Welcome to a compilation of FL4K builds designed by members of the BL3 Discord community. All listed builds have been optimised to complete all content with minimal struggle. Builds are updated as often as possible to stay in line with balance changes, level cap increases, etc…
Builds are still updated as discoveries are made.

Please direct all questions and clarifications to the
discord. We are happy to help.

Thank you to all the following contributors who made this doc possible:

Ratore
Quag
Dakquan
Plenipotence
SSpyR
Prismatic

Amara Endgame Builds Compilation

Moze Endgame Builds Compilation

Zane Endgame Builds Compilation

DocStrangelove
Days_one
LazyData

N0vaSpirit

Rampant

Boombumr

Resources

Formula, interactions, bugs and more

All VH Formulas

FL4K’s Damage Formula

FL4K's Predetermined Skills/Effects

Fade Away, Enemy Targeting and Hidden Machine

FL4K Pet Guide

FL4K Pet Compendium

FL4K Bug Megathread

St4ckbot Test List

Gear

Prismatic's Gearology and Math

Lootlemon

Hunter’s Eye

It is a Hunter Skill, but it’s not listed on the card. This skill gets great general use in the game, and especially so when bossing with a Bounty Hunter equipped. Maliwan Takedown is one of the places it gets the most use. On the Guardian Takedown you should only spec it if using a Bounty Hunter, or switching to one when fighting the bosses, in which case it will be great.

You can experiment with the points as you wish depending on how much use you will get out of them, just beware that it might make a big difference in the stated scenarios. Two F4ng, Second Intention and Ambush Predator are good alternative choices that you can max depending on what the build you chose already has.

Make sure to read the Skill Flexibility section for the build of your interest. FL4K has many viable point spec choices that can be adapted to your preference or the specific weapon you have in mind for a greater benefit.

Fade Away

By: Ratore, Dakquan and Quag

Overview: Fade Away is a mix of good survivability and very high DPS. It focuses on cycling cooldowns with high hit rate/multi-pellet weapons, while also being capable of high burst damage.

Skill Tree(click here)

Augments: Until You Are Dead + Not My Circus, with the latter being core for proper usage of Hidden Machine. Unblinking Eye is recommended for burst/high single shot damage weapons.

Alternative Skill Setups:

This setup forgoes the points put towards reaching and partially investing in Barbaric Yawp in favor of significantly increased reload speed.

Skill Flexibility:

  • Two F4ng is great for single/few/unlisted pellet weapons. Points from Second Intention are free to be moved into this when you use such gear.
  • Overclocked points can be used in Self-Repairing System if you feel like you need the extra survivability, Eager to Impress if you’d like faster cooldowns, or if you’re mainly using weapons that won’t benefit too much from fire rate increase (like Plaguebearer).
  • The Fast And The Furryous points can be moved into Rage And Recover without too noticeable of a damage loss if you’re using Pearl or Company Man as an Artifact.
  • Pet: Spiderant Scorcher has the best stats for your damage and survival. Gunslinger Jabber can be useful to have Frenzy up more frequently on some bosses.

Weapons:

3 shot Fade Away gives a great deal of flexibility for any type of ASE anoint, and as usual non-action skill anoints such as Consecutive Hits, Killstack (12.5% reload speed and gun damage per kill stacking up to 10 times) Urad, and High Health Breaker (formerly 300/90, currently 150/90).

  • Reflux
  • Monarch
  • Crit
  • Hail
  • DNA
  • Hellwalker
  • Light Show
  • Convergence
  • Kaoson
  • Flipper
  • Plaguebearer
  • R.Y.N.A.H.
  • Mongol
  • Trevonator
  • Backburner
  • Kickcharger
  • Sand Hawk
  • NoPewPew
  • Free Radical
  • Multitap
  • Soulrender
  • Prompt Critical
  • Craps
  • Smog
  • Kaos
  • Clairvoyance
  • Hellshock
  • O.P.Q. System
  • Needle Gun
  • Res for reviving the pet
  • Any good, decent or off-meta weapons might be capable of doing good work. Try stuff out!

Shield:

Anointment is a choice between 50% ASE or ASS Break/Fill Effect on some shields. The ASS anointment can provide great survival and utility on some shields

  • Re-Volter - ASS. Provides a massive 200% bonus shock element and 50% fire rate on break for 15 seconds. This is a DLC6 item.
  • Old God - 50% ASE. Solid overall DPS choice
  • Infernal Wish - 50% ASE. Incredibly potent with single projectile weapons. Can also roll up to 2 Amp parts, pairing nicely with the bonus projectile.
  • Transformer - 50% ASE. Great defensive choice, especially for Maliwan Takedown
  • Frozen Heart - ASS. Crowd control, survival and respectable damage
  • Beskar - 50% ASE. Shield charge or Capacity rolls. Fantastic survival, moderate damage.
  • One-Shotter - 50% ASE. Great for burst/multi-pellet weapons and boss one-shots

 

Grenade:

Anointment is a choice between 50% ASE or 25% On Grenade Thrown. 50% ASE has higher potential when element matching properly, while OGT is not ASE dependent and can provide a slightly higher damage multiplier in theory. If using OGT, you might want to consider running the “Okay Boomer” modifier for grenade sustain.

  • Mesmer
  • Converts any affected enemies to fight for you for a short time. This not only forces them not to target you, but also forces nearby enemies to target them. Enables easier access to Hidden Machine, faster potential clears of Guardian Takedown’s crystals sections, and overall greater survivability. This is a DLC6 item.
  • Mitosis/Cloning Hunter Seeker
  • Can naturally crit and Megavore crit for Leave No Trace and Head Count procs. Stacks Furious Attack and can trigger Bounty Hunter’s kill skill mechanic
  • Not as quick as Hex for stacking Consecutive Hits/Pearl, but more universally useful
  • Mirvtacular/Recurring Hex
  • Can naturally crit for Leave No Trace and Head Count procs
  • Great for quickly stacking Consecutive Hits and Pearl
  • It’s Piss
  • Reliable and powerful debuff for extra damage
  • Fish Slap
  • Groundbreaker delivery
  • Vindicator Ghast Call
  • Good option for actual grenade damage, but can’t come anointed

 

Artifact:

  • Company Man
  • Lot of flexibility here. Magazine Size, Crit Damage, and Weapon Damage tend to be the goal for top rolls. AoE damage, Magazine Size, and an element for the bottom. This is a DLC6 item.
  • Pearl Of Ineffable Knowledge 
  • Magazine Size + Fire Rate/Reload Speed
  • Last Stand/Snowdrift/Ice Breaker Otto Idol/Victory Rush
  • Magazine Size + Weapon Type Damage, Elemental Damage, Area (Splash) Damage, HP Regen, Reload Speed, Movement Speed
  • Cutpurse Launchpad
  • In case you run into any ammo issues. If yours isn’t a Launchpad, you can just go invisible and slap something

 

Class Mod:

General stat boosts to look for on all class mods are:

  • Weapon Type Damage, Manufacturer Crit, Weapon Crit, Weapon Damage, Splash Radius, Splash Damage, Action Skill Cooldown, Reload Speed, Magazine Size

  • Bounty Hunter (in general, any skills will do. Frenzy is usually least valuable)
  • Cosmic Stalker, +3 Big Game +2 Interplanetary Stalker
  • Red Fang, + Any rolls
  • Can quick swap to Gamma Burst with this to make Crystals and Anathema easier on Guardian Takedown.

Playstyle: 

Your gameplay loop revolves around cycling Fade Away cooldowns as quickly as possible. You’ll want guns with high Head Count proc rates for this, like the Reflux, Monarch and any other that fit amix of high pellet count + decent fire rate.

The time spent during Fade Away can be used for “planning”, a breather or just straight up murder while cycling cooldowns. For areas with high enemy density, you can comfortably spam Reflux and just cycle Fade Away with ease. To wipe off single targets, you want to use the available weaponry for that mixed in with any cooldown utility so you can cycle back Fade and trigger anointments.

You should always aim for the enemy weak-points, because Fade Away hits are not the same as hitting a true crit.

If your pet goes down and you don’t want to manually revive it, you can go into the skill menu, equip another pet, go back into the game and then back into the skill menu to re-equip the desired pet. Alternatively, you can skip the last step and just swap to the next best pet each time one goes down. Another way is swapping to a Friend-bot class mod and killing an enemy, or shooting a Res pistol at the pet.

Videos of the Build in action:

Pre-Health Nerf True Guardian Takedown (Level 57)

Guerillas in the Mist

By: Quag and Ratore

Overview: With some very specific DLC gear, 3 shot Fade Away is a thing of the past. There is no single target gun setup on FL4K that comes close to the burst damage potential offered here. Brrrrr.

Skill Tree(click here)

Augments: Guerillas in the Mist, naturally. Unblinking Eye provides maximum damage.

Skill Flexibility:

  • Points can be moved from Hidden Machine to Rage and Recover if more survivability in mobbing is desired.
  • Agility Training points can be moved to Second Intention and The Fast and the Furryous if purple tree is unavailable.

Weapons:

It cannot be overstated: GitM is restrictive. Look for weapons with 4 or more projectiles, high fire rate, and large magazine size.

Ideal examples include:

  • Monarch (Dictator on lower mayhems)
  • Needle Gun (x2 if possible)
  • Flipper
  • Redline - ASE Splash is an option
  • Boom Sickle - (Killstack anoint highly recommended due to reloads)
  • Light Show
  • Sand Hawk
  • Star Helix
  • NoPewPew (Killstack anoint highly recommended for CoV weapons due to reloads)
  • Torrent (x2 preferred, and Fade 150 due to travel time)
  • Gargoyle (Note, the reload does reset Stackbot. Killstack anoint highly recommended for CoV weapons due to reloads)
  • Hydrafrost (Linoge for non DLC2 players. Killstack anoint highly recommended for CoV weapons due to reloads)
  • Skullmasher (try to get a speed loader version)
  • Kyb’s Worth
  • Fearmonger - ASE Splash is an option
  • Unkempt Harold - ASE Splash is an option
  • Hellwalker (Breaks the magazine size rule, but the reload speed allows it. Killstack anoint highly recommended.)
  • Rowan’s Call (Breaks the projectile count rule, but has splash ricochets for high mobbing potential. N2M is an option.)
  • Lucian’s Call (Breaks the projectile count rule, but has a very high fire rate and rolls in armor friendly elements unlike its above counterpart. N2M is an option.)
  • King’s/Queen’s Call - High end bossing options. Clunky in mobbing. Fade 150 advised.
  • Butcher - Highly reliable. Loses in output to many other options, but is arguably the most stable. Avoid x6 versions.
  • Globetrottr (x3 with as little heat cost as possible. 200 Splash is viable here, otherwise consec/Fade 150)
  • Face-puncher (Does not stack St4ckbot, but benefits and does not reset it)

Anoints of choice are Killstack (12.5% reload speed and gun damage per kill stacking up to 10 times) ideally, followed by Consecutive hits or Fade Away 150 depending on the weapon. Urad is an option, but has more drawbacks and changes overall gearing too much to be a main choice.

Shield:

Anointment is a choice between 50% ASE or ASS Break/Fill Effect on some shields. The ASS anointment can provide great survival and utility on some shields

  • Re-Volter - ASS. This is the reason GitM has overtaken 3 shot Fade Away and earned a dedicated build spot here; massive available damage both in and out of your action skill. On break, the shield grants a massive 50% fire rate (that is even multiplicative with your other fire rate boosts) and a 200% bonus shock element that applies to everything you do…..and lasts 15 seconds. This is a DLC6 item.
  • Infernal Wish - For some weapons, the additional projectile provided by this shield will kill faster in bossing scenarios. Beware, the self damage can and will catch up to you in mobbing.

Grenade:

Anointment is a choice between 50% ASE or 25% On Grenade Throw. 50% ASE has higher potential when element matching properly, while OGT is not ASE dependent and can provide a slightly higher damage multiplier in theory. ASE 50 Radiation provides radsplosions when mobbing for potentially significant clear speed increases. If using OGT, you might want to consider running the “Okay Boomer” modifier for grenade sustain.

  • Hot Spring provides a healing circle that synergizes particularly well with the playstyle of standing still with a Monarch and Turn Tail and Run.
  • Fish Slap provides a ranged Groundbreaker delivery option, albeit at high risk.
  • It’s Piss provides even more potential damage, but you’ll rarely need it.
  • Mesmer provides easy aggro redirection on any affected enemies (no limit) which can be useful for Hidden Machine access and crystals sections of the Guardian Takedown. This is a DLC6 item.

Artifact:

  • Company Man - The only artifact that provides non conditional damage bonuses to your weapon that are not additive with Stackbot’s gun damage. Vladof is best, as it supports the Monarch and Lightshow. This is a DLC6 item.

                Ideal manufacturer passive bonuses:
                        Mag Size

                        Crit Damage (can roll either 30 or 50%)

                        Fire Rate        

Ideal bottom passive bonuses:

                        Mag Size

                        Action Skill Cooldown

                        AoE Damage

  • Pearl of Ineffable Knowledge - Placeholder until you can get a Company Man. Far easier to get a good pearl due to less variance, and will punish weapon swapping less.

                        

Class Mod:

St4ckbot, +3 Pack Tactics +2 Hunter’s Eye

  • Weapon Type Damage (AR, SMG, etc)
  • Mag Size
  • Splash Radius (for radsplosions and Hollow Point)

Do not use Loaders with St4ckbot, as Loader guns reset stacks.

Playstyle: 

Gun go brr.

No, seriously. It’s pretty much just shoot gun in action skill, and then shoot gun to get your action skill back.

Videos of the Build in action:

Monarch vs Wotan speedkill, nearly no movement

Torrent vs Eista

Gamma Burst/Fade Hybrid

By: Ratore, Quag and N0vaSpirit

Overview: URad is a full commitment to damage with the added benefit of having an always-on anointment. Gamma Burst is able to nullify survival and aggro issues with Red Fang. Fade Away is a higher damage option but has less survivability. The Fade Away-centered setup can freely switch to a GITM loadout if that’s to your preference, providing maximum action skill flexibility.

Gamma Burst/3-Shot

This setup has full Gamma Burst/3-Shot flexibility. Either of the skills can be used as your main, and you can switch accordingly depending on what you want. Fade can achieve higher damage consistently due to the easier ASE access, while Gamma retains its ultimate survivability in the form of Red Fang’s taunt.

Skill Tree(click here)

Augments: For Gamma, Empathic Rage + Endurance. For Fade, the UYAD + Circus combination will get you good survival + movement while cycling Fade Away. The Circus taunt helps immensely with Frenzy stacking due to He Bites.

Fade Away-Centered

This doesn’t pair too well with Gamma Burst but can still be used for a quick switch to make life easier on Crystals at Guardian Takedown, or any other moment of your choosing. The main attraction of this setup is having all Fade Away augments unlocked, and full 3-Shot/GITM flexibility.

Skill Tree(click here)

Augments: The Not My Circus + Unblinking Eye combination will get you maximum damage and maintain aggro redirection while cycling Fade Away. The Circus taunt helps immensely with Frenzy stacking due to He Bites. You can also quick switch to GITM + Unblinking Eye if you like that. This is a setup in which GITM can perform well even without a St4ckbot. You can still quick-switch to Gamma Burst for Crystals on Guardian Takedown, but this spec is suboptimal for it as a main action skill choice.

Spamma Burst

This setup opts to use a shorter duration Gamma Burst to maximize overlap between ASE elemental anoints and Empathic Rage. It also sacrifices the Red Fang class mod in favor of greater damage options, and leaves the aggro management to Dominance. Ideal use is with urad and high hit count weapons.

Skill Tree(click here)

Augments: Empathic Rage is essential here, as peak damage will be overlapping it with ASE elements by rotating Gamma Burst cooldowns as fast as possible (made possible by shorter duration and Head Count). Burst Aid does nothing, Endurance is detrimental. This leaves Atomic Aroma as a minimally impactful option.

Skill Flexibility:

  • Two F4ng is great for single/few/unlisted pellet weapons. Points from Second Intention are free to be moved into this when you use such gear.
  • He Bites only needs a single point for its Frenzy stacking utility. Further points allow the pet to significantly contribute to combat by reflecting a nice amount of damage in some scenarios.
  • Pet: Spiderant Scorcher is a great damage increase for FL4K. Horned Skag is a reliable mix of good damage boost for FL4K + competent Frenzy stacking. Gunslinger Jabber is excellent at Frenzy stacking but lacks a good passive bonus. Great Horned Skag still provides damage (less) but has the most agreeable Gamma Burst behavior.

Weapons:

100% Radiation while below 50% health (URad) is your main anointment for all weapons. Other anointments like Consecutive Hits, Killstack (12.5% reload speed and gun damage per kill stacking up to 10 times), 125% Splash and 100% N2M can come into play when facing highly resistant/immune enemies, or when a weapon just benefits more from those. Kill skill anoint excels for prolonged mobbing but does notably fall off in bossing and when not given time to ramp.

For Gamma, you also have the option of using the 115% Bonus Radiation anointment, which allows you to keep healthgate and increase shield/artifact flexibility.

As of DLC 6, you can opt to use a Re-Volter with ASS anoint instead of Urad, allowing you to maintain healthgate with comparable overall damage and enabling a choice between 100 ASA, Killstack, or Consecutive Hits on guns. 50% damage while Airborne is also an option but can only be obtained while hotfixes are disabled.

  • Reflux (Highly recommended, particularly for Spamma Burst)
  • Monarch
  • Free Radical
  • Crit
  • Hail
  • Tizzy
  • Hellwalker
  • Light Show
  • Convergence
  • Needle Gun
  • Plasma Coil
  • Flipper
  • Trevonator
  • DNA
  • Plaguebearer
  • Backburner
  • Ion Cannon / Major Kong
  • Sand Hawk
  • Anarchy
  • Beacon
  • Prompt Critical
  • O.P.Q. System
  • Craps
  • Smog
  • Kaos
  • Blood Starved Beast
  • Nopewpew
  • Clairvoyance
  • Hellshock
  • Unkempt Harold
  • Res to revive pet remotely
  • Face-puncher with URad - Mostly a FFYL or Groundbreaker tool
  • Any good, decent or off-meta weapons might be capable of doing good work. Try stuff out!

Shield:

Anointment is a choice between 50% ASE or ASS Break/Fill Effect on some shields. The ASS anointment can provide great survival and utility on some shields. Front Loader is the only shield that can be paired with a pearl for URad, the rest require a Deathless if you’re going to use URad. ASS is of course only really available for Fade Away.

  • Front Loader - 50% ASE. Main choice since it allows usage of Pearl
  • Radiation Old God - 50% ASE. Main DPS option for Deathless or Gamma Anoint
  • Re-Volter - ASS. Enables the aforementioned healthgate friendly playstyle with increased weapon anoint flexibility. This is a DLC6 item.
  • Transformer - 50% ASE. Great defensive choice, especially for Maliwan Takedown
  • Frozen Heart - ASS. Good damage and crowd control, also enables Ice Breaker

 

Grenade:

Anointment is a choice between 50% ASE or 25% On Grenade Throw. 50% ASE has higher potential when element matching properly, while OGT is not ASE dependent and can provide a slightly higher damage multiplier in theory. If using OGT, you might want to consider running the “More Than Okay Boomer” modifier for grenade sustain. OGT is recommended for longer duration Gamma Burst setups.

  • Mesmer
  • Converts any affected enemies to fight for you for a short time. This not only forces them not to target you, but also forces nearby enemies to target them. Enables easier access to Hidden Machine, faster potential clears of Guardian Takedown’s crystals sections, and overall greater survivability. This is a DLC6 item.
  • Mitosis Hunter-Seeker
  • Can naturally crit and Megavore crit for Leave No Trace and Head Count procs. Stacks Furious Attack and can trigger Bounty Hunter’s kill skill mechanic
  • Not as quick as Hex for stacking Consecutive Hits/Pearl, but more universally useful
  • Mirvtacular/Recurring Hex
  • Can naturally crit for Leave No Trace and Head Count procs
  • Great for quickly stacking Consecutive Hits and Pearl
  • It’s Piss
  • Reliable and powerful debuff for extra damage
  • Fish Slap
  • Groundbreaker delivery
  • Vindicator/Roided Ghast Call
  • Good option for actual grenade damage, but can’t come anointed

 

Relic/Artifact:

  • Company Man
  • Lot of flexibility here. Magazine Size, Crit Damage, and Weapon Damage tend to be the goal for top rolls. AoE damage, Magazine Size, and an element for the bottom. This is a DLC6 item.
  • Pearl Of Ineffable Knowledge
  • Magazine Size + Fire Rate/Reload Speed/Health Regen
  • Pearl is best-in-slot in most cases for this build, requires Front Loader shield
  • Atom Balm/Ice Breaker/Last Stand/Snowdrift/Spark Plug/Hot Drop Deathless
  • Magazine Size + Weapon Type Damage, Elemental Damage, Area (Splash) Damage, HP Regen, Reload Speed, Movement Speed
  • Well-rolled artifacts can outperform Pearl in situations where the upfront damage is enough to kill before stacking it
  • Weapons with AoE effects may perform better using these than a Pearl, even if their theoretical DPS is lower. Experiment to your liking
  • Cutpurse Launchpad
  • In case you run into any ammo issues. If yours isn’t a Launchpad, you can just go invisible and slap something

 

Class Mod:

General stat boosts to look for on all class mods are:

  • Weapon Type Damage, Manufacturer Crit, Weapon Crit, Weapon Damage, Splash Radius, Splash Damage, Action Skill Cooldown, Reload Speed, Magazine Size

  • (Gamma Burst) Red Fang
  • Main choice for Gamma Burst. The taunt effect is extremely effective and grants you great survivability. In reality any skill roll works, but +3 He Bites is currently the best at making a difference. If this is your main class mod, you can free up your 1 skill point in He Bites for use elsewhere.

  • Bounty Hunter, (in general, any skills will do. Frenzy is usually least valuable)
  • Seamless for mobbing/bossing. Main choice for bossing. Can feel better than Cosmic Stalker for True Guardian Takedown due to the tankier nature of enemies making the kill skill proc effect more valuable.
  • For Gamma, this should come of use for easy boss farming and possibly boss fights in general. Highly recommended for Spamma Burst.

  • Cosmic Stalker, +3 Big Game +2 Interplanetary Stalker

  • St4ckbot, +3 Pack Tactics +2 Furryous/Hunter’s Eye
  • Main class mod choice if you wish to use GITM as your primary playstyle, with guns like the Monarch and Lightshow.
  • On 3-Shot, it’s a powerful choice to pull off boss one-shots as long as you make proper use of your stacking tools.
  • Do not use Loaders with St4ckbot, as Loader guns reset stacks.

Playstyle: 

Gamma burst has a simple gameplay loop. Cast Gamma and your pet will taunt pretty much everything. You kill stuff while preparing to get your Gamma Burst back up when it ends by using any of your weapons/tools with high Head Count proc rates.

You can swap from Red Fang to any other COMs while Gamma Burst is up and you will retain the taunt for future Gamma Burst casts. Red Fang’s taunt duration is extremely long, so if you don’t mind tedious menu use you can swap in any encounter you choose.

Some enemies are immune to taunt effects, most notably Wotan’s bottom half during its final phase.

Gamma Burst can be used offensively in combination with He Bites, particularly against Wotan and Anathema.

Rakk Attack

By: Ratore, SSpyR and Dakquan

Overview: This setup can provide support for both gunplay and maximizing the damage and utility of Rakk Attack, as level 72 gives enough points to combine both builds.

Skill Tree(click here) 

Augments: Falconer’s Feast + Flock’N’Load for the best healing. You may find Rakkcelerate useful for some slower weaponry, or if you decide to go with less points in Head Count. Cryo Rakks can be useful in areas with Armored enemies, and Rakks in general can hit pretty well if using Splash anointments.

Alternative Skill Setups:

  1. Red/Blue Gun Rakk - Has comparable damage while not dependent on health thresholds. Gains Dominance as a powerful source of aggro reduction. Also the main recommendation if willing to use URad as primary anointment Skill Tree(click here)

Skill Flexibility:

  • Head Count points can be played around with, you may find yourself not needing three points depending on your weapons.
  • Two F4ng is great for single/few/unlisted pellet weapons. The points from Second Intention are free to be moved into this when you use such gear.
  • Pet: Spiderant Scorcher for survival and best FL4K damage.

Weapons:

If you use the alternative Red/Blue setup, URad also becomes a possible main anointment choice. It’s worth noting that Splash bonuses and URad both boost Rakk damage. Next 2 mags bonus elemental anoints are very versatile and easy to maintain. 100 ASE, Killstack (12.5% reload speed and gun damage per kill stacking up to 10 times) or Consecutive hits are high uptime options for your guns. Killstack anoint excels for prolonged mobbing but does notably fall off in bossing and when not given time to ramp.

  • Reflux
  • Monarch
  • Crit
  • Hail
  • O.P.Q. System
  • Tizzy
  • DNA
  • Hellwalker
  • Light Show
  • Convergence
  • Plasma Coil
  • Flipper
  • Sand Hawk
  • Trevonator
  • Prompt Critical
  • Smog
  • Kaos
  • Clairvoyance
  • Hellshock
  • Face-puncher with URad - Mostly a FFYL or Groundbreaker tool
  • Res for pet revival
  • Any good, decent or off-meta weapons might be capable of doing good work. Try stuff out!

Shield:

Anointment is a choice between 50% ASE or ASS Break/Fill Effect on some shields. The ASS anointment can provide great survival and utility on some shields.

  • Old God - 50% ASE. Main overall DPS choice
  • Re-Volter - ASS. Grants a 200% global shock bonus element that properly scales on mayhem scaled damage sources, most notably rakks. Also gives 50% fire rate. This is a DLC6 item.
  • Transformer - 50% ASE. Great defensive choice, especially for Maliwan Takedown
  • Plus Ultra - 50% ASE. Double Health or Reflect rolls. Good survival and utility
  • Frozen Heart - ASS. Crowd control, survival and respectable damage
  • Rico - 50% ASE. Double Reflect roll. Good survival and damage
  • One-Shotter - 50% ASE. Great for burst/multi-pellet weapons and boss one-shots
  • Front Loader - 50% ASE. Only if using the alternative setup with URad

 

Grenade:

Anointment is a choice between 50% ASE or 25% On Grenade Throw. 50% ASE has higher potential when element matching properly, while OGT is not ASE dependent and can provide a slightly higher damage multiplier in theory. If using OGT, you might want to consider running the “Okay Boomer” modifier for grenade sustain.

  • Mesmer
  • Converts any affected enemies to fight for you for a short time. This not only forces them not to target you, but also forces nearby enemies to target them. Enables faster potential clears of Guardian Takedown’s crystals sections, and overall greater survivability. This is a DLC6 item.
  • Mitosis/Cloning Hunter Seeker
  • Can naturally crit and Megavore crit for Leave No Trace and Head Count procs. Stacks Furious Attack and can trigger Bounty Hunter’s kill skill mechanic
  • Not as quick as Hex for stacking Consecutive Hits/Pearl, but more universally useful
  • Mirvtacular/Recurring Hex
  • Can naturally crit for Leave No Trace and Head Count procs
  • Great for quickly stacking Consecutive Hits and Pearl
  • It’s Piss
  • Reliable and powerful debuff for extra damage
  • Fish Slap
  • Groundbreaker delivery
  • Good choice for Peregrine Class Mod
  • Vindicator/Roided Ghast Call
  • Good option for actual grenade damage, but can’t come anointed
  • Good choice for Peregrine Class Mod

Artifact:

  • Company Man
  • Lot of flexibility here. Magazine Size, Crit Damage, and Weapon Damage tend to be the goal for top rolls. AoE damage, Magazine Size, and an element for the bottom. This is a DLC6 item.
  • Pearl Of Ineffable Knowledge
  • Magazine Size + Fire Rate/Reload Speed/Health Regen
  • Last Stand/Snowdrift/Ice Breaker Otto Idol/Victory Rush
  • Magazine Size + Weapon Type Damage, Elemental Damage, Area (Splash) Damage, HP Regen, Reload Speed, Movement Speed
  • Last Stand/Knife Drain White Elephant/Static Charge
  • These are options if using the Peregrine Class Mod paired with a Fish Slap, or if using Face-puncher as a primary choice
  • Cutpurse Launchpad
  • In case you run into any ammo issues. If yours isn’t a Launchpad, you can just go invisible and slap something

 

Class Mod:

General stat boosts to look for on all class mods are:

  • Weapon Type Damage, Manufacturer Crit, Weapon Crit, Weapon Damage, Splash Radius, Splash Damage, Action Skill Cooldown, Reload Speed, Magazine Size

  • Bounty Hunter, +3 Dangerous Game +2 Hunter's Eye/Frenzy
  • Seamless for mobbing/bossing. Main choice for bossing. Can feel better than Cosmic Stalker for True Guardian Takedown due to the tankier nature of enemies making the kill skill proc effect more valuable.

  • Cosmic Stalker, +3 Big Game +2 Interplanetary Stalker
  • Supreme choice for mobbing in most situations. The extra duration and effectiveness to Hunt Skills provide massive fluidity to mobbing, alongside a higher potential damage multiplier.

  • R4kk P4k, +3 Pack Tactics +2 Head Count/Grim Harvest
  • Good mobbing choice that allows Raks to contribute more to combat , especially if using either Splash or URad anointments
  • Falconer’s Feast will become more effective with this Class Mod
  • Won’t outperform the other choices for pure gun performance

  • Peregrine, +4 Interplanetary Stalker (current best available roll due to “bug”)
  • When paired with the Fish Slap or other mechanically friendly grenades (i.e. not Hunter-Seeker) it can provide some great bursts of damage
  • Won’t outperform the other choices for pure gun performance

  • Red Fang, + Any rolls
  • Can quick swap to Gamma Burst with this to make Crystals easier on Guardian Takedown.

Playstyle:

What will define your playstyle is pretty much your own preferences as far as how to play this goes, since Rakks are pretty much on-demand anointment triggers. There are things you should keep in mind though, like how Rakks can heal you for a bit (or quite a lot if using R4kk P4k), and that you should get a good feeling for the anointments so you can cycle them well. With most weapons you’ll be able to spam Rakks to a certain extent, but with slower ones you should keep the anointment cycling thing in mind.

You should be considerably aware of your positioning and try to eliminate the most dangerous enemy types as quickly as possible, since you will be lacking meaningful ways to divert aggro. The shields with ASS anointment are an immediate recommendation if you feel like survival is too much of an issue.

Another tip is that you can use Rakks for a reload cancel by casting Rakks as soon as the magazine size from your current reload comes in, skipping the final part of the reload animation. This way you can cycle your anointments while also optimizing reload time.

If your pet goes down and you don’t want to manually revive it, you can go into the skill menu, equip another pet, go back into the game and then back into the skill menu to re-equip the desired pet. Alternatively, you can skip the last step and just swap to the next best pet each time one goes down. Another way is swapping to a Friend-bot class mod and killing an enemy, or using a Res pistol.

Rakk Stab

By: Quag and Ratore

Overview: This build centers around using the Stinger shield’s melee novas for massive damage by pairing it with Rakk Attack and the ASS anointment. Currently, the build also doubles down as a Fish Slap build, with a side of Face-puncher. The use of Splash boosts also makes it capable of great Rakk damage.

Skill Tree(click here) 

        

Augments: Falconer’s Feast + Flock’N’Load.

Alternative Skill Setups:

This setup sacrifices some of the damage and utility of Master tree to gain increased cooldown from Rakkcelerate and access to Megavore for supplementary damage and access to some alternate cooldown and damage options.

Skill Flexibility:

  • If you’d prefer not to use Dominance, you may use the points from it (along with Shared Spirit and Mutated Defenses) elsewhere. Most Dangerous Game opens up Rakkcelerate for better cooldown.

  • Pet: Spiderant Scorcher is a great damage increase for FL4K and boosts nearly all damage in this build. Several important interactions check this damage type multiple times, leading to double or even triple dipping. In niche scenarios, White Elephant use can incentivize Great Horned Skag.

Weapons:

  • Psycho Stabber with 100% Melee ASE or 150/90. This gets 120% melee damage from its card, but the other 220% doesn’t quite work how most melee boosts do. What it does instead is provide a 2x multiplier to all of your melee boosts. When using the 150/90 anointment, it is perfect for initiating fights with Unleash The Dragon, since the DoT damage is based on damage dealt.
  • Guardian Angel with 100% Melee ASE or 150/90. This gives up to 500% v2 damage to all of your sources depending on distance (caps out at 23.8 meters, which is about ¾ the distance between the Jack target dummy in Sanctuary and the far wall). Without the 60% blade attachment (get it if you can) this translates to less overall damage on the initial nova than the Psycho Stabber or Wyvern provide…..but the 3 core melee artifact effects double dip this bonus, meaning a greater overall potential damage number as long as you’re at least a couple of steps away from the target. Has the added bonus of buffing your Rakks to be able to reliably kill things, and will greatly assist the non Peregrine-friendly grenade options. This is a DLC6 item.
  • Heart Breaker (Fire) with 500% elemental crit - This anoint creates a nova centered on an enemy when FL4K or the pet score a critical hit on said enemy if that enemy has a status effect on them. In practical terms, this is useless...unless you’re using Unleash the Dragon. In that case, the anoint’s nova will calculate that extremely powerful DoT as its base damage and then use it in its own formula, meaning you’ll be triple dipping into your v1/v2/elemental bonuses, and double dipping your Splash bonuses. This nova can be made to hit for over visual damage cap in this way. Heart Breaker is the ideal weapon here as it has multiple projectiles that hit instantly (ensuring maximum control over anoint activation) and is a Moxxi weapon on top of that, meaning free lifesteal from its shots. Go for Redundant if possible, as 16 projectiles minimizes Megavore variance.
  • Res, to revive the pet remotely in emergency scenarios.
  • Face-puncher with 100% Melee ASE or 150/90 - You can also carry a second copy with URad as a powerful second wind tool.

Shield:

Stinger is the core of the build. The novas generated by the shield are both splash and melee, scale with mayhem level, apply melee effects (notably your Artifact and Groundbreaker), and can be made to do massive damage. Get as many Stingers of different elemental resists as you can with this anoint, as the nova element matches the shield's resistance (and elemental Stinger novas will get elemental damage boosts). Cryo is the general mobbing pick due to melee bonus vs frozen enemies, and Corrosive has the most bossing applications, however you can switch when appropriate.

  • Stinger with ASS Break/Fill Effect. Mandatory. While gearing up in pre-GTD content, Frozen Heart is acceptable.

Grenade:

Anointment is 50% ASE Radiation. This will ensure that nearly every enemy will cause a radiation explosion on death. 50% ASE can Megavore crit and properly scale with the damage of White Elephant/Static Charge.

  • Fish Slap 
  • Scales with melee damage and applies melee effects
  • Groundbreaker delivery
  • Main choice for Peregrine Class Mod
  • Mitosis/Cloning Hunter Seeker
  • Can naturally crit and Megavore crit for Leave No Trace and Head Count procs. Stacks Furious Attack and can trigger Bounty Hunter’s kill skill mechanic
  • Mirvtacular/Recurring Hex
  • Can naturally crit for Leave No Trace and Head Count procs
  • It’s Piss
  • Reliable and powerful debuff for extra damage
  • Mesmer 
  • Provides easy aggro redirection on a single enemy, which can be useful for Hidden Machine access. This is a DLC6 item.

Artifact:

General stat boosts to look for on all artifacts (except Unleash The Dragon, which has limited rolls) are:

  • Area Damage, Melee Damage, Elemental Damage, Action Skill Cooldown
  • It is recommended to have Area Damage on the second or third roll, as that will also boost Splash Radius
  • Melee Damage can double roll for a higher value

  • Knife Drain White Elephant 
  • The safe bossing option. White Elephant will make your emergency Face-puncher use much more efficient, but the real draw is that one can apply the sticky bombs via Stinger melee novas. These bombs will then dip into v1/v2/elemental/splash bonuses again, and can crit.
  • Unleash the Dragon
  • Absolutely ludicrous damage over time and can be applied in AoE fashion via Stinger melee novas. When paired with a bladed 150/90 weapon, the output is ridiculous, as the damage of the burn is based off of the hit that applied it. 500% ele crit anoint on weapon can be used to capitalize on this after application, as detailed above.
  • Melee Damage + Incendiary Damage is the best roll combination
  • (Knife Drain/Snowdrift/Flesh Melter) Static Charge 
  • Essentially turns your Face-puncher (and your Fish Slap!) into a Brainstormer. These chains get bonus elements from your grenade and/or elemental anointments on Face-puncher.
  • Gives not only a respectable chunk of bonus shock damage on hit to the main target, but also real ranged multi target mobbing ability due to chains, and adds burst damage in close quarters via chains sourced from Stinger novas.

Class Mod:

General stat boosts to look for on all Class Mods:

  • Splash Damage, Melee Damage, Splash Radius, Action Skill Cooldown Rate
  • Radius boosts expand your Stinger nova, but the first two entries increase your damage and the third allows you to actually apply said damage.
  • Action Skill Damage will benefit your Rakks, which are only a small portion of your damage, but are fully capable of killing weaker mobs or finishing off enemies and as with everything else they do stack towards Groundbreaker.

  • Peregrine, +4 Eager To Impress, + 1 Interplanetary Stalker (other combinations work, just keep in mind that none of the skills can roll +5 and to avoid Ambush Predator if possible)
  • This class mod has high synergy with Fish Slap and the build in general. Also one of the top 3 cooldown options for Rakk spam. This is the best in slot pick.

  • R4kk P4k, +3 Pack Tactics + 2 Head Count/Grim Harvest
  • Highest consistent damage option and highest potential healing per cast. Pairing this with a Hunter-Seeker will provide the most casts possible, only potentially behind Rakk Commander.

  • DE4DEYE, +3 The Fast And The Furryous
  • This class mod’s passive effect is very powerful, and since the skill rolls don’t really matter, you can farm strictly for the stats. It adds great power to the Splash anointed weapons, but not much to 150/90 ones since the 35% bonus is additive to that anointment.

  • Bounty Hunter (in general, any skills will do. Most Dangerous Game is least valuable):
  • Simply a very high raw damage option at the cost of being a bit vanilla in comparison to the utility the above options provide.

  • Rakk Commander, +As much Eager To Impress as you can find:
  • Potentially grants you the most Rakk casts but doesn’t add much else, making it an okay non-DLC choice.

Playstyle:

Close the distance to nova range and start using rakks. This distance will vary based on whether you have 0/1/2 radius boosts, so get a feel for it when changing out gear. Close distance aggressively enough to keep novas hitting enemies. If this is no longer possible, prioritize Fish Slaps or switch to your Face-puncher.

If running Static Charge (generally the best mobbing choice) your damage will scale to a significant degree based on the number of targets in range of your nova, since each target will make a new lightning chain. Plan accordingly.

With Unleash the Dragon, you abandon nearly all survivability for absurd damage. This has the side effect of making your Face-puncher significantly weaker than it would be with White Elephant or Static Charge. Use caution.

White Elephant can be the arguably best choice for bossing, but you might find that almost anything works and in some cases might even outperform it.

If not using a Fish Slap, throwing out Hunter-Seekers/Hexes occasionally will give you a significant number of extra Rakk casts throughout longer fights (if specced into Head Count via tree or class mod)

Occasionally shooting your non-Face-puncher guns at enemies to build Furious Attack stacks will help your Face-puncher’s performance should you anticipate swapping to it.

In fast paced mobbing such as the Maliwan Takedown bridge, Face-puncher can often be your weapon of choice despite the lower nova damage, as having ranged healing and Groundbreaker access can be a serious advantage. Face-puncher is also your second wind weapon in all situations.

Shoot barrels from a very generous distance. If you have radius rolls on your gear, your novas are going to make you have a bad time around them. Always remember to switch away from your 150/90 weapon once the majority of available targets are below its threshold. It's worth noting that matching altitude with enemies when using novas is somewhat important, so jump when casting if needed.

Mayhem modifiers of choice are Speed Demon/Healy Avenger/Drone Ranger/Buddy System. Speed Demon allows you to close the gap and keep rakks rolling more easily, Healy Avenger shield boosters can help keep natural shield break Stinger novas going, Drone Ranger is simply a non intrusive second wind source. Buddy System is a nonentity most of the time due to how novas work.

Slayer vs other modifiers is something of a personal preference issue, as it can actually make getting second winds harder due to Slayer damage not actually counting player damage. On the other hand, the shield boosters from Slayer kills can be very helpful for both Topped Off uptime and extra Stinger novas. Experiment to taste.

Post Mortem is an acceptable alternative to Buddy System for those who would prefer occasional FFYL annoyances over the potential hassle of particularly inconvenient immune enemies (and Buddy System drones getting stuck in walls).

Videos of the Build in action:

Build Video by Quag (level 65, pre dlc6)

Grenade Rakks

By: LazyData

This setup takes advantage of the similarities in damage formula access among Rakks, nova shields, and grenades to provide a well rounded kit fully capable of blitzing all content in the game.

Skill Tree(click here)

Augments: Flock N Load and Rakkcelerate provide maximum damage output. Rakk Open a Cold one can have uses against fire immune enemies.

Skill Flexibility:

  • Ambush Predator can be exchanged for points in Second Intention for more gun heavy gameplay.
  • Pet: Spiderant Scorcher is a great damage increase for FL4K. Horned Skag is a reliable mix of good damage boost for FL4K + competent Frenzy stacking. Gunslinger Jabber is excellent at Frenzy stacking but lacks a good passive bonus. Great Horned Skag still provides damage (less) but has the most agreeable Gamma Burst behavior.

Weapons:

100% bonus Radiation damage while below 50% health (URad) is especially desirable here because of it applying to and properly scaling with Nova shield effects and Rakks, as well as applying to grenades, radsplosions, and Hollow Points.  

  • Guardian Angel is the clear winner here, as it provides up to 500% bonus v2 damage depending on distance from the target simply for holding the gun. Full bonus is at 23.8 meters, which is comfortable for all primary damage sources. The weapon can also have up to a 21% crit bonus, so prioritize that if possible as actually shooting the gun won’t be taking place with any degree of frequency. Bonus: if using Fish Slap you can also get a blade for a free 60% melee damage! This is a DLC6 item.
  • Res provides a fast way of getting your pet back on its feet, which can be particularly important in this setup due to the number of explosions happening. Lick The Wounds could be the difference between moving on and a long walk back to the fight.
  • Solid weapons such as the Needle Gun, Free Radical, Plasma Coil, or even Prompt Critical are good choices for rank and file enemies and will frequently increase your overall clear speed, or save you from a fast FFYL timer.

Shield:

  • Frozen Heart - ASS. Good damage and crowd control. Largest radius of all novas in the game, to the point where it can clear the majority of most rooms by itself without requiring movement. Highly recommended.
  • Re-Volter - ASS. Provides maximum potential damage to grenades and rakks (200% global shock bonus element that properly scales) but does not directly deal damage. This is a DLC6 item.

 

Grenade:

  • Ghast Call is the ideal option here for a well rounded playstyle that excels in both mobbing and bossing. Roided is optimal due to being less punishing to misses and overall more safe than Vindicator for no noticeable difference in damage. Can’t be anointed, but doesn’t need to be.
  • Purple grenades with 2+ (max is 3) Sticky parts (Longbow provides the easiest delivery and best range) are one of the highest DPS items in the game, and are incredibly destructive in bossing. Anoint of choice is whichever ASE 50% bonus element matches the target.
  • Fish Slap is an insanely powerful bossing option, at great personal risk. Beware.

 

Relic/Artifact:

  • Atom Balm/Ice Breaker/Last Stand/Snowdrift/Spark Plug/Hot Drop Deathless

Deathless is the clear choice here due to it enabling urad without requiring use of a Front Loader. Bonus points for having the ability to roll optimal passives. Prefix isn’t significant here, but Snowdrift is the most useful.

        Ideal passives:

  • Grenade Damage
  • AoE Damage
  • More or less a 3 way tie between Action Skill Cooldown, Movement Speed, and any of the elements

 

Class Mod:

General stat boosts to look for on all class mods are:

  • Splash Damage
  • Splash Radius
  • Action Skill Cooldown or Grenade Damage

  • Peregrine, rolls don’t matter but avoid Ambush Predator if possible
  • Main class mod choice for pretty much everything that isn’t Hemovorous/Vermivorous.
  • Note: Peregrine will not deploy grenades on enemies that are immune to your Rakk element.

  • Bounty Hunter (in general, any skills will do. Most Dangerous Game is least valuable)
  • Less utility than Peregrine, but against bosses that have adds and are easy to hit with thrown grenades you’ll have a more consistent experience with a higher peak using this.

  • R4kk P4k, +3 Pack Tactics if possible, other skills don’t matter
  • Provides a very safe option in mobbing if you’re in need of area clear without the risk of Peregrine self splash.

Playstyle: 

Each Rakk Attack activation will trigger a Frozen Heart nova that outright one shots most non-boss enemies, and the distance on this is utterly massive with investment into radius boosts (Splash Radius on class mod, AoE damage in slot 2 or 3 on artifact).

Grenades, whether thrown or delivered via Peregrine, are the main source of damage vs bosses.

Survivability will ultimately be a question of “Can I outrun or kill this enemy?” If the answer is yes, then continue gameplay as usual. If the answer is no, then prioritize increasing burst DPS by throwing more grenades, or avoid incoming damage by increasing movement (Snowdrift is your friend)

Fl4uncher

By: Ratore, Dakquan, and Quag

Overview: Centered around Splash Damage, Hollow Point and Overkill with Heavy Weapons, this build outputs some of the highest damage possible on FL4K, with a potentially very quick clear speed for most areas in the game. The immense synergy with the Overkill and Hollow Point Guardian Rank skills makes it highly recommended to have them unlocked. The use of Fuzzy Math allows for significantly more frequent uptime of amp shield effects, greatly increasing burst damage.

Skill Tree(click here)

Augments: Not My Circus provides survivability via pet taunts. Guerillas in the Mist is not selected here, as it would be purely detrimental.

Skill Flexibility:

  • Pet: Spiderant Scorcher has the best stats for your damage and survival, but if you’d like additional movement speed while still gaining some crit damage and more reliable Frenzy stacking you can opt to use a Gunslinger Jabber. Great Horned Skag can become attractive if you’re using non-elemental guns and lack an abundance of bonus elements.
  • Points can be moved from Ambush Predator, Leave No Trace, and Head Count to Two F4ng if desired for weapons that would benefit significantly. The second point in Fuzzy Math can be moved to Who Rescued Who if you find your pet going down frequently.
  • If using non-elemental weapons, Monkey Do can be safely taken. Looks something like this.
  • Hunter's Eye - Check Resources for information on this. These points can go into Ambush Predator depending on your choices.

Weapons:

125% Splash is the main anointment and the overall best performer for launchers. It has the best Overkill + Hollow Point synergy.

150/90 is mainly a one-shot anointment, but can be good for mobbing at times by snowballing with Overkill pretty hard in situations where one-shots become consistent. Not the best pairing with DE4DEYE/OGT anointment because they’re additive to each other, and the 150% already bloats that modifier.

100% Radiation while below 50% health (URad) can be a good anointment to have on any guns you intend to use during FFYL. 125% Splash is the main anointment, but it turns off as soon as you go down. Having this is a good backup for such situations.

  • Plaguebearer (Scourge/RYNAH if below Mayhem 6)
  • Backburner
  • Redeye Rocket Pod This is a DLC6 item.
  • Kickcharger
  • Ion Cannon
  • Major Kong
  • Creamer
  • Globetrottr
  • Yellowcake
  • Mongol
  • Plumage/Ruby’s Wrath
  • Res for pet revival
  • Any good backup weapons of your liking

Shield:

Anointment is a choice between 50% ASE or ASS Break/Fill Effect on some shields. The ASS anointment can provide great survival and utility on some shields.

  • Re-Volter, ASS
  • It’s the Re-Volter. This is a DLC6 item.
  • Infernal Wish, 50% ASE
  • Adds significant value to low card projectile count launchers, also rolls up to 2 Amp parts. This is a DLC6 item.
  • One-Shotter, 50% ASE
  • High potential damage, properly amps multiple projectiles.
  • Old God, 50% ASE
  • Good non-amp dependent damage increase
  • Version 0.m. 50% ASE or ASS
  • Highest available amp, but beware that its amp only applies to a single pellet, meaning it won’t fully boost a Two F4ng proc/multi-projectile weapons.
  • ASS anointment can be used with this for very high potential damage just beware that the circle is buggy on some maps due to it airdropping.
  • Plus Ultra, 50% ASE
  • Double Health, Reflect or Amp rolls, can be a nice option for both survival and utility due to the health and cooldown boosts.
  • Big Boom Blaster, 50% ASE
  • Preferably with double Absorb or Amp parts.
  • Can provide good grenade + ammo sustain while also having a quick recharge for Topped Off abuse.
  • Frozen Heart, ASS
  • Good healing, crowd control and respectable damage. Pairs well with an Ice Breaker for mobbing
  • Stinger, ASS
  • Since we are maximizing radius and splash boosts, the nova from this can end up triggering stacked Ground Breaker from our rocket spam and deal massive damage.

 

Grenade:

Anointment is a choice between 25% On Grenade Throw or 50% ASE. OGT is ideal if you wish to focus on Rakk damage since it boosts it, while 50% ASE has better applicability on sources like Messy Breakup Drones and Rico Reflects due to Megavore procs.

  • Mesmer
  • Converts any affected enemies to fight for you for a short time. This not only forces them not to target you, but also forces nearby enemies to target them. Enables faster potential clears of Guardian Takedown’s crystals sections, and overall greater survivability. This is a DLC6 item.
  • Mitosis/Cloning Hunter Seeker
  • Can naturally crit and Megavore crit for Leave No Trace and Head Count procs. Stacks Furious Attack and can trigger Bounty Hunter’s kill skill mechanic
  • Not as quick as Hex for stacking Consecutive Hits/Pearl, but more universally useful
  • Mirvtacular/Recurring Hex
  • Can naturally crit for Leave No Trace and Head Count procs
  • Great for quickly stacking Consecutive Hits and Pearl
  • It’s Piss
  • Viable bossing option.

 

Artifact:

While Pearl is theoretically the best general damage increase for this, the stacking mechanic might not be consistent and it can end up just performing worse most of the time if you don’t play around it extensively. Losing the AoE boost also means less Hollow Point range and AoE clear capability in general.

General stat boosts to look for on all artifacts are:

  • Area Damage, Elemental Damage, Action Skill Cooldown, Heavy Damage

It is recommended to have Area Damage on the second or third roll, as that will also boost Splash Radius.

  • Toboggan
  • Provides amp to all projectiles, meaning it’s the peak damage option for any launcher that isn’t the Rocket Pod…..if you can slide.
  • Company Man
  • Lot of flexibility here. Magazine Size, Crit Damage, and Weapon Damage tend to be the goal for top rolls. AoE damage, Magazine Size, and an element for the bottom. This is a DLC6 item.
  • Last Stand/Snowdrift/Ice Breaker/Atom Balm/Spark Plug/Hot Drop Victory Rush/Otto Idol
  • The Prefixes don’t matter too much, but you’ll want Ice Breaker if you run ASS Frozen Heart.
  • Atom Balm can be a nice way to increase AoE potential when using Radiation weapons or ASEs
  • Pearl Of Ineffable Knowledge
  • Magazine Size +Fire Rate/Reload Speed

  • Cutpurse Launchpad 
  • In case you run into any ammo issues. If yours isn’t a Launchpad, you can just go invisible and slap something (quick swap to Fade if on Rakk)

 

Class Mod:

Within the given options, the ideal roll combination for maximum consistent damage is:

  • Heavy Weapon Damage + Weapon Damage + Splash Radius/Damage.
  • Weapon Charge Speed is a great DPS increase for Plaguebearer which can replace the Radius or Weapon Damage rolls.
  • Radius boosts can make Hollow Point explosions much deadlier for mobbing. Rakk can benefit decently from Action Skill Damage too, but it’s not exactly optimal.

  • Cosmic Stalker, +3 Big Game +2 Interplanetary Stalker
  • Solid choice for mobbing in most situations. The extra duration and effectiveness to Hunt Skills provide massive fluidity to mobbing, alongside a more consistent damage multiplier when compared to DE4DEYE.

  • DE4DEYE, +3 Furryous +2 Two F4ng/+5 Two F4ng
  • Great at mobbing and can do some bossing. The 35% damage boost is excellent at double dipping Hollow Point damage for powerful mobbing capabilities, while also having great Overkill synergy.
  • Two F4ng is generally a bit anti-synergistic with Overkill, but it’s still an overall gain because of the raw power of the rockets.

  • Bounty Hunter (in general, any skills will do. Frenzy is usually least valuable)
  • Seamless mobbing and bossing, can also always be switched to when bossing.
  • Has the highest potential for bossing, but isn’t required with proper Overkill management.

  • Roll Reversal, + 4 Eager to Impress + 1 Throatripper
  • Provides cooldown that isn’t dependent on crits, and offers a way to regenerate grenades without giving up an anointment slot or a mayhem modifier. This is a DLC6 item.

  • St4ckbot, +3 Pack Tactics +2 Furryous/Hunter’s Eye
  • With smart use of St4ckbot tools to stack it on the first two shots of Fade, you can have the third shot massively increase in power.
  • This is mainly applicable for boss one-shotting.

  • Headcase, +3/2 Furryous +2/3 Leave No Trace
  • Budget option that can do good work while mobbing, the main draw being the increased consistency of LNT procs. It has a damage and stat roll tradeoff for this, however. A Bushmaster with Turn Tail and Run instead of Furryous is also an option.

Playstyle:

More Than Okay Boomer is a powerful modifier you can run to sustain your grenades, which will keep your ammo, cooldowns and OGT anointment going. Big Kick Energy is a desirable option for launchers in general due to their nature of usually being either pinpoint accurate or fire and forget.

While shooting Heavy Weapons, you’ll want to throw out Hunter-Seekers so they can get you LNT and Head Count procs, while also stacking Furious Attack and allowing you to skip reloading entirely, giving you essentially infinite ammo.

Sometimes you’ll get unlucky chains and be forced into a reload, but you can cancel that animation until you get a LNT proc by a) quickly pressing to swap to another weapon then back to your main (might reset anoints, be careful), b) throwing more grenades, c) casting Fade Away or d) meleeing.

Since Splash and bonus elements (or 25% On Grenade Thrown) are calculated on hit, you have the benefit of being able to activate Rakks after shooting your launchers and still get all your anointments applied. This can be advantageous in a lot of scenarios. You’ll want to mix in grenade throws between shots/casts or while charging the Plaguebearer to upkeep your ammo and cooldowns.

If your pet goes down and you don’t want to manually revive it, you can go into the skill menu, equip another pet, go back into the game and then back into the skill menu to re-equip the desired pet. Alternatively, you can skip the last step and just swap to the next best pet each time one goes down. Another way is swapping to a Friend-bot class mod and killing an enemy. Finally, you can use the Res pistol to revive it from range.

Punchbot

By: LazyData and Ratore

Overview: A very cursed Face-puncher setup that is capable of some of the most absurd damage in this game by utilizing the gun damage stacking mechanic of the St4ckbot Class Mod. Check this list of St4ckbot tests to get a basic understanding of what stacks and/or resets it. Note: LazyData would like everyone to know that you don’t even need skill points. It’s literally just to flex harder on enemies.

Skill Tree(click here) / Terror Variant

Augments: For Fade Away, you can run whatever you like, but 3-Shot is likely to give you more in the end. Not My Circus is a core choice, and Until You Are Dead for additional survival. For Rakk Attack, Rakkcelerate to help combat cooldown + one of your preference.

Skill Flexibility:

  • Pet: Spiderant Scorcher has the best stats for your damage and survival, but if you’d like additional movement speed while still gaining some crit damage and more reliable Frenzy stacking you can opt to use a Gunslinger Jabber. Do not use Loaders, as they can reset Stackbot.

Weapons:

Pellet count on the Face-puncher will mostly come down to preference, but x7 is plenty for mobbing while allowing for fewer reloads. x14 Is great for bossing, since it will give you a better proc rate on White Elephant stickies.

  • Face-puncher with 100% Melee ASE or Terror Cryo (depending on skill tree choice above)
  • Bangstick - St4ckbot tool for self-stacking or vs enemies. Best for stacking in all scenarios. Low level recommended.
  • Stagecoach / Monarch, Dictator - alternate St4ckbot stacking tools. Only work vs enemies, and each require particular versions of Fade Away to do so effectively.

Shield:

Anointment is a choice between 100% Melee ASE, 50% ASE or ASS Break/Fill Effect. Keep in mind that the 100% Melee ASE doesn’t stack with 100% Melee ASE on a gun, use one or the other. The ASS anointment can provide great survival and utility on some shields. If using Terror, ammo regen on shield.

  • Stinger - Provides a very large damage boost while full, and a nice burst of damage on break. Recommended option.
  • Transformer - Great defensive choice, particularly in the Maliwan Takedown.
  • One-Shotter - Great for boss one-taps.
  • Re-Volter - 200% shock bonus element on break that properly scales with the Face-puncher’s mayhem scaling. This is a DLC6 item.
  • Frozen Heart - Crowd control, survivability and freeze for melee damage with ASS anoint.
  • Old God - DPS option that can have good rolls for survival
  • Plus Ultra - Double Health or Amp rolls. Avoid Reflect (can reset stacks). Good survival and utility.
  • Brawler Ward - Can be very powerful, but a bit clunky to keep stripped.

 

Grenade:

Anointment is 50% ASE, or for Terror setups 25% chance to apply Terror on melee.

  • Mesmer
  • Converts any affected enemies to fight for you for a short time. This not only forces them not to target you, but also forces nearby enemies to target them. Enables faster potential clears of Guardian Takedown’s crystals sections, and overall greater survivability. This is a DLC6 item.
  • It’s Piss
  • Reliable and powerful debuff for extra damage. Does not reset St4ckbot.
  • Hot Spring
  • Extra healing in between encounters.

 

Artifact:

  • Knife Drain/Elemental Stone Static Charge/White Elephant
  • Melee Damage, AoE Damage, Magazine Size, Elemental Damage, Action Skill Cooldown
  • AoE Damage is important for White Elephant and if you use Nova Shields. If it’s on the second or third roll, that will also boost Splash Radius, which can come of use for the said shields. In all cases, both the damage and the radius will affect Hollow Point.
  • Melee Damage can double roll for a higher value.

 

Class Mod:

General stat boosts to look for are:

  • Melee Damage, Hyperion Crit, Splash Damage/Radius, Magazine Size, Reload Speed

(Splash Radius only becomes of use for the Nova shields and Hollow Point)

  • St4ckbot, +3 Pack Tactics +2 Furryous/Hunter’s Eye
  • Main choice the build revolves around.
  • Provides a massive gun damage bonus (5% per stack, cap of 99 stacks meaning 495% gun damage when fully stacked) and the Face-puncher cannot reset it.

Playstyle: 

First, you’ll want to use any of the St4ckbot tools listed to stack the Class Mod’s effect. Each pellet of a gun that hits counts as a stack, and it caps at 99 stacks for 495% gun damage. Most guns can easily stack it on a single Fade Away + GITM. The alternative is self-stacking with a Bangstick by firing at your feet during Fade Away and triggering the stickies. Obviously, it’s better that these weapons be of a low level (and it’s required for the Bangstick), so that you don’t end up killing the enemy you’re stacking at too quickly (or yourself).

After stacking, swap to your Action Skill + Augments of choice and shoot Face-puncher until you’re bored of mayhem scaling. If you go into FFYL, you’ll have to stack again since that resets St4ckbot.

Knife Drain Static Charge is the safest mobbing option you have, while White Elephant is the bossing choice (not even needed sometimes though). You can opt to go with the Elemental Stones instead of Knife Drain, but you might find it pointless in most cases. Experiment to your liking.

50% ASEs on Grenade/Shield don’t get scaled with the Face-puncher’s melee mayhem-scaled damage. However, when they’re applied to a Static Charge or White Elephant, their damage is correct and they can also independently crit with Megavore.

When going for boss one-shots, One-Shotter Shield becomes the main choice, although it’s not needed for anything but the tankiest bosses.

If going Terror, you’ll want ammo regen on shield and apply terror melee on grenade, with terror cryo on weapon.

Remember that aiming down sights reduces the spread of shotguns.

The main skill tree setup takes advantage of Throatripper triggering Leave No Trace to minimize reloading.

Do not use Loader pets, as they reset Stackbot.

Videos of the Build in action:

Build Video by LazyData

Killer Queen

By: Boombumr

Overview: This is a pet damage focused purple tree build utilizing melee and the Spiderant Countess to deal massive damage Attack Commands. Pet information and damage formula is here.

Skill Tree(click here)

Augments: Atomic Aroma and Endurance.

Skill Flexibility:

Spec can change depending on class mod. If you have a Red Fang with 1 point in He Bites, you can move the skill tree point to Ferocity or Not Even a Challenge.

Weapons:

  • Face-puncher with Terror damage/fire rate. This effect gives 35% v1 damage when fully stacked, equivalent to 5 points in Pack Tactics. Notably, this is a bonus that gets double dipped by the White Elephant.
  • Guardian Angel with Terror damage/fire rate. This effect gives 35% v1 damage when fully stacked, equivalent to 5 points in Pack Tactics. Notably, this is a bonus that gets double dipped by the White Elephant. This weapon is the preferred choice to hold when throwing Fish Slaps and issuing attack commands, as it will boost the former and also any Hollow Points from the latter. This is a DLC6 item.
  • Alchemist with 150/90 is an excellent tool for breaking your own shield, meaning easier access to the bonuses from your Ward.
  • Res to revive the pet remotely without invoking the Gamma Burst cooldown penalty.

Shield:

  • Ward with as many Roid parts as possible (3 is 300% damage) ideally with the anoint "On Attack Command, pet consumes Terror to deal 200% bonus damage as Fire". When the pet is on the receiving end of large amounts of damage to keep the shield down, this will provide it with a significant damage buff. Additionally, if you can keep your own shield down you can benefit from the damage boost for yourself, though this can be a balancing act between managing actions, maintaining some Topped Off uptime, and actually attacking enemies.

Artifact:

  • White Elephant provides a method of dealing notable damage in a way that benefits from the Ward shield. A Knife Drain prefix grants a very powerful safety net and promotes aggressive repositioning and general gameplay. Keep in mind that White Elephant explosives applied via Fish Slap will double dip splash and elemental bonuses.

Ideal passives:

- Action Skill Cooldown

- AoE Damage

- Melee Damage

Grenade:

  • Fish Slap with at least 1 Jumping part (1 Jumping 2 Link is ideal). This grenade will capitalize on the splash and melee bonuses taken for the pet, allowing FL4K to benefit to a degree where they can actually contribute to damage. This will be the main source of the player’s damage outside of the pet. Radiation is the recommended element, as the fewest enemies resist it. Anoint is 25% chance to apply Terror via melee. (You can apply Bloody Harvest anointments to Revenge of the Cartels gear by using Crazy Earl’s reroll machine with Bloody Harvest enabled.)

Class Mod:

  • Red Fang, skill rolls are very flexible (5 Ferocity provides peak output). Splash damage will boost the Spiderant Countess’ attack command, your White Elephant, your Fish Slap, and your Hollow Points. Splash Radius is optional but highly recommended, as it will expand the size of the aforementioned effects. If minimizing weapon use, Action Skill Cooldown and Grenade Capacity are desirable rolls. If maximizing Face-puncher use, Weapon Damage (NOT Shotgun damage, as Face-puncher does not get weapon type damage) is desirable.

Playstyle: 

The core of this build is Go for the Eyes, Eager to Impress, and Hollow Point. By spamming the Countess’ attack command as the first melee hit on an enemy, we can guarantee a critical hit that will (more than likely) kill the enemy and trigger Hollow Point explosions. Because the pet stacks Overkill and Groundbreaker on Hollow Point kills, you can use it to build damage to nuke larger targets with your guns. This is especially helpful on the Face-puncher for picking off single targets from range after a successful attack command.

Go for the Eyes is post-add crit, meaning it does not benefit from crit bonuses. Throatripper crits are ‘natural’, meaning you can have a GFTE attack gain both bonuses. This is the only way Monkey Do will ever benefit GFTE, as crit bonuses do not apply to post add forced crits.

Throatripper and White Elephant crits are all capable of triggering Leave No Trace to improve your DPS via ammo return.

Throatripper can make any pet damage crit. This is most notable on Atomic Aroma, which ticks very quickly in a wide area.

Spiderant Countess sometimes gets stuck in the ground from Attack Commands, denying you use of your pet. This can be resolved by switching pets and then switching back.

When doing the bosses in the Guardian Takedown, it’s recommended to switch to any pet that isn’t a Loader or the Spiderant Countess, as they suffer from a bug that causes them to be killed without going into Fight For Your Life if they are hit by certain attacks from Schismatic Diadems, Anathema the Relentless, and Scourge the Invincible Martyr. Great Horned Skag is the preferred choice.

It’s worth noting that as with any pet centric build, AI is a problem. Pet builds are less efficient than non pet builds due to this.

Videos of the Build in action:

Gameplay Demonstration by Boombumr

Lode N Splode

By: Alzarith and Quag

Overview: This is a pet/ FL4K hybrid build aimed at providing a more active playstyle than most other pet builds while maintaining ease of use and competitive damage. Pet information and damage formula is here.

Skill Tree(click here)

Augments: Endurance and Empathic Rage. Atomic Aroma is an option if you’d like to move more damage from FL4K to the pet, but isn’t generally recommended.

Skill Flexibility:

Can shift points between Two F4ng and Leave No Trace + Ambush Predator to taste.

Weapons:

  • Plaguebearer (preferably cryo, more info down below) with 50% damage while Airborne (no longer available to farm with hotfixes active) or Consecutive Hits. Scourge/RYNAH is the closest substitute for those below Mayhem 6, and if going that route the Charge Speed passive on class mod loses value, so replace accordingly.
  • Face-puncher ideally with the anoint “25% chance to apply Terror on melee”
  • Res for pet revival
  • Any high damage weapon suited to second winds or hitting targets the Plaguebearer would have difficulty with. Anoint is urad (100% radiation damage under 50% HP)

Shield:

  • Messy Breakup ideally with the anoint "On Attack Command, pet consumes terror to deal 200% bonus damage as Fire". Reflect parts are ideal, but minimally impactful.

Artifact:

  • Victory Rush

Ideal prefixes are Snowdrift for mobility, Spark Plug for assistance in stacking Consecutive Hits, or Last Stand for survivability. Ideal passives are Heavy damage, Action Skill Cooldown Rate, and AoE damage. Elements lose value due to Monkey Do’s mechanics.

  • Torgue Company Man 

Ideally with Weapon Damage/Crit Damage. There’s not really a third passive that ends up being impactful so this is a reasonable farm. Same preferred bottom passives as Victory Rush. This is a DLC6 item.

Grenade:

  • Hunter-Seeker (Mitosis is best, as usual. Radiation or Corrosive elements are ideal) with “On Grenade Thrown, increase weapon, grenade, and action skill damage by 25%”. This will provide damage while also stacking Furious Attack to increase damage for both FL4K and the pet. This is also one of the strongest grenades when thrown by the WAR Loader, and when thrown by either the pet or the player will assist in getting good radiation explosion coverage and in triggering Leave No Trace to sustain ammo.

Class Mod:

  • Red Fang with as many points in Ferocity as possible. This will increase all damage done by the pet. Ideal passives are Splash Damage (affects not just player damage but also Hollow Point and pet Attack Command), Heavy Damage, and Charge Speed. Honorable mentions include Weapon Damage and Splash Radius.

Playstyle: 

The core of this build revolves around supplementing the pet’s Messy Breakup damage with infinite Plaguebearer shots. Using a cryo Plaguebearer specifically offsets as much of the damage loss from the elemental conversion of Monkey Do as possible, while taking advantage of the way its amp functions (legendary type amp, so single projectile is ideal). Throwing Hunter-Seekers provides damage, stacks Furious Attack for even more pet damage and gun damage, triggers Leave no Trace on crits, applies radiation status effects for explosions and Harmageddon, and triggers the OGT anoint for even more damage.

Periodically switching to the terror Face-puncher and gaining at least a stack before using an Attack Command will trigger the shield anoint enabling a significant damage increase for the pet. The Res can be used to revive the pet in emergency situations. The 4th weapon slot (the urad one) is used primarily for second winds.

Attack Commands can be used to redirect pet Messy Breakup drones to priority targets.

Messy Breakup, among other shields, will sometimes….well, break. If you notice drones are no longer spawning, unequip the shield, exit your menu, and then reequip it.

More Than Okay Boomer modifier assists in sustaining Hunter-Seekers.

When doing the bosses in the Guardian Takedown, it’s recommended to switch to any pet that isn’t a Loader or the Spiderant Countess, as they suffer from a bug that causes them to be killed without going into Fight For Your Life if they are hit by certain attacks from Schismatic Diadems, Anathema the Relentless, and Scourge the Invincible Martyr.

It’s worth noting that as with any pet centric build, AI is a problem. Pet builds are less efficient than non pet builds due to this.

Yeetbot

By: LessHandsomeJack

Overview: A Tediore chucking setup that deals massive AoE damage and even eliminates ammo problems allowing for a large variety of destructive options.

Skill Tree(click here)

Augments: Flock ‘n Load and Rakkcelerate. Spiderant Scorcher pet for the Elemental Damage.

Skill Flexibility:

Can sacrifice Most Dangerous Game for Agility Training if more reload speed is desired.

Weapons:

Main anoint is 75% Terror Cryo.

  • Needle Gun (Radiation): High chuck damage, massive dps over time, and radsplosions
  • Needle Gun (Corrosive): Same as above, but for armored enemies.
  • Bangarang (Radiation):  High chuck damage, spreads status effects everywhere for more radsplosions, and can crit naturally to trigger Hollow Point.
  • Bangarang (Corrosive): Same as above, but for armored enemies.
  • Res allows hands off revival of the pet.
  • Face-puncher with Generate Terror on Melee Anoint is a utility option if your Terror uptime feels lacking.
  • Honorable mentions:
  • Sureshot w/ Homing MIRV parts
  • Keenfire w/ Homing MIRV parts
  • Everblast w/ Homing MIRV parts

Shield:

  • Re-volter with Action Skill Start provides more status effects and higher damage output. Recommended option. This is a DLC6 item.
  • Old God in Radiation or Corrosive flavors. ASE 50% elemental anoints.

Artifact:

  • Cutpurse Otto Idol/Victory Rush with as many of the following passives (in descending order of priority) as possible:

Grenade Damage

                AoE Damage

                Magazine Size

                Elemental Damage

                Reload Speed

                Action Skill Cooldown

  • Tediore Company Man with Damage, Reload Speed and Fire Rate. This is a DLC6 item.

Desirable secondary passives:

        Magazine Size

        AoE Damage

        Reload Speed

        Elemental Damage

Grenade:

  • Fish Slap - Parts don't particularly matter but Jumping is ideal for triggering Cutpurse multiple times per grenade. This is the recommended grenade for this build for the sole purpose of refilling ammo. The extra Groundbreaker delivery method is a bonus, but isn’t the main function. Anointment of choice is ASE Terror.

Class Mod:

  • Bounty Hunter (in general, any skills will do. Frenzy is usually least valuable)

or

  • Cosmic Stalker with +3 Big Game +2 Interplanetary Stalker

        Recommended Passives (in descending order of priority):

⦁        Splash Damage

⦁        Grenade Damage

⦁        Weapon Damage

⦁        Splash Radius

⦁        Grenade Radius

Playstyle:

Generate terror with Face-puncher, spray with the Needle Gun and chuck away. Continually activate Rakk Attack to keep the Re-Volter’s shock bonus up as long as possible. Maintain Terror as much as possible for the massive cryo bonus element from the weapon anoint. Throw Fish Slaps to trigger Groundbreaker and maintain ammo reserves via Cutpurse.

Can switch to Fade Away as needed when Not My Circus use is desirable (i.e. GTD crystals)

No U

By: Quag

Overview: A highly aggressive shield damage centric build that can clear the hardest of content while also having your pick of allies or enemies doing the work for you.

Skill Tree(click here)

Augments: Rakkcelerate and Flock n Load.

Skill Flexibility:

Can reallocate points from Ambush Predator and Grim Harvest into Leave No Trace and even potentially Two F4ng if you’d like to use guns more. (Particularly useful for OPQ drone spam)

If you’d prefer having healthgate instead of using a urad setup, you can use this skill tree and follow the alternate gear suggestions.

Weapons:

(All with urad a.k.a. 100% bonus radiation damage under 50% HP OR Next 2 mags bonus elements if running alternate skill setup)

  • Guardian Angel provides up to a massive 500% global v2 damage bonus…..only at range (23.8 meters is cap). This is a DLC6 item.

        

Alternatives (not recommended, but listed in descending order of desirability based on crit bonuses, manufacturer crit availability, and overall weapon performance):

  1. Unforgiven: This weapon has the highest possible critical hit damage bonus, and said bonus transfers to all critical hits dealt with the weapon in hand. 432% crit bonus is ideal. Worth noting that on top of the natural bonus, as a Jakobs weapon the Unforgiven further promotes use of the Jakobs Crit Damage passive on class mod, and is an excellent platform for accurately delivering built up Overkill damage.
  2. Hail
  3. Crit
  4. Critical Thug
  • O.P.Q. System - By far the strongest weapon Atlas has to offer, the OPQ can roll a modest critical hit bonus while also providing access to a manufacturer critical hit bonus, and Leave No Trace can be used in the alternate skill tree setup to facilitate large numbers of drones from the alternate fire mode, adding to your ability to deal out damage simply by looking at things.
  • Face-puncher: Quite simply, this is for ranged Groundbreaker delivery. Nonessential, and often you’ll want to save your Groundbreaker for delivery via ground slam anyway.
  • Res (DLC5): If your pet should go down, you can get it back in the fight instantly and remotely with this.
  • Second Wind weapons of your choice. Ember’s Purge is a good candidate, but really this one is preference.

Shield:

  • Messy Breakup with Action Skill Start anointment allows every Rakk Attack use to spawn another drone that gets x34 mayhem scaling at m10/m11 and can deal incredible damage in great numbers. They attack along the player’s line of sight, benefit from urad anoint, and the bonus element from the grenade anoint can crit via Megavore, therefore receiving all of your critical hit bonuses. Corrosive element and reflect parts are best.
  • Beskar (DLC5) is the best reflect shield in the game, providing massive survivability….but that’s not all. Bonus elements applied to the reflects via grenade and shield anoints can be made to crit, therefore inheriting critical hit bonuses, and the reflects can also get the weapon’s bonus elemental anoints. These things together mean that frequently entire rooms of gun toting enemies will clear themselves as long as you maintain anoint uptime. Use of a Deathless artifact minimizes the Beskar’s weakness of not reflecting while empty. Ideal anoint is your preferred flavor of ASE 50% bonus element.

(Rico from DLC1 can be used as a stand-in if DLC5 is not owned.)

  • Void Rift (DLC2) with Action Skill Start is an excellent aggressive option for a more close quarters approach. The shield makes a large singularity and powerful cryo nova every time it breaks, providing indirect survivability followed by bursts of damage in a powerful loop.
  • Re-volter with Action Skill Start anointment gives a 200% shock bonus element that properly scales with Mayhem scaled sources on ALL of your damage…...every time you use your action skill (or break your shield normally, if not triggering via anoint). Can be summarized as loss of mechanics for a massive gain in damage. This is a DLC6 item.

Artifact:

  • Spark Plug Deathless is by far the most desirable option here as it not only enables the urad anoint while leaving the shield slot available, but the Spark Plug prefix is a fantastic delivery method of bonus elements that can also receive critical hit damage boosts. This can be used as a primary source of damage and is a build in itself, but on top of that you’re delivering Groundbreaker damage with every slam, further incentivizing slam enhancements.
  • Spark Plug Otto Idol/Victory Rush provides the same advantages listed above but are the equivalents for the alternate skill tree.

        Desired passives in descending order of priority:

  1. AoE damage (slots 2 or 3 preferably so as to include splash radius)
  2. Action Skill Cooldown Rate
  3. Radiation Damage
  4. Movement Speed
  5. Shock Damage

Grenade:

  • Mitosis Hunter-Seeker: This grenade fires bullets that not only have a very high base damage, but they can crit, receive bonus elements that can crit, and seek out enemies. This means that not only is it a powerful damage option in its own right, it triggers Head Count a large number of times therefore enabling more Rakk Attack spam, which is not only a large amount of damage but facilitates any of the above Action Skill Start shield strategies. Recommended anoint is your choice of ASE 50% bonus element.

Class Mod:

  • R4kk P4k with 3 Pack Tactics and 2 Head Count gives a large flat damage bonus to everything you do, more frequent Head Count triggers for even more Rakk spam, but most importantly increases the number of Rakks delivered with each activation. This exponentially increases not only general damage output but number of instances of critical hit damage.
  • Bounty Hunter (in general, any skills will do. Frenzy is usually least valuable) is the class mod of choice for setups with less incentive for rapid Rakk Attack cycling for anoints. When using a Beskar/Rico or Void Rift, this is the way.

        Desired passives in descending order of priority:

  1. Manufacturer Crit (Jakobs>Hyperion>Atlas>Dahl)
  2. Splash Damage
  3. Weapon Crit
  4. Action Skill Damage
  5. Action Skill Cooldown
  6. Splash Radius
  7. Grenade Capacity

Playstyle: 

This build is an omnibus of options for non-gun damage. The Messy Breakup approach allows you to spam a combination of Hunter-Seekers, Rakks, and shield drones to kill enemies from a distance. The reflect shield approach allows for the same but with more powerful Spark Plugs due to the additional bonus element, at the cost of less damage along line of sight. The Void Rift approach allows for a highly aggressive playstyle of planting Spark Plugs and pulling enemies into them before hitting them with novas.

More Than Okay Boomer mayhem modifier is used to sustain grenade supply when not on Mayhem 11.

Dominance, if specced, will nearly always be active in this setup, providing incidental survivability via aggro relief.

As with other setups using the Messy Breakup, certain area changes/teleports/altitude changes will disable the shield. Unequipping and reequipping fixes this. The Beskar, and possibly other shields, can also have this problem.

Videos of the Build in action:

Predates DLC5, but Beskar is just a functionally superior Rico. 

‘Nade Away

By: Quag

Overview: A pure grenade build designed to provide maximum carnage at all ranges using a wide variety of underappreciated items. FL4K’s among the best of the best with grenades, and here’s the proof.

Skill Tree(click here)

Augments: Not My Circus and Until You Are Dead. We’re not shooting guns, the others are of no interest.

Pet:

Gunslinger Jabber pet provides the most Throatripper procs and Frenzy stacks.

Skill Flexibility:

Can move the final 3 points in Master tree (post Pack Tactics) into Rage and Recover and/or Who Rescued Who if more pet survivability is desired.

Weapons:

  • Guardian Angel: Provides up to a 500% global v2 damage multiplier the farther from your target you are when damage is dealt (caps at 23.8 meters). This is the largest possible damage boost we can get for our grenades, and is core to the build. Ideal anoint is urad. Parts don’t matter, as you’re not going to shoot it, are not using melee, and will rarely (if ever) crit. This is a DLC6 item.
  • Face-puncher: Quite simply, this is for ranged Groundbreaker delivery. Nonessential, and often you’ll want to save your Groundbreaker for delivery via ground slam anyway. Also present as a FFYL option. Urad is ideal, consecutive hits is acceptable.
  • Res (DLC5): If your pet should go down, you can get it back in the fight instantly and remotely with this.
  • Any solid FFYL gun of your choice. Splash goes a long way. Ember’s Purge puddle is also scary.

Shield:

  • Red Suit with either ASE 50% Rad or ASE 50% Cooldown. This will provide immunity to self damage from the extremely wide coverage of your mobbing options.
  • Re-volter with Action Skill Start anointment gives a 200% shock bonus element that properly scales with Mayhem scaled sources on ALL of your damage…...every time you use your action skill (or break your shield normally, if not triggering via anoint). This is the bossing pick if you’d like to get more damage than the Red Suit allows, and can maintain the range to not need the protection. This is a DLC6 item.
  • Big Boom Blaster with an ASE element of your choice or ASE 50% Cooldown provides additional grenade sustainability if desired.

Artifact:

  • Elemental Projector Deathless: Deathless will enable your urad anoint without giving up your shield slot, and Elemental Projector will give free damage at close ranges when using a Red Suit and radiation grenades.

Ideal passives:

  • Grenade Damage
  • AoE Damage
  • Action Skill Cooldown

Grenade (Both with ASA 150):

  • Purple grenades with 3 Sticky parts. Longbow (Hyperion) is ideal for bossing, Rubberized (Pangolin) is ideal for mobbing. Cover as many elements as possible, but Radiation is highly recommended for mobbing.
  • Porcelain Pipe Bomb is an easy temporary replacement that deals extremely high damage with investment and has zero part variance.

Class Mod:

  • Roll Reversal with at least 1 point in Throatripper. Ideally no points in Monkey Do. This class mod provides grenade regeneration that can make the difference between continuing your spam and having to pick up more grenades off of the ground. Eager to Impress provides cooldown to increase Fade Away uptime, and Throatripper enables non-loaders to crit from range in the first place. This is a DLC6 item.

                Ideal passives:

  • Splash Damage
  • Splash Radius
  • Grenade Damage

Playstyle: 

This build thrives on using FL4K’s robust damage formula in combination with highly specific gear to spam grenades at all ranges until everything is dead. Close range will get you the least Angel bonus, but the easiest control and application of Elemental Projector. Staying mobile and changing ranges as needed will maximize both survivability and damage.

Pet AI can limit how many grenades you get back from Roll Reversal. Results may vary, but acquiring a Roll Reversal with more points in Throatripper can help.

More Than Okay Boomer mayhem modifier is highly recommended, as is Tag and Frag from the guardian rank perks.

Health regen is prioritized to keep the pet alive, as damage nullified by the Red Suit still transfers to the pet.

Videos of the Build in action:

Quick Wotan kill

FL4CID

By: LazyData and Quag

Overview: A flexible gun spec that takes full advantage of FL4K's immense bonuses to Corrosive damage, a key element in endgame content. Very friendly to base game players, as there is no mandatory DLC gear!

Skill Tree(click here)

Augments: Not My Circus + Until You are Dead. Strong aggro relief, reliable healing and movement speed.

Skill Flexibility:

The final 3 points of the spec (currently in Hidden Machine) can also be placed into The Fast and the Furryous, Second Intention, or Two F4ng depending on choice of gear and personal taste.

Overclocked points can be used in Self-Repairing System if you feel like you need the extra survivability.

Pet: Spiderant Scorcher has the best stats for your damage and survival, but if you want more movement speed then Gunslinger Jabber is available.

Weapons:

3 shot Fade Away gives a great deal of flexibility for any type of ASE anoint, and as usual non-action skill anoints such as Consecutive Hits, Killstack (12.5% reload speed and gun damage per kill stacking up to 10 times) and High Health Breaker (formerly 300/90, currently 150/90). Due to this build's focus on Corrosive damage, elements other than Corrosive are discouraged.

Reflux (LazyData’s favorite!)

Breath of the Dying (Quag’s favorite!)

Blood-Starved Beast

Sand Hawk

Soulrender

Prompt Critical (Note: Dominance interferes with sticky mode. Can move final 3 blue tree points to compensate if it’s a bother)

Kaos

Hail

Unkempt Harold (x3)

Monarch (x4)

Light Show

Convergence (x4)

Plaguebearer

Hive

Backburner

Kickcharger

Queen’s Call

Major Kong

Hornet

Needle Gun

Anarchy

Res for reviving the pet

Experiment with your favorite weapons! Corrosive weapons are the main focus but keeping multiple elements on hand to deal with immunities and resistances is ideal.

Shield:

Anointment is a choice between 50% ASE (Rad or Corrosive) or ASS Break/Fill Effect on some shields. The ASS anointment can provide great survival and utility on some shields.

Re-Volter - ASS. Provides a massive 200% bonus shock element and 50% fire rate on break for 15 seconds. This is a DLC6 item.

Old God - 50% ASE. Solid overall DPS choice.

Infernal Wish - 50% ASE. Incredibly potent with single projectile weapons. Can also roll up to 2 Amp parts, pairing nicely with the bonus projectile.

Transformer - 50% ASE. Great defensive choice, especially for Maliwan Takedown. Ideal for non DLC players!

Beskar - 50% ASE. Shield charge, Reflect, or Capacity rolls. Fantastic survival, moderate damage.

Rico - 50% ASE. Double Reflect roll. Good survival and damage

One-Shotter - 50% ASE. Great for burst/multi-pellet weapons and boss one-shots

 

Grenade:

Anointment is a choice between 50% ASE (Rad or Corrosive) or 25% On Grenade Thrown. 50% ASE has higher potential when element matching properly, while OGT is not ASE dependent and can provide a slightly higher damage multiplier in theory. If using OGT, you might want to consider running the “Okay Boomer” modifier for grenade sustain. Notably, OGT will help ensure Flesh Melter/Breath of the Dying/Kaos consistency more than an ASE element does.

Mesmer

Converts any affected enemies to fight for you for a short time. This not only forces them not to target you, but also forces nearby enemies to target them. Enables easier access to Hidden Machine, faster potential clears of Guardian Takedown’s crystals sections, and overall greater survivability. This is a DLC6 item.

Mitosis/Cloning Hunter-Seeker (Rad/Corrosive)

Can naturally crit and Megavore crit for Leave No Trace and Head Count procs. Stacks Furious Attack and can trigger Bounty Hunter’s kill skill mechanic.

Mirvtacular/Recurring Hex (Radiation)

Can naturally crit for Leave No Trace and Head Count procs, decent tool for applying Radiation easily. Great for quickly stacking Consecutive Hits.

It’s Piss

Reliable and powerful debuff for extra damage.

Fish Slap 

Groundbreaker delivery, quick "I need this thing dead" button. Beware self damage.

Roided/Vindicator Ghast Call

Good option for actual grenade damage, benefits heavily from Flesh Melter. Can't be anointed.

 

Artifact:

Flesh Melter Otto Idol/Victory Rush

Flesh Melter prefix provides a massive stacking bonus to Corrosive damage, but only if you deal the killing blow with Corrosive damage. Minimizing bonus elements helps to ensure consistency. Pairs fantastically well with mobbing weapons, most notably Reflux and Breath of the Dying.

        Ideal passives:

  • Weapon Type Damage (Assault Rifle, Shotgun, etc)
  • AoE Damage
  • Magazine Size

Company Man

Lots of flexibility here. Magazine Size, Crit Damage, and Weapon Damage tend to be the goal for top rolls. AoE damage, Magazine Size, and Corrosive Damage for the bottom. This is a DLC6 item.

Pearl Of Ineffable Knowledge

Provides significant gun damage at the cost of low passive flexibility. Magazine Size + your choice of Fire Rate or Reload Speed are ideal.

Cutpurse Launchpad

In case you run into any ammo issues. If yours isn’t a Launchpad, you can just go invisible and slap something

 

Class Mod:

Bounty Hunter (in general, any skills will do. Frenzy is usually least valuable)

Bounty Hunter class mod maximizes the Interplanetary Stalker skill vs. all enemies, not just bosses. This gives action skill damage (not relevant here) and a special kind of Corrosive damage that effectively acts as a multiplier to other Corrosive damage (but disables IPS movespeed), making BH COM the ideal choice here.

        Ideal passives:

  • Weapon Damage
  • Splash Radius
  • Manufacturer Crit or Crit Damage

Playstyle: 

Get kill skills rolling via Bounty Hunter and enjoy utterly massive amounts of Corrosive damage. Weapons such as Breath of the Dying and Reflux excel in mobbing, and options such as the Blood-Starved Beast, Sand Hawk, and Monarch will handle bossing very efficiently.

The time spent during Fade Away can be used for “planning”, a breather or just straight up murder while cycling cooldowns. For areas with high enemy density, you can comfortably spam Reflux and just cycle Fade Away with ease. To wipe off single targets, you want to use the available weaponry for that mixed in with any cooldown utility so you can cycle back Fade and trigger anointments.

You should always aim for the enemy weak-points, because Fade Away hits are not the same as hitting a true crit.

If your pet goes down and you don’t want to manually revive it, you can swap to a Friend-bot class mod and kill an enemy, or shoot a Res pistol at the pet.

Flesh Melter introduces a significant ramp to your damage, so be aware when entering encounters that don’t have a large quantity of enemies.