Boomstick Brainrot | An OVK Shotgun Build (Outdated Currently
Build Overview and Introduction
Welcome back to another build guide!
In this guide, we’ll explore a powerful shotgun build tailored for both solo and group OVERKILL loud heists. Dubbed "Boomstick Brainrot" due to this build's ease of use, it leverages maximum Armor Bag and Consumable slots to keep your armor intact throughout the heist, and the FunnelPlenish combo, enabling you to fire shotguns endlessly while mowing down waves of enemies. When facing crowds too large for your shotgun to handle, your Frag Grenades, which explode on impact, will be your best friend—just be cautious not to harm your hostages!

This build is designed around 1-Plate Armor, maximum Armor Bag charges, and trading skills, making it perfect for beginners while simultaneously rewarding skilled players who can push the limits of their survivability and efficiency.
In this guide, we’ll explore a powerful shotgun build tailored for both solo and group OVERKILL loud heists. Dubbed "Boomstick Brainrot" due to this build's ease of use, it leverages maximum Armor Bag and Consumable slots to keep your armor intact throughout the heist, and the FunnelPlenish combo, enabling you to fire shotguns endlessly while mowing down waves of enemies. When facing crowds too large for your shotgun to handle, your Frag Grenades, which explode on impact, will be your best friend—just be cautious not to harm your hostages!
PD3.gg Build Link: Boomstick Brainrot 1.4.2[pd3.gg]
This build is designed around 1-Plate Armor, maximum Armor Bag charges, and trading skills, making it perfect for beginners while simultaneously rewarding skilled players who can push the limits of their survivability and efficiency.
Skill Point Allocation
Stockpile: This skill grants an extra 2 charges to any Deployable Bags, increasing our Armor Bag from 2 to 4 charges.
Negotiator: Trading hostages now provides 2 additional resources. Each trade yields 3 First Aid Kits (FAKs) and 3 ARKs.
Menacing: This skill allows you to take hostages even after trading or losing all current hostages, which is invaluable during longer heists or in maps with few civilians. Additionally, using the shout key on enemies can make them surrender briefly, giving you the upper hand in combat.
Hardy: This skill grants 2 seconds of damage immunity whenever your armor breaks. Paired with maximum Consumable slots, you can activate this immunity in increments of 2 seconds by using ARKs, effectively turning them into a "temporary invulnerability hotkey." With 5 ARKs, you can achieve 10 seconds of immunity.
Extra Plates: This skill adds 2 more charges to your Armor Bag, bringing the total to 8.
Clean Slate: This skill lets you restore one armor chunk with an ARK, making Armor Bag charges and FAKs interchangeable for this build.
Solid: Prevents stagger effects (e.g., Nader belts and Shield bashes) as long as you have GRIT and EDGE.
Combat Reload: Refreshing GRIT and EDGE is easy with this skill, as reloading on a non-empty magazine extends their duration. For the Mosconi 12 Classic, you may need to fire a random shot occasionally to trigger this skill.
Scrounger: Gives a 10% chance to replenish a Frag Grenade with each ammo drop collected while you have EDGE.
Plate Up: Ammo drops regenerate your armor chunk when GRIT is active. This synergizes perfectly with the FunnelPlenish combo to keep armor up after every kill.
Blast Shield: Negates self-inflicted explosion damage by sacrificing GRIT. Regaining GRIT is straightforward with close-range kills via Enforcer BASIC. This can even be done with the same explosion if close enough to the killed enemies.
Overcooked: Makes grenades explode on impact, improving efficiency.
Ammo Funnel: This combo has been talked to death at this point, so I'll keep this part brief. Ammo pickups refill your magazine directly while EDGE is active.
Replenish: Automatically picks up ammo dropped by killed enemies when EDGE is active.
Sprint Loaded: Allows reloading while sprinting, improving combat flow.
Beast of Burden: Removes speed penalties from heavy bags while RUSH is active.
Deep Pockets: Allows starting with 2 Deployables (instead of 1) at the cost of halving charges per bag. This takes 1 Armor Bag with 8 charges to 2 bags with 6 charges each, totaling 12.
Power Lifter: Doubles bag carrying capacity (2 bags at once). Combined with Beast of Burden, this removes any associated speed penalty.
Weapons
Primaries
Mosconi 12 Classic
- Barrel: Ranged Barrel
- Sight: Compact RDS
- Stock: CQC
- Vertical Grip: Angled Ghost Grip
FSA 12G
- Barrel: Ranged Barrel
- Magazine: Quick-Pull Mag
- Stock: Light Frame
- Sight: Sheath RDS
- Barrel Extension: 12G Sediment Choke
- Grip: Perforated Grip
- Vertical Grip: Angled Ghost Grip
TAS 12
- Barrel: None
- Barrel Extension: 12G Sediment Choke
- Grip: Diamond Friction
- Stock: Skeleton Folding Stock
- Sight: Sheath RDS
M7 Pursuivant
- Barrel: Ranged Barrel
- Magazine: Quick-Pull Mag
- Stock: None
- Sight: Sheath RDS
- Barrel Extension: 12G Sediment Choke
- Grip: Perforated Grip
- Vertical Grip: Angled Ghost Grip
Secondary
Garstini Viper 50AE
- Barrel: S-Ballers
- Grip: Redwood Classic
- Magazine: None
- Sight: LED RDS
Garstini Viper 50AE
- Barrel: Ranged Barrel
- Sight: Box RDS
- Grip: Tac Grip
- Barrel Extension: Parted Compensator
Loadout
Build In Action
Build gameplay coming soon...
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