Deep Rock Galactic Guide

Scout - Stun builds for the M1000 and the Deepcore GK2 for Deep Rock Galactic

Scout – Stun builds for the M1000 and the Deepcore GK2

Overview

Two stun builds for Scout using the M1000 or the Deepcore GK2 and the Jury-Rigged Boomstick.

Introduction

Those builds are centered around an aggressive playstyle that will offer a great DPS and enough flexibility to manage most situations. The M1000 and the Deepcore GK2 will be used for damage while the Boomstick will be used for utility (mobility, stun and fire).

If you want to get precise regarding damage, DPS and stats in general, you can use this build planner: [link]

Requirements
  • Have all the weapon modifications recommended unlocked.
  • Have a promoted Scout to unlock the 2nd active perk
  • Have enough progress in the perk tree to unlock the recommended perks and the 3rd passive perk slot
  • The Hipster Overclock for the M1000 and the Bullets of Mercy OC for the Deepcore are mandatory
  • The Special Powder Overclock for the Boomstick is not mandatory but is highly recommended

Generalities

Stunning mechanic

Each weapon as a chance to stun per bullet (which can be 0%). If the effect is triggered, the target will be stunned for the amount of time indicated on your weapon. Stun mods will increase the stun chance of a weapon and sometimes the duration of the effect. Stun stats for the following builds are as follow:

  • M1000: 100% stun chance on focus shots, 3 seconds duration
  • Deepcore GK2: 40% stun chance on weakspot hits, 1.5 seconds duration
  • Boomstick: 50% stun chance per pellet (8 pellets), 6 seconds duration

After being stunned, a target will become immune to stun effects for several seconds. This is important to take into consideration: if you want to stun a big target for 6 seconds with your shotgun your need to be careful not to stun it first with your primary weapon.

Furthermore, the following creatures are immune to stuns:

Embrace Scout’s strengths

Driller and Engineer (and some Gunner builds) are very good at dealing with hordes of enemies. Scout struggles in that regard and there is no strong interest in trying to make him good at it. Those builds focuson making Scout even better at what he does best: being extremely mobile and being good against High Value Target.

You don’t have to kill everything you see

Leave horde enemies to your teammates, they are better than you at dealing with them. Focus on High Value Targets (HVT) like Spitters, Wardens, Macteras and Oppressors. Spamming shots will empty your ammo reserves in the blink of an eye so choose your targets and always try to aim for weakspots.

Hipster doesn’t prevent you from using focus shots

The reason we take Hipster on the M1000 is that it will allow us to maintain some interesting breakpoints (most notably kill Grunt with one hipshot to the head and Spitters with one shot in the body) while providing almost twice the ammo count. This makes hipster the most forgiving build when missing shots but the high fire rates also allows it to reach the highest DPS for the gun.

As you will see in the “Breakpoints & Combat Strategies” section, focus shots provide a lot of utility when coupled with the stun perk. Immobile enemies are easier to hit which results in better DPS and ammo management.

Support your teammates

Make sure the areas where your teammates fight are always lit. Once the light is on try to assist your teammates by killing Spitters, Macteras and by helping them kill bigger targets. Be ready to use an IFG/Cryo grenade if a teammate is in trouble. Killing an enemy accross the map is cool but killing an enemy threatening a teammate first is always better.

As Scout you have the best survivability in the game. Don’t hesitate to back up from a fight when necessary, lure the enemies away and come back for a revive when there are less bugs around. You high mobility makes you really efficient for reviving fallen teammate so the perk Field Medic (+30% revive speed and fear to nearby enemies on revive) is a solid choice to support your team. Born Ready (automatic reload of a weapon after being unequipped for 5 seconds) will allow you to reload your weapons (and Flare-Gun) when you use your grappling hook which is very good for staying in movement when things go bad.

Minerals first

More nitra means less trouble. Less time spent collecting minerals and secondary objectives means less trouble. Having Deep Pockets (can carry 15 extra minerals of each sort) helps you in that regard, allowing you to perform less travels between minerals veins and the deposit point.

Mission types & Mutators

The builds presented in this guide will perform slightly differently, the M1000 build offering better DPS but worse crowd control than the Deecore GK2 build. The M1000 build will also perform better at long range while the Deecore GK2 build will perform better at close range. Considering this, I recommend using each build in the following missions:

Build
Mission type
M1000 build
Deepcore GK2 build
Both

If you are playing solo, don’t forget to switch the field medic perk for another one that doesn’t require to play with others (I recommend bringing Berserker + Beast Master).

Anomalies
Icons
Comments
Critical Weakness: Deepcore GK2 build highly recommended. A lot of the M1000 damage will be wasted considering you already kill most creatures in one shot without this mutator. The GK2 will become very ammo efficient, almost like a M1000 with a 30 bullets magazine (as long as you hit weakspots).
Double XP: Rock and Stone !
Gold Rush: Deep Pockets will help greatly in collecting more ressources.
Golden Bugs: Deep Pockets will help greatly in collecting more ressources.
Low Gravity: the Special Powder OC on the Boomstick will allow you to travel even greater distances with the reduced gravity.
Mineral Mania: Deep Pockets will help greatly in collecting more ressources.
Rich Atmosphere: the higher creatures’ speed can give you a hard time aiming for weakspots, especially with the M1000. Stuns will help in that regard, as well as IFG grenades.
Volatile Guts: the IFG and Berserker combo (see the Pickaxe & Grenade section) will be very dangerous to perform because enemies will damage you with their explosion at melee range. The Vampire perk could also be switched with another perk of your choice.

Warnings
Icons
Comments
Cave Leech Cluster: you can consider taking the Heightened Senses perk (especially if palying solo). Otherwise think to use your Flare-Gun on the ceiling more often.
Elite Threat: M1000 build highly recommended. The high burst damage of the M1K and the slow down effect of the IFG will greatly help take down the dangerous Elite creatures.
Exploder Infestation: exploders can be killed with one pickaxe hits, making them an easy way to get health back with the Vampire perk.
Haunted Cave: if you are bold enough you can grapple though it to trigger a stomping attack that will damage other creatures, which can significantly help defeat hordes of Glyphids.
Lethal Enemies: the IFG and Berserker combo (see the Pickaxe & Grenade section) will be very dangerous to perform because enemies can deal massive melee damage. I recommend switching Berserker for something else (Iron Will for example).
Low Oxygen: Scout is the least affected by this mutator considering is great mobility. If your teammates get distanced by Molly during the escape phase, you could go ahead and call resupply pods along the way to the Drop Pod to provide them Oxygen.
Mactera Plague: M1000 build recommended. The M1000 has more power against Macteras in my opinion. Just bring a Cryo grenade instead of the IFG.
Parasites: Deepcore GK2 build recommended. Little enemies are easier to deal with the GK2, but you should kill those parasites with your pickaxe anyway.
Regenerative Bugs: Scout is very single target focus so you will most likely always immediatly finish targets you start shooting.
Shield Disruption: be very careful with fall damage as you will take direct health damage every time. I recommend taking Sweet Tooth instead of Deep Pockets to help with health recovery.
Swarmageddon: Deepcore GK2 build highly recommended. The M1000 is very bad against swarmers so the GK2 with Cryo Grenades is your best bet. You can also consider taking the Thorn perk for extra help.

Bosco recommendation

Our Bosco is built in a very classical way to offer maximum utility and support.

T1: we take mining speed so that Bosco will work faster on Nitra, Gold and other minerals and will be available again sooner (doesn’t increase digging speed).

T2: Rockets upgrade

T3: we take an extra revive as it is the more valuable in this row. This allows us to make one extra mistake per mission.

T4: we take Cryo Rocket for the suppport it provides. See below for more details.

T5: we take Electrocuting bullets for the supports it provides. Electrocuted creatures will be heavily slowed down, making them easier to hit in the weakspot.

Cryo Rockets offer increased power against specific targets at the cost of damage versus hordes. You can still use them to freeze hordes of grunts or swarmers, but their best use will be against the following enemies:

Creature
Benefits
Takes 1 rocket to freeze, won’t escape while frozen.
Takes 1 rocket to freeze, won’t boost other creatures while frozen.
Takes 1 rocket to freeze.
Takes 1 rocket to freeze and won’t spawn swarmers if killed while frozen.
Takes 2 rockets to freeze but will instantly die once frozen.

Use Bosco often

This little Robot can do a lot of things for you, use it as much as possible to gain time during your solo missions. When commanding with your laser pointer, Bosco can:

  • mine minerals
  • dig and carry ressources from the walls
  • carry additional objects
  • build pipes during On-Site Refining
  • protect Doretta during Escort Duty
  • mine Ommoran Beamers druing the final phase of Escort Duty

M1000 build

Pros and Cons

Pros:

  • Good single target DPS with Hipster bursts, good one-shot capacities with accurate shots .
  • Nervous playstyle
  • Stun is good offensively and defensively
  • Decent against hordes once mastered
  • Works well with a Cryo Driller

Cons:

  • Requires decent aiming skills
  • Forces a more aggressive playstyle which is less safe than a focus oriented playstyle
  • Tricky to play on Solo Escort Duty or Solo Salvage Operation

Our M1000 is built for damage and will reward accurate shots rather than spamming. Hipster bursts will be reserved for big targets or targets stunned by your secondary.

T1: we take damage to reach some breakpoints, ammo is not too much of an issue with Hipster.

T2: we take armor damage to be versatile against more enemies. Focus speed is not needed and the recoil on Hipster is perfectly manageable after a bit of training.

T3: we take +75% clip size which is a massive boost compared to +25% focus damage. A bigger clip means less reloads and longer bursts of damage when needed.

T4: we take extra weakpoint damage to reach some breakpoints and increase our DPS against big targets. Blowthrough is praised by many players but it mostly deals trash damage (rarely hitting weakspots) and is harder to exploit.

T5: we take stun to secure our kills on many targets. Fear is unwanted as we want enemies to face us to be able to hit their weakspots and we don’t need the extra reload speed with our increased clip size and the Born Ready perk.

Overclock: we take Hipster (more ammo, higher fire rate, less spread and recoil but less direct damage) because it allows us to keep some interesting breakpoints (most notably kill Grunt with one hipshot to the head and Spitters with one shot in the body) while providing almost twice the ammo count, making it more forgiving to miss shots. It also increases our DPS against big targets.

See the “Breakpoints & Combat Strategies” for some details on the breakpoint offered by the weapon.

Our Boomstick is built for utility, offering mobility, stunning power and fire element. We will mostly use it for one of those reasons and will leave the killing to the M1000.

T1: we take more ammo as we don’t build for damage. This will allow for more stuns and to compensate for the ammo “wasted” by the Special Powder Overclock.

T2: we take increased fire rate to be quicker when using the weapon. It also allows to propel yourself faster with Special Powder.

T3: we take the Stun mod that got boosted in update 35 and now provides a total of 6 seconds of stun duration. This is very useful coupled with a Hipster M1000 as it will leave the stunned victim open to a lot of damage.

T4: we take Blowthrough to get more fire power against hordes. It also allows to hit more enemies with one shot, potentially stunning more targets at a time. This is both an offensive and defensive choice.

T5: we take White Phosphorous Shells to increase our damage a bit and to provide the benefits of fire damage. Some enemies are weak to fire but fire can also burn webs, detonate gaz clouds left by Praetorian and Oppressors, unfreeze enemies for a burst of damage. A good addition to make our Boomstick more versatile.

Overclock: Special Powder (propel youself backward when shooting while in the air) will allow us to move around the map with ease. It is good for several reasons:

  • it can help us reach distant locations quickly
  • it can help us break a fall when needed which is great when you try to reach ressources on the ceilings of caves.
  • it can help us quickly escape dangerous situtations

Special Powder is very fun to use and vastly increases the mobility of the Scout, making him even better at what he aleady does well.

Deepcore GK2 build

Pros and Cons

Pros:

  • Good single target DPS against creatures afflicted by status effects
  • More forgiving and a bit better at close range than the M1000
  • Stun is good offensively and defensively
  • Decent against hordes once mastered, can kill Swarmers with one bullet.
  • Benefits from a Fire/Cryo Driller, an Electrocution SMG Engineer and a Fire/Poison Gunner.

Cons:

  • Can burn through ammo quickly if used poorly
  • Lacks accuracy mods which makes it worse at longer ranges
  • Less DPS than the M1000 build

Our M1000 is built for damage and will reward accurate shots rather than spamming. Hipster bursts will be reserved for big targets or targets stunned by your secondary.
Our Deepcore is built for damage at the cost of long range accuracy. Bullets of Mercy will take advantage of all the status possible to increase the damage dealt.

T1: we take increased rate of fire to maximise our damage against bigger targets.

T2: we take ammo for sustainability. We already deal 15 damage which kill swarmers in 1 hit so more damage is not mandatory.

T3: we take +10 clip size to compensate for the -5 clip size reduction of the Bullet of Mercy Overclock. This is mandatory to maintain good DPS against big targets and to spend way less time reloading.

T4: we take extra weakpoint damage increase our overall DPS. This also allows us to reach some breakpoints like killing grunts in 3 headshots.

T5: we take stun to secure our kills on many targets and to trigger Bullets of Mercy.

Overclock: we take Bullets of Mercy (+30% damage against creatures inflicted by status effects, -5 clip size) to gain a huge DPS boost accross the board. Here is a list of the effects that count toward triggering Bullets of Mercy:

Status Effect
Source
On Fire
You: direct hit with the Boomstick or by exploding a gas with the Boomstick.
Others: Driller’s Flamthrower, Gunner’s indendiary grenade, Magma Core hazards, other weapons with specific mods or overclocks.
Frozen
You: Cryo Grenade.
Others: Cryo Driller, Bosco’s Cryo Rockets, Glacial Strata Hazards, other weapons with specific mods or overclocks.
Neurotoxin
You: None.
Others: Gunner’s Bulldog or Thunderhead with specific mods or overclocks.
Electrocution
You: the Static Discharge from your armor.
Others: Electro Crystals, Engineer’s SMG with specific mods or overclocks, Bosco’s Overcharged Rounds.
Staggered
You: Deepcore and Boomstick with stun mods, Pickaxe Power Attack.
Others: other weapons with specific mods or overclocks.

Our Boomstick is built for utility, offering mobility, stunning power, armor breaking power and fire element. We will mostly use it for one of those reasons and will leave the killing to the Deepcore GK2.

T1: we take more ammo as we don’t build for damage. This will allow for more stuns and to compensate for the ammo “wasted” by the Special Powder Overclock.

T2: we take increased fire rate to be quicker when using the weapon. It also allows to propel yourself faster with Special Powder.

T3: we take the Stun mod that got boosted in update 35 and now provides a total of 6 seconds of stun duration. This is very useful coupled with a Bullets of Mercy as it will leave the stunned victim open to a lot of damage.

T4: we take Armor Damage to compensate for the lack of armor penetration on the Deepcore. This will allow us to have an easier time against many armored creatures, especially Q’ronar Younglings, Q’ronar Shellbacks and Mactera Bundles.

T5: we take White Phosphorous Shells to increase our damage a bit and to provide the benefits of fire damage. Some enemies are weak to fire but fire can also burn webs, detonate gaz clouds left by Praetorian and Oppressors, unfreeze enemies for a burst of damage. A good addition to make our Boomstick more versatile.

Overclock: Special Powder (propel youself backward when shooting while in the air) will allow us to move around the map with ease. It is good for several reasons:

  • it can help us reach distant locations quickly
  • it can help us break a fall when needed which is great when you try to reach ressources on the ceilings of caves.
  • it can help us quickly escape dangerous situtations

Special Powder is very fun to use and vastly increases the mobility of the Scout, making him even better at what he aleady does well.

Flare-Gun

We build our Flare-Gun for a mobile playstyle. We want to be on the move most of the time so we will favour ammo. Light is a very precious ressource which can be the difference between life and death during waves, don’t spam it too much but don’t forget it either. Learn to distinguish when your teammates need it and when you can tolerate to work in the dark.

T1 and T3: we take ammo to be able to place more Flares. More ammo means more walls can be lighten up which means you’ll be more efficient. An extended duration would only be useful on static objectives like Salvage Operation.

  • 2 ammo upgrades: 18 flares * 75 burn duration = 1350 seconds of light total
  • 1 ammo and 1 duration upgrades: 15 flares * 90 burn duration = 1350 seconds of light total
  • 2 duration upgrades: 12 flares * 105 burn duration = 1260 seconds of light total

T2: we take the least useless one, a bit more fire rate to go back more quickly to what we were doing before needing to ligh up the area.

Grappling Hook

Our Grappling Hook is built for speed and maximum reach, making the cave exploration easier and allowing us to get out of dangerous situations quicker.

T1 and T4: we take cooldown in order to be more active with our grappling. This will help move faster around the map and the time saved recharging the hook can be the difference between life and death in tense situations or when making a wrong move.

T2: range upgrade. More range is always great even though the Special Powder OC will help us reach further.

T3: we take extension speed to start moving around faster. The safest option of the two.

Tip: a common strategy to reach minerals on vertical wall is to place yourself just under the wall, initiate a rather vertical movement with the grappling hook and perform a power attack with the pickaxe to instantly break the wall and create a hole where you can fit. If you miss you can switch to your Boomstick to break you fall with the Special Powder Overclock.

Pickaxe & Grenade

We build our pickaxe to favour area damage in order to compensate for the single target oriented playstyle of the Scout class.

T1: unclocks Power Attack.

T2: we take increased Area of Effect.

The IFG grenade is a fantastic support tool, great for crowd control. Creatures inside the field will be slowed down by 75% and they will receive 30% more damage, which is both great for making hordes easier to kill (slower moving targets are easier to hit precisely) and for helping to kill bigger, more tanky targets quicker.

IFG and Berserker combo

A combo well known among veteran players consist of using the Berserker active perk (provides reduced cooldown for the pickaxe power attack for 10 seconds) combined with an IFG grenade: throw the grenade on the ground, activate the Berserker skill and you can perform 6-7 power attack in 10 seconds to slowed down enemies that take extra damage.

This is a fantastic combo to clear hordes of enemies every 4 minutes. Try to group them first for maximum efficiency. Using the Vampire perk (heal 5HP when killing a medium or large creature with your pickaxe) also allows to provide some health regen to make the process safer: you can easily get half your health back or more.

Cryo Grenade

The Cryo Grenade is not working really well with Berserker, hence I recommend taking a more useful perk with it, Beast Master in this case. We will use this grenade on our Deepcore GK2 build because it can trigger the effect of the Bullets of Mercy overclock. The instant freezing power is a strong defensive assets which can buy you time in dangerous situations. This makes it a better grenade than IFG on mission like Escort Duty or Salvage Operation.

It is best used against the following targets:

“Fox” Armor Rig

Our armor is built to fit Scout’s playstyle.

T1: we take Bigger Mineral Bag which, combined with the Deep Pockets perk, allows us to reach 60 minerals capacity. You spend a lot of time collecting minerals as Scout so this is not a luxury.

T2: we take shield capacity. This is mostly up to personal preferences but we don’t really want to tank as Scout so a bit more armor can negate a bit more mistakes.

T3: Fall damage reduction.

T4: we take the Explosive Shockwave with the M1000 to help deal with Swarmers, creatures against which Scout struggles.

With the Deepcore GK2 we take Static Discharge to trigger Bullets of Mercy.

Breakpoints & Combat Strategies (M1K)

Note: “critical hits” mean shots hitting the weakspot of the target.

This list details breackpoints for the M1000 on hazard 5 difficulty. This is not an in-depth guide on how to fight each enemy but rather a list of interesting breakpoints and ways to engage each of them if you want to be efficient.

Creature
Killing method
Glyphid Swarmer: most of the time you will want to not waste ammo on them. Try to let a teammate (or Bosco) deal with them, or use your pickaxe for loners and your Boomstick for groups.
Glyphid Grunt: 1 critical hipshot.
Glyphid Slasher: one critical focus shot
or one focus shot to the body ➔ stunned ➔ one critical hipshot.
Glyphid Guard: one critical focus shot ➔ stunned ➔ one critical hipshot
or one focus shot to the body ➔ stunned ➔ one critical focus shot.
Glyphid Warden: stun with shotgun ➔ critical hipshots until dead
or chain 4 critical focus shots from afar.
Glyphid Praetorian: stun with shotgun ➔ critical hipshots until dead
Glyphid Oppressor: bait a stomping attack ➔ grapple behind it ➔ critical hipshots until dead.
Use an IFG grenade for extra damage if you can spare one.
Glyphid Exploder:If alone bait their detonation and move away. If threatening a dwarf or Doretta, kill with one hipshot to the body. Killing it with a shot or pickaxe hit to the head will prevent it from exploding.
Glyphid Bulk Detonator: always use an IFG grenade to maximise your damage against it. Use your mobility to bait it away from the team if needed. Aim for the Glowing Bulbs first then aim for the mouth.
Glyphid Spitter: one hipshot to the body.
Glyphid Acid Spitter: one critical focus shot
or one focus shot to the body ➔ stunned ➔ one critical hipshot
or 3 hipshots to the body.
Glyphid Menace: can be easily stunned with the shotgun, even from afar ➔ critical hipshots until dead.
Mactera Spawn: one critical focus shot.
Mactera Tri-Jaw: one critical focus shot ➔ stunned ➔ one critical hipshot
or one focus shot to the body ➔ stunned ➔ one critical focus shot.
Mactera Brundle: one focus shot to remove the armor ➔ one critical focus shot + 1 critical hipshot
or one focus shot to remove the armor ➔ 3 critical hipshots.
Mactera Grabber: critical focus shots from afar
or double shotgun blasts when close (can’t be stunned but weak to fire).
Mactera Goo Bomber: stun and set on fire with shotgun ➔ critical hipshots until dead.
Q’ronar Youngling: while rolling ➔ 2 focus shots to the body
while standing still ➔ one critical focus shot or 3 hipshots to the belly.
Q’ronar Shellback:while rolling ➔ you will lack DPS against its armor, weaken with focus shots if necessary
while standing still ➔ hipshots to the belly until dead.
Hitting the eyes or the tail is worth but hard, don’t bother if low on ammo.
Trawler: “stun” with shotgun ➔ hipshots to the belly until dead.
Spitterplant: patiently aim for the weakspot. Use your shotgun if close (weak to fire).
Nexus: patiently aim for the weakspots. You can seek help from a teammate once destroyed to kill the spawns.
Naedocyte Breeder: wait for the mouth to become bright pink to shoot it. Don’t spam shots otherwise as it will take you more than two clips (30+ bullets) to kill without hitting a weakspot.

Bosses

If you are not afraid to get up close you will be able to perform a lot of damage on big targets like bosses. Don’t forget to optimize your damage for you and your team by using IFG grenade at critical moments where the creatures’ weakspots are exposed.
You will burn rather quickly through your ammo but you will be the one doing the most damage so this is worth it.

Breakpoints & Combat Strategies (GK2)

Note: “critical hits” mean shots hitting the weakspot of the target.

This list details breackpoints for the Deepcore GK2 on hazard 5 difficulty. This is not an in-depth guide on how to fight each enemy but rather a list of interesting breakpoints and ways to engage each of them if you want to be efficient.

Creature
Killing method
Glyphid Swarmer: most of the time you will want to not waste ammo on them. Try to let a teammate (or Bosco) deal with them. You can kill loners with your pickaxe or 1 GK2 bullet and groups with your Boomstick.
Glyphid Grunt: 3 critical shots.
Glyphid Slasher: 5 critical shots (4 critical shots with an early stun).
Glyphid Guard: 8 critical shots (7 critical shots with an early stun)
or use your shotgun first to break the armor and stun.
Glyphid Warden: stun with shotgun ➔ critical shots until dead.
Glyphid Praetorian: stun with shotgun ➔ critical shots until dead.
Glyphid Oppressor: bait a stomping attack ➔ grapple behind it ➔ critical shots until dead.
Even though it has a 66% fire resistance and is immune to stun, it can be worth to use some shotgun ammo to set it on fire as it will be your only way to proc Bullets of Mercy on your own.
Glyphid Exploder:If alone bait their detonation and move away. If threatening a dwarf or Doretta, kill with one critical shot. Killing it with a shot or pickaxe hit to the head will prevent it from exploding.
Glyphid Bulk Detonator: set it on fire with your shotgun to maximise your damage against it (50% weakness to fire). Use your mobility to bait it away from the team if needed. Aim for the Glowing Bulbs first then aim for the mouth.
Glyphid Spitter: 2 critical shots
or 4 shots to the body.
Glyphid Acid Spitter: 4 critical shots (3 with an early stun)
or 12 shots to the body (or down to 8 shots with early stun and armor break).
Glyphid Menace: can be easily stunned with the shotgun, even from afar ➔ critical shots until dead.
Mactera Spawn: 5 critical shots (4 critical shots with an early stun).
Mactera Tri-Jaw: 7 critical shots (6 critical shots with an early stun).
Mactera Brundle: use your shotgun first to break the armor and set on fire and/or stun ➔ critical shots until dead.
Mactera Grabber: use your shotgun first to set on fire (weak to fire) ➔ critical shots until dead.
Mactera Goo Bomber: stun and set on fire with shotgun ➔ critical hipshots until dead.
Q’ronar Youngling: while rolling ➔ use your shotgun to penetrate its armor
while standing still ➔ 3 critical shots or 8 shots to the belly .
Q’ronar Shellback:while rolling ➔ use shotgun to penetrate its armor
while standing still ➔ set on fire with shotgun (weak to fire during this state) ➔ shots to the belly until dead.
Hitting the eyes or the tail is worth but hard, don’t bother if low on ammo.
Trawler: “stun” with shotgun ➔ shots to the belly until dead.
Spitterplant: patiently aim for the weakspot. Use your shotgun if close (weak to fire).
Nexus: patiently aim for the weakspots. Use a Cryo Grenade to prevent Swarmers from spwaning once detroyed.
Naedocyte Breeder: instantly kill it by freezing it with a Cryo Grenade
or set it on fire with your shotgun then wait for the mouth to become bright pink to shoot it. Don’t spam shots otherwise as it will take a lot of ammo to kill without hitting a weakspot.

Bosses

Bosses are immune to stun and very resistant to elements so you will never be able to trigger Bullets of Mercy on your own. Try to stay at medium range and focus on being accurate to make every bullet count, otherwise you’ll be out of ammo very quickly.

Conclusion

I made this build to emphasize every aspect of the Scout playstyle: being a mineral hoarder with as much mobility as possible and providing as much support to the team as possible. The Hipster rework of update 35 changed it for the better and I believe it is now where it should have always been.

I hope you’ll find this build as fun as me. Feel free to share your opinions and to adapt this build to your needs.

Find out my favorite Gunner build in my other guide:
[link]
Rock and Stone !

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