazine
+4.25/4.5/4.75/5% power for every enemy you
(5 shots) spent in continuous fire.
stagger, lasting 2.5s.
Stacks 5 times. Drops all stacks on entering &
Stacks 5 times.
existing braced fire or stopping continuous fire.

Powderburn I / II / III / IV
+14/16/18/20% ranged dmg to suppressed Raking Fire I / II / III / IV
enemies. +32.5/35/37.5/40% ranged dmg when shooting
+28/32/36/40% suppression & recoil reduction enemies in the back (full 180 degrees).
on close ranged kill.

Speedload I / II / III / IV
Sustained Fire I / II / III / IV
+7/8/9/10% reload speed for 2.5s on close
+14/16/18/20% ranged dmg on the 3rd & 4th
ranged kill.
shots in a salvo.
Stacks 5 times.

Terrifying Barrage I / II / III / IV


Suppress enemies (that can be affected) within
5/6/7/8m radius on close ranged kill.
Spearhead Boltgun
Locke Mk IIb (great)
The Mk2b can kill most enemies in 1 weakspot High priority:
Low priority:
or crit hit and is still capable of mag-dumping Damage
Collateral (51%+)
large enemies for massive burst dmg. Reload Speed
Mobility (51%+)
Anti-special Stability

39
Ammo 40 Firing mode:
26 Anti-armor Perks & Blessings:
economy 2 ammo/2R-burst
Flak
1 ammo/aimed shot
Maniac
400 RPM (120 RPM)
Unyielding
29
Boss dps 47 Firing uptime Pinning Fire
Special action:
Surgical
Quick bash
REDACTED (classified)
X
XX
High priority: Low priority:
XXX
Anti-special

Ammo
Anti-armor
economy Firing mode:
X
Perks & Blessings:
Special action:
Boss dps Firing uptime X

REDACTED (classified)
X
XX
XXX High priority: Low priority:

Anti-special

Ammo
Anti-armor
economy Firing mode:
X
Perks & Blessings:
Special action:
Boss dps Firing uptime X
Spearhead Boltguns pack tremendous firepower, cleaving through 3 hitmass while staggering &
suppressing enemies in a wide area. However they’re held back by their incredibly slow reload &
draw speeds, as well as hilariously high recoil per shot, making them less reliable against large
waves of priority targets where rapid fire elimination is required.

Unique tech: you can exit & re-enter ADS extremely quickly between each shot fired to reset the
recoil, which helps you land shots easier with less visual obstruction.

Important Talents
Fully Loaded Increase ammo capacity & ammo returns.
Determined Maintain accuracy when under heavy fire.
Longshot Reach specific breakpoints over range.
Volley Adept Reduce reload downtime.
Crucial
Precision Strikes
Superiority Complex 1 weakspot/crit hit kill:
Bring it Down! All elites, except Maulers & Ogryns.
+5% ranged dmg (x2) All specialists, except Pox Hounds & Mutants.

Deadshot Improve general finesse dps from raising crit


Great
+5% crit chance chance.

Temporarily improve burst dps against large


Good Marksman
enemies tremendously.

Weapon Blessings
Cavalcade I / II / III / IV
+3.5/4/4.5/5% ranged crit chance for every
Gloryhunter I / II / III / IV
10% of magazine (1 shot) spent in continuous
Gain 10/12/14/16% toughness on killing an
fire.
elite.
Stacks 5 times. Drops all stacks on entering &
existing ADS or stopping continuous fire.

Inspiring Barrage IV
Pinning Fire I / II / III / IV
Gain 4% toughness for every 10% of magazine
+4.25/4.5/4.75/5% power for every enemy you
(1 shot) spent in continuous fire.
stagger, lasting 2.5s.
Stacks 5 times. Drops all stacks on entering &
Stacks 5 times.
existing ADS or stopping continuous fire.

Shattering Impact I / II / III / IV


Surgical I / II / III / IV
Ranged hits apply 1/2/3/4 brittleness stacks for
Aiming down sights grants +10% ranged crit
5s.
chance every 0.35/0.3/0.25/0.2s.
Stacks up to 16 brittleness.
Stacks 10 times. Expends all stacks on crit hit.
Each brittleness stack is 2.5%.
Plasma Gun
M35 Magnacore Mk II (great)
The Mk2 aims to kill most enemies in 1 precise High priority:
Low priority:
headshot to quickly deal with waves of elites & Damage
Ammo
specialists in the heat of battle. Stopping Power
Charge Rate
Anti-special Thermal Resist (69%+)
48

Ammo 43 Perks & Blessings: Firing mode:


25 Anti-armor
economy Elite 3 ammo/shot
Flak 9 ammo/charge shot
Maniac 75 RPM (27 CRPM)
33 Gets Hot!
Boss dps 37 Firing uptime Gloryhunter Special action:
Blaze Away Heat vent
REDACTED (classified)
X
XX
High priority: Low priority:
XXX
Anti-special

Ammo
Anti-armor
economy Firing mode:
X
Perks & Blessings:
Special action:
Boss dps Firing uptime X

REDACTED (classified)
X
XX
XXX High priority: Low priority:

Anti-special

Ammo
Anti-armor
economy Firing mode:
X
Perks & Blessings:
Special action:
Boss dps Firing uptime X
Plasma Guns have high dmg per shot & high cleave, making it one of your best options at removing
elites & specialists through thick hordes. However, they have one of the worst ammo economies in
the game, relying on 1 shot kill breakpoints to scrape by. Prioritize using regular shots over charged
shots for their higher firerate & dps, less heat generation and better ammo efficiency.

Important Talents
Increase ammo capacity & ammo returns.
Fully Loaded Non-crit regular shot breakpoints to build:
Precision Strikes - 1 headshot Scab & Dreg Gunners
Crucial Superiority Complex - 1 headshot Scab Flamers & Dreg Tox Flamers
Bring it Down! - 1 bodyshot Scab & Dreg shotgunners
+5% ranged dmg (x2) - 2 headshot Bulwarks & Reapers
- 3 headshot Crushers

Agile Engagement Reach specific breakpoints from melee kills.


Great
Longshot Reach specific breakpoints over range.

Pair with Gloryhunter to provide solid amounts


Good Born Leader
of additional toughness for AIC.
Weapon Blessings

Blaze Away III Gets Hot! I / II / III / IV


+8% ranged power for every shot fired in +5.5/7/8.5/10% ranged crit chance for every
continuous fire. 18% heat generated after reaching 20% heat.
Stacks 5 times. Drops all stacks on stopping Stacks once upon reaching 20% heat.
continuous fire. Stacks 4 more times after reaching 20% heat.

Shattering Impact I / II / III / IV


Gloryhunter I / II / III / IV Ranged hits apply 1/2/3/4 brittleness stacks for
Gain 17.5/20/22.5/25% toughness on killing an 5s.
elite. Stacks up to 16 brittleness.
Each brittleness stack is 2.5%.

Volatile I / II / III / IV
Gain 5 stacks of +2.5/3/3.5/4% charge rate at
low heat (0~19%).
Lose 1 stack upon reaching 20% heat.
After reaching 20% heat, lose 1 stack for every
18% heat generated until no stacks remaining.
Quickdraw Stub Revolver
Zarona Mk IIa (great)
High priority:
The Mk2a can cleave through 6.5 hitmass with
Damage
reliable 1 hit kills against almost all specialists Low priority:
Critical Bonus
& elites but has a lengthy reload time. Mobility (51%+)
Penetration
Anti-special Reload Speed
47

Ammo 27 41 Firing mode:


Anti-armor Perks & Blessings:
economy
1 ammo/shot
Elite
120 RPM
Maniac
22
35
Surgical
Boss dps Firing uptime Special action:
Hand Cannon
Quick bash

Agripinaa Mk XIV (niche)


High priority:
The Mk14 deals massive single target burst dmg
Damage
with a faster reload but has worse falloff & less Low priority:
Critical Bonus
accuracy for long range shots. Mobility (51%+)
Penetration
Anti-special Reload Speed
36
Ammo 39 Perks & Blessings:
24 Anti-armor Firing mode:
economy Maniac
1 ammo/shot
Flak
120 RPM (267 RPM)
Hand Cannon
17
Crucian Roulette
Boss dps 40 Firing uptime Special action:
Surgical
Quick bash
Run ‘n’ Gun
REDACTED (classified)
X
XX
XXX High priority: Low priority:

Anti-special

Ammo
Anti-armor
economy Firing mode:
X
Perks & Blessings:
Special action:
Boss dps Firing uptime X
Quickdraw Stub Revolvers are effective against all armor types with high dmg per shot, but are held
back by their small clip sizes, leading to frequent & often lengthy reloads. Their high finesse allows
them to be devastatingly effective with crit chance builds, and their fast draw nature makes them
great pairing for more melee focused builds as a way to quickly answer elites & specialists.

Important Talents
Increase ammo capacity & ammo returns.
Fully Loaded
Better utilize Hand-Cannon by maximizing crit
Deadshot
chance.
Crucial Precision Strikes
1 weakspot/crit hit kill:
Superiority Complex
All elites, except Maulers & Ogryns.
+5% ranged dmg (x2)
All specialists, except Mutants.

Agile Engagement Reach specific breakpoints from melee kills.


Great
Always Prepared Be ready-to-fire as much as possible.

Volley Adept Reload faster from elite & specialist kills.


Good
Determined Maintain accuracy when under heavy fire.
Weapon Blessings
Crucian Roulette I / II / III / IV
Gloryhunter I / II / III / IV
+4.5/5/5.5/6% ranged crit chance for every
Gain 18/22/26/30% toughness on killing an
shot fired from current clip.
elite.
Drops all stacks on reload.

Point Blank I / II / III / IV


Hand-Cannon I / II / III / IV
+14/16/18/20% ranged crit chance on killing an
Ranged crit hits have +30/40/50/60% rending.
enemy with melee special action for 2.5s.

Run ‘n’ Gun III Speedload I / II / III / IV


+10% close ranged dmg. +7/8/9/10% reload speed for 4s on close
-30% hipfire (braced) spread. ranged kill.
You can hipfire while sprinting. Stacks 5 times.

Surgical I / II / III / IV
Sustained Fire I / II / III / IV
Aiming down sights grants +10% ranged crit
+14/16/18/20% ranged dmg on the 3rd & 4th
chance every 0.45/0.4/0.35/0.3s.
shots in a salvo.
Stacks 10 times. Expends all stacks on crit hit.

Trickshooter I / II / III / IV
Terrifying Barrage I / II / III / IV
+4.5/5/5.5/6% ranged power for 3.5s on ranged
Suppress enemies (that can be affected) within
weakspot hit.
5/6/7/8m radius on close ranged kill.
Stacks 5 times.
Combat Shotgun
Lawbringer Mk VI (good)
The Mk6 has balanced dmg, firerate and pellet High priority:
Low priority:
spread with its regular shots, but its spreadshot Damage
Mobility (51%+)
deals minimal dmg despite 4.5 cleave. Stopping Power
Stability
Anti-special Ammo

32
Ammo 34 Firing mode:
23 Anti-armor
economy Perks & Blessings:
1 ammo/shot
Flak
133 RPM
Maniac
20
34 No Respite
Boss dps Firing uptime Special action:
Full Bore
Load spreadshot

Agripinaa Mk VII (good)


The Mk7 prioritizes precise 1~2 hit kills with the High priority:
Low priority:
lowest pellet count & tightest spread, higher Damage
Mobility (51%+)
finesse bonus, and its high stagger slug shot. Stopping Power
Stability
Anti-special Ammo
35
Ammo 24 33 Firing mode:
Anti-armor
economy Perks & Blessings:
1 ammo/shot
Flak
172 RPM
Maniac
21
33 Full Bore
Boss dps Firing uptime Special action:
No Respite
Load slug round

Kantrael Mk IX (niche)
The Mk9 can cleave 2 hitmass with its high dmg High priority:
regular shots & can cleave an infinite number of Low priority:
Damage
enemies to set them ablaze with its fire shots. Mobility (51%+)
Stopping Power
Stability
Anti-special Ammo
35
Ammo 37 Perks & Blessings: Firing mode:
21 Anti-armor
economy
Flak 1 ammo/shot
Maniac 92 RPM
19 No Respite
30
Boss dps Firing uptime Deathspitter Special action:
Full Bore Load dragon’s breath
Combat Shotguns are usually taken to complement weaknesses from melee weapons. They have
high enough dmg to kill most enemies in 1~2 shots & high enough stagger to stagger almost every
enemy. They all have extremely lengthy reloads due to them reloading shell by shell, but they are
more reliable at hitting long range targets than the other more dedicated close-range weapons.

Unique tech: all pellet-based weapons in Darktide use the “minimum pellet count” system, which
registers a set minimum amount of pellets’ worth of dmg if a single pellet connects with an enemy,
regardless of distance. You can noticeably reduce the real pellets’ spread & increase the “minimum
pellet count” value to deal more dmg more consistently at all ranges by aiming down sights.

Important Talents
Precision Strikes
1~2 weakspot/upper body hit kill:
Crucial Superiority Complex
All elites, except Maulers & Ogryns
+5% ranged dmg (x2)

Tactical Reload
Great Always Prepared Reduce reload downtime as much as possible.
Fleeting Fire

Good Agile Engagement Reach specific breakpoints from melee kills.


Weapon Blessings
Deathspitter I / II / III / IV Fire Frenzy I / II / III / IV
+5/5.5/6/6.5 ranged power for 3.5s on close +7/8/9/10% close ranged dmg for 3.5s on close
ranged kill. ranged kill.
Stacks 5 times. Can’t stack from fire DOT kills Stacks 5 times. Can’t stack from fire DOT kills
from Kantrael Mk9 Combat Shotgun. from Kantrael Mk9 Combat Shotgun.

Flechette II Full Bore I / II / III / IV


Apply 6 bleed stacks on ranged crit hit. +14/16/18/20% ranged power for 5s when all
Stacks up to 16 bleed. real pellets in a shot hits the same enemy.

Hit & Run I / II / III / IV


Gain 0.7/0.8/0.9/1s of immunity from ranged Man-Stopper II
attacks on close ranged kill. Ranged crit hits have infinite cleave.
Ranged attack immunity counts as dodge.

Scattershot I / II / III / IV
No Respite I / II / III / IV For each enemy hit by the same ranged attack,
+14/16/18/20% dmg to staggered enemies. gain +6/8/10/12% ranged crit chance.
Stacks 5 times. Expends all stacks on crit hit.

Terrifying Barrage I / II / III / IV


Suppress enemies (that can be affected) within
5/6/7/8m radius on close ranged kill.

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