Hammer of the Emperor
Read Before Proceeding
Special thanks to kuli, CommissarTyr, Orcka, Gale, Ainz and action_johnny for helping me complete this guide.
Why is this guide so long?Unfortunately, credible information on mechanics for this game is mainly found buried in obscure forum posts with mere hundreds or thousands of views. I suppose having a source that combines large amounts of reliable information and makes them presentable intuitively would be neat.How much does it cover?Veteran, Zealot & Arbites are all here, and more classes will likely find their way here. Weapon sections are geared towards all human classes (except class exclusive weapons).Is the information here actually good?I don't believe everything here to be gospel truth, so don't quote them as such either, especially regarding the more debatable parts like weapons and builds. With that said, this probably is still much better than most other sources you can find.
Just because I don't go super in depth into every detail doesn't defeat the reliability of this as a source, it just means I'm too lazy to present obscure facts that largely don't affect gameplay.
Rule of thumb: don't assume anything that's not explicitly written.
Most things are purposefully written in a way that leaves little room for creative interpretation.What's next for this guide?Currently working on another round of weapon section overhaul aimed to bring weakspot, crit and crit-weakspot hits' corresponding finesse values for users to better gauge effectiveness, as well as crit mods' effects on stagger for some attacks.
Enemy Designation
Underlined enemies are considered "ranged enemies".
HordeChaos
Groaner, Poxwalker, Mutated Poxwalker, Lesser Mutated Poxwalker, Armored Groaner Moebian VI
Scab Bruiser, Scab Shooter, Scab Stalker Admonition
Dreg Bruiser, Dreg StalkerSpecialistChaos
Pox Hound, Armoured Pox Hound, Poxburster Moebian VI
Scab Trapper, Scab Sniper, Scab Bomber, Scab Flamer Admonition
Mutant, Dreg Tox Bomber, Dreg Tox FlamerEliteChaos
Crusher, Bulwark, Reaper Moebian VI
Scab Rager, Scab Mauler, Scab Shotgunner, Scab Gunner, Scab Radio Operator, Scab Plasma Gunner Admonition
Dreg Rager, Dreg Shotgunner, Dreg GunnerBossChaos (Monster)
Plague Ogryn, Chaos Spawn, Beast of Nurgle, Daemonhost, Pack Master Moebian VI (Captain)
Scab Captain, Twins (Karnak, Lieutenant) Admonition (Captain)
Admonition Champion
Class Base Stats
Attack, Hit & Crit
AttacksAttack refers to entire attack actions. 1 melee attack is 1 melee attack input, therefore 1 melee attack action & animation. Sticky attacks like chain-weapons' saw-rip attacks are single melee attack instances. 1 ranged attack is 1 ranged attack input, therefore 1 shot, burst projectile fired. Burst ranged attacks fire multiple shots per burst which act like extra hits to an attack, not additional attacks. This mainly matters for Opening Salvo on Vigilant Autoguns (which only applies to the first shot of bursts).HitsHits are based on the number of enemies struck by an attack. 1 melee hit is 1 enemy being struck by a melee attack. 1 ranged hit is 1 enemy being struck by a ranged attack. It's possible for hits to be stagger only and deal 0 damage (for example, in the case of CDDC). DOT ticks are specifically unable to activate any hit-based conditions.What can't crit?DOT can't crit. Most explosions also can't crit, with the only exceptions being: Voidblast Force Staff's charged ranged attack, Grenadier Gauntlet's ranged attack & Rumbler's ranged attack. In the cases of Grenadier Gauntlet & Rumbler, and if the projectile is a critical attack, then explosion would also be critical.Crit StringsFull auto & burst fire ranged weapons have crit strings. For full auto ranged weapons, if a single ranged attack input from holding down the trigger is a critical attack, the next few consecutive ranged attacks are guaranteed to be critical attacks. For burst fire ranged weapons, if a single ranged attack input results in a critical attack, all shots fired from that burst will be critical. If a weapon is specified to have a crit string, the crit string length displayed will include the 1st shot of the string. A crit string length of 3 means 2 guaranteed critical shots to follow after the first. As such, it’s better to calculate their overall crit rate instead via:![]()
Damage Bonuses
Base Profile
There're 3 main components here to consider: base damage, finesse and ADM. Base Damage is self explanatory, but it may be different between different targets hit by the attack (usually for melee attacks), where every target uses a different damage/stagger value, with the 1st being the highest. Finesse determines how well this attack scales in damage with weakspot & crit hits. ADM determines how well this attack scales in damage against different armor types: Unarmoured, Infested, Maniac, Unyielding, Flak, Carapace & Void Shield.
+% Damage
Increases Base Damage by ×(1 + Total Damage Bonus). This includes: - global damage works for all damage you're doing. In some cases it may only apply to specific subset of enemies like Elites, Specialists, Ogryns and Monsters. - near damage works for all damage you're doing, holds full value within 12.5m but then scales down as enemies get further away, till it does nothing at 30.0m & beyond. - melee damage only works for melee attacks. - ranged damage only works for ranged attacks. - far damage works for all damage you're doing (unless specified as ranged far damage, where it only works for ranged attacks), does nothing within 12.5m but scales up as enemies get further away, till it reaches full value at 30.0m & beyond. Most damage-related talents fall under this category.
Weakspot, Crit & Finesse
Increase the Bonus Damage from weakspot / crit / crit weakspot hits (does NOT include Base Damage), by ×(1 + Total Finesse Bonus). This includes: - weakspot damage works for weakspot & crit-weakspot hits. - crit damage works for crit & crit-weakspot hits. - crit weakspot damage works only for crit-weakspot hits. - finesse works for weakspot, crit & crit-weakspot hits. The better an attack's finesse is, the more value the above bonuses provide. The specific weakspot & crit boosts for attacks aren't listed in this guide for the sake of simplicity. Only the attacks' finesse is given, but it should be good enough as an indicator. Finesse is a curve and gets rather complex with ADM and crit, and you can find out more here.
+% Strength
Increases Base Damage, Base Stagger and Cleave by ×(1 + Total Strength Bonus). This includes: - global strength works for all attacks you're doing, as well as explosions, DOT & pushes. - melee strength only works for melee attacks. - ranged strength only works for ranged attacks. - weakspot strength only works for weakspot hits. The main takeaway here is that Strength is multiplicative to Damage which makes the combination of both usually better than a pure stack of either.
Rending & Brittleness
Only works for Maniac, Unyielding, Flak & Carapace (does NOT work for Unarmoured, Infested & Void Shield). Increases ADM (if <100%) by +Total Rending Bonus. This includes: - rending is a player-side buff that works for all damage you're doing. - brittleness is an enemy-side debuff that works for all damage being dealt to that enemy. It comes in several types, the most common being regular brittleness at 2.5% per stack, up to 16 stacks & lasts for 5.0s. Brittleness effects of the same type are limited by that type's cap, but different brittleness effects stack additive on top of each other. Total Rending Bonus cannot exceed 100% & will be considered as 100% if exceeded. If the attack's ADM is >100% (some critical attacks get ADM increase which is considered as base), Total Rending Bonus is converted into Total Damage Bonus at ×0.25 original value. Ranged attacks that fall off over range do so via ADM changes, so rending & brittleness can help counter this. Generally speaking, rending & brittleness matter most for attacks with weak ADMs against specific armor types, but don't do much for attacks with high ADMs.
+% Damage vs Armor Type
Increases Base Damage by ×(1 + Total Armor Type Damage Bonus) against enemy hitzones with the chosen armor type. This includes: - weapon perks work for all damage you're doing while the weapon is in hand. - Purge the Unclean (Zealot talent) works for all damage you're doing. This is a great way to improve your damage vs specific armor types since it's another multiplicative step.
Backstab & Flanking
Increases Base Damage by ×(1 + Total Backstab Damage Bonus) for melee attacks from 120° behind enemies, and by ×(1 + Total Flanking Damage Bonus) for ranged attacks from 180° behind enemies. Some melee weapons' attacks have innate backstab damage bonuses (Combat Blade, Shivs). This is another good way to improve your damage since it's another multiplicative step, but the "attack from behind" condition can be hard to meet a lot of the time.
×% Damage Taken
Increases Base Damage by × Damage Taken Multiplier × (1 + Total Damage Taken Modifier). Damage Taken Multiplier includes Focus Target! (Veteran), Blinded by Blood (Zealot), Enfeeble and Empyric Shock (Psyker), Valuable Distraction (Ogryn) and Nuncio Aquila (Arbitrator). Damage Taken Modifier includes Soften Them Up, Hard Knocks & Delver's Pickaxe's SP (Ogryn), Target the Weak (Arbitrator) and Virulent Strain (Hive Scum). This is another great way to improve your damage since it's another multiplicative step.
Stagger, Mass & Cleave
Stagger
All attacks apply stagger on hit, but it may be different between different targets hit by the attack (usually for melee attacks), where every target uses a different damage/stagger value, with the 1st being the highest. To successfully stagger, the attack needs to pass 2 stagger checks and exceed ≥1 of the enemy's stagger thresholds at the end. Stagger checks only consider the enemy's base armor type (NOT the hitzone being struck). Stagger can be improved by × (1 + Total Strength Bonus) × (1 + Total Impact Bonus). This includes: - global strength & global impact work for all your stagger instances (including explosions & pushes). - melee strength & melee impact only work for melee attacks. - ranged strength & ranged impact only work for ranged attacks. - weakspot strength only works for weakspot hits.Stagger PoolIf an attack fails either stagger check on an enemy, half (usually, sometimes different based on specific modifiers) of that attack's stagger is banked into that enemy's stagger pool. Successive attacks onto that same enemy will additionally use this stagger pool to try to beat the enemy's stagger reduction, and the stagger pool resets to 0 on successful stagger. This is independent per player (can't access other players' stagger pool on the same enemy). Bosses don't have stagger pools (except Beast of Nurgle, only for its weakspot in the back).Stagger ChecksIf the above passes, proceed. Otherwise, stagger fails & half of the attack's stagger is banked into that enemy's stagger pool (if applicable).
If both of the above pass, stagger is a success and the enemy will be put into the stagger stage corresponding to the highest enemy stagger threshold exceeded. This will also reset stagger pool back to 0, and put the enemy into a phase where they can only be staggered further if someone manages to exceed a higher stagger threshold from the 2 checks than the one you just surpassed. Most enemies have stagger resistance = 1, but some attacks modify this (specified as R = ?). Some attacks can ignore stagger reduction (specified as "Ignore SR") which causes stagger reduction to be considered 0 for the above checks instead.
Mass
All enemies have their own designated mass, which helps cleave-based attacks determine how many enemies they can hit. Enemies have less mass while staggered (×90% during light stagger, ×75% during medium stagger & ×50% during heavy stagger) which makes them easier to cleave through. Some attacks don't use cleave (& therefore aren't "infinite cleave"), such as flames & explosions. These attacks also ignore mass altogether, thus are able to hit as many enemies as they can reach.
Cleave
Most attacks (except flames & explosions) use cleave, which acts as a budget. An enemy can be cleaved through if the attack's remaining cleave exceeds that enemy's mass & the hitzone being struck isn't Carapace (which ends all cleave unless specifically bypassed). Otherwise, the attack's cleave ends at that enemy. Cleave can be improved by × (1 + Total Strength Bonus) × (1 + Total Cleave Bonus). This includes: - global strength & global cleave work for all your cleave-based attacks. - melee strength & melee cleave only work for melee attacks. - ranged strength & ranged cleave only work for ranged attacks. - weakspot strength only works for weakspot hits. However, due to the existence of cleave distribution (damage & stagger fall off after 1st target) for most melee attacks (they do barely any damage after 3~4 targets), blindly stacking cleave usually isn't that effective for them. In rare cases, a melee attack may deal 0 damage (still does stagger) after a certain target, which is referred to as Cleave Damage Distribution Cap (CDDC).Infinite CleaveIn some rare cases, cleave-based attacks can be given an infinite cleave budget, which allows them to cleave through every enemy they hit (until hitting Carapace, unless specifically bypassed). Cleave distribution still works as normal for infinite cleave attacks.How much cleave do you actually need?Given current enemy mass values, there're 2 soft breakpoints for cleave to look out for: >10 can reliably activate effects conditioned on "hitting 3+ enemies with a single attack", since the highest mass enemies that aren't designed to counter cleave have 5 mass (Scab Shotgunner, Scab Gunner). Several enemies exceed 5 mass but they are one or more of the following: - really high mass (10 or higher) which makes cleaving through multiples of them difficult.
- have Carapace which can end cleave altogether if the Carapace hitzone is struck.
- have high health and want you to use single target attack combos against them. >16.2 allows you to cleave through >4 Poxwalkers or Armored Groaners in Havoc max scaling (given cleave distribution, you generally won't do much after 4 targets anyway).
Damage Over Time
DOT causes affected enemies to continuously take damage over a period of time. They usually can be refreshed while they're active (Charged Strike's electrocution DOT can't, notably). DOT generally is only useful if you can rapidly build up stacks on enemies as they deal very minimal damage at low stack counts. There’re currently 5 distinct types applicable: - bleed goes up to 16 stacks (scales damage non-linearly). - burn goes up to 31 stacks (scales damage non-linearly), but the sources that can apply them are often capped at a much lower stack count. - soulblaze goes up to 31 stacks (scales damage non-linearly), but the sources that can apply them are often capped at a much lower stack count. - chem toxin goes up to 30 stacks (scales damage linearly). - electrocution is really complicated (with a lot of different instances within). Don't think about it much, most of them barely do any damage & the ones that do will be specified.![]()
Void Shield
Void shield is a unique armor type found on Captain boss enemies.
ADM against void shield is unaffected by rending or brittleness.
It serves as a secondary health bar to these enemies until it's depleted.
While void shield is active, Captain boss enemies are immune to all but forced stagger. Captains' void shield values only scale with base difficulty and not with additional modifiers & mutators.
Burn, Soulblaze, Electrocution and Chem Toxin deal damage to the regenerated void shield instead.
In order to be able to health damage to both of them, once one void shield is depleted,
The other's void shield needs to depleted before the first twin's void shield fully regenerates.
ADM against void shield is unaffected by rending or brittleness.
It serves as a secondary health bar to these enemies until it's depleted.
While void shield is active, Captain boss enemies are immune to all but forced stagger. Captains' void shield values only scale with base difficulty and not with additional modifiers & mutators.
Damage Gate
Void shield has a per-hit-damage-gate mechanic associated,
Which prevents burst DPS from overwhelming it too quickly.Chain-weapons' saw-rip attacks are particularly effective against void shields.Scab Captain
Admonition ChampionTwinsUprising6500 void shield
10% per hit (650)6000 void shield
50% per hit (3000)Malice
Havoc (1~10)8500 void shield
7% per hit (595)8000 void shield
50% per hit (4000)Heresy
Havoc (11~20)11000 void shield
7% per hit (770)10000 void shield
50% per hit (5000)Damnation
Auric
Havoc (21~40)13500 void shield
6% per hit (810)12000 void shield
50% per hit (6000)
Depletion
Depleting void shield causes an explosion near the Captain boss enemy.
The explosion has 8m radius and deals no damage.
Players hit by the explosion are pushed back and interrupted in attack actions.
Depleting void shield puts Captain boss enemies in a heavy stagger state.
This heavy stagger state duration scales based on difficulty.The only exception is if they're affected by The Final Toll (Havoc mutator):Heavy stagger state durationUprising7sMalice
Havoc (1~10)6sHeresy
Havoc (11~20)5sDamnation
Auric
Havoc (21~40)4s
Elite enemies and Captain boss enemies are immune to stagger, stun and suppression,
When they drop to <50% of their max health.
Regeneration
Void shield may be capable of regenerating after taking damage,
And will always fully regenerate after a short duration after breaking.
In addition, void shield will always regenerate back to 100% instantly,Scab Captain
Admonition ChampionTwinsUprising100/s (6s after last hit)
100% (20s after depletion)100% (18s after depletion)Malice
Havoc (1~10)100/s (6s after last hit)
100% (18s after depletion)100% (16s after depletion)Heresy
Havoc (11~20)100/s (6s after last hit)
100% (15s after depletion)100% (14s after depletion)Damnation
Auric
Havoc (21~40)100/s (6s after last hit)
100% (15s after depletion)100% (12s after depletion)
When enough damage has been dealt to health while void shield was down.
Damage Multipliers
Void shield can have its own damage taken multiplier depending on the enemy.
These multipliers only apply while void shield is active and don't apply to bosses' health.
Scab Captain
Admonition Champion×50% damage taken from ranged attacks
×300% damage taken from melee attacksTwins (Sword)×100% damage taken from ranged attacks
×200% damage taken from melee attacksTwins (Gun)×60% damage taken from ranged attacks
×300% damage taken from melee attacks
DOT behaviour
Bleed continues to deal damage to health after void shield fully regenerates. Burn, Soulblaze, Electrocution and Chem Toxin deal damage to the regenerated void shield instead.
Orthus Offensive
The Karnak twins are linked during the final fight inside the arena:In order to be able to health damage to both of them, once one void shield is depleted,
The other's void shield needs to depleted before the first twin's void shield fully regenerates.
How to avoid taking damage?
Block and Push
Blocking and pushing both function 360° around the player.
However, blocking attacks from 240° behind consume more stamina than from the front.
Blocking's stamina cost scales on a per-weapon basis and are listed in weapons' own sections.
While reviving, rescuing or helping someone up,
The player will enter 3rd person view, and auto-block all melee attacks.
The front block angle can be adjusted to different directions by looking around in 3rd person.
(Despite the player character's model not turning around.)
It is worth noting however that the auto-block effect while reviving/rescuing/helping players does not inherit weapons' block properties (ex: the auto-block cannot block ranged attacks even with a shield melee weapon equipped).
Guard Break
Blocking attacks with insufficient stamina causes the player to be guard broken.
Being guard broken stuns the player for 1s (ignores stun immunity) and disables:
- Blocking, dodging, attacking, item swapping, using ability, etc, for 0.75s.
In addition, it reduces the player's movement speed by ×25% initially.
This movement speed reduction gradually decreases to ×75% over 0.4s.
If the player is guard broken from any Overhead attack by Scab Mauler or Crusher,
This will stun the player for 1.75s (ignores stun immunity) and disable:
- Blocking, dodging, attacking, item swapping, using ability, etc, for 1s.
In addition, it reduces the player's movement speed by ×1% initially.
This movement speed reduction gradually decreases to ×40% over 1.75s.
The guard broken stun effect is countered by Zealot's Retaliatory Defence, which prevents the action delay (but not the slowdown effect).
Being guard broken while reviving, rescuing or helping someone up will interrupt these actions.
Ogryn's passive makes them innately immune so they won't be interrupted.
Zealot can also achieve interruption-immunity at 5 stacks of Punishment.
Unblockable Attacks
Certain enemies' specific attacks are unblockable:
When the player attempts to block these attacks,
Regardless of their current stamina and all applicable block cost reduction,
They'll be guard broken and stunned, and the attack's damage will apply as normal.
Some of these unblockable attacks also have spillover effect, making them extra dangerous.Some weapons can block some or all of the unblockable attacks (ex: "Devil's Claw" Swords vs Overheads, shield weapons vs all of the above), and they'll be listed in their own sections.Scab SniperSniper Shot (full spillover)
Note: this can't be blocked by Deflector blessing (Psyker exclusive).Scab MaulerOverhead (spillover)
Moving Overhead (spillover)CrusherOverhead (spillover)
Moving Overhead (spillover)BulwarkShield BashPlague OgrynOverhead
Ground StompBeast of NurgleGround Slam
Tail WhipDaemonhostWarp SweepScab Captain (Crusher)Overhead
Moving OverheadScab Captain (Power Sword)Charged SweepAdmonition ChampionOverhead
Moving Overhead
Dodge and Slide
The action of dodging disables all enemies' attacks’ tracking on the targeted player.
This makes it so that they can't hit the player if the player is out of the attack’s hitbox.
Dodging doesn't grant temporary invulnerability to damage (unlike Soulslike games).
All classes except Ogryn have a preset Dodge Linger duration, where the player is still in a dodge state (against melee attacks only) shortly after dodging, despite not being in a dodge animation. This will be elaborated in classes' base stats section later.
Dodges maintain max effectiveness until the in-hand weapon depletes its dodge count, after which they’ll drop in distance and speed with every successive dodge performed until dodge count resets back to full. Dodges always reset to full after 0.85s of not dodging or sliding.
Using slide immediately after dodging consumes 1 extra dodge count.
While more costly, it can get the player further away from danger if need be.
Unlike dodging, sliding cannot disable enemies' melee attacks' tracking.
Sliding can only disable enemies' ranged attacks' tracking.
How do I not get shot?
Enemies' ranged attacks can be avoided in 3 ways:Dodgingfull coverageSlidingfull coverageSprintingonly while the player has >0% of their max stamina,
and ranged attacks come from the green directions.![]()
https://youtu.be/G1trlL7srtk
Damage-Based Stamina Recovery
If the player has <50% of their max stamina, they gain 1 stamina per damage instance received (both health and toughness damage) until the player has at least 50% of total stamina.
https://youtu.be/VYia1h4CD-k
How does toughness work?
Toughness works differently based on which of the 5 main types of attacks is hitting you.
Standard
Almost all enemy ranged attacks (except spillover attacks) fall under this category.
Toughness provides full damage mitigation until it's depleted.
After being depleted, the player's health is open to damage.
Bleedthrough
Almost all enemy melee attacks (except spillover attacks) fall under this category.
Toughness provides percentage-based damage reduction scaling from total toughness, which is equal to full damage mitigation when the player has 100% of their max toughness.
But if a player has <100% of their max toughness, their health will take damage.
As such, it’s crucial to keep toughness at 100% as often as possible to minimize chip damage.
Regular Spillover
Certain attacks can deal their remaining damage in full to player's health if they deplete the player's toughness before dealing all their damage. They will always deal at least 25% of their total damage to the player's health.
This is only found on Crusher & Scab Mauler's overhead attacks (standard & moving).
All of the attacks above do serious damage and can be avoided by dodging.
Full Spillover
Certain attacks can deal their total damage in full to player's health if they deplete the player's toughness before dealing all their damage.
This is only found on Scab Sniper's ranged attack and Poxburster's explosion.
Both attacks do serious damage and can be avoided.
Dodge vs Sniper, push (+ dodge) vs Poxburster.
Bypass
Certain attacks deal their full damage to health, regardless of the player's toughness.
This includes: ground fire patches (fire barrel & Scab Flamer's explosion), explosions (yellow & red barrels), map prop tank liquid, Scab Trapper's net, Pox Hound's pounce, Blight puddles, Corruptor's liquid & eye damage ticks, Phage Tree's liquid, Chaos Spawn's bite, Daemonhost's corruption aura, Beast of Nurgle's slime trail, vomit attack and vore, Grimoire's corruption ticks, and fall damage.
The TLDR is that all corruption damage fall under this category, and the rest are usually ground fire patches (not to be confused with tall fire patches), explosions or fall damage.
You can avoid taking health damage from ground fire patches by repeatedly jumping when moving through them.
Toughness Damage Reduction (TDR)
TDR reduces the amount of toughness damage taken.
It always stacks multiplicatively unless specified otherwise.
This guide will be displaying the multiplicative value, which is how it's calculated in the end.
TDR has no “diminishing returns” as some people mistakenly assume just because it follows fractional multiplication instead of addition.
Toughness Regeneration
Toughness regeneration specifically refers to coherency toughness regeneration.
This is active when the you're in at least 2 coherency and provides a small flat amount of toughness/s, scaling up with more allies in coherency with you.
Toughness Replenishment
Toughness replenishment covers all forms of toughness gained whether through melee kills, talents, blessings or coherency.
Some talents grant toughness replenishment bonuses which will be written as "+% toughness replenishment". These work by increasing the toughness amount you replenish.
Certain player debuffs (like fire & pox gas) affect %toughness replenishment effects, but some abilities and blessings are not affected by these toughness replenishment modifiers (will be specified).
Toughness Grace
On toughness depletion, enemies' ranged attacks against you have reduced power level (lower base damage) and increased spread (lower accuracy) for a specific duration.
This goes on internal CD as soon as toughness depletion occurs.
This doesn't apply to the ranged attack that depletes toughness. Plasma Gunner's plasma attacks & both Shotgunners' shotgun attacks additionally ignore toughness grace.
In Havoc (16~40), the Fading Light modifier (both I and II) completely disables this mechanic.Power LevelDurationEnemy SpreadCDUprising×20%1.5s+300%2.0sMalice
Havoc (1~10)×30%1.25s+250%3.0sHeresy
Havoc (11~16)×40%1.0s+200%5.0sDamnation
Auric×50%1.0s+200%8.0sHavoc (16~40)////
Gold Toughness
Gold toughness prevents players from taking health damage from all damage instances regardless of their spillover properties (does not work against attacks that bypass toughness) as long as the player has 100% of their regular total toughness and has >0 gold toughness active.
https://youtu.be/ofmRrOupwlM
Cooldown
Ability Cooldown
The base CD refers to the ability's CD by default. CD Multiplier is only used by Veteran's Overwatch.
Psyker's Telekine Dome overwrite the ability CD completely, changing the base CD value. CD Reduction refers to effects that reduce ability CD, like Psyker's Seer's Presence, Maelstrom CD reduction, and Ability Cooldown (Curio Perks). CD Rate determines how much CD has expired for every 1.0s of game time. CD Regeneration is similar to CD Rate but isn't called during abilities' active duration. A +100% CD Rate/Regeneration bonus makes every 1.0s of game time count as 2.0s for CD. This is the most common form of CD bonus that reduces abilities' downtime.%CD skipZealot's Unrelenting Fury and Perfectionist, Psyker's Warp Siphon and Ogryn's Go Again! skip a portion of ability's CD based on the ability's CD after calculating CD reduction. These can occur during ability CD.Flat CD skipArbitrator's Targeted Brutality and Hive Scum's Focused Resolve skip a flat amount & doesn't scale from the ability's CD. These can be considered flat reductions to abilities' base CD since it happens immediately upon ability enters CD.
Internal Cooldown
Certain talents and blessings have internal CD values which can't be affected by anything.
Examples include but aren't limited to: Veteran's Survivalist (5.0s) & Duck and Dive (3.0s), Zealot's Impassible (8.0s), Ogryn's No Pushover (8.0s), Hive Scum's Burst of Energy (10.0s) and more.
Suppression
Player-SideGetting suppressed by enemy ranged attacks cause additional aim sway and/or extra spread with hipfire or brace, thereby reducing your ranged weapons' accuracy when attacking. You don't have to be hit by enemy ranged attacks to be suppressed by them. The two ranged weapons that suffer most from suppression are Infantry Lasgun and Quickdraw Stub Revolver. Certain weapons receive no accuracy penalty under suppression, including Shredder Autopistol, Dual Autopistol, Dual Stub Pistols, Shotpistol & Shield, Combat Shotgun, Double-Barrelled Shotgun, Exterminator Shotgun, Purgation Flamer, all Psyker Force Staffs and all Ogryn ranged weapons. Veteran is permanently immune to suppression.Enemy-SideOnly Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed. Suppression causes them to cower, scatter & seek cover, on top of reducing their ranged attacks’ accuracy. Talents & Blessings' suppression bonuses stack additively. Ranged attacks and explosions will deal suppression in their immediate vicinity. Ranged kills deal suppression in AoE that can affect larger groups of enemies. Psyker's Force Staffs' ranged attacks are especially good at suppressing enemies.Illustrationhttps://youtu.be/bwYeAy4HcLA
Curios
All values listed for perks here are at tier IV.
HealthComes in blessing (up to +21% max health) & perk (+5% max health). This scales from classes' base health therefore varies between classes (most for Ogryn, 2nd most for Zealot & Arbitrator) & also applies to health when downed. This is a strong pick for all classes, with the only exception being Martyrdom Zealot.ToughnessComes in blessing (up to +17% max base toughness) & perk (+5% max base toughness). This scales from classes' base toughness (benefits from +toughness nodes on their talent trees, but is reduced in Havoc). Another generally strong pick for all classes, especially if you get a lot of it.StaminaOnly comes in blessing (up to +3 max stamina). This allows more sprint, block & push actions until stamina is fully depleted, notably useful in blocking melee hits when reviving downed players. Has synergy with Swift Endurance (Hive Scum).WoundOnly comes in blessing (+1 max wound). This can help new players ease into the game but its value quickly drops off as you get better, except for Martyrdom Zealot (where you usually want at least 2 from Curios).
Ability Regeneration
Only comes in perk (-4% ability cooldown). This stacks additively with itself (up to -12%) and Seer's Presence (Psyker). Its value heavily depends on the abilities being used: some get good value, some don't really care. Usually best on Psyker (and maybe Zealot).
Toughness Regeneration
Only comes in perk (+30% toughness regeneration from coherency). Toughness regeneration from coherency remains disabled until the end of the last slotted enemy's death animation, and therefore is mostly inactive during melee combat, making this perk incredibly niche.
Stamina Regeneration
Only comes in perk (+12% stamina regeneration rate). Does NOT affect stamina regeneration delay. Scales the best for classes with high base stamina regeneration rate (Hive Scum, Zealot, Ogryn).
Sprint Efficiency
Only comes in perk (×85% sprint cost). Helps a lot for running around efficiently and sometimes for kiting enemies. Notable value for Ogryn given most of their weapons have high sprint cost.
Block Efficiency
Only comes in perk (×88% block cost). Decent help for blocking multiple attacks in rapid succession. Also useful in blocking melee hits when reviving downed players.
Ordo Dockets
Only comes in perk (+10% ordo dockets from missions). Stacks additively with itself and the Quick Play bonus of +10%. A great way to make some extra cash if you can fit it in.
Experience
Only comes in perk (+10% XP from missions). Stacks additively with itself and the Quick Play bonus of +20%. Great for power levelling new characters, but not much use beyond that.
Revive Speed
Only comes in perk (+12% revive speed). Also works for freeing players from nets, pulling them up from ledges and rescuing them. Stacks additively with itself and other talents that improve revive speed (but unfortunately suffers diminishing returns). Generally good value, especially in Havoc.
Chance of Curio
Only comes in perk (+20% chance of getting Curio instead of weapon from missions won). Stacks additively with itself for up to +60%. Generally not worth taking due to high RNG variation in Curio drops, unless you're truly desperate & short on Ordo Ingots (Melk shop currency).
Grimoire Resistance
Only comes in perk (×80% Grimoire corruption). Stacks multiplicatively with itself & other corruption reduction effects. An incredibly niche perk that's largely beaten out by the more versatile Corruption Resistance.
Corruption Resistance
Only comes in perk (×85% corruption). This applies to all corruption sources (except the full wound corruption received from being revived after being downed). Stacks multiplicatively with itself & other corruption reduction effects. Can help minimize attrition in specific Havoc mutators.
Bomber Resistance
Only comes in perk (×80% damage & corruption from Bombers). Stacks multiplicatively with itself and other corruption reduction & DR effects. Useful for staying inside Tox Bomber's pox gas clouds a bit longer, but it's usually better to reposition anyway given its ramping damage.
Flamer Resistance
Only comes in perk (×80% damage from Flamers). Stacks multiplicatively with itself and other DR effects. Useful for reducing damage from Flamer attacks, but it's usually better to move away given their ramping damage.
Gunner Resistance
Only comes in perk (×80% damage from Gunners). Applies to Scab Gunner, Dreg Gunner & Reaper. Stacks multiplicatively with itself and other DR effects. One of the most useful DR effects you can bring on almost all builds. Highly recommend getting it on all 3 Curios.
Sniper Resistance
Only comes in perk (×80% damage from Snipers). Stacks multiplicatively with itself and other DR effects. In some cases it can help prevent some 1-shot downs in Havoc for classes with less health (Veteran, Psyker, Hive Scum).
Mutant Resistance
Only comes in perk (×80% damage from Mutants). Stacks multiplicatively with itself and other DR effects. Incredibly niche and usually not useful.
Pox Hound Resistance
Only comes in perk (×80% damage & corruption from Pox Hounds). Stacks multiplicatively with itself and other corruption reduction & DR effects. An incredibly niche perk that's largely beaten out by the more versatile Corruption Resistance.
VETERAN
Base Stats
Talent Tree Walkthrough
Veteran is not a complex class to build around, and while I do encourage you to make your own builds, this should help as a good base to start from. It'll cover both major playstyles to Veteran: Sniper (heavy ranged investment) and Hybrid (melee & ranged mix).GeneralConfirmed Kill, Close Order Drill, Toughness Boost, Superiority Complex, Iron Will, Field Improvisation, Catch a Breath, Demolition StockpileOne Motion is the default pathing node from Confirmed Kill to Close Order Drill, though there're exceptions (take Longshot if using fast-swap ranged weapons, mainly handguns & shotguns).
Exhilarating Takedown is a great pick for Sniper builds.
Out for Blood is a good supplement for Hybrid builds, but not always needed.
Shredder Frag Grenade offers strong mixed horde DPS.
Krak Grenade can quickly take care of Bulwarks & reliably stagger Bosses.
Smoke Grenade can cover for your allies if playing in a melee-rushing-heavy team. Trench Fighter Drill should be prioritized unless you're using Tactical Axe or Duelling Sword.
Withering Fire and Serrated Blade can be taken instead of Field Improvisation: the former sees notable value if your ranged attacks have ≥3 cleave, the latter if you're using Combat Blade with Mercy Killer or Flesh Tearer. Grenadier takes Shredder Frag Grenade's DPS potential & efficiency to the next level.
Grenade Tinkerer enables Crusher 1-hit kills in Havoc max scaling for Krak Grenade (not required if you only use it for killing Bulwarks), and improves Smoke Grenade's smoke cloud duration massively.SharpshooterSurvivalist, Ranged Damage Boost, Precision StrikesExecutioner's Stance (with The Bigger They Are...) grants significantly better toughness sustain, stun & slowdown immunity, and a good chunk of extra ranged damage (improves breakpoints for most guns). It makes Veteran much better at what they do best & helps both Sniper and Hybrid builds. This mod can turn off the FOV zoom effect. [www.nexusmods.com]
This mod can keep outlines on when you're inside gas. [www.nexusmods.com]
Usually you don't want to go deeper below unless you're going for a Sniper build which generally follows as such: Fully Loaded, Stamina Regeneration Boost, Shock Trooper (if using Las-weapon) or Killzone (if not using Las-weapon), Marksman's Focus. Marksman's Focus itself is quite good in damage, but the opportunity cost for reaching it is tremendous.Squad LeaderStamina Boost, Demolition Team, Tactical Awareness, Toughness Boost, Bring it Down!Voice of Command (with Duty and Honour) allows your team to survive hits that would otherwise down or even outright kill, and provides a powerful stagger for resetting melee fights.
Born Leader can provide a lot of toughness for your team & scales well with Executioner's Stance.
Rending Strikes can help with some low base ADMs on some attacks (weapon specific).
Focus Target! is very generalist and works for both type of builds, as it offers significantly higher single target DPS. Target Down! allows you to squeeze out more toughness and stamina for your team, and Redirect Fire gives even more damage to your team.CommandoMelee Damage Boost, Reciprocity, Desperado, Skirmisher, Exploit WeaknessInfiltrate (with Marksman, from Sharpshooter branch) gives tremendous damage bonus for a short duration which can DPS check pretty much everything the game can throw at you. Stealth can also be used flexibly to flank ranged Elites or to help your teammates in need.
Agile Engagement greatly improves damage for Hybrid builds.
Toughness Boost makes Veteran much more durable vs ranged threats.
Weapon Specialist scales well with Veteran's best melee weapons like Power Sword & Combat Axe. Always Prepared is mandatory for guns that need to reload a lot, such as Quickdraw Stub Revolver & Double-Barrelled Shotgun, while On Your Toes provides a lot of toughness in very short time.
Curios
This is just what I personally run. Feel free to take 1 stamina curio over either of the 2 toughness curios if you prefer.Executioner's Stance+17% toughness+17% toughness+21% health+12% revive speed
+5% toughness
×80% Gunner Resistance+12% revive speed
+5% toughness
×80% Gunner Resistance+5% health
+5% toughness
×80% Gunner ResistanceVoice of Command / Infiltrate+17% toughness+17% toughness+21% health-4% ability cooldown
+5% toughness
×80% Gunner Resistance-4% ability cooldown
+5% toughness
×80% Gunner Resistance-4% ability cooldown
+5% toughness
×80% Gunner Resistance
VETERAN - Sample Builds
Arch Militant
Power Sword (Mk VI) with 60% Mobility
- Unyielding, Flak, Power Cycler and Slaughterer Plasma Gun (Mk II) with 69% Thermal Resistance & 71% Charge Rate
- Unarmoured, Flak, Volatile and Rising Heat
Plasma Demolisher
Tactical Axe (Mk VII) with 60% Mobility
- Flak, Carapace, Brutal Momentum and Headtaker Plasma Gun (Mk III) with 60% Thermal Resistance
- Maniac, Flak, Volatile and Rising Heat
Melee Brawler
Combat Axe (Mk III) with 60% Mobility
- Flak, Carapace, Brutal Momentum and Headtaker Quickdraw Stub Revolver (Mk IIa) with 60% Reload Speed
- Unyielding, Flak, Surgical and Point Blank
Stealth Saboteur
Combat Blade (Mk VI) with 60% Mobility
- Unyielding, Flak, Mercy Killer and Executor Double-Barrelled Shotgun (Mk XI) with 60% Mobility
- Maniac, Flak, Man-Stopper and Flechette
Demolition Expert
Assault Chainaxe (Mk XII) with 60% Mobility
- Unyielding, Flak, Headtaker and Slaughterer Spearhead Boltgun (Mk III) with 60% Collateral
- Unyielding, Flak, Pinning Fire and Fire Frenzy
Assault Gunner
Tactical Axe (Mk VII) with 60% Mobility
- Flak, Carapace, Brutal Momentum and Headtaker Infantry Autogun (Mk V) with 60% Ammo
- Unyielding, Flak, Dum Dum and Deathspitter
Precision Sniper
Heavy Sword (Mk VI) with 60% Defences
- Unyielding, Flak, Deathblow and Headtaker Helbore Lasgun (Mk V) with 60% Stability
- Unyielding, Carapace, Surgical and Weight of Fire
VETERAN - General Talents
Iconic
Iconic talents are always active (outside prologue). Cover Peeking
While crouching behind knee-level cover, aiming down sights will cause you to peek out above cover (still considered to be behind cover in this state). Doesn't work for Shredder Autopistol or Plasma Gun.
Determined
Gain permanent immunity to player-side suppression.
General
Exhilarating Takedown
On ranged weakspot kill, replenish 15% of max toughness (affected by buffs & debuffs) and gain ×90% TDR for 8.0s (up to 3 stacks, decaying one at a time).
Confirmed Kill
On Elite/Specialist kill, replenish 10% of max toughness (affected by buffs & debuffs) immediately, then 2% of max toughness/s (affected by buffs & debuffs) for 10.0s. The replenishment-over-time instances are all active at the same time & can stack without limit.
Out for Blood
Replenish 5% of max toughness (affected by buffs & debuffs) from all kills.
Melee kills now replenish 10% of max toughness (affected by buffs & debuffs).
Volley Adept
Next reload after killing Elite/Specialist has +30% reload speed.
Longshot
Ranged attacks gain +10% ranged damage against enemies within 12.5m.
This then linearly scales up to +25% ranged damage at 30.0m & beyond.
Covering Fire
On ranged kill, all allies (except yourself) within 8m of your killed enemy replenish 15% of their respective max toughness (affected by buffs & debuffs) and gain +15% global damage for 6.0s.
One Motion
Gain +50% item swap speed (around 33% shorter swap time).
Applies to weapons (both), stimm, blitz & deployable equipment.
Tactical Reload
While reloading, gain +25% reload speed if ranged weapon has >0 ammo loaded.
Close Order Drill
For each ally in coherency with you, gain ×89% TDR up to 3 stacks (stacks additively with itself, up to ×67% TDR). It's still multiplicative with all other DR related effects.
Reload Speed Boost
Gain +10% reload speed.
Toughness Boost
Gain +15 base toughness (also improves Curios' +%toughness effects since they scale from base toughness).
Movement Speed Boost
Gain +5% move speed (sprint, walk & crouch move).
Superiority Complex
Gain +15% global damage against all Elite enemies.
Iron Will
While having >75% of max toughness, gain ×50% TDR.
Trench Fighter Drill
Gain +10% melee attack animation speed.
Field Improvisation
Medipacks have +100% heal rate (now 12% of max HP/s) and clear corruption to nearest wound. Players in medipacks' heal zone (3.0m radius) replenish 1% of their respective max toughness/s. Ammo crates refill all grenade charges on use.
This works for all deployed equipment placed anywhere, as long as the Veteran player who took this talent exists on the map (won't work if this Veteran is on a respawn timer). Keep in mind that only 2 medipacks and 2 ammo crates will spawn in a mission. Medipacks can only heal up to 500 HP across its full use before disappearing.
Withering Fire
Gain +50% ranged cleave.
Opening Salvo
Ranged attacks gain +10% ranged crit chance if ranged weapon has ≥80% ammo loaded.
Covert Operative
Enables flanking for ranged attacks (180° behind). Gain +30% flanking damage.
Serrated Blade
Melee attacks apply 2 stacks of bleed (up to 16 stacks) to all enemies struck & damaged.
Catch a Breath
Replenish 5% of max toughness/s (affected by buffs & debuffs) if no melee hit is received (regardless of block) within the last 5s.
Grenadier
Gain +1 max blitz capacity. There's a 20% chance to throw 2 grenades at once while consuming only 1 blitz charge.
Demolition Stockpile (bugged)
Refill 1 Shredder Frag Grenade or Smoke Grenade every 60.0s while you have <max blitz capacity. Refill 1 Krak Grenade every 90.0s while you have <max blitz capacity. (BUG: it sometimes won't refill blitz even as the timer completes.)
Grenade Tinkerer
Shredder Frag Grenades gain +25% explosion damage & +25% blast radius (now 12.5m).
Krak Grenades gain +75% explosion damage (makes Crusher 1-hit kill in Havoc possible).
Smoke Grenades gain +100% smoke cloud duration (now 30s).
Blitz
Shredder Frag GrenadeDenies both other blitz options. Default capacity 3. Fuse time 1.7s.
Blast deals 500~0 explosive damage in a 10.0m radius (15.0m suppression radius) & applies 6 stacks of bleed (up to 16 stacks) to all enemies struck. Blast center (2.0m radius) can stagger all enemies except Captains & Twins. Stagger value decays from blast center to edge.
Blast's explosion damage can be improved by all global damage-related talents, Skullcrusher and Combat Stimm. Bleed DOT can be improved by all global damage-related effects.Krak GrenadeDenies both other blitz options. Default capacity 3. Fuse time 1.0s (+1.0s on sticking).
Blast deals 2400~0 explosive damage in a 5.0m radius (6.0m suppression radius). Blast center (2.0m radius) can stagger all enemies (including Captains & Twins, as long as their void shields are depleted). Stagger value decays from blast center to edge.
Grenades stick to Unyielding, Flak and Carapace on direct hit, with 200% ADM. Grenades home in onto nearest Carapace enemy within 3.0m of trajectory. The Carapace-homing effect is disabled if thrown underhand.
Blast's explosion damage can be improved by all global damage-related talents, Skullcrusher and Combat Stimm.Smoke GrenadeDenies both other blitz options. Default capacity 3. Fuse time 1.5s. Swap time ~0.2s.
Blast deals 0 damage & low stagger in a 10.0m radius (15.0m suppression radius), and creates a smoke cloud (5.5m radius, lasting 15.0s) which conceals players inside, reducing unengaged enemies' detection range. Concealment doesn't affect already-engaged enemies' melee targeting.
Ranged enemies (including Scab Sniper) stop firing at concealed players & reposition if possible. Among them, Reapers are notably less likely to reposition. If inside smoke cloud, Reapers & both Gunners continue firing at players' last known positions.
Pox Hounds cannot target concealed players. Scab Trappers & both Flamers need to get much closer to attack. Concealment has no effect against Poxbursters, Mutants & both Bombers.
VETERAN - Sharpshooter
Survivalist
Denies both other aura options. You and all allies in coherency with you gain 1% of your respective max reserve ammo whenever any one of you kills Elite/Specialist. All decimals are kept for future Survivalist ammo gains. Internal cooldown 5.0s. Doesn't stack with itself from another Veteran on the same team. Stacks additively with Veteran's base aura Scavenger for 1.75% of respective max reserve ammo.
Executioner's Stance
Denies both other ability options. CD 30.0s, starting immediately after using ability. Equip ranged weapon & enter Executioner's Stance for 6.0s, during which:
Gain +25% ranged damage, +25% ranged weakspot damage, +100% ranged stagger, -38% hipfire and braced spread, -24% recoil and -60% aim sway. Weapon recoil is given fixed pattern. Player field of view is reduced. In addition, become uninterruptible, gain immunity to stun & slowdown effects, and replenish 10% of max toughness/s (affected by buffs & debuffs). All Specialists & non-Ogryn Elites within 50m of you are outlined, visible even through walls.
(Outlines are forcibly disabled if you're inside pox gas. This is currently an intended function.) Killing outlined enemies, Specialists & non-Ogryn Elites refresh Executioner's Stance's duration back to full and reapply outline onto all Specialists & non-Ogryn Elites within 50m of you. Refresh is only available from your own kills. Executioner's Stance ends on duration expiration or being disabled. This mod can turn off the FOV zoom effect. [www.nexusmods.com] This mod can keep outlines on when you're inside gas. [www.nexusmods.com]Enhanced Target PriorityDuring Executioner's Stance, Specialists & non-Ogryn Elites' outlines are visible to all allies in coherency with you.Counter-FireDenies The Bigger they Are....
During Executioner's Stance, Scab Shooter & both Stalkers are also outlined for you.The Bigger they Are...Denies Counter-Fire.
Executioner's Stance now lasts 9.0s. During Executioner's Stance, Ogryns and Bosses are also outlined for you.
Bottom Left
Ranged Damage Boost
Gain +10% ranged damage.
Precision Strikes
Melee & ranged attacks gain +30% weakspot damage.
Marksman
For 10.0s after using ability, melee & ranged weakspot hits gain +20% weakspot strength. If using Infiltrate, this is active during stealth and for 10.0s after breaking stealth.
Deadshot
While aiming or bracing with >0 stamina, gain +25% ranged crit chance, -12% recoil, -60% aim sway, -19% brace spread, but gradually lose stamina: -0.75 per second & -0.1 per shot fired. On reaching 0 stamina, an immediate fixed sway is applied, and both effects are lost. (Plasma Gun doesn't interact with this talent.)
Fully Loaded
Gain +25% ranged weapon's max reserve ammo.
Stamina Regeneration Boost
Gain -0.25s stamina regeneration delay (now 0.5s).
Keep Their Heads Down!
Ranged attacks deal +75% suppression to Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers (only they can be suppressed).
Toughness Damage Reduction
Gain ×90% TDR.
Shock Trooper
Las-weapons' ranged crit attacks don't consume ammo.
Killzone
Ranged attacks gain +15% ranged damage if no melee hit is received (regardless of block) within the last 8s.
Lock and Load
Ranged weapon gains +25% magazine size (rounds up to nearest integer). This also increases the number of shots required to be fired for certain blessings.
Marksman's Focus
Denies both other keystone options. On ranged weakspot kill, gain 3 Focus stacks. Focus stacks up to 10 times & decays one at a time.
Each stack lasts 5s & can be refreshed back to full duration by weakspot hits (melee & ranged).
For each stack, gain +7.5% ranged finesse & +1% reload speed.Crack in Their Armour(Name altered here due to Steam's censorship.)
All attacks gain +15% global rending if you have ≥10 Focus stacks.Long Range AssassinIncrease the max number of Focus stacks to 15.Tunnel VisionPer stack, gain +4% toughness replenishment (buff) from melee kills and talents.
In addition, gain 10% of max stamina on ranged weakspot kill.
VETERAN - Squad Leader
Fire Team
Denies both other aura options. You and all allies in coherency with you gain +7.5% global damage. Doesn't stack with itself from another Veteran on the same team.
Voice of Command
Denies both other ability options. CD 40.0s, starting immediately after using ability. Stagger all enemies that aren't currently staggered within 9.0m & replenish 100% of max toughness (unaffected by buffs & debuffs). Stagger value decays from center to edge. A forced heavy stagger is applied to enemies should the base stagger fail to stagger them. Captains & Twins can only be staggered while their void shields are depleted.Duty and HonourVoice of Command also adds +50 toughness (unaffected by buffs & debuffs) to you and all allies in coherency with you for 10.0s. This can exceed players' max toughness to become gold toughness if the recipient reaches >100% of their respective max toughness from this boost (you will always gain gold toughness from this yourself).Only In Death Does Duty EndVoice of Command revives all downed players within its 9.0m stagger range.
Bottom Middle
Stamina Boost
Gain +1 stamina.
Born Leader
All allies in coherency with you replenish 20% of all toughness you replenish (affected by buffs & debuffs). In addition, gain +50% coherency tether range (now 12m). This works even if you're at 100% of max toughness, and includes toughness from melee kills, talents, abilities, blessings & coherency, but does not cycle toughness between multiple Veteran players.
Leave No One Behind
Gain +20% revive speed. Allies revived or assisted by you gain ×67% DR for 5.0s. If any ally within your view is disabled, downed, ledged or awaiting rescue, you gain stun immunity and +20% move speed (sprint, walk & crouch move).
Demolition Team
While you have <max blitz capacity, there's a 5% chance to refill 1 blitz from each Elite/Specialist killed by you or any ally in coherency with you.
Tactical Awareness
On Specialist kill, gain +100% ability CD rate (every 1.0s counts as 2.0s for CD) for 3.0s.
Competitive Urge
For every enemy killed anywhere on the map not by you, you have a 2.5% chance to gain +20% global damage, +20% melee stagger and deal +20% suppression to enemies for 8.0s.
Toughness Boost
Gain +25 base toughness (also improves Curios' +%toughness effects since they scale from base toughness).
Rending Strikes
All attacks gain +10% global rending.
Bring it Down!
Gain +20% global damage against Ogryns & Monsters. Doesn't apply to Captains or Twins.
Focus Target!
Denies both other keystone options. Every 1.5 seconds, gain 1 Focus Target! stack (up to 4 stacks). You always hold at least 1 stack, so it takes 4.5s total to reach 4 stacks. All banked stacks are spent upon tagging an enemy, who receives ×105% damage taken per stack spent, for up to 25.0s. The tagged enemy is outlined in gold instead of the usual red. You can overwrite the tag on an already-tagged enemy if you hold more stacks than the number applied on that tagged enemy. Successfully overwriting tags refresh their duration back to full. If an enemy dies within 1.5s after being tagged by you (now with only 1 stack), you immediately gain 1 stack (to have 2) upon the tagged enemy's death.Target Down!Per stack you spent on tagging an enemy, you and all allies in coherency with you replenish 5% of your respective max toughness (affected by buffs & debuffs) & 5% of your respective max stamina upon the death of that enemy.Focused FireIncrease the max number of Focus Target! stacks to 6 (now taking 7.5s to max bank).Redirect Fire!Per stack you spent on tagging an enemy, you and all allies in coherency with you gain +2.5% global damage upon the death of that enemy. Up to 4 stacks by default, or 6 with Focused Fire.
VETERAN - Commando
Close and Kill
Denies both other aura options. You and all allies in coherency with you gain +5% move speed (sprint, walk & crouch move). Doesn't stack with itself from another Veteran on the same team.
Infiltrate
Denies both other ability options. CD 40.0s, starting immediately after using ability. Enter stealth for 8.0s, disengage from all enemies & replenish 100% of max toughness (unaffected by buffs & debuffs). While in stealth, gain +30% global damage and +25% move speed (sprint, walk & crouch move). The damage bonus lingers for 8.0s after breaking stealth. The first 0.5s of stealth can't be broken, after which, the following will break stealth:
Duration expiration, landing melee attacks on enemies, using any ranged attack, quick throwing & aim throwing grenades, completing a revive, pull up from ledge, free from net or rescue action. On breaking stealth, within 9.0m of you, stagger all enemies (except Ogryns, Mutants & Bosses) with extended stagger duration, and suppress all enemies that can be suppressed. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.Low ProfileFor 10.0s after breaking stealth, gain ×10% threat level. This makes most enemies (that you haven't hit) target your teammates if possible. Keep in mind that player's threat level spikes for the enemies they damage.Hunter's ResolveDuring stealth & for 10.0s after breaking stealth, gain ×50% TDR.OverwatchInfiltrate has its CD increased by ×133% (now 59.85s) but also gets 2 charges.
The 2nd charge starts CD as soon as the 1st is off CD.
Bottom Right
Melee Damage Boost
Gain +15% melee damage.
Reciprocity
Gain +5% global crit chance for 8.0s (up to 5 stacks) per successful dodge. Can stack multiple times at once from a single dodge action that avoids multiple attacks, but can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.
Close Quarters Killzone
For 10.0s after using ability, gain +15% near damage. If using Infiltrate, this is active during stealth and for 10.0s after breaking stealth.
Duck and Dive
On dodging ranged attack, gain 30% of max stamina. Ranged attacks can be dodged by dodging, sliding, or sprinting with >0 stamina while having the attacking enemy be within a specific angle (40° peripherally to both sides). Internal cooldown 3.0s. Ghost, Stripped Down and Hit & Run can activate this.
Desperado
Melee weapon attacks have +25% melee finesse & +10% melee crit chance.
Agile Engagement
Gain +25% melee damage for 6.0s after ranged kill, and gain +25% ranged damage for 6.0s after melee kill.
Toughness Boost
Gain +25 base toughness (also improves Curios' +%toughness effects since they scale from base toughness).
Skirmisher
Gain +6.25% global damage for 10.0s (up to 4 stacks) per 1.0s spent sprinting or sliding. The 1st stack is granted after only 0.5s of sprinting or sliding. This can be activated from dodge-sliding (consumes 2 effective dodges).
Onslaught
Repeated (starts stacking from 2nd hit onward) attacks on the same enemy apply 1 stack of regular brittleness (2.5% per stack, up to 16 stacks) for 5.0s. Can't be stacked by DOT ticks. Doesn't stack multiple times from different damage ticks within the same saw-rip attack, or multiple real pellet hits from the same shotgun attack.
Exploit Weakness
Gain +20% global damage for 6.0s on hitting any enemy with a melee crit attack.
Weapon Specialist
Denies both other keystone options. For every kill you get while melee weapon is in hand, gain 1 stack of Ranged Specialist. You can hold up to 10 stacks of Ranged Specialist which last indefinitely until you swap to ranged weapon, which consumes all stacks and activates Ranged Specialist Bonus for 10.0s: per stack of Ranged Specialist consumed, gain +2% reload speed, +2% ranged attack animation speed & +33% ranged crit chance for your next 1 ranged attack. Ranged Specialist Bonus deactivates as soon as you swap to melee weapon. For any kill you get while ranged weapon is in hand, gain Melee Specialist. You can hold Melee Specialist which lasts indefinitely until you swap to melee weapon, which consumes the effect and activates Melee Specialist Bonus for 10.0s: gain +15% melee attack animation speed, +10% dodge distance and +10% dodge speed. Melee Specialist Bonus deactivates as soon as you swap to ranged weapon.Always PreparedOn activating Ranged Specialist Bonus, per stack of Ranged Specialist consumed, refill 3.3% of missing loaded ammo (rounds up to nearest integer, always at least 1 ammo) back into ranged weapon (pulling from reserve ammo).InvigoratedOn activating Melee Specialist Bonus, gain 20% of max stamina & ×75% stamina cost for 3.0s.On Your ToesReplenish 20% of max toughness (affected by buffs & debuffs) on activating either Specialist Bonus. Internal CD 3.0s for each Specialist Bonus (separate). You can rapidly trigger one effect after the other to replenish 40% of max toughness immediately.
ZEALOT
Base Stats
Talent Tree Walkthrough
Zealot is a solid melee frontline DPS class & there're usually 2 approaches to said role: Berserker (high crit chance) & Executioner (damage stacking, low crit chance). This usually comes down to weapon choices: some are better with crit, some greatly prefer raw damage.GeneralDisdain, Enemies Within, Enemies Without, Second Wind, Purge the Unclean, Duellist, Melee Damage Boost, Blades of Faith, Until Death, Toughness BoostAnoint in Blood gives quite a bit more damage with ranged, useful if you use guns more.
Backstabber is good if you're going for stealth backstab oneshots.
Unfortunately Zealot's blitz selection is very unbalanced: neither of the other 2 is powerful enough given they rely on pickups & can't be regenerated. Stunstorm Grenade has some value against overwhelming melee mixed hordes, but other classes have far stronger tools for those situations that rely on the same grenade pickups. Meanwhile Blades of Faith significantly outperform most ranged weapons for killing Specialists & ranged Elites, can be replenished easily, and allows you to draw Purgation Flamer & Spearhead Boltgun faster (both of which are good into mixed hordes).PreacherSustained Assault, Faithful FrenzyDesperation is good for PA spam weapons (Combat Blade, Tactical Axe, Crusher).
Punishment helps if you want more stagger vs mixed horde.
Benediction is a solid generalist defense aura for your whole team.
Fury of the Faithful (with Redoubled Zeal) gives phenomenal mobility, AOE stagger, guaranteed crit attack & high attack speed bonus, allowing you to dive ranged threats & handle mixed hordes with ease, and quickly shut down priority targets. A highly flexible ability that works regardless if you're going Berserker or Executioner. You may even want Unrelenting Fury to maximize its usage.
Melee Damage Boost & Prime Target are quite good on their own regardless of build type.
Most Berserker builds take Scourge, Invocation of Death, Enduring Faith, Blazing Piety, Righteous Warrior and Stalwart. This combination makes them remarkably durable as they land crit attacks & gives them consistently high crit chance which scales extra well with high finesse attacks. Blinded by Blood can take this further with even higher damage on enemies you crit hit.BanisherHoly Revenant, Against the Odds, Providence, Abolish BlasphemersShield of Contempt is a powerful DR talent, despite only working for 1 player at a time.
Beacon of Purity is very useful for corruption-heavy modifiers, like The Blight Spreads in Havoc.
Chorus of Spiritual Fortitude (with Ecclesiarch's Call) is incredibly useful for resetting fights in your team's favor, with powerful team-wide defense & DPS bonuses. It will take you out of action for a little while but its bonuses are usually worth that tradeoff. Make sure to bring a melee weapon that isn't heavily reliant on either other ability to do most of its damage for this ability.
Punish Impiety is good for PA spam weapons (Combat Blade, Tactical Axe, Crusher).
Unfaltering is decent QOL improvement for slower weapons like Thunder Hammer.
A very consistent way to build Executioner is with the following: Toughness Damage Reduction, Martyr's Purpose, Bleed for the Emperor, Faith's Fortitude, Martyrdom, I Shall Not Fall & Maniac. It's very easy to gauge Martyrdom to get your ideal damage bonuses, despite having to play on low HP most of the time. This nets reliable damage & attack speed bonuses which most melee weapons like.Death Cult AssassinThy Wrath be Swift, Good BalanceDance of Death can greatly improve accuracy for your guns.
Grievous Wounds gives a lot of stagger & can hit some nice stagger breakpoints.
Zealous significantly improves stamina management for your whole team.
Shroudfield (with Invigorating Revelation) offers extremely high damage in 1 attack, capable of 1-hit-killing most non-Boss enemies & really hurting most Bosses with most melee weapons, while giving you better toughness sustain & defense. Master-Crafted Shroudfield makes stealth more flexible should you want to go for more backstab hits, and Perfectionist enables more usage.
Another way of building Executioner is less consistent but improves your mobility & dodges, usually by taking Movement Speed Boost, Pious Cut-Throat, Hubris, Riposte, Inexonerable Judgement and Inebriate's Poise. This approach is far more dodge-reliant but may handle better for heavier melee weapons like Relic Blade. You can also get Retributor's Stance to bolster toughness sustain and Eternal to improve Judgement's uptime.
Curios
This is just what I personally run. I find -4% ability cooldown on all curios quite nice since Zealot normally already gets better revive speed from Providence.Blazing Piety / Inexorable Judgement+17% toughness+17% toughness+21% health-4% ability cooldown
+5% toughness
×80% Gunner Resistance-4% ability cooldown
+5% toughness
×80% Gunner Resistance-4% ability cooldown
+5% toughness
×80% Gunner ResistanceMartyrdom+17% toughness+1 wound+1 wound-4% ability cooldown
+5% toughness
×80% Gunner Resistance-4% ability cooldown
+5% toughness
×80% Gunner Resistance-4% ability cooldown
+5% toughness
×80% Gunner Resistance
ZEALOT - Sample Builds
I have a Hammer
Thunder Hammer (Mk II) with 60% Defences
- Unyielding, Flak, Headtaker and Slaughterer Spearhead Boltgun (Mk III) with 60% Collateral
- Unyielding, Flak, Pinning Fire and Fire Frenzy
Stagger & Finesse
Crusher (Mk IVe) with 60% Power Output
- Unyielding, Flak, Skullcrusher and Slaughterer Spearhead Boltgun (Mk IIb) with 60% Collateral
- Flak, Carapace, Puncture and Shattering Impact
Greatsword Duellist
Relic Blade (Mk X) with 60% Mobility
- Unyielding, Flak, Rampage and Overload Spearhead Boltgun (Mk III) with 60% Collateral
- Unyielding, Flak, Pinning Fire and Fire Frenzy
Crit-Driven Berserker
Tactical Axe (Mk VII) with 60% Mobility
- Unyielding, Flak, Brutal Momentum and Headtaker Infantry Autogun (Mk V) with 60% Ammo
- Unyielding, Flak, Dum Dum and Deathspitter
Supporting Priest
Duelling Sword (Mk II) with 60% Mobility
- Unyielding, Flak, Riposte and Precognition Purgation Flamer (Mk III) with 60% Damage
- Unyielding, Flak, Blaze Away and Overpressure
ZEALOT - General Talents
General
Anoint in Blood
While ranged weapon is in hand, gain +25% near damage.
Disdain
Per enemy struck by a melee attack, gain +5% melee damage (up to 5 stacks) for the next melee attack. Stacks last indefinitely but all stacks drop on performing a melee attack.
Backstabber
Enables backstab for melee attacks (120° behind). Gain +25% backstab damage.
Enables flanking for ranged attacks (180° behind). Gain +25% flanking damage.
Voice of Terra
Replenish 4% of max toughness (affected by buffs & debuffs) per ranged kill.
Enemies Within, Enemies Without
While any enemy is within 5.0m (and you're not disabled), replenish 2.5% of max toughness/s (affected by buffs & debuffs) & an extra 1% of max toughness/s (affected by buffs & debuffs) for every additional enemy within 5.0m. This stacks up to 7.5% of max toughness/s when there're at least 6 enemies or any Boss within 5.0m.
Blood Redemption
Melee kills replenish an additional 5% of max toughness (now 10% of max toughness, affected by buffs & debuffs).
Second Wind
Replenish 15% of max toughness (affected by buffs & debuffs) on successful dodge. Internal CD 0.5s (can't activate multiple times at once from a single dodge action that avoids multiple attacks). Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.
Vicious Offering
Melee heavy attack kills replenish an additional 10% of max toughness (now 15% of max toughness, affected by buffs & debuffs).
Purge the Unclean
Gain +20% damage vs Infested and +20% damage vs Unyielding. Both are in the form of "+damage vs armor type", stacking additively with weapon perks.
Duellist
Gain +50% finesse for 3.0s on successful dodge. Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.
Melee Damage Boost
Gain +10% melee damage.
Until Death
On taking fatal damage (except map killbox), prevent your health from dropping below 1 for 5.0s. Internal CD 120.0s. This can also activate while you're in a downed state.
Toughness Boost
Gain +25 base toughness (also improves Curios' +%toughness effects since they scale from base toughness).
Blitz
Stunstorm GrenadeDenies both other blitz options. Default capacity 3. Fuse time 1.5s.
Blast deals 0 damage but applies a staggering electrocution effect (deals very little damage over time, not enough to matter) to all enemies in a 12.0m radius (15.0m suppression radius) which can stagger all non-Boss enemies for 8.0s.Immolation GrenadeDenies both other blitz options. Default capacity 3. Fuse time 1.7s.
This grenade does NOT actually apply conventional burn stacks listed in the DOT section.
Blast deals very little explosive damage in a 1.0m radius (10.0m suppression radius) and creates a 150 units sized of ground fire patch (which deals no player damage & incentivizes enemies to path around it) for 15.0s. The ground fire patch deals 43.75~131.25 damage (random, Damnation/Auric scaling) to enemies inside every 0.5~1.25s (random tick rate), but does not apply burn stacks or stagger. This ground fire damage has high ADM vs Unarmoured, Infested and Maniac, and very high ADM against Unyielding, but does little vs Carapace. This also ignores Bulwark's shield & Captains' void shields.
Enemies leaving the ground fire patch additionally are dealt another DOT effect of 30~90 damage (random, Damnation/Auric scaling) every 0.5~1.5s (random tick rate) for 1.0s, with slightly lower ADMs than the ground fire patch's.Blades of FaithDenies both other blitz options. Carry 12 blades by default.
Blades are considered as ranged attacks (no ADM falloff over range) & can travel up for 1.5s after being thrown, before vanishing completely, with relatively flat trajectory (don't need significant drop compensation within 15.0m). They can be recovered via ammo pickups (2/tin, 6/bag, all on ammo crate use). Additionally, recover 1 blade per melee Elite/Specialist kill.
ADM listed are for Unarmoured, Maniac, Unyielding & Flak (from top to bottom).
Blades' damage can be improved by all global damage-related talents, as well as perks & blessings of the currently in-hand weapon (only if the damage bonuses are applicable to ranged attacks, and not exclusively to ranged weapon's ranged attacks). The most notable melee weapon blessings that help are Slaughterer, Cranial Grounding, Riposte, Shred & Precognition. The most notable ranged weapon blessings that help are Headhunter, Surgical, Scattershot, Point Blank, Hand-Cannon, Man-Stopper & Deadly Accurate. Blades' cleave are also boosted by all cleave-related bonuses.
ZEALOT - Preacher
Center Left
Sustained Assault
Melee attacks gain +4% melee damage for 5.0s (up to 5 stacks) per enemy struck by melee attack.
Desperation
Per 1% of max stamina currently missing, gain +0.2% melee damage.
Punishment
Gain +8% global impact for 5.0s (up to 5 stacks) on hitting at least 2 enemies with a single melee attack. While having max stacks, additionally gain stun immunity & become uninterruptible.
Faithful Frenzy
Gain +10% melee attack animation speed.
Impassible
Gain ×50% block cost for 2.0s on successful dodge. Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.
On perfect block (first 0.3s of blocking) against melee attack, recover 3 effective dodges (internal CD 8.0s).
Retaliatory Defence
On guard break, gain 50% of max stamina, and be immune to the guard break stun effect (which normally ignores stun immunity). Internal CD 12.0s.
Benediction
Denies both other aura options. You and all allies in coherency with you gain ×85% TDR. Doesn't stack with itself from another Zealot on the same team.
Fury of the Faithful
Denies both other ability options. CD 30.0s, starting immediately after using ability (can't be used midair). Replenish 50% of max toughness, gain +20% global attack animation speed for 11.0s and dash forward for ≥7.0m (up to 21.0m from targeting a specific enemy), dealing light stagger in a 3.0m radius when dash ends, while the next melee attack within 3.0s gains +100% melee crit chance, +25% melee damage and +100% melee rending (applied to all damage ticks for saw-rip attacks). Holding the ability button can target a specific enemy (target gets a feint orange glow). The dash can be cancelled midway by moving backwards or blocking, and will end on contact with hitzones with Carapace, Unyielding or Void Shield armor type (this applies to all Ogryns & Monsters, and Captains only while their void shields are active). You're invulnerable (can nullify Poxburster's explosion damage if you have toughness) & dodging during the dash. The melee attack animation speed bonus is refreshed on repeated use, instead of stacking as separate instances.Unrelenting FuryFor 5.0s after using Fury of the Faithful, immediately skip 20% of its post-reduction CD (after CD reduction is calculated, but before CD rate gets applied) on Elite/Specialist kill.Redoubled ZealFury of the Faithful gets 2 charges. The 2nd charge starts CD as soon as the 1st is off CD.
Bottom Left
Melee Damage Boost
Gain +10% melee damage.
Scourge
Melee crit attacks (that deal >0 damage) apply 2 stacks of bleed (up to 16 stacks) to all enemies hit. Gain +10% melee crit chance for 3.0s (up to 3 stacks) per bleeding enemy struck with melee attack.
Invocation of Death (denies Martyr's Purpose & Pious Cut-Throat)
On melee crit hit, gain +100% ability CD rate (every 1.0s counts as 2.0s for CD) for 3.0s.
Enduring Faith
Gain ×60% TDR for 4.0s on landing a melee or ranged crit attack.
Blinded by Blood
Your attacks that apply bleed also apply ×115% damage taken (doesn't stack with the same buff from another Zealot player on the same team) to the enemy struck for 5.0s.
Prime Target
On Elite kill, gain +10% global damage for 5.0s & replenish 3% of max toughness/s for 5.0s. The over-time effect can be refreshed, instead of stacking as separate instances.
No Respite
On melee crit hit, gain 10% of max stamina. Internal CD 1.0s.
Blazing Piety
Denies both other keystone options. Gain 1 stack of Fury for 8.0s (up to 25 stacks) per melee or ranged crit hit & per enemy killed (by anyone) within 25.0m of you. On reaching 25 stacks, consume all Fury stacks & enter Frenzy for 8.0s. During Frenzy, gain +15% global crit chance. Any of the above actions that generate Fury stacks will refresh Frenzy's duration back to full. If no enemies are killed within 25.0m & no melee or ranged crit hits are struck for 8.0s, Fury stacks start decaying one by one (if Frenzy not active), or Frenzy expires & leaves you with 0 Fury stacks (if Frenzy is active).Infectious ZealAll allies in coherency with you gain +10% global crit chance while Frenzy is active.Righteous WarriorGain an additional +10% global crit chance (now +25% global crit chance) while Frenzy is active.StalwartReplenish 50% of max toughness on activating Frenzy. While Frenzy is active, gain ×75% TDR and replenish an additional 2% of max toughness/s (affected by buffs & debuffs).
ZEALOT - Banisher
Center Middle
Holy Revenant
0.7% of non-melee damage and 2.1% of melee damage dealt during the 5.0s that Until Death is activated are converted to your health (up to 25% of max health) after Until Death expires.
Against the Odds
Per 2 enemies within 5m, gain +2% global damage and +10% global cleave (up to 5 stacks). This is deactivated while you're disabled or ledged.
Shield of Contempt
Whenever you or an ally (doesn't have to be in coherency with you) takes health damage (even in downed state), that player gains ×40% global DR for 4.0s while this goes on an internal CD of 8.0s, starting as soon as it's activated (covers the global DR duration of 4.0s, so the actual downtime in-between activations is 4.0s).
Providence
Gain +20% revive speed. Allies revived or assisted by you gain ×85% TDR and +10% move speed (sprint, walk & crouch move) for 5.0s.
Abolish Blasphemers
Gain +15% global damage against all Elite enemies.
The Master's Retribution
On taking a melee hit, push the attacking enemy (2.75m range, ~22° effective push angle). This always pushes the direct attacker if possible, with an internal CD of 8.0s. This push effect can push away Pox Hounds, but can't be activated while you're disabled, and is unable to stagger Mutants, either Rager, Crusher or Bosses.
Beacon of Purity
Denies both other aura options. You and all allies in coherency with you remove 1.5 corruption/s to nearest wound. Doesn't stack with itself from another Zealot on the same team.
Chorus of Spiritual Fortitude
Denies both other ability options. CD 30.0s, starting after pulse-channeling ends. Concentration Stimm's CD rate effect still ticks (affects CD) during pulse-channeling. Draw holy relic & channel pulse every 0.8s (7 pulses total, taking 5.5s). Each pulse grants you and all allies in coherency: For 1.5s (refreshed on additional pulses), gain immunity to stun & slowdown effects, and health can't drop below 1. If the recipient doesn't have full toughness, replenish 20% of their respective max toughness (affected by buffs & debuffs) immediately & an additional 25% of their respective max toughness (affected by buffs & debuffs) over 1.0s. Otherwise, receive +15 gold toughness (up to +75 gold toughness, additive with Veteran's Duty and Honour, but not with itself from another Zealot player on the same team) for 10.0s. Pulses also stagger all enemies that aren't affected by suppression within its 10.0m radius (+0.1m every pulse, up to 10.5m). Within 4.0m, a forced stagger of 2.0s is applied every pulse against enemies unaffected by suppression (except Monsters, Captains & Twins, where it's applied 1st & every other pulse). Against enemies that are affected by suppression (Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers), each pulse deals high suppression, with an increased (but random) suppression decay delay.Holy CauseYou and all allies in coherency with you on the 6th channeled pulse gain ×60% TDR for 10.0s.Ecclesiarch's CallYou and all allies in coherency with you on the 6th channeled pulse gain +30% global damage for 10.0s.
Bottom Middle
Toughness Damage Reduction
Gain ×90% TDR. This stacks additively with I Shall Not Fall for up to ×52.5% TDR, and multiplicative with all other DR related effects.
Punish Impiety
On hitting any enemy with melee weapon's Push ATK, gain +10% melee attack animation speed for 5.0s.
Martyr's Purpose (denies Invocation of Death & Pious Cut-Throat)
Per 1.5% of max health currently missing, gain +1% ability CD rate. This stacks up to +50% ability CD rate (every 1.0s counts as 1.5s for CD) at 75% of max health missing.
Bleed for the Emperor
Health damage that would deplete your current wound is reduced by ×60%. This applies to all wounds (including your last wound).
Unfaltering
Become uninterruptible and gain ×0% move speed penalty during melee light & heavy attacks' windup animations.
Faith's Fortitude
Gain +2 wounds.
Restoring Faith
Heal 20% of the health damage you take (even if you're in a downed state) over 5.0s.
Martyrdom
Denies both other keystone options. Gain 1 stack of Martyrdom (up to 5 stacks) per full wound currently missing. Per stack, gain +10% melee damage. Stacks last indefinitely but will adjust to the number of fully missing wounds after healing.I Shall Not FallPer stack, gain ×92.5% TDR (up to 5 stacks, additive with itself & Toughness Damage Reduction for up to ×52.5% TDR, multiplicative to all other DR effects).On the BrinkPer stack, gain ×90% corruption taken from all sources (up to 5 stacks, additive with itself for up to ×50% corruption taken, multiplicative to all other DR & corruption resist effects).ManiacPer stack, gain +6% melee attack animation speed.Restorative VersesPer stack, gain +5% toughness replenishment (buff) from melee kills & talents.
ZEALOT - Death Cult Assassin
Center Right
Thy Wrath be Swift
Gain permanent immunity to stun & slowdown effects. On taking health or toughness damage, gain +15% move speed (sprint, walk & crouch move) for 2.0s.
Unseen Blade
Gain +15% global damage against enemies that are targeting players other than you (doesn't work against enemies that don't have any player selected as their target).
Out of Pocket (bugged)
Refill 5% of missing loaded ammo (up to 5 stacks, rounds up to nearest integer) back into ranged weapon (pulling from reserve ammo) on swapping to ranged weapon, per backstab kill with melee weapon attacks. (BUG: it doesn't check stacks for its calculation and can actually refill your entire magazine given enough backstab kills with melee weapon.)
Good Balance
Gain ×75% global DR for 2.5s on successful dodge. Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.
Dance of Death
Gain -50% recoil & -75% hipfire and braced spread for 3.0s on successful dodge. Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.
Grievous Wounds
Melee attacks gain +50% melee impact on weakspot hits.
Zealous
Denies both other aura options. You and all allies in coherency with you gain -0.15s stamina regeneration delay (stacks additively with Veteran's Stamina Regeneration Boost) and ×85% stamina cost. Doesn't stack with itself from another Zealot on the same team.
Shroudfield
Denies both other ability options. CD 30.0s, starting immediately after using ability. Enter stealth for 3.0s, disengage from all enemies & gain +20% move speed (sprint, walk & crouch move). While in stealth, the next attack has melee backstab & ranged flanking enabled, and gains +150% finesse, +100% global crit chance, +100% melee rending, +150% backstab damage & +150% flanking damage. These damage bonuses only apply to chain weapons' saw-rip attacks' initial damage tick. The first 0.5s of stealth can't be broken, after which, the following will break stealth:
Duration expiration, landing melee attacks on enemies, using any ranged attack (except Blades of Faith), throwing grenades, completing a revive, pull up from ledge, free from net or rescue action.Master-Crafted ShroudfieldStealth duration is increased by 2.0s (now 5.0s). For 5.0s after breaking stealth, gain ×25% threat level and +50% backstab damage. This makes most enemies (that you haven't hit) target your teammates if possible. Keep in mind that player's threat level spikes for the enemies they damage.Invigorating RevelationOn breaking stealth, replenish 50% of max toughness (affected by buffs & debuffs) & gain ×70% global DR for 8.0s.PerfectionistWhile in stealth, skip a percentage of its post-reduction CD (after CD reduction is calculated, but before CD rate gets applied) on kill. 15% by default, 30% on Ogryn kill, and 50% on Monster kill.
Bottom Right
Movement Speed Boost
Gain +5% move speed (sprint, walk & crouch move).
Time to Kill
Enables backstab for melee attacks (120° behind). Every 8.0s, gain +50% backstab damage for one melee attack hit (only applies to chain weapons' saw-rip attacks' initial damage tick).
Pious Cut-Throat (denies Invocation of Death & Martyr's Purpose)
On melee weakspot or backstab hit, gain +75% ability CD rate (every 1.0s counts as 1.75s for CD) for 2.0s.
Hubris
Gain ×85% global DR for 4.0s on melee or ranged weakspot kill.
Behind the Lines
Melee backstab heavy attack kills deal very high suppression to all enemies that can be affected by suppression within 8.0m. Chain weapons' saw-rip attacks' kills cannot activate this talent (don't count as backstab kills). Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Relentless Fervor
Gain +10% sprint speed (stacks multiplicatively with move speed bonuses) and ×90% sprint stamina cost. After a full 1.0s of sprinting, become immune to slowdown effects (while sprinting) until stopping sprint.
Riposte
Gain +5% melee damage for 8.0s (up to 3 stacks) per successful dodge. Can stack multiple times at once from a single dodge action that avoids multiple attacks. Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.
Inexorable Judgement
Denies both other keystone options. Gain stacks of Momentum from moving. Sprinting generates stacks the fastest (~8.8s to reach 20 stacks, gain rate depends on move state, NOT move speed). On melee or ranged hit, consume all stacks of Momentum & activate Judgement for 6.0s: per stack consumed, gain +1% global attack animation speed, +1% global damage, +0.5% dodge distance, +0.5% dodge speed and -1% dodge recovery time. Stacks can be generated normally with Judgement active, but can't be consumed until the current Judgement duration expires.Retributor's StancePer stack consumed, replenish 0.4% of max toughness/s (affected by buffs & debuffs) while Judgement is active.Inebriate's PoiseGain 3 stacks of Momentum per successful dodge. Can stack multiple times at once from a single dodge action that avoids multiple attacks, but can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.EternalJudgement's duration is increased to 10.0s.
ARBITES
Base Stats
Talent Tree Walkthrough
Arbites is a melee frontline class with emphasis on controlling enemies via stagger, with a significant portion of their DPS related to having enemies be in staggered states a lot of the time. This provides significant safety in melee combat against mixed hordes.GeneralNo Escape, Up Close, Force of Will, Walk it Off, Toughness Damage Reduction, Melee Damage Boost, Arbitrator Armour, Plasteel PlatesRetaliatory Force is good if you're aiming for a frontliner build using shield. If you're keeping Cyber-Mastiff, Remote Detonation, Voltaic Mandibles Augment, Canine Morale and Part of the Squad is the go-to route, offering high toughness sustain & single target stagger from your Cyber-Mastiff. If you want more personal value, both Voltaic Shock Mine and Arbites Grenade are good choices for blitz: the former offers significant mixed horde control, whereas the latter deals high damage and is more flexible. This would usually follow with Concussive, Suppression Protocols, Breaking Dissent and Lone Wolf.InvestigatorArbites Revelatum, Zealous Dedication, Soulguilt ScanCastigator's Stance (with Writ of Execution) allows you to take a beating & come out unscathed while dishing out some serious damage. Blessed Armament also can significantly raise your ranged DPS by minimizing reload downtime. Execution Order (with Malocator) is the best keystone available for Arbitrator, offering a myriad of buffs that significantly improve your DPS & general utility. Weapons with high finesse love Efficient Killer, and Not Far Behind consistently boosts your damage & move speed if you use Cyber-Mastiff.ExterminatorJustified Measure, Street Smarts, Monstrosity HunterNuncio Aquila (with Inspiring Incitation) is a decent team support ability for grinding down enemies in chokepoints, and is best used if you take melee weapons that are naturally strong at mixed horde control (like Crusher and Shock Maul & Shield). Rebreather allows you tank Pox Gas hilariously long which can come in clutch sometimes.
Target Priority can help Combat Axe & Tactical Axe hit better Brutal Momentum breakpoints.
March makes you significantly more mobile in ranged combat. Terminus Warrant (with Obstinate and Writ of Judgement) gives good bonuses for melee & ranged hybrid combat, but is usually outclassed by Execution Order which offers similar (sometimes better) results but with easier activation conditions.SubjugatorHold the Line, Target the Weak, The Emperor's Fist, Drive them Back, Weight of the LexBreak the Line (with Commendation from Condemnation) offers tremendous mixed horde control on a short cooldown, great for resetting fights in your favor, and can additionally buff your damage & stagger after the initial dash. Targeted Brutality can further reduce CD to maximize control. True Grit can help against highly dangerous burst damage from overheads & Poxburster explosions. Forceful (with Adamant Will, Targets Acquired and Arbites Vigilant) offers consistently high cleave, stagger, attack speed & DR bonuses, and can greatly improve DPS from ability uses (great synergy with Break the Line).
Curios
This is just what I personally run. Feel free to take 1 stamina curio over any of the 3 curios listed if you prefer.Break the Line+17% toughness+17% toughness+21% health+12% revive speed
+5% toughness
×80% Gunner Resistance+12% revive speed
+5% toughness
×80% Gunner Resistance+5% health
+5% toughness
×80% Gunner ResistanceCastigator's Stance / Nuncio Aquila+17% toughness+17% toughness+21% health-4% ability cooldown
+5% toughness
×80% Gunner Resistance-4% ability cooldown
+5% toughness
×80% Gunner Resistance-4% ability cooldown
+5% toughness
×80% Gunner Resistance
ARBITES - Sample Builds
The All-Rounder
Arbites Shock Maul (Mk III) with 60% Mobility
- Unyielding, Flak, Execution and High Voltage Infantry Autogun (Mk V) with 60% Ammo
- Unyielding, Flak, Dum Dum and Deathspitter
Frontline Bulwark
Shock Maul & Shield (Mk VI) with 60% Power Output
- Unyielding, Flak, High Voltage and Opportunist Spearhead Boltgun (Mk III) with 60% Collateral
- Unyielding, Flak, Pinning Fire and Fire Frenzy
Explosive Breacher
Crusher (Mk IVe) with 60% Power Output
- Unyielding, Flak, Skullcrusher and Slaughterer Bolt Pistol (Mk IV) with 60% Collateral
- Maniac, Flak, Puncture and Lethal Proximity
Buckshot Haven
Combat Axe (Mk III) with 60% Mobility
- Flak, Carapace, Brutal Momentum and Headtaker Exterminator Shotgun (Mk III) with 60% Stability
- Maniac, Flak, Deathspitter and Fire Frenzy
Hold Thy Line
Crusher (Mk IVe) with 60% Power Output
- Unyielding, Flak, Skullcrusher and Slaughterer Infantry Autogun (Mk V) with 60% Ammo
- Unyielding, Flak, Dum Dum and Deathspitter
ARBITES - Cyber-Mastiff
Arbites come accompanied with their Cyber-Mastiffs (no health value, can't be attacked & takes no damage, also doesn't interact with map geometry or enemy pathfinding). Cyber-Mastiff attacks use enemies' base armor type for ADM, and cannot crit.Your Cyber-Mastiff attacks' damage scale up every +5 player level, until reaching 100% of their base damage at player level 30. Cyber-Mastiff attacks' stagger stays constant regardless of player level.
Attack Behaviour
Cyber-Mastiff also deals stagger to enemies in 3 main ways: - smaller enemies within 0.5m of Cyber-Mastiff while moving. - all enemies (except Mutants & Bosses) within 1.25m of Cyber-Mastiff while leaping. - leap attack direct hit (see table below). The leap attack has a fixed CD of 1.5s. The downtime before your Cyber-Mastiff leaps again can be longer depending on the necessary steps in its attack positioning and/or targeting logic.Damage dealt by your Cyber-Mastiff are "owned" by the Cyber-Mastiff (therefore unaffected by player-side damage bonuses). This applies to their direct attack damage, DOT & explosions. The only way to increase these damage values is via +% companion damage from certain talents, ×% damage taken & brittleness debuffs, as well as Skullcrusher. There're 3 modes of attack for your Cyber-Mastiff, explained below.
DefaultAutomatically selects the closest attacking enemy within 6.0m of you, or enemies within 16.0m. It usually prioritizes targeting enemies within range that are attacking the player (melee Elites > other Elite/Specialist > other enemies), and tries to stay within 120° in front of the player.Player DisabledIf you're disabled by Mutant, Pox Hound or Armoured Pox Hound, automatically attack the disabling enemy to free the player. You can issue tag commands while disabled, and your Cyber-Mastiff will obey all except if you're disabled by Beast of Nurgle or Chaos Spawn, where it will ignore all tag commands & automatically continue attacking the disabling Monster.Tag CommandDouble tagging (or single tag, can be changed in settings > input > companion target tag) an Elite/Specialist/Boss enemy (except Daemonhost) within 100.0m marks that enemy as highest priority (unless you're disabled by Monster) & your Cyber-Mastiff will continue attacking the tagged enemy until either the 25.0s tag duration expires or the enemy is killed.
Keystone
There're 3 talent nodes that specifically affect your Cyber-Mastiff's behaviour.
You can take only 1 between them or skip all of them.Unleashed BrutalityDenies Lone Wolf and Go Get 'Em!.
Your Cyber-Mastiff gains +25% companion global damage against all specialist & elite enemies, and becomes likelier to prioritize Specialist/Elite enemies.Lone Wolf (bugged)Denies Unleashed Brutality, Go Get 'Em! & all other Cyber-Mastiff-related talents.
Disables your Cyber-Mastiff, and in return you gain +10% global attack animation speed, ×85% TDR, +10% global damage & +1 max blitz capacity. Stacks additively with Toughness Damage Reduction for up to ×75% TDR, and multiplicatively with all other DR effects. In addition, refill 1 Voltaic Shock Mine every 90.0s or Arbites Grenade every 45.0s while you have <max blitz capacity. (BUG: it sometimes won't refill blitz even as the timer completes.)Go Get 'Em!Denies Unleashed Brutality and Lone Wolf.
Your Cyber-Mastiff gains +50% companion global damage against all ranged enemies (Scab Plasma Gunner, both Gunners, both Shotgunners, Scab Radio Operator, Reaper, both Flamers, Scab Sniper, Scab Shooter & both Stalkers), can find target up to 45.0m away, and becomes likelier to prioritize these ranged enemies .
ARBITES - General Talents
General
No Escape
For 4.0s after Elite/Specialist kill, gain +10% global damage & +10% move speed (sprint, walk & crouch move).
Withering Fire
Gain +15% ranged damage for 5.0s after reloading. Does not work with Blessed Armament.
Hammer of Judgement
Gain +10% melee attack animation speed for 3.0s on hitting at least 3 enemies with a single melee attack.
Razor-Jaw Augment
Your Cyber-Mastiff applies 6 stacks of bleed to all enemies hit by its explosion on hitting an enemy via pouncing (including the enemy being pounced). Can apply bleed to Bulwark through shield, and to Captains through void shield if the Cyber-Mastiff pounced another enemy 2.0m nearby (except Ogryns & Bosses). This talent's bleed DOT is unaffected by player-side damage bonuses (since it's "owned" by the Cyber-Mastiff).
Target Neutralized
On Specialist/Elite kill, replenish 10% of max toughness (affected by buffs & debuffs) immediately, then 2.5% of max toughness/s (affected by buffs & debuffs) for 4.0s. The over-time effect can be refreshed, instead of stacking as separate instances.
Up Close
Replenish 5% of max toughness (affected by buffs & debuffs) from all kills within 12.5m.
Melee kills now replenish 10% of max toughness (affected by buffs & debuffs).
Force of Will
Melee attacks & Break the Line replenish 7.5% of max toughness (affected by buffs & debuffs) when they successfully stagger any enemy.
Retaliatory Force
Gain ×85% block cost. On first 0.3s of blocking against any attack, gain +15% global damage and +15% global attack animation speed for 8.0s.
Man and Cyber-Mastiff
Replenish 5% of max toughness (affected by buffs & debuffs) if you're within 8.0m of your Cyber-Mastiff & not disabled.
Walk It Off (bugged)
Replenish 3.33% of max toughness/s (affected by buffs & debuffs) for 3.0s on spending 1 stamina. (BUG: it also activates from swapping between weapons with different stamina bonuses.)
Shield Plates
Replenish 5% of max toughness/s (affected by buffs & debuffs) for 3.0s on blocking any attack. On first 0.3s of blocking against any attack, replenish 10% of max toughness.
Ranged Damage Boost
Gain +10% ranged damage.
Toughness Damage Reduction
Gain ×90% TDR. Stacks additively with Lone Wolf for up to ×75% TDR, and with Part of the Squad for ×82.5% TDR. It's still multiplicative with all other DR effects.
Melee Damage Boost
Gain +10% melee damage.
Arbitrator Armour
Gain +25 base toughness (also improves Curios' +%toughness effects since they scale from base toughness).
Voltaic Mandibles Augment
Your Cyber-Mastiff's attacks apply electrocution DOT with 57.5 base damage and stagger every 0.3~0.8s (random tick rate) to enemies directly hit for 5.0s, with 100% ADM vs Maniac, Unyielding & Flak, and 80% Carapace ADM. Can stagger all enemies except Mutants & Bosses. This specific electrocution DOT is unaffected by player-side damage bonuses (since it's "owned" by the Cyber-Mastiff).
Ammo Belt
Gain +25% ranged weapon's max reserve ammo.
Concussive
Melee weakspot hits cause enemies to be considered successfully staggered for 5.0s. The effect's duration can't be refreshed while it's active & doesn't cause reduction in mass like actual stagger.
Canine Morale
Whenever any enemy disabled by your Cyber-Mastiff dies, you and all allies in coherency with you gain ×80% TDR for 5.0s and replenish 2% of their respective max toughness/s (affected by buffs & debuffs) for 5.0s. Neither effect stacks itself from another Arbitrator on the same team.
Imposing Force
Gain ×75% global DR for 5.0s on Specialist/Elite kill.
Suppression Force
Attacks & pushes that hit already-staggered enemies or successfully stagger cause that enemy to deal ×80% damage for 5.0s.
Suppression Protocols
Gain ×80% TDR for 5.0s on hitting at least 3 enemies with a single attack (melee, ranged & explosion) or push (including Last Guard).
Plasteel Plates
Gain +25 base toughness (also improves Curios' +%toughness effects since they scale from base toughness).
Cleave Boost
Melee & ranged attacks gain +25% global cleave.
Impact Boost
All attacks, pushes & explosions gain +25% global impact.
Blitz
Remote DetonationDenies both other blitz options. Default capacity 2. Refill 1 every 50.0s.
Required Cyber-Mastiff active to function. Create an explosion at your Cyber-Mastiff's location dealing 600~0 explosive damage in a 4.0m radius (2.0m blast center, 15.0m suppression), and an AoE stagger (forced light stagger for 2.5s) that also applies electrocution DOT for 2.0s (64 base damage after reaching max at 2.0s, random tick rate between 0.1~0.3s, with 100% Maniac & Unyielding ADM, 75% Flak ADM and 50% Carapace ADM) to all enemies within 5.0m of your Cyber-Mastiff. This electrocution DOT gains more damage over time, with its ramp up rate scaling inversely to the enemy's mass (higher mass means slower ramp up). Enemies also receive ×110% damage taken while taking this electrocution DOT. Both explosion damage & electrocution DOT can be improved by all global damage-related effects.Voltaic Shock MineDenies both other blitz options. Default capacity 2. Mine deals very little damage to enemies on direct impact & sticks to surfaces, lasting 150.0s total after taking 1.0s to arm. Enemies walking near the mine will activate it, causing it to scan for nearby enemies every 0.2s within its 3.0m range, dealing minor electrocution DOT and stagger to enemies every 0.3~0.8s (random tick rate) which can stagger all enemies except Mutants, Poxbursters and Bosses, before self destructing after 15.0 of being activated, dealing very little explosion damage in a 2.0m radius.Arbites GrenadeDenies both other blitz options. Default capacity 4. Grenade explodes on impact. Blast deals 1500~0 explosive damage in a 10.0m radius (15.0m suppression radius). Blast center (2.5m radius) can stagger all enemies except Mutants (including Captains & Twins, as long as their void shields are depleted). Stagger value decays from blast center to edge. Blast's explosion damage can be improved by all global damage-related talents, Skullcrusher and Combat Stimm.
ARBITES - Investigator
Part of the Squad
Denies both other aura options. You and all allies in coherency with you gain ×92.5% TDR (doesn't stack with itself from another Arbitrator on the same team), and your Cyber-Mastiff counts as an additional coherency unit for yourself and all allies in coherency with you (improves coherency toughness regeneration since it scales based on coherency count). Stacks additively with Toughness Damage Reduction for up to ×82.5% TDR, and multiplicatively with all other DR effects.
Castigator's Stance
Denies both other ability options. CD 50.0s, starting immediately after using ability. Replenish 100% of max toughness (unaffected by buffs & debuffs) and enter Castigator's Stance for 10.0s, where you gain ×30% global DR, +20% global strength, ×0% move speed penalty during all attacks' animations and +15% move speed (sprint, walk & crouch move), but you can't sprint (also can't slide, except for dodge-sliding).Writ of ExecutionGain +7.5% global damage for 12.0s (up to 6 stacks) per Elite/Specialist kill during Castigator's Stance. This effect is independent & doesn't expire alongside Castigator's Stance.Blessed ArmamentDuring Castigator's Stance, ranged kills refill 10% of magazine (rounds up to integer, always at least 1 ammo) back into ranged weapon (pulling from reserve ammo).BloodlustYour Cyber-Mastiff gains +75% companion global damage during Castigator's Stance.
Bottom Left
Arbites Revelatum
Gain +15% global damage for 5.0s per successful dodge. Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners. Ghost, Stripped Down and Hit & Run can activate this.
Judicious Efficiency
Next reload after killing Elite/Specialist has +20% reload speed.
Rapid Movement
Gain +5% sprint speed (stacks multiplicatively with move speed bonuses) for 5.0s on sliding.
Gain 5% of max stamina per kill (including your Cyber-Mastiff's kills, 0.75s internal cooldown).
Zealous Dedication
Gain +2% global crit chance for 10.0s (up to 8 stacks) per kill (including your Cyber-Mastiff's kills).
Target Selection
On killing an Elite/Specialist enemy disabled by your Cyber-Mastiff, gain +15% global damage against all Elite/Specialist enemies for 8.0s.
Soulguilt Scan
Gain +2% weakspot strength for 10.0s (up to 8 stacks) per melee or ranged weakspot hit.
Serrated Maw
Your Cyber-Mastiff's initial pouncing attacks apply 6 stacks of regular brittleness (2.5% per stack, up to 16 stacks) for 5.0s.
Prosecution Blow
Ranged crit attacks gain +20% crit rending.
This is the same as normal rending effect but conditionally limited to specific attacks.
Execution Order
Denies Terminus Warrant & Forceful. Permanently outline a random Elite/Specialist enemy every 3.0s within 40.0m. Bosses are instantly outlined. There's no limit on how many enemies can be outlined at the same time. On killing an outlined enemy, replenish 15% of max toughness (affected by buffs & debuffs) and gain +10% global damage & +10% global attack animation speed for 8.0s. Your Cyber-Mastiff gains +150% companion global damage for 8.0s whenever you kill an outlined enemy, or when it attacks an outlined enemy.Efficient KillerOn killing an outlined enemy, additionally gain +10% global crit chance and +25% crit damage to your melee & ranged attacks for 8.0s.MalocatorOn killing an outlined enemy, additionally gain +50% ability CD rate (every 1.0s counts as 1.5s for CD) for 8.0s.No LenienceOn killing an outlined enemy, additionally gain +10% global rending for 8.0s.Keeping ProtocolPer outlined enemy you kill, also permanently gain +1% global damage against Monsters (up to 30 stacks), and ×99% DR against Monsters (up to 30 stacks, stacks multiplicatively with itself and all other DR effects).No EscapeGain +10% global damage and +10% move speed (sprint, walk & crouch move) for 5.0s whenever your Cyber-Mastiff disables any enemy.
ARBITES - Exterminator
Ruthless Efficiency
Denies both other aura options. You and all allies in coherency with you gain +12.5% reload speed. Doesn't stack with itself from another Arbitrator on the same team.
Nuncio Aquila
Denies both other ability options. CD 60.0s, starting immediately after using ability. Deploy a drone that covers a 7.5m radius area for 20.0s. All players inside the drone-covered area gain immunity to stun, slowdown & suppression effects, +30% global impact, +30% suppression, -25% recoil, and replenish 7.5% of their respective max toughness/s (affected by buffs & debuffs). Enemies inside the drone-covered area receive ×115% damage taken (persists for 1.0s after they exit the drone-covered area). Neither the player buffs nor the debuffs on enemies stack between drones deployed by multiple Arbitrator players on the same team.Inspiring RecitationAll players inside the drone-covered area additionally gain +10% global attack animation speed, +30% revive speed and ×70% TDR.Fear of JusticeEnemies inside the drone-covered area deal ×75% damage and gain +50% melee attack & recovery animations' time interval (makes them recover slower from attack-blocked animations, and the time in-between their attacks longer).
Bottom Middle
Justified Measures
Gain +2% global damage for 5.0s (up to 5 stacks) per attack, push, explosion, Break the Line and Electrocution that hit enemies.
Rebreather
Gain ×25% damage from Pox Gas (Dreg Tox Bomber, mission modifier, Karnak Twins' ambush and arena boss fight) and ×80% corruption.
Cower, Miscreants!
Gain +20% global damage against all suppressed enemies. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Street Smarts
Gain +1 effective dodge and +0.5s dodge linger (now 2.5s).
Priority Endowment
Ranged weapon gains +15% magazine size (rounds up to nearest integer). This also increases the number of shots required to be fired for certain blessings.
Target Priority
Gain +15% global damage against enemies with >75% of their max health.
March
Gain +15% move speed (sprint, walk & crouch move) for 3.0s on ranged hit.
Monstrosity Hunter
Gain +20% global damage against Ogryns & Monsters. Doesn't apply to Captains or Twins.
Terminus Warrant
Denies Execution Order & Forceful. For every melee hit (except Cyber-Mastiff's attacks), gain 1 stack of Ranged Justice. You can hold up to 12 stacks of Ranged Justice which last indefinitely until you swap to ranged weapon, which consumes all stacks and activates Ranged Bonus for 12.0s: gain +10% ranged strength, +50% ranged cleave and +50% suppression. Ranged Bonus deactivates on swapping to melee weapon. For every ranged attack direct hit, gain 1 stack of Melee Justice. You can hold up to 12 stacks of Melee Justice which last indefinitely until you swap to ranged weapon, which consumes all stacks and activates Melee Bonus for 12.0s: gain +10% melee strength and ×80% TDR. Melee Bonus deactivates on swapping to ranged weapon.ObstinateGain +33% ability CD rate (every 1.0s counts as 1.33s for CD) for 12.0s on consuming 20 stacks of Melee or Ranged Justice at once.Writ of JudgementGain +10% global attack animation speed and +10% global crit chance for 12.0s on consuming 20 stacks of Melee or Ranged Justice at once.Terminal DecreeYou and all allies in coherency with you replenish 1% of your respective max toughness (affected by buffs & debuffs) per stack of Melee or Ranged Justice consumed.
ARBITES - Subjugator
Breaking Dissent
Denies both other aura options. You and all allies in coherency with you gain +10% global damage vs staggered enemies. Doesn't stack with itself from another Arbitrator on the same team.
Break the Line
Denies both other ability options. CD 20.0s, starting immediately after using ability (can't be used midair). Equip melee weapon & dash forward for 3.75m, pushing horde units away & staggering all enemies on collision (except Bosses). Dash ends on colliding with Elite/Specialist/Boss. When dash ends, gain +25% global damage and +50% global impact for 6.0s, and a forced 2.5s heavy stagger is applied to all enemies within 5.0m in ~209° front (except Bosses). You're blocking (against melee & ranged attacks) & dodging (against Pox Hound & Scab Trapper) during the dash. The dash can be cancelled midway by moving backwards or blocking, but can't change direction.Commendation from CondemnationWhen dash ends, per Elite/Specialist/Boss hit (by direct collision or forced heavy stagger AoE), replenish 20% of max toughness (affected by buffs & debuffs) & gain 15% of max stamina.Targeted BrutalityWhen dash ends, skip 1.0s CD per Elite/Specialist/Boss hit, and skip 0.5s CD per horde unit hit. The CD skip effect activates twice per target, by direct collision and forced heavy stagger AoE, but can only stack up to 5.0s skipped in total.EngageBreak the Line makes you dash forward twice as far (now 7.5m).Kill OrderYour Cyber-Mastiff gains +50% companion global damage for 12.0s after you use ability.
Bottom Right
Hold the Line
Gain ×97% global DR (against the next melee hit taken) for up to 8.0s (up to 5 stacks) on attack, push, explosion, Break the Line (collision only), Voltaic Shock Mine (electrocution) or Cyber-Mastiff attack that hit already-staggered enemies or successfully stagger. These above actions generate 5 stacks from hitting Ogryns & Monsters, or 1 stack from other enemies.
Target the Weak
Your melee attacks, pushes and Break the Line (collision only) that hit already-staggered enemies or successfully stagger apply +15% melee damage taken for 5.0s.
The Emperor's Fist
Melee attacks' first target profiles gain +15% melee damage and +30% melee impact.
Drive them Back
Gain +75% global cleave for 5.0s after pushing.
Final Warning
Gain +15% ranged damage for 5.0s on melee attack, push or Break the Line (collision only) that hit already-staggered enemies or successfully stagger.
Weight of the Lex
Gain +15% global damage after hitting any enemy with melee heavy attack.
Strike Down
Gain +15% melee rending against all staggered enemies.
True Grit
Any single damage instance that would deal >50 health damage to you is capped at 50 health damage.
Forceful
Denies Execution Order & Terminus Warrant. Gain 1 Forceful stack for 5.0s per attack, push, explosion, Break the Line and Electrocution that hit already-staggered enemies or successfully stagger, as well as per attack blocked (including blocking ranged attacks with shields). Forceful stacks up to 10 times & decays one at a time. Every damage instance received also removes 1 stack (0.25s internal cooldown). Per stack, gain ×97.5% global DR (stacks multiplicatively with itself and all other DR effects) & +5% global impact.Adamant WillWhile you have 10 Forceful stacks & for 3.0s after, gain immunity to stun & slowdown effects, and the first 0.3s of blocking can block all attacks (including unblockable attacks, which normally can only be blocked with shields).Will of the LexReplenish 0.5% of max toughness/s (affected by buffs & debuffs) per Forceful stack.Targets AcquiredWhile you have 10 Forceful stacks & for 3.0s after, gain +10% global attack animation speed and +50% global cleave.Arbites VigilantUsing ability consumes all stacks of Forceful. Per stack consumed, gain +2.5% global strength for 12.0s.Judicial ForceOn reaching 0 or 10 stacks of Forceful, release a small explosion dealing 0 damage but can stagger all enemies except Mutants & Bosses. 5.0s internal cooldown, tracked separately for reaching 0 and 10 stacks.
SKITARII ⚠️
SKITARII - Sample Builds ⚠️
Voltaic Vanguard
Arc Maul (Mk III) with 60% Mobility
- Flak, Carapace, Enhanced Voltaic Arcs and Execution Arc Rifle (Mk IV) with 60% Mobility
- Maniac, Flak, Enhanced Voltaic Arcs and Dum Dum
Transonic Assassin
Paired Transonic Blades (Mk XI) with 60% Cleave Efficiency
- Flak, Carapace, Superiority and Riposte Phosphor Blast Pistol (Mk XI) with 60% Mobility
- Maniac, Flak, Opening Salvo and Surgical
More to come?
MELEE WEAPONS
I haven't decided what this section should be filled with yet.
Arbites Shock Maul
Arbites Shock Maul deals solid damage & can stagger lock enemies,
But has weak dodges and needs to burns stamina for mixed horde clear.
But has weak dodges and needs to burns stamina for mixed horde clear.
Branx · Mk III
1.865m dodge (60%) for Arbitrator
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom). Non-SP attacks that successfully stagger & have >60% ADM against the enemy hitzone struck will also electrocute the staggered enemies (has VFX but no damage or stagger over time).
SP1~4 hits apply electrocution DOT with 40 base damage and stagger every 0.3~0.8s (random tick rate) to for 0.1s against enemies that aren't electrocuted, with 80% ADM vs Maniac & Unyielding and 125% ADM vs Flak & Carapace. Against already-electrocuted enemies, this electrocution DOT has 75 base damage, lasts 3.5s, and can stagger all enemies except Mutants & Bosses.
All attacks have +0% melee crit chance.
L3 has ×105% strength level. L4 has ×110% strength level. SP4 has ×108% strength level.Horde ClearPA > Hc > H2 > L3 > L4Single TargetH1 > SP2 > H1 > L2![]()
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Blessings
All values listed here are at tier IV. All or Nothing
While melee weapon is in hand, per 20% of max stamina currently missing, gain +8% melee strength (up to 5 stacks).
Confident Strike
Replenish 8% of max toughness on landing repeated (starts stacking from 2nd hit onward) melee weapon attacks on any enemy. Combo chain can be started & maintained by hitting corpses (but won't replenish toughness from them) & is lost on missing a melee weapon attack (no enemies hit).
Execution
While melee weapon is in hand, gain +20% global damage against all staggered enemies.
Falter
Melee weapon's weakspot hits consider enemies to have ×10% of their original stagger reduction (applies to both stagger checks).
Hammerblow
Melee weapon attacks gain +25% melee impact for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack or push.
High Voltage
While melee weapon is in hand, gain +25% global damage against all electrocuted enemies.
Lightning Reflexes
On first 0.3s of blocking against melee attack, stun the attacker for 3.0s, and melee weapon's attacks gain +25% melee strength for 3.0s. Internal CD 3.0s (can only stun 1 enemy at a time). Doesn't make block work against block-bypass melee attacks.
Relentless Strikes
Gain +10% melee strength for 2.0s (up to 5 stacks) on repeated (starts stacking from 2nd hit onward) melee weapon's attacks & pushes on the same enemy. Stacks aren't granted from melee weapon attacks that hit ≥2 enemies, and all stacks are lost on landing a melee weapon attack on a different enemy.
Thunderous
Melee weapon's attacks & pushes apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Arc Maul
Arc Maul can deal high damage vs mixed hordes via arcs,
But is struggles in single target DPS and relies on rending.
But is struggles in single target DPS and relies on rending.
Branx · Mk III
2.02m dodge (60%) for Skitarii
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom). Non-SP weapon attacks can electrocute all enemies hit. Activated attacks electrocute all enemies hit by the weapon itself & the arcs created. Activated push attack can electrocute all enemies hit. All attacks gain +10% melee damage vs electrocuted enemies by default.
This weapon holds up to 40 arc charges, which can be spent performing activated attacks to cause arcs between enemies. Gain 1 arc charge/s & 1 arc charge per enemy hit by melee weapon attack. Each activated attack consumes 5 arc charges, deals root damage to the first enemy directly hit by the weapon itself & can create arcs (from hitting electrocuted enemies) which can hit up to 2 more targets (4 with Enhanced Voltaic Arcs blessing). This weapon's arcs have no specific target priority.
All attacks have +0% melee crit chance.Horde ClearL1 > H4 > H3
Push > L2 > H3 > H4Single TargetPA > H1 > H2 > L3![]()
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Blessings
All values listed here are at tier IV. All or Nothing
While melee weapon is in hand, per 20% of max stamina currently missing, gain +8% melee strength (up to 5 stacks).
Confident Strike
Replenish 7% of max toughness on landing repeated (starts stacking from 2nd hit onward) melee weapon attacks on any enemy. Combo chain can be started & maintained by hitting corpses (but won't replenish toughness from them) & is lost on missing a melee weapon attack (no enemies hit).
Enhanced Voltaic Arcs
Activated attacks can arc to 2 more enemies (3rd & 4th targets), with +25° and +2.0m range (now 115° & 8.6m).
Execution
While melee weapon is in hand, gain +20% global damage against all staggered enemies.
Hammerblow
Melee weapon attacks gain +25% melee impact for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack or push.
Lightning Reflexes
On first 0.3s of blocking against melee attack, stun the attacker for 3.0s, and melee weapon's attacks gain +25% melee strength for 5.0s. Internal CD 5.0s (can only stun 1 enemy at a time). Doesn't make block work against block-bypass melee attacks.
Overwhelming Force
Every 3.5s, melee weapon's attacks that electrocute have 25% chance to apply electrocution DOT & stun to that enemy for 3.0s.
Thunderous
Melee weapon's attacks & pushes apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Voltagheist Overload
Human-sized enemies (Ogryns & Bosses excluded) hit by arcs created from activated melee weapon attacks have 12.5% chance to be insta-killed.
Assault Chainaxe
Assault Chainaxe offers good single target damage & stagger,
But has subpar dodges & lacks safety against density.
But has subpar dodges & lacks safety against density.
Orestes · Mk XII (best)
Fast sweeping attacks for horde, high activated damage, can stagger ogryns with PA from block.
2.4m dodge (60%) for Veteran, Zealot & Hive Scum
1.92m dodge (60%) for Psyker
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 4.0s. SP-activated crit attack can eventually stagger Crushers (crit mod ADM & stagger accumulation).
Activated state doesn't persist between weapon swaps. Dodge cancelling SP-activated attacks costs 3.6 stamina for Veteran, 4.2 stamina for Zealot, Hive Scum & Arbitrator, or 3 stamina for Psyker.
All attacks have +0% melee crit chance.Horde Clear(Push >) L1 > L2Single TargetSP > Hs > H2 > H1![]()
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Orestes · Mk IV
2.4m dodge (60%) for Veteran, Zealot & Hive Scum
1.92m dodge (60%) for Psyker
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 4.0s. SP-activated crit attack can eventually stagger Crushers (crit mod ADM & stagger accumulation).
Activated state doesn't persist between weapon swaps. Dodge cancelling SP-activated attacks costs 3.6 stamina for Veteran, 4.2 stamina for Zealot, Hive Scum & Arbitrator, or 3 stamina for Psyker.
All attacks have +0% melee crit chance.Horde Clear(PA >) H1 > H2Single TargetSP > Hs > L2 > L3 > L4 > L1![]()
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Blessings
All values listed here are at tier IV. Bloodletter
SP-activated attacks apply 16 stacks of bleed (up to 16 stacks) per sawing tick to the enemy struck & damaged.
Bloodthirsty
On killing an enemy with a SP-activated attack, the next melee weapon attack within 5.0s gains +100% melee crit chance.
Headtaker
Melee weapon attacks gain +5% melee strength for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack.
Opportunist
While melee weapon is in hand, gain +25% melee rending against all staggered enemies. Keep in mind that SP-activated heavy attacks cause almost all enemies to be in a staggered state during the sawing animation (except Mutants & Bosses).
Rev it Up
Gain +20% move speed (sprint, walk & crouch move) for 2.0s after using melee weapon's SP. This persists between weapon swaps.
Slaughterer
Per enemy killed by melee weapon attack, gain +8% global strength for 4.5s (up to 5 stacks) while melee weapon is in hand.
Thrust
Gain +20% melee strength every 0.25s (for Mk IV, up to 3 stacks) or every 0.2s (for Mk XII, up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Thunderous
Melee weapon's attacks & pushes apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s. Keep in mind that saw-rip damage ticks don't count as additional attacks & don't apply stacks.
Assault Chainsword
Assault Chainsword is simple to use & effective at horde clear,
But lacks Carapace DPS & lacks safety against density.
But lacks Carapace DPS & lacks safety against density.
Cadia · Mk IV (best)
Looping H Sweep for horde, fast single target attacks, can stagger ragers with PA from block.
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker, Arbitrator & Skitarii
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 4.0s. SP-activated crit attack can eventually stagger Crushers (crit mod ADM & stagger accumulation).
Activated state doesn't persist between weapon swaps. Dodge cancelling SP-activated attacks costs 3.6 stamina for Veteran, 4.2 stamina for Zealot, Hive Scum & Arbitrator, or 3 stamina for Psyker.
All attacks have +0% melee crit chance.Horde Clear(Push > H2 >) H1 > H2 > L3 > HcSingle TargetSP > Hs > PA > L4 > L1 > H0![]()
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Cadia · Mk XIIIg
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker, Arbitrator & Skitarii
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 4.0s. SP-activated crit attack can eventually stagger Crushers (crit mod ADM & stagger accumulation).
Activated state doesn't persist between weapon swaps. Dodge cancelling SP-activated attacks costs 3.6 stamina for Veteran, 4.2 stamina for Zealot, Hive Scum & Arbitrator, or 3 stamina for Psyker.
All attacks have +0% melee crit chance.
L4 and PA have ×110% strength level.Horde Clear(PA >) L3 > H3 > L3 > L4Single TargetSP > Hs > H1 > H2 > L2![]()
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Blessings
All values listed here are at tier IV. Bloodletter
SP-activated attacks apply 14 stacks of bleed (up to 16 stacks) per sawing tick to the enemy struck & damaged.
Bloodthirsty
On killing an enemy with a SP-activated attack, the next melee weapon attack within 5.0s gains +100% melee crit chance.
Devastating Strike
On crit hit with melee weapon, gain +80% global cleave for 5.0s while melee weapon is in hand.
Rampage
While melee weapon is in hand, gain +36% melee strength for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Rev it Up
Gain +20% move speed (sprint, walk & crouch move) for 2.0s after using melee weapon's SP. This persists between weapon swaps.
Savage Sweep
While melee weapon is in hand, gain +200% global cleave for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Shred
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +4% global crit chance for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Wrath
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +40% global cleave for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Combat Axe
Combat Axe offers top tier horde clear & single target DPS,
But has slow base attack speed & extremely low cleave.
But has slow base attack speed & extremely low cleave.
Rashad · Mk III (best)
Faster heavy attack windup, better finesse for all attacks.
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker & Arbitrator
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks have +0% melee crit chance.
Performing L1 from a sprint is faster than chaining from L3.Horde Clear(PA >) L1 > L2 > L3 > Sprint CancelSingle TargetH1 > H2![]()
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Antax · Mk V
2.575m dodge (80%), or 2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.06m dodge (80%), or 2.02m dodge (60%) for Psyker & Arbitrator
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks have +0% melee crit chance.
Performing L1 from a sprint is faster than chaining from L3.Horde Clear(PA >) L1 > L2 > L3 > Sprint CancelSingle TargetH1 > H2![]()
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Achlys · Mk VIII
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker & Arbitrator
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks have +0% melee crit chance.Horde Clear(PA >) H1 > L2 > Block CancelSingle TargetH1 > H2 > H3
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Blessings
All values listed here are at tier IV. All or Nothing
While melee weapon is in hand, per 20% of max stamina currently missing, gain +8% melee strength (up to 5 stacks).
Brutal Momentum
Melee weapon's non-Ogryn weakspot kills ignore the killed enemy's mass and carry forward the previous target's cleave distributed damage (up to 3 separate times). Melee weapon attacks gain +15% melee weakspot damage.
Decapitator
Melee weapon attacks gain +24% melee finesse for 8.0s (up to 5 stacks) for every full HP enemy killed in 1 hit by a single melee weapon attack.
Decimator
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +5% melee strength for 2.0s (up to 10 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Headtaker
Melee weapon attacks gain +5% melee strength for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack.
Limbsplitter
Every 3.5s, the next melee weapon attack gains +60% melee strength. Landing melee weapon attacks while it's on CD will reset this CD back to full.
Shred
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +4% global crit chance for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Thrust
Gain +20% melee strength every 0.25s (up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Thunderous
Melee weapon's attacks & pushes apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Combat Blade
Combat Blade offers high mobility & single target DPS,
But has low cleave, no stagger, and has to burn stamina for DPS.
But has low cleave, no stagger, and has to burn stamina for DPS.
Catachan · Mk VI (best)
Greater availability of H Sweep vs horde, better single target DPS with PA spam.
3.33m dodge (60%) for all human classes
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks except Punch also gain significantly more stagger on crit (thanks to crit mod), but the weapon's base stagger is still too low & can't reach important stagger breakpoints without adding impact or strength from talents & blessings.
All attacks have +15% melee crit chance.
Ls has ×80% strength lvl.Horde ClearH1 > H2 > L3Single TargetPA > H2 > H3 > H1
H1 > H2 > SP > Ls![]()
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Catachan · Mk III
3.33m dodge (60%) for all human classes
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks except Punch also gain significantly more stagger on crit (thanks to crit mod), but the weapon's base stagger is still too low & can't reach important stagger breakpoints without adding impact or strength from talents & blessings.
All attacks have +15% melee crit chance.Horde ClearL1 > L2 > L3 > L4Single TargetPA > H2 > L3![]()
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Blessings
All values listed here are at tier IV. Executor
Per enemy struck in weakspot by melee weapon's attack, gain +6% global strength for 2.5s (up to 5 stacks) while melee weapon is in hand. All stacks drop on landing a melee weapon attack that strikes no weakspots.
Flesh Tearer
Melee weapon crit attacks (except SP) apply 8 stacks of bleed (up to 16 stacks) to all enemies struck & damaged.
Haymaker
Per enemy struck by melee weapon heavy attack, gain +4% chance to insta-kill human-sized enemies with melee weapon heavy attack (up to 5 stacks, decaying one at a time, Ogryns & Bosses excluded) for 5.0s. Insta-kills can't activate kill-based toughness replenishment talents.
Lacerate
Melee weapon attacks apply 4 stacks of bleed (up to 16 stacks) to all enemies struck & damaged (not in weakspot).
Mercy Killer
Melee weapon attacks gain +60% melee weakspot damage against enemies that are bleeding.
Precognition
While melee weapon is in hand, on successful dodge, all attacks gain +60% finesse for 2.0s. Can be activated by Psyker's Empathic Evasion, but can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners.
Riposte
While melee weapon is in hand, on successful dodge, all attacks gain +20% global crit chance for 6.0s. Can be activated by Psyker's Empathic Evasion, but can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners.
Ruthless Backstab
Melee weapon attacks that hit enemies from 120° behind gain +100% backstab rending. This is the same as normal rending effect but conditionally limited to specific attacks.
Smackdown
On successfully staggering an enemy with SP, gain +20% global crit chance for 4.5s while melee weapon is in hand.
Uncanny Strike
Melee weapon weakspot hits apply 8 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Crusher
Crusher deals extremely high stagger & can deal good damage,
But is highly dependent on stagger breakpoints for most of its damage.
But is highly dependent on stagger breakpoints for most of its damage.
Indignatus · Mk IVe
2.281m dodge (80%) for Zealot
1.825m dodge (80%) for Arbitrator
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 4.0s, which causes explosion on hitting any enemy. Activated state doesn't persist between weapon swaps.
Power Output modifies this explosion's damage, radius & suppression.
The blast radius can be boosted by up to +25% by Lethal Proximity (Bolt Pistol blessing). I don't find maxed Power Output stat makes enough of a difference in blast radius to compete with the lower push cost from maxed Defences, but you can build according to your own preference.
All attacks have +0% melee crit chance.Horde ClearL1/PA > H2 > L3/PA
SP > Ls > H2Single TargetSP > Hs > L2 > H1/PA![]()
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Blessings
All values listed here are at tier IV. Hammerblow
Melee weapon attacks gain +25% melee impact for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack or push.
Opportunist
While melee weapon is in hand, gain +25% melee rending against all staggered enemies. Keep in mind that SP-activated heavy attacks cause almost all enemies to be in a staggered state.
Skullcrusher
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Skullcrusher (up to 8 stacks) for 5.0s to the staggered enemies. Per Skullcrusher stack, attacks from all sources gain +10% global damage vs the affected enemy while they're staggered.
Slaughterer
Per enemy killed by melee weapon attack, gain +8% global strength for 4.5s (up to 5 stacks) while melee weapon is in hand.
Thrust
Gain +20% melee strength every 0.25s (up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Thunderous
Melee weapon's attacks & pushes apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Thunderstrike
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Thunderstrike (up to 8 stacks) for 5.0s to the staggered enemies. Per Thunderstrike stack, attacks from all sources gain +10% impact vs the affected enemy while they're staggered.
Trauma
While melee weapon is in hand, gain +20% melee impact and ×110% stagger duration for 2.0s (up to 5 stacks) on repeated (starts stacking from 2nd hit onward) melee weapon's attacks & pushes on any enemy.
"Devil's Claw" Sword
"Devil's Claw" Sword is great at fending off Ragers,
But lacks tremendously in Carapace DPS & cleave damage vs Flak.
But lacks tremendously in Carapace DPS & cleave damage vs Flak.
Catachan · Mk VII (best)
Faster heavy attack windup, greatest availability of single target attacks in combo.
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker & Skitarii
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP is a block stance (which extends by 0.5s into Hs). On first 0.3s of blocking with SP against any attack, its max stamina cost for blocking is capped to 2 (otherwise unchanged).
All attacks have +0% melee crit chance.
L3 has ×107% strength lvl. Lc & PA have ×105% strength lvl.
Hs is considered "heavy attack" for talents.Horde ClearPush > H1 > L2Single TargetSP > Ls > Lc > (PA >) L3 > L1 > H2![]()
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Catachan · Mk I
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker & Skitarii
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP is a block stance (which extends by 0.5s into Hs). On first 0.3s of blocking with SP against any attack, its max stamina cost for blocking is capped to 2 (otherwise unchanged).
All attacks have +0% melee crit chance.
L3 has ×109% strength lvl. Hc has ×108% strength lvl. PA has ×107% strength lvl.
Hs is considered "heavy attack" for talents.Horde ClearPA > H1 > H2Single TargetSP > Ls > L3 > Hc![]()
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Catachan · Mk IV
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker & Skitarii
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP is a block stance (which extends by 0.5s into Hs). On first 0.3s of blocking with SP against any attack, its max stamina cost for blocking is capped to 2 (otherwise unchanged).
All attacks have +0% melee crit chance.
L4 has ×110% strength lvl.
Hs is considered "heavy attack" for talents.Horde ClearPush > L1 > H2 > L3Single TargetSP > Ls > H1 > PA![]()
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Blessings
All values listed here are at tier IV. Devastating Strike
On crit hit with melee weapon, gain +80% global cleave for 5.0s while melee weapon is in hand.
Hammerblow
Melee weapon attacks gain +25% melee impact for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack or push.
Rampage
While melee weapon is in hand, gain +36% melee strength for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Savage Sweep
While melee weapon is in hand, gain +200% global cleave for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Shred
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +4% global crit chance for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Skullcrusher
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Skullcrusher (up to 8 stacks) for 5.0s to the staggered enemies. Per Skullcrusher stack, attacks from all sources gain +10% global damage vs the affected enemy while they're staggered.
Thunderstrike
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Thunderstrike (up to 8 stacks) for 5.0s to the staggered enemies. Per Thunderstrike stack, attacks from all sources gain +10% impact vs the affected enemy while they're staggered.
Trauma
While melee weapon is in hand, gain +20% melee impact and ×110% stagger duration for 2.0s (up to 5 stacks) on repeated (starts stacking from 2nd hit onward) melee weapon's attacks & pushes on any enemy.
Vicious Slice
Within the same melee weapon attack, gain +20% melee impact (up to 5 stacks) against the next cleave-distributed target per enemy already struck by this attack.
Wrath
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +40% global cleave for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Duelling Sword
Duelling Sword offers high mobility & reliable single target DPS,
But is remarkably weak vs hordes, with almost no stagger.
But is remarkably weak vs hordes, with almost no stagger.
Maccabian · Mk II
Flexible moveset with both H stab (single target) and H sweep (horde control).
2.915m dodge (60%) for all human classes
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP is a block stance (which extends by 0.3s into Hs). On first 0.3s of blocking with SP against any attack, its max stamina cost for blocking is capped to 2 (otherwise unchanged). SP also generates 4% of max Peril for Psyker.
All attacks have +0% melee crit chance.
Ls has ×130% strength lvl if used by Psyker.
Hs is considered "heavy attack" for talents.Horde ClearPA > L3 > H2Single Target(SP >) H1 > L2![]()
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Maccabian · Mk IV
Easy single target sustained DPS, worst horde clear of all melee weapons.
2.915m dodge (60%) for all human classes
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP is a block stance (which extends by 0.3s into Hs). On first 0.3s of blocking with SP against any attack, its max stamina cost for blocking is capped to 2 (otherwise unchanged). SP also generates 4% of max Peril for Psyker.
All attacks have +0% melee crit chance.
Ls has ×130% strength lvl if used by Psyker.
Hs is considered "heavy attack" for talents.Horde ClearL1 > (PA >) L3 > L2Single Target(SP >) H1 > H2![]()
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Maccabian · Mk V
Improved dodge distance, slightly worse single target DPS & attack ADMs.
3.162m dodge (80% Mobility, 60% Defences) for all human classes
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP is a block stance (which extends by 0.3s into Hs). On first 0.3s of blocking with SP against any attack, its max stamina cost for blocking is capped to 2 (otherwise unchanged). SP also generates 4% of max Peril for Psyker.
All attacks have +0% melee crit chance.
Ls has ×110% strength lvl (or ×140% strength lvl if used by Psyker).
Hs is considered "heavy attack" for talents.Horde ClearPA > L2 > L3 > L1Single Target(SP >) H1 > H2 > L3![]()
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Blessings
All values listed here are at tier IV. Agile
Melee weapon's weakspot hits refresh effective dodges back to full, which can bypass the innate 0.85s dodge recovery timer. Melee weapon attacks gain +10% melee weakspot damage.
Precognition
While melee weapon is in hand, on successful dodge, all attacks gain +60% finesse for 2.0s. Can be activated by Psyker's Empathic Evasion, but can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners.
Rampage
While melee weapon is in hand, gain +36% melee strength for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Relentless Strikes
Gain +10% melee strength for 2.0s (up to 5 stacks) on repeated (starts stacking from 2nd hit onward) melee weapon's attacks & pushes on the same enemy. Stacks aren't granted from melee weapon attacks that hit ≥2 enemies, and all stacks are lost on landing a melee weapon attack on a different enemy.
Riposte
While melee weapon is in hand, on successful dodge, all attacks gain +20% global crit chance for 6.0s. Can be activated by Psyker's Empathic Evasion, but can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners.
Shred
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +4% global crit chance for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Thrust
Gain +20% melee strength every 0.25s (up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Uncanny Strike
Melee weapon weakspot hits apply 8 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Heavy Eviscerator
Heavy Eviscerator can chew through void shield & flak armor well,
But has subpar dodges & lacks stagger against Ragers groups.
But has subpar dodges & lacks stagger against Ragers groups.
Tigrus · Mk III
Flexible moveset with light & heavy smiter attacks, can stagger both Ragers with stagger talents.
2.15m dodge (60%) for Zealot
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 4.0s. SP-activated crit attack can eventually stagger Crushers (crit mod ADM & stagger accumulation).
Activated state doesn't persist between weapon swaps. Dodge cancelling SP-activated attacks costs 4.2 stamina.
All attacks have +0% melee crit chance.
H2 has ×105% strength lvl (only initial hit, doesn't apply to rip).Horde ClearH1 > L2 (> L3) > PASingle TargetSP > Hs > Push > L4 > L1![]()
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Tigrus · Mk XV
Maximize single target damage behind its activated heavy attacks.
2.2m dodge (80%) for Zealot
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 4.0s. SP-activated crit attack can eventually stagger Crushers (crit mod ADM & stagger accumulation).
Activated state doesn't persist between weapon swaps. Dodge cancelling SP-activated attacks costs 4.2 stamina.
All attacks have +0% melee crit chance.Horde Clear(Push >) L2 > L3 > L4 > L1Single TargetSP > Hs > H2 > H1![]()
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Blessings
All values listed here are at tier IV. Bloodletter
SP-activated attacks apply 6 stacks of bleed (up to 16 stacks) per sawing tick to all enemies struck & damaged.
Bloodthirsty
On killing an enemy with a SP-activated attack, the next melee weapon attack within 5.0s gains +100% melee crit chance.
Momentum
Replenish 15% of max toughness (affected by buffs & debuffs) per melee weapon attack that hits at least 3 enemies.
Opportunist
While melee weapon is in hand, gain +25% melee rending against all staggered enemies. Keep in mind that SP-activated heavy attacks cause almost all enemies to be in a staggered state during the sawing animation (except Mutants & Bosses).
Perfect Strike
Melee weapon crit attacks consider all enemies struck as 25% of their original mass (effectively ×400% melee cleave), can cleave through Carapace enemies, and gain +10% melee crit damage.
Rampage
While melee weapon is in hand, gain +36% melee strength for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Rev it Up
Gain +20% move speed (sprint, walk & crouch move) for 2.0s after using melee weapon's SP. This persists between weapon swaps.
Savage Sweep
While melee weapon is in hand, gain +200% global cleave for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Shred
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +4% global crit chance for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Wrath
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +40% global cleave for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Heavy Sword
Heavy Sword offers top tier horde clear & Maniac DPS,
But struggles against armored hordes due to weak Carapace ADM.
But struggles against armored hordes due to weak Carapace ADM.
Turtolsky · Mk VI
Easy access to heavy overhead with flexible use of special attack combo for mixed horde.
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks have +0% melee crit chance.
L1 considers Flak as ×25% mass, L2 considers Flak as ×50% mass.Horde Clear(Push > L4 > L1 >) SP > Ls > H2 > L1Single Target(SP >) H1 > H2 > PA > H2![]()
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Turtolsky · Mk VII
Easy access to H slash for max cleave damage distribution with H2 > PA loop for single target.
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks have +0% melee crit chance.
L2 considers Flak as ×50% mass, L3 considers Flak as ×25% mass.Horde ClearPush > H1 > L2 > SP > H1Single Target(SP >) H1 > H2 > PA > H2![]()
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Turtolsky · Mk IX
Looping H sweep attacks for easy horde clear, but single target combo is a bit lacking.
2.525m dodge (60%) for Veteran, Zealot & Hive Scum
2.02m dodge (60%) for Psyker
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks have +0% melee crit chance.
L4 has ×110% strength lvl & considers Flak as ×25% mass.Horde ClearPush > L1 > H2 > H3Single TargetSP > H1 > PA![]()
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Blessings
All values listed here are at tier IV. Bladed Momentum
While melee weapon is in hand, gain +8% melee rending for 4.0s (up to 4 stacks) on hitting at least 2 enemies with a single melee weapon attack.
Chained Deathblow
On weakspot kill with melee weapon, all melee weapon attacks within the next 3.0s gain +20% melee crit chance.
Deathblow
Melee weapon's non-Ogryn weakspot kills ignore the killed enemy's mass and carry forward the previous target's cleave distributed damage (up to 3 separate times). Melee weapon attacks gain +15% melee weakspot damage.
Headtaker
Melee weapon attacks gain +8% melee strength for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack.
Perfect Strike
Melee weapon crit attacks consider all enemies struck as 25% of their original mass (effectively ×400% melee cleave), can cleave through Carapace enemies, and gain +10% melee crit damage.
Rampage
While melee weapon is in hand, gain +36% melee strength for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Savage Sweep
While melee weapon is in hand, gain +200% global cleave for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Thrust
Gain +20% melee strength every 0.25s (up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Wrath
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +40% global cleave for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Mechanicus Power Sword ❗
Mechanicus Power Sword has modest damage & on demand stagger,
But has fairly low cleave & wants dedicated talent specializations.
But has fairly low cleave & wants dedicated talent specializations.
Branx · Mk VI
1.92m dodge (60%) for Skitarii
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom). ❗First target & finesse stats don't correctly apply to activated attacks. This is known & should be fixed soon.
This weapon holds up to 6 energy charges, each granting +4% melee strength to its attacks (up to +24% at full 6 stacks). Gain 1 energy charge/s 4.0s after the last activated attack. Each SP use consumes 1 energy charge & performs an activated version of the next attack within the combo chain (tap for activated light attack, hold for activated heavy attack). In addition, gain +12.5% melee strength every 0.25s (up to 4 stacks) while charging up an activated heavy attack. This stacking rate is unaffected by melee attack animation speed.
All attacks have +0% melee crit chance.Horde ClearPA > L4 > H2 (optionally use SP for L4 and H2)Single TargetL1/H1 > L2 > L3 > H3 (optionally use SP for any attack, ideally H1 and H3)![]()
Blessings
All values listed here are at tier IV. Bloodthirsty
On killing an enemy with a SP-activated attack, the next melee weapon attack within 5.0s gains +40% melee crit chance.
Chained Deathblow
On weakspot kill with melee weapon, all melee weapon attacks within the next 3.0s gain +20% melee crit chance.
Decapitator
Melee weapon attacks gain +24% melee finesse for 4.0s (up to 5 stacks) for every full HP enemy killed in 1 hit by a single melee weapon attack. Stacks decay one at a time.
Devastating Strike
On crit hit with melee weapon, gain +80% global cleave for 5.0s while melee weapon is in hand.
Machine Spirit Resurgent
Immediately gain 1 energy charge on activated melee attack weakspot kill. Internal cooldown 3.0s.
Sunder
Activated melee attacks consider all enemies struck as 25% of their original mass (effectively ×400% melee cleave), can cleave through Carapace enemies, and activated melee heavy attacks gain +10% melee damage.
Supercharge
Activated melee attacks apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Superiority
Per enemy killed while melee weapon is in hand, gain +10% melee strength for 5.0s (up to 3 stacks) while melee weapon is in hand. Stacks decay one at a time.
Paired Transonic Blades ❗
Paired Transonic Blades offers good sustained single target DPS & easy combos,
But is critically weak in terms of stagger vs melee Elite enemies.
But is critically weak in terms of stagger vs melee Elite enemies.
Branx · Mk XI
2.2m dodge (default) for Skitarii
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom). ❗There's currently a bug causing cleave efficiency stat to not correctly modify cleave damage distribution for 2nd and latter targets. This is known & should be fixed soon.Slayer Mode (waves go up)Slayer mode offers primarily horizontal & diagonal sweeping attacks aimed at horde clear. All Slayer mode attacks consider Unyielding, Flak & Carapace enemies struck as 115% of their original mass.Duellist Mode (waves go down)Duellist mode offers primarily overhead attacks aimed at single target DPS. All Duellist mode attacks can cleave through Carapace enemies, but consider Unarmoured, Infested & Maniac enemies struck as 175% of their original mass.
SP also acts as block during animation (same block cost as normal) when performed during combo.
All attacks have +6.4% melee crit chance.
H0 is the heavy attack accessible immediately after swapping to the weapon.
For images below, green cells use Slayer mode profiles, blue cells use Duellist mode profiles.Horde ClearSlayer - (Push >) H1 > H2 (> L3)
Duellist - PA > Lc > SP > Hs (this swaps to Slayer) > H1Single TargetSlayer - PA > Lc > SP > Hs (this swaps to Duellist) > H2
Duellist - H1 > H2 (> L1 > L2)![]()
Blessings
All values listed here are at tier IV. Bladed Momentum
While melee weapon is in hand, gain +7% melee rending for 4.0s (up to 4 stacks) on hitting at least 2 enemies with a single melee weapon attack.
Deadly Frequencies
Your next 3 melee weapon attacks gain +30% melee strength after hitting an enemy with either Hs attack (available during the SP animation performed during a combo chain).
Perfect Strike
Melee weapon crit attacks consider all enemies struck as 25% of their original mass (effectively ×400% melee cleave), can cleave through Carapace enemies, and gain +10% melee crit damage.
Precognition
While melee weapon is in hand, on successful dodge, all attacks gain +45% finesse for 2.0s. Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners.
Rampage
While melee weapon is in hand, gain +18% melee strength for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Riposte
While melee weapon is in hand, on successful dodge, all attacks gain +16% global crit chance for 4.0s. Can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners.
Savage Sweep
While melee weapon is in hand, gain +150% global cleave for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Shred
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +4% global crit chance for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Superiority
Per enemy killed while melee weapon is in hand, gain +10% melee strength for 5.0s (up to 3 stacks) while melee weapon is in hand. Stacks decay one at a time.
Power Falchion
Power Falchion has good horde & single target DPS when activated,
But has weak normal attacks & lengthy activation downtime.
But has weak normal attacks & lengthy activation downtime.
Aridin · Mk I (best)
Fast single target combo, can stagger multiple ragers with activated H3.
2.525m dodge (60%) for Veteran
2.02m dodge (60%) for Skitarii
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
SP also acts as block during animation (same block cost as normal).
Activated state doesn't persist between weapon swaps.
All attacks have +0% melee crit chance.Horde ClearL1 > L2 > H3
Push > L2 > H3Single Target(PA >) H1 > H2 (> PA) > L3![]()
Lawbringer · Mk IIb
2.525m dodge (60%) for Veteran
2.02m dodge (60%) for Skitarii
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
SP also acts as block during animation (same block cost as normal).
Activated state doesn't persist between weapon swaps.
All attacks have +0% melee crit chance.
L4 has ×120% strength level, H2 has ×110% strength level.Horde ClearPA (> L3 > L4) > H1 > L2 > L3Single Target(Push > Lp >) L1 > H2![]()
Heat
When melee weapon is activated, 2.9% heat is generated per second & per attack. Heat venting starts 1.0s after turning the weapon's activated state off.Reaching 100% heat results in overheat, forcibly turning the weapon off from the activated state & renders it unable to be activated until all heat dissipates (13.0s total, including the 1.0s delay).Heat level0~30%30~70%70~90%90~100%Heat dissipation modifier
bigger number = faster cooling11.20.80.5
Blessings
All values listed here are at tier IV. Counterattack
For 5.0s after perfect blocking (first 0.3s of blocking) against melee attack, melee weapon attacks gain +12% melee attack animation speed. Internal cooldown 5.0s (the effect's duration cannot be refreshed while it's active).
Cranial Grounding
While melee weapon is in hand, per melee attack that hits at least 1 enemy in weakspot, gain +4% finesse and ×94% reduced heat generation for 3.0s (up to 5 stacks).
Decapitator
Melee weapon attacks gain +24% melee finesse for 8.0s (up to 5 stacks) for every full HP enemy killed in 1 hit by a single melee weapon attack.
Energy Leakage
On reaching 19% heat, and per 18% heat above, gain +4% global strength (up to 5 stacks) while melee weapon is in hand.0 stacks1 stack2 stacks3 stacks4 stacks5 stacksheat level≤19%≤37%≤55%≤73%≤91%≤100%
Energy Transfer
For 5.0s after perfect blocking (first 0.3s of blocking) against melee attack, gain ×78% reduced heat generation (if activated) and +6% heat dissipatiom (if not activated). Internal cooldown 5.0s (the effect's duration cannot be refreshed while it's active).
Heatsink
While melee weapon is in hand, for 3.0s after crit kill or weakspot kill, automatically dissipate 0.83% heat/s (if not overheated) or 3.33% heat/s (if overheated).
Overload
Release a small explosion around yourself & immediately dissipate 25% heat on reaching overheat from melee weapon's activated state. This explosion can stagger Scab Maulers & both Ragers in its blast radius of 4.5m, and deals 25 explosive damage within its 2.75m radius blast center. This will actually removes ~33% of the total overheat time due to how heat dissipation works.
Wrath
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +40% global cleave for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Power Sword
Power Sword offers unrivaled horde clear & single target DPS,
But has weak dodges & needs activation for proper damage.
But has weak dodges & needs activation for proper damage.
Achlys · Mk VI (best)
Faster attacks for horde & activation (block cancel), higher single target DPS, less sprint cost.
2.2m dodge (80%), or 2.15m dodge (60%) for Veteran
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
SP can end animation early from blocking, doesn't block during animation, and enables 1 activated attack within the next 3.0s by default. Activated state doesn't persist between weapon swaps.
All attacks have +0% melee crit chance.Horde ClearSP > Block Cancel > L1 > L2 > L3
SP > Push > L2 > L3Single TargetSP > PA > L4 > L1![]()
Scandar · Mk III
2.2m dodge (80%), or 2.15m dodge (60%) for Veteran
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
SP doesn't cancel sprint, doesn't block during animation, and enables 1 activated attack within the next 3.0s by default. Activated state doesn't persist between weapon swaps.
All attacks have +0% melee crit chance.Horde ClearSP (> Push) > H > H > HSingle TargetSP > PA > L1 > L2![]()
Blessings
All values listed here are at tier IV. Brutal Momentum
Melee weapon's non-Ogryn weakspot kills ignore the killed enemy's mass and carry forward the previous target's cleave distributed damage (up to 3 separate times). Melee weapon attacks gain +15% melee weakspot damage.
Power Cycler
For 3.0s after using melee weapon's SP, if a melee weapon attack hits an enemy (thereby starting a combo chain), the next 2 melee weapon attacks in the combo chain are also activated. As long as those followup attacks are still within the combo chain window, they'll still be activated even after the 3s duration expires. Block, Push, PA and being stunned will all end existing combo chains. Melee weapon's attacks gain +10% melee impact.
Rampage
While melee weapon is in hand, gain +36% melee strength for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Slaughterer
Per enemy killed by melee weapon attack, gain +8% global strength for 4.5s (up to 5 stacks) while melee weapon is in hand.
Sunder
Activated melee attacks consider all enemies struck as 25% of their original mass (effectively ×400% melee cleave), can cleave through Carapace enemies, and activated melee heavy attacks gain +20% melee damage.
Supercharge
Activated melee attacks apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Thrust
Gain +20% melee strength every 0.25s (up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Wrath
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +50% global cleave for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Relic Blade
Relic Blade has strong mixed horde clear & stagger,
But has weak dodges and very slow attack speed.
But has weak dodges and very slow attack speed.
Munitorum · Mk X (best)
Looping H Sweep for horde, can stagger ragers with activated PA from block.
2.15m dodge (60%) for Zealot
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
SP also acts as block during animation (same block cost as normal).
Activated state doesn't persist between weapon swaps.
All attacks have +0% melee crit chance.Horde ClearL1 > L2 > H3 > L2 > H3 > H4
Push > L2 > H3 > L2 > H3 > H4Single TargetH1 > (PA >) H2 > L3![]()
Munitorum · Mk II
2.15m dodge (60%) for Zealot
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
SP also acts as block during animation (same block cost as normal).
Activated state doesn't persist between weapon swaps.
All attacks have +0% melee crit chance.
H3 has ×110% strength level.Horde ClearPA > L3 > H2 > L3
PA > H1 > H2 > L3Single TargetL1 > L2 > H3 > L2 > H3 > H4![]()
Heat
When melee weapon is activated, 3.4% heat is generated per second & per attack. Heat venting starts 1.0s after turning the weapon's activated state off.Reaching 100% heat results in overheat, forcibly turning the weapon off from the activated state & renders it unable to be activated until all heat dissipates (8.9s total, including the 1.0s delay).Heat level0~30%30~70%70~90%90~100%Heat dissipation modifier
bigger number = faster cooling11.510.5
Blessings
All values listed here are at tier IV. Counterattack
For 5.0s after perfect blocking (first 0.3s of blocking) against melee attack, melee weapon attacks gain +12% melee attack animation speed. Internal cooldown 5.0s (the effect's duration cannot be refreshed while it's active).
Cranial Grounding
While melee weapon is in hand, per melee attack that hits at least 1 enemy in weakspot, gain +4% finesse and ×94% reduced heat generation for 3.0s (up to 5 stacks).
Devastating Strike
On crit hit with melee weapon, gain +80% global cleave for 5.0s while melee weapon is in hand.
Energy Leakage
On reaching 19% heat, and per 18% heat above, gain +4% global strength (up to 5 stacks) while melee weapon is in hand.0 stacks1 stack2 stacks3 stacks4 stacks5 stacksheat level≤19%≤37%≤55%≤73%≤91%≤100%
Energy Transfer
For 5.0s after perfect blocking (first 0.3s of blocking) against melee attack, gain ×78% reduced heat generation (if activated) and +6% heat dissipatiom (if not activated). Internal cooldown 5.0s (the effect's duration cannot be refreshed while it's active).
Heatsink
While melee weapon is in hand, for 3.0s after crit kill or weakspot kill, automatically dissipate 0.83% heat/s (if not overheated) or 3.33% heat/s (if overheated).
Overload
Release a small explosion around yourself & immediately dissipate 25% heat on reaching overheat from melee weapon's activated state. This explosion can stagger Scab Maulers & both Ragers in its blast radius of 4.5m, and deals 25 explosive damage within its 2.75m radius blast center. This will actually removes ~33% of the total overheat time due to how heat dissipation works.
Rampage
While melee weapon is in hand, gain +36% melee strength for 3.5s on hitting at least 3 enemies with a single melee weapon attack.
Syphon
Replenish 16% of max toughness (unaffected by buffs & debuffs) on hitting at least 3 enemies with a single melee weapon attack.
Wrath
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +40% global cleave for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Sapper Shovel
Sapper Shovel offers serviceable DPS & is easy to use,
But lacks mixed horde stagger & doesn't kill hordes that fast.
But lacks mixed horde stagger & doesn't kill hordes that fast.
Munitorum · Mk I (best)
On demand single target stagger, fast attack chain for single target.
2.525m dodge (60%) for Veteran
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All attacks have +0% melee crit chance.Horde ClearPush > H1 > H2 > L3Single Target(SP >) PA > L1 > L2 > L3![]()
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Munitorum · Mk III
2.525m dodge (60%) for Veteran
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
Folded state stays between weapon swaps but deactivates after hit.
All attacks have +0% melee crit chance.Horde Clear(Push >) L2 > H1Single TargetSP > Hs > H2![]()
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Munitorum · Mk VII
2.525m dodge (60%) for Veteran
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
Folded state stays between weapon swaps but deactivates after hit.
All attacks have +0% melee crit chance.Horde Clear(Push >) H1 > H2 > L3Single TargetSP > Ls > PA > L3![]()
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Blessings
All values listed here are at tier IV. All or Nothing
While melee weapon is in hand, per 20% of max stamina currently missing, gain +8% melee strength (up to 5 stacks).
Decimator
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +5% melee strength for 2.0s (up to 10 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Hammerblow
Melee weapon attacks gain +25% melee impact for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack or push.
Limbsplitter
Every 3.5s, the next melee weapon attack gains +60% melee strength. Landing melee weapon attacks while it's on CD will reset this CD back to full.
Skullcrusher
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Skullcrusher (up to 8 stacks) for 5.0s to the staggered enemies. Per Skullcrusher stack, attacks from all sources gain +10% global damage vs the affected enemy while they're staggered.
Take a Swing
Melee weapon attacks gain +60% melee weakspot damage for 3.0s after pushing with melee weapon.
Thrust
Gain +20% melee strength every 0.25s (up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Thunderstrike
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Thunderstrike (up to 8 stacks) for 5.0s to the staggered enemies. Per Thunderstrike stack, attacks from all sources gain +10% impact vs the affected enemy while they're staggered.
Trauma
While melee weapon is in hand, gain +20% melee impact and ×110% stagger duration for 2.0s (up to 5 stacks) on repeated (starts stacking from 2nd hit onward) melee weapon's attacks & pushes on any enemy.
Uncanny Strike
Melee weapon weakspot hits apply 8 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Shock Maul
Shock Maul can stun enemies on demand for DPS windows,
But lacks good stagger breakpoints & Unyielding damage.
But lacks good stagger breakpoints & Unyielding damage.
Munitorum · Mk III (best)
Easy to access to looping single target heavy attacks & better horde clear attack angles.
2.525m dodge (60%) for Veteran & Zealot
2.02m dodge (60%) for Psyker, Arbitrator & Skitarii
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom). Non-SP attacks that successfully stagger & have >60% ADM against the enemy hitzone struck will also electrocute the staggered enemies (has VFX but no damage or stagger over time).
SP is a sticky attack which continuously applies up to 3.5s of electrocution DOT & stagger after the attack ends. This electrocution DOT has 57.5 base damage (affected by Penetration stat during SP) every 0.3~0.8s (random tick rate), with 100% ADM vs Maniac, Unyielding & Flak, and 80% ADM vs Carapace. Dodge cancelling SP doesn't cost stamina.
All attacks have +0% melee crit chance.
L3 has ×110% strength lvl.Horde ClearPA > L4 > H1Single Target(SP >) H2 > L3 > H2 > H3![]()
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Agni · Mk Ia
2.525m dodge (60%) for Veteran & Zealot
2.02m dodge (60%) for Psyker, Arbitrator & Skitarii
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom). Non-SP attacks that successfully stagger & have >60% ADM against the enemy hitzone struck will also electrocute the staggered enemies (has VFX but no damage or stagger over time).
SP is a sticky attack which continuously applies up to 3.5s of electrocution DOT & stagger after the attack ends. This electrocution DOT has 57.5 base damage (affected by Penetration stat during SP) every 0.3~0.8s (random tick rate), with 100% ADM vs Maniac, Unyielding & Flak, and 80% ADM vs Carapace. Dodge cancelling SP doesn't cost stamina.
All attacks have +0% melee crit chance.
L3 has ×106% strength lvl. L4 has ×110% strength lvl.Horde ClearPush > L1 > H2Single Target(SP >) H1 > (PA >) L2 (> L3 > L4)![]()
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Blessings
All values listed here are at tier IV. Falter
Melee weapon's weakspot hits consider enemies to have ×10% of their original stagger reduction (applies to both stagger checks).
Hammerblow
Melee weapon attacks gain +25% melee impact for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack or push.
High Voltage
While melee weapon is in hand, gain +25% global damage against all electrocuted enemies.
Lightning Reflexes
On first 0.3s of blocking against melee attack, stun the attacker for 3.0s, and melee weapon's attacks gain +25% melee strength for 3.0s. Internal CD 3.0s (can only stun 1 enemy at a time). Doesn't make block work against block-bypass melee attacks.
Opportunist
While melee weapon is in hand, gain +25% melee rending against all staggered enemies. Keep in mind that SP can stagger almost all enemies for quite a while (except Mutants & Bosses).
Overwhelming Force
Every 3.5s, melee weapon's attacks that electrocute have 25% chance to apply electrocution DOT & stun to that enemy for 3.0s.
Skullcrusher
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Skullcrusher (up to 8 stacks) for 5.0s to the staggered enemies. Per Skullcrusher stack, attacks from all sources gain +10% global damage vs the affected enemy while they're staggered.
Thrust
Gain +20% melee strength every 0.25s (up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Shock Maul & Shield
Shock Maul & Shield offers great mixed horde control,
But lacks in single target DPS, particularly against Unyielding.
But lacks in single target DPS, particularly against Unyielding.
Branx · Mk VI (best)
Fast single target combo, horde clear PA (talent synergy), can stagger multiple ragers with H1.
1.76m dodge (80%) for Arbitrator
Shield can block ranged attacks (from 120° front, ×14% block cost) & unblockable attacks.
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom). Non-SP attacks that successfully stagger & have >60% ADM against the enemy hitzone struck will also electrocute the staggered enemies (has VFX but no damage or stagger over time).
All attacks have +0% melee crit chance.
L4 has ×120% strength level.Horde ClearH1 > (PA >) L2Single TargetL1 > H2 > L3 > L4![]()
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Branx · Mk XI
1.76m dodge (80%) for Arbitrator
Shield can block ranged attacks (from 120° front, ×14% block cost) & unblockable attacks.
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom). Non-SP attacks that successfully stagger & have >60% ADM against the enemy hitzone struck will also electrocute the staggered enemies (has VFX but no damage or stagger over time).
All attacks have +0% melee crit chance.
L4 has ×109% strength level. PA has ×108% strength level. H3 has ×105% strength level.Horde Clear(Push >) H1 > L2 > L1 > L2Single TargetPA > (H2 > H3 >) L3 > L4![]()
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Shockwave
Gain shockwave charges over time & from blocking attacks with melee weapon. Each SP use costs 25 charges, and you can hold up to 50 charges total. The shockwave deals very high stagger and 200 suppression within a ~71.6° cone up to 18.15m, capable of staggering all enemies (up close) except Mutants & Bosses. Stagger decay starts at 7.5m & decreases to almost nothing at 15.0m and beyond. While using shockwave, block stance persists for 0.4s & can block unblockable attacks. - gain 5 charges per Beast of Nurgle & Plague Ogryn attacks blocked - gain 4 charges per Captain, Twin, Chaos Spawn & Crusher attacks blocked - gain 3 charges per Bulwark attacks blocked - gain 2 charges per Scab Mauler attacks blocked - gain 1 charge per every other attack blocked, and every 1.5s over time.
Blessings
All values listed here are at tier IV. All or Nothing
While melee weapon is in hand, per 20% of max stamina currently missing, gain +8% melee strength (up to 5 stacks).
Confident Strike
Replenish 8% of max toughness on landing repeated (starts stacking from 2nd hit onward) melee weapon attacks on any enemy. Combo chain can be started & maintained by hitting corpses (but won't replenish toughness from them) & is lost on missing a melee weapon attack (no enemies hit).
Counterattack
For 5.0s after perfect blocking (first 0.3s of blocking) against melee attack, melee weapon attacks gain +12% melee attack animation speed. Internal cooldown 5.0s (the effect's duration cannot be refreshed while it's active).
Hammerblow
Melee weapon attacks gain +25% melee impact for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack or push.
High Voltage
While melee weapon is in hand, gain +25% global damage against all electrocuted enemies.
Last Guard
Gain ×70% block cost. Guard break pushes enemies within 5.0m (9.0s internal cooldown), which can stagger all enemies except Mutants, Poxbursters & Twins (Captains can be staggered if their void shields are depleted) within 198° in front (inner push angle). Stagger is weaker in outer push angle, unable to stagger Crushers, both Ragers, Mutants, Captains & Twins.
Lightning Reflexes
On first 0.3s of blocking against melee attack, stun the attacker for 3.0s, and melee weapon's attacks gain +25% melee strength for 3.0s. Internal CD 3.0s (can only stun 1 enemy at a time).
Offensive Defence
Per 1 stamina spent blocking attacks, gain +10% melee strength for 3.5s (up to 5 stacks) for your next melee weapon attack. While there are stacks active, each melee weapon attack consumes 1 stack & resets the remainder stacks' duration back to full.
Opportunist
While melee weapon is in hand, gain +25% melee rending against all staggered enemies. Keep in mind that SP cause almost all enemies to be in a staggered state.
Tactical Axe
Tactical Axe has high agility & good horde clear,
But lacks cleave & needs crit for single target DPS.
But lacks cleave & needs crit for single target DPS.
Atrox · Mk VII (best)
Balanced single target & mixed horde moveset, better light attack damage.
2.915m dodge (60%) for all human classes
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP1 & SP2 have +0% melee crit chance. All other attacks have +12% melee crit chance.
L1, L2 & L3 have ×110% strength level.Horde ClearPA > H1 > L2Single TargetPA > L1 > H2 > L3![]()
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Atrox · Mk II
2.915m dodge (60%) for all human classes
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP1 & SP2 have +0% melee crit chance and ×110% strength level.
All other attacks have +12% melee crit chance. L3 has ×103% strength level.Horde ClearPA > H2 > H1Single TargetPA > L2 > L3 > L1![]()
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Atrox · Mk IV
2.915m dodge (60%) for all human classes
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP1, SP2 & SP3 have +0% melee crit chance. All other attacks have +12% melee crit chance.
H2 has ×105% strength level.Horde ClearPA > L2 > L3 > L1Single TargetH1 > H2![]()
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Blessings
All values listed here are at tier IV. Agile
Melee weapon's weakspot hits refresh effective dodges back to full, which can bypass the innate 0.85s dodge recovery timer. Melee weapon attacks gain +10% melee weakspot damage.
All or Nothing
While melee weapon is in hand, per 20% of max stamina currently missing, gain +8% melee strength (up to 5 stacks).
Brutal Momentum
Melee weapon's non-Ogryn weakspot kills ignore the killed enemy's mass and carry forward the previous target's cleave distributed damage (up to 3 separate times). Melee weapon attacks gain +15% melee weakspot damage.
Decimator
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +5% melee strength for 2.0s (up to 10 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Headtaker
Melee weapon attacks gain +5% melee strength for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack.
Limbsplitter
Every 3.5s, the next melee weapon attack gains +60% melee strength. Landing melee weapon attacks while it's on CD will reset this CD back to full.
Relentless Strikes
Gain +10% melee strength for 2.0s (up to 5 stacks) on repeated (starts stacking from 2nd hit onward) melee weapon's attacks & pushes on the same enemy. Stacks aren't granted from melee weapon attacks that hit ≥2 enemies, and all stacks are lost on landing a melee weapon attack on a different enemy.
Shred
While melee weapon is in hand, per melee attack that hits ≥1 enemy, gain +4% global crit chance for 3.5s (up to 5 stacks). All stacks are lost on missing a melee weapon attack (no enemies hit).
Slaughter Spree
On crit-weakspot kill with melee weapon, the next melee weapon attack within 5.0s gains +100% melee crit chance.
Thunder Hammer
Thunder Hammer deals immense damage to single targets,
But has weak Maniac stagger & cleave damage distribution.
But has weak Maniac stagger & cleave damage distribution.
Crucis · Mk II (best)
Fast attack chain for single target, better activated attacks' single target damage.
2.219m dodge (60%) for Zealot
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 5.0s.
Activated state doesn't persist between weapon swaps.
All attacks have +0% melee crit chance.
Ls stuns self for 0.3s & Hs stuns self for 0.5s (both bypass stun immunity).Horde ClearH1 > (PA >) H2Single TargetSP > Hs > L1 > L2 > L3![]()
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Ironhelm · Mk IV
2.219m dodge (60%) for Zealot
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
SP enables 1 activated attack within the next 5.0s.
Activated state doesn't persist between weapon swaps.
All attacks have +0% melee crit chance.
Ls stuns self for 0.25s & Hs stuns self for 0.4s (both bypass stun immunity).Horde ClearH1 > (PA >) H2 > L1
SP > Hs > (PA >) H2 > L1Single TargetSP > Hs > Push > L2 > H3![]()
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Blessings
All values listed here are at tier IV. Hammerblow
Melee weapon attacks gain +25% melee impact for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack or push.
Headtaker
Melee weapon attacks gain +5% melee strength for 3.5s (up to 5 stacks) per enemy struck by melee weapon's attack.
Momentum
Replenish 15% of max toughness (affected by buffs & debuffs) per melee weapon attack that hits at least 3 enemies.
Shock & Awe
Successive melee weapon attacks within 2.0s of melee weapon kill consider all enemies struck as ×40% of their original mass (effectively ×250% cleave).
Skullcrusher
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Skullcrusher (up to 8 stacks) for 5.0s to the staggered enemies. Per Skullcrusher stack, attacks from all sources gain +10% global damage vs the affected enemy while they're staggered.
Slaughterer
Per enemy killed by melee weapon attack, gain +8% global strength for 4.5s (up to 5 stacks) while melee weapon is in hand.
Thrust
Gain +20% melee strength every 0.2s (up to 3 stacks) while charging up melee weapon heavy attack. This stacking rate is unaffected by melee attack animation speed.
Thunderous
Melee weapon's attacks & pushes apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.
Thunderstrike
Melee weapon's attacks & pushes that hit already-staggered enemies or successfully stagger apply 4 stacks of Thunderstrike (up to 8 stacks) for 5.0s to the staggered enemies. Per Thunderstrike stack, attacks from all sources gain +10% impact vs the affected enemy while they're staggered.
Trauma
While melee weapon is in hand, gain +20% melee impact and ×110% stagger duration for 2.0s (up to 5 stacks) on repeated (starts stacking from 2nd hit onward) melee weapon's attacks & pushes on any enemy.
RANGED WEAPONS
I haven't decided what this section should be filled with yet.
Arc Rifle
Arc Rifle has incredibly high damage vs mixed hordes,
But is ammo hungry as it heavily relies on sustained firing.
But is ammo hungry as it heavily relies on sustained firing.
Branx · Mk IV
1.41m dodge (60%) for Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance.
This weapon's arcs have no specific target priority.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Blessings
All values listed here are at tier IV. Blaze Away
Per 10% of magazine (rounds down to integer) continuously fired, gain +3% global strength (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Cavalcade
Per 10% of magazine (rounds down to integer) continuously fired, gain +5% global crit chance (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Charmed Reload
Refill 1 ammo back into ranged weapon (pulling from reserve ammo) on firing a ranged crit attack with ranged weapon.
Dum Dum
While ranged weapon is in hand, gain +4% near damage for 2.0s (up to 5 stacks) on landing repeated (starts stacking from 2nd hit onward) ranged weapon's ranged attacks on any enemy.
Enhanced Voltaic Arcs
Activated attacks can arc to 1 more enemy (2nd target for hip fire, 3rd target for braced fire), with +10° and +1.0m range (now 132° & 5.8m).
Inspiring Barrage
Per 10% of magazine (rounds down to integer) continuously fired, replenish 4% of max toughness (increments by 4% per ranged attack, can go up to 20% of max toughness replenished per 10% of magazine continuously fired after doing it 5 times prior, unaffected by buffs & debuffs). All stacks are lost on stopping continuous ranged attacks.
No Respite
While ranged weapon is in hand, per stagger instance ever applied onto an enemy, gain +20% global damage (up to 7 stacks) against that enemy while they're staggered.
Overwhelming Fire
Gain +4% ranged strength for 2.0s (up to 5 stacks) on landing repeated (starts stacking from 2nd hit onward) ranged weapon's ranged attacks on the same enemy. Stacks aren't granted from ranged weapon's ranged attacks that hit ≥2 enemies, and all stacks are lost on landing a ranged weapon's ranged attack on a different enemy.
Roaring Advance
Per 5% of magazine (rounds down to integer) continuously fired, gain ×75% move speed penalty while firing (up to 5 stacks). All stacks are lost on stopping continuous ranged attacks.
Bolt Pistol
Bolt Pistol deals high damage with explosive AoE stagger,
But has hard-to-reach damage breakpoints & inconsistent recoil.
But has hard-to-reach damage breakpoints & inconsistent recoil.
Godwyn-Branx · Mk IV
Slightly better damage for 1-hit kill breakpoints given enough talent investment.
2.369m dodge (80%) for Veteran, Zealot & Hive Scum
1.895m dodge (80%) for Psyker & Arbitrator
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Godwyn-Branx · Mk VI
Say goodbye to 1-hit kills on priority targets in favor of AOE stagger from ranged attack hits.
2.369m dodge (80%) for Veteran, Zealot & Hive Scum
1.895m dodge (80%) for Psyker & Arbitrator
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Blessings
All values listed here are at tier IV. Deadly Accurate
While ranged weapon is in hand, ranged attacks gain +100% crit weakspot damage.
Execution
While ranged weapon is in hand, gain +20% global damage against all staggered enemies.
Gloryhunter
Replenish 30% of max toughness (unaffected by buffs & debuffs) on killing Elite with ranged weapon's ranged attack.
Lethal Proximity
Bolt-weapons' ranged attacks now can cause explosions within their arming distance. Regardless if ranged weapon is in hand, your explosions gain +25% blast radius. This stacks additively with Veteran's Grenade Tinkerer & Psyker's Crystalline Will (for up to +50% blast radius) and applies to the following:
Point Blank
Ranged attacks gain +20% ranged crit chance for 3.5s after melee attack kill (regardless if ranged weapon is in hand).
Puncture
While ranged weapon is in hand, direct hit ranged attacks apply 4 stacks of bleed (up to 16 stacks) to all enemies struck & damaged.
Run 'n' Gun
Gain ×70% hipfire spread. While sprinting, gain +15% near damage. Additionally, hipfire no longer cancels sprinting & has no sprint-to-fire delay.
Surgical
While aiming down sights with ranged weapon in hand, gain +10% global crit chance (up to 10 stacks) every 0.3s. All stacks drop on firing the ranged weapon or exiting aim down sights.
Braced Autogun
Braced Autogun offers consistent sustained damage,
But lacks DPS potential & has limited effective range due to spread.
But lacks DPS potential & has limited effective range due to spread.
Agripinaa · Mk VIII (best)
Higher damage & stagger per shot, notably better ADM against most armor types.
2.15m dodge (60%) for Veteran, Zealot & Hive Scum
1.72m dodge (60%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Vraks · Mk II
2.2m dodge (80%) for Veteran, Zealot & Hive Scum
1.76m dodge (80%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Graia · Mk IV
2.2m dodge (80%) for Veteran, Zealot & Hive Scum
1.76m dodge (80%) for Psyker, Arbitrator & Skitarii
Braced spread gradually tightens after reaching max expansion
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Blessings
All values listed here are at tier IV. Ceaseless Barrage
Per 2.5% of magazine (rounds down to integer) continuously fired, gain +20% suppression & +7% global damage against suppressed enemies (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Deathspitter
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +6.5% global strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Fire Frenzy
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% near damage for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Hit & Run
On ranged weapon's ranged kill within 12.5m, gain 1.0s of dodge state against ranged attacks.
Roaring Advance
Per 5% of magazine (rounds down to integer) continuously fired, gain ×75% move speed penalty while firing (up to 5 stacks). All stacks are lost on stopping continuous ranged attacks.
Speedload
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% reload speed for 2.5s (up to 5 stacks).
Stripped Down
While sprinting with >50% of max stamina with ranged weapon in hand, gain dodge state against ranged attacks.
Terrifying Barrage
On ranged kill with ranged weapon within 12.5m, deal 30 suppression to all enemies that can be affected by suppression within 12.0m of you. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Combat Shotgun
Combat Shotgun offers high damage & strong stagger,
But reloads very slow & lacks consistency over range.
But reloads very slow & lacks consistency over range.
Agripinaa · Mk VII (best)
Best consistency for 1-hit kills on high value targets, with powerful special shot.
2.025m dodge (60%) for Veteran, Zealot & Hive Scum
1.62m dodge (60%) for Psyker & Arbitrator
ADM listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (from top to bottom). MPC is the number of pellets' worth of damage registered should a single real pellet hit, for Unarmoured, Infested, Maniac, Unyielding, Flak & Carapace (from top to bottom).
Ranged attacks (except slug) have +5% ranged crit chance.
Slug is pinpoint accurate. This can only be used with >0 reserve ammo.![]()
Zarona · Mk VI
2.025m dodge (60%) for Veteran, Zealot & Hive Scum
1.62m dodge (60%) for Psyker & Arbitrator
ADM listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (from top to bottom). MPC is the number of pellets' worth of damage registered should a single real pellet hit, for Unarmoured, Infested, Maniac, Unyielding, Flak & Carapace (from top to bottom).
Ranged attacks (except spreadshot) have +5% ranged crit chance.
Spreadshot is a horizontal shot with cleave distribution (losing damage & stagger across the first 3 targets struck). This can only be used with >0 reserve ammo.![]()
Accatran · Mk IX
2.025m dodge (60%) for Veteran, Zealot & Hive Scum
1.62m dodge (60%) for Psyker & Arbitrator
ADM listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (from top to bottom). MPC is the number of pellets' worth of damage registered should a single real pellet hit, for Unarmoured, Infested, Maniac, Unyielding, Flak & Carapace (from top to bottom).
Ranged attacks (except incendiary) have +5% ranged crit chance.
Incendiary applies up to 6 stacks of burn per shot (0.45 stacks per pellet, up to 10 stacks) to enemies struck. This can only be used with >0 reserve ammo.![]()
Blessings
All values listed here are at tier IV. Deathspitter
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +6.5% global strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Fire Frenzy
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% near damage for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Flechette
Ranged weapon's ranged crit attacks apply 6 stacks of bleed (up to 16 stacks) to all enemies struck & damaged.
Full Bore
On hitting an enemy with all real pellets from a ranged weapon's ranged attack, gain +20% global strength for 5.0s while ranged weapon is in hand.
Hit & Run
On ranged weapon's ranged kill within 12.5m, gain 1.0s of dodge state against ranged attacks.
Man-Stopper
Ranged weapon's ranged attacks gain +25% ranged impact. Additionally, all ranged crit attacks have infinite cleave while ranged weapon is in hand.
No Respite
While ranged weapon is in hand, per stagger instance ever applied onto an enemy, gain +20% global damage (up to 7 stacks) against that enemy while they're staggered.
Scattershot
On hitting at least 2 enemies with a single ranged weapon's ranged attack, per enemy struck, gain +12% ranged crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon's ranged attack.
Terrifying Barrage
On ranged kill with ranged weapon within 12.5m, deal 30 suppression to all enemies that can be affected by suppression within 12.0m of you. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Double-Barrelled Shotgun
Double-Barrelled Shotgun deals high damage at close range,
But has extremely short effective range & reloads very frequently.
But has extremely short effective range & reloads very frequently.
Crucis · Mk XI
2.025m dodge (60%) for Veteran, Zealot & Hive Scum
1.62m dodge (60%) for Psyker & Arbitrator
ADM listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (from top to bottom). MPC is the number of pellets' worth of damage registered should a single real pellet hit, for Unarmoured, Infested, Maniac, Unyielding, Flak & Carapace (from top to bottom).
Ranged attacks have +5% ranged crit chance. Doubleshot can only be performed with at least 2 ammo loaded (buckshot is used if only 1 ammo loaded) & has significantly larger spread.
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Stagger, Damage & Finesse usually decrease with cleave distribution.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All melee attacks have +0% melee crit chance.![]()
Blessings
All values listed here are at tier IV. Both Barrels
Next reload after ranged doubleshot kill has +70% reload speed.
Deathspitter
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +6.5% global strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Flechette
Ranged weapon's ranged crit attacks apply 6 stacks of bleed (up to 16 stacks) to all enemies struck & damaged.
Full Bore
On hitting an enemy with all real pellets from a ranged weapon's ranged attack, gain +20% global strength for 5.0s while ranged weapon is in hand.
Hit & Run
On ranged weapon's ranged kill within 12.5m, gain 1.0s of dodge state against ranged attacks.
Man-Stopper
Ranged weapon's ranged attacks gain +25% ranged impact. Additionally, all ranged crit attacks have infinite cleave while ranged weapon is in hand.
Run 'n' Gun
Gain ×90% hipfire and braced spread. While sprinting, gain +15% near damage. Additionally, hipfire no longer cancels sprinting & has no sprint-to-fire delay.
Scattershot
On hitting at least 2 enemies with a single ranged weapon's ranged attack, per enemy struck, gain +12% ranged crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon's ranged attack.
Speedload
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% reload speed for 3.0s (up to 5 stacks).
Terrifying Barrage
On ranged kill with ranged weapon within 12.5m, deal 30 suppression to all enemies that can be affected by suppression within 12.0m of you. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Exterminator Shotgun
Exterminator Shotgun packs serious firepower within its effective range,
But has very small magazine size & needs frequent reloads.
But has very small magazine size & needs frequent reloads.
Exaction · Mk III
Horizontal spread pattern makes it ideal for mixed horde deletion, but with short effective range.
1.66m dodge (80%) for Arbitrator
All 6 special ammo (electric) are fully refilled on ammo pickup
ADM listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (from top to bottom).
Ranged attacks have +5% ranged crit chance.
Shock shell applies minor electrocution DOT & stagger to enemies struck for 3.0s, and can stagger all enemies except Mutants & Bosses. This can only be used with >0 SP ammo.![]()
Exaction · Mk VIII
Circular spread with high pellet count enables better 1-hit kill breakpoints at midrange.
1.62m dodge (60%) for Arbitrator
All 6 special ammo (rending) are fully refilled on ammo pickup
ADM listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (from top to bottom).
Ranged attacks have +5% ranged crit chance.
AP shell applies 1 stack of shotgun brittleness (25% per stack, up to 1 stack) to all enemies struck for 8.0s. This can only be used with >0 SP ammo.![]()
Blessings
All values listed here are at tier IV. Born in Blood
Per enemy killed within 12.5m by ranged weapon's ranged attack, replenish 6% of max toughness (unaffected by buffs & debuffs).
Deathspitter
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +6.5% global strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Execution
While ranged weapon is in hand, gain +20% global damage against all staggered enemies.
Fire Frenzy
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% near damage for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Full Bore
On hitting an enemy with all real pellets from a ranged weapon's ranged attack, gain +20% global strength for 5.0s while ranged weapon is in hand.
High Voltage
While melee weapon is in hand, gain +25% global damage against all electrocuted enemies.
Powderburn
For 2.0s after ranged weapon kill within 12.5m, gain -40% recoil, +40% suppression & +20% global damage against suppressed enemies. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Punishing Salvo
The 2nd, 3rd and 4th ranged weapon attacks in a salvo gain +50% ranged weakspot damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Scattershot
On hitting at least 2 enemies with a single ranged weapon's ranged attack, per enemy struck, gain +12% ranged crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon's ranged attack.
Sustained Fire
The 2nd, 3rd and 4th ranged weapon attacks in a salvo gain +20% ranged damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Galvanic Rifle
Galvanic Rifle can kill most non-Boss enemies in 1 weakspot hit,
But has very slow & frequent reloads, as well as slower ADS speed.
But has very slow & frequent reloads, as well as slower ADS speed.
Branx · Mk CV
1.52m dodge (60%) for Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have no ranged crit chance bonus.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance. Pushes don't use mass & cleave system.
Blessings
All values listed here are at tier IV. Between the Eyes
On ranged weapon weakspot hit, gain 3.6s of suppression immunity.
Deadly Accurate
While ranged weapon is in hand, ranged attacks gain +60% crit weakspot damage.
Ghost
On ranged weapon weakspot hit, gain 1.2s of dodge state against ranged attacks.
Gloryhunter
Replenish 16% of max toughness (unaffected by buffs & debuffs) on killing Elite with ranged weapon's ranged attack.
Headhunter
Per ranged weapon's weakspot hit, gain +20% global crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon crit attack.
Hot-Shot
Ranged weapon's ranged weakspot hits consider enemies to have ×65% of their original mass (effectively up to ~154% cleave).
Man-Stopper
Ranged weapon's ranged attacks gain +25% ranged impact. Additionally, all ranged crit attacks have infinite cleave while ranged weapon is in hand.
Opening Salvo
The 1st ranged attack in a salvo gains +20% ranged strength. A salvo refers to every continuous ranged attack until leaving the shooting state.
Pinpointing Target
While bracing with ranged weapon in hand, gain +2.5% global strength (up to 5 stacks) every 0.4s. All stacks drop on using ranged weapon's ranged attack, melee attack or push, or exiting brace.
Trickshooter
Per ranged weapon's ranged weakspot hit, gain +6% ranged strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Heavy Laspistol
Heavy Laspistol has high mobility, accuracy & finesse,
But suffers harsh falloff over range & relies on headshots.
But suffers harsh falloff over range & relies on headshots.
Accatran MG · Mk II (best)
Better sustained DPS, no sprint to fire delay, higher fire rate & finesse.
2.369m dodge (80%) for Veteran & Zealot
1.895m dodge (80%) for Psyker & Skitarii
Can instantly fire from sprinting with no delay
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +15% ranged crit chance & cost 2 ammo.
SP pushes enemies away at the cost of 2 stamina. If used by Psyker, this also generates 10% peril & has significantly further push distance.
Kantrael · Mk X
2.369m dodge (80%) for Veteran & Zealot
1.895m dodge (80%) for Psyker & Skitarii
Can instantly fire from sprinting with no delay
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +15% ranged crit chance & cost 3 ammo.
SP pushes enemies away at the cost of 2 stamina. If used by Psyker, this also generates 10% peril & has significantly further push distance.
Blessings
All values listed here are at tier IV. Between the Eyes
On ranged weapon weakspot hit, gain 3.6s of suppression immunity. Keep in mind that Veteran is always immune to suppression by default.
Concentrated Fire
Per ranged weapon's ranged weakspot hit, gain +5% global crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon's ranged attack that hits no weakspots (either bodyshot or complete miss).
Desperado
While ranged weapon is in hand, on successful dodge, all attacks gain +20% global crit chance for 2.0s. Can be activated by Psyker's Empathic Evasion, but can't be activated by avoiding ranged attacks from Scab Snipers, Reapers & both Gunners.
Dum Dum
While ranged weapon is in hand, gain +6% near damage for 2.0s (up to 5 stacks) on landing repeated (starts stacking from 2nd hit onward) ranged weapon's ranged attacks on any enemy.
Ghost
On ranged weapon weakspot hit, gain 1.2s of dodge state against ranged attacks.
Infernus
Ranged weapon crit attacks apply 4 stacks of burn (up to 12 stacks) to all enemies struck & damaged.
Raking Fire
Enables flanking for ranged attacks (180° behind). Gain +40% flanking damage.
Reassuringly Accurate
Replenish 16% of max toughness (unaffected by buffs & debuffs) on ranged weapon's ranged crit kill.
Speedload
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% reload speed for 3.0s (up to 5 stacks).
Heavy Stubber
Heavy Stubber offers high weakspot damage for priority sniping,
But has hard-to-reach damage breakpoints & is inaccurate when moving.
But has hard-to-reach damage breakpoints & is inaccurate when moving.
Achlys · Mk II (best)
High damage per shot, capable of killing most high value targets in 1 crit weakspot hit.
2.7m dodge (default) for Ogryn
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +11.6% ranged crit chance.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Krourk · Mk IIa
2.7m dodge (default) for Ogryn
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Gorgonum · Mk IIIa
2.7m dodge (default) for Ogryn
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +11.6% ranged crit chance.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Blessings
All values listed here are at tier IV. Blaze Away
Per 10% of magazine (rounds down to integer) continuously fired, gain +8% global strength (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Cavalcade
Per 10% of magazine (rounds down to integer) continuously fired, gain +5% global crit chance (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Deadly Accurate
While ranged weapon is in hand, ranged attacks gain +100% crit weakspot damage.
Gloryhunter
Replenish 16% of max toughness (unaffected by buffs & debuffs) on killing Elite with ranged weapon's ranged attack.
Headhunter
Per ranged weapon's weakspot hit, gain +20% global crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon crit attack.
Inspiring Barrage
Per 10% of magazine (rounds down to integer) continuously fired, replenish 4% of max toughness (increments by 4% per ranged attack, can go up to 20% of max toughness replenished per 10% of magazine continuously fired after doing it 5 times prior, unaffected by buffs & debuffs). All stacks are lost on stopping continuous ranged attacks.
Opening Salvo
The 1st ranged attack in a salvo gains +20% ranged strength. A salvo refers to every continuous ranged attack until leaving the shooting state.
Overwhelming Fire
Gain +10% ranged strength for 2.0s (up to 5 stacks) on landing repeated (starts stacking from 2nd hit onward) ranged weapon's ranged attacks on the same enemy. Stacks aren't granted from ranged weapon's ranged attacks that hit ≥2 enemies, and all stacks are lost on landing a ranged weapon's ranged attack on a different enemy.
Pinning Fire
Gain +5% global strength for 2.5s (up to 5 stacks) per successful stagger from ranged weapon attack.
Surgical
While aiming down sights with ranged weapon in hand, gain +10% global crit chance (up to 10 stacks) every 0.2s. All stacks drop on firing the ranged weapon or exiting aim down sights.
Helbore Lasgun
Helbore Lasgun has high damage & incredible ammo economy,
But is slow to draw & awkward with charge-fire mechanic.
But is slow to draw & awkward with charge-fire mechanic.
Lucius · Mk IIIa (best)
Highest DPS while having good damage breakpoints for 1-hit killing high value threats.
1.875m dodge (default) for Veteran
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance & cost 2~6 ammo.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Lucius · Mk IV
1.875m dodge (default) for Veteran
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance & cost 2~9 ammo.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Lucius · Mk V
1.875m dodge (default) for Veteran
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance & cost 2~4 ammo.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Blessings
All values listed here are at tier IV. Armourbane
Ranged charged attacks apply 8~12 stacks (scales with charge level) of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s.8 stacks9 stacks10 stacks11 stacks12 stacksCharge level≤37.5%≤50%≤62.5%≤75%≤100%
Falter
Ranged weapon's ranged weakspot hits consider enemies to have ×10% of their original stagger reduction (applies to both stagger checks). Additionally, ranged weapon's ranged attacks gain +30% ranged impact.
Hot-Shot
Ranged weapon's ranged weakspot hits consider enemies to have ×50% of their original mass (effectively up to 200% cleave).
Infernus
Ranged weapon's ranged crit attacks apply 4 stacks of burn (up to 12 stacks) to all enemies struck & damaged.
No Respite
While ranged weapon is in hand, per stagger instance ever applied onto an enemy, gain +20% global damage (up to 7 stacks) against that enemy while they're staggered.
Surgical
While aiming down sights with ranged weapon in hand, gain +10% global crit chance (up to 10 stacks) every 0.3s. All stacks drop on firing the ranged weapon or exiting aim down sights.
Sustained Fire
The 2nd, 3rd and 4th ranged weapon's ranged attacks in a salvo gain +20% ranged damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Weight of Fire
Per continuous ranged attack (quick or charged ranged attack), gain -12% reduced charge time (up to 5 stacks). Stacks can be kept by holding a charged ranged attack. All stacks are lost on stopping continuous ranged attacks.
Infantry Autogun
Infantry Autogun offers high weakspot DPS with good sustain,
But their high recoil makes them less effective at longer ranges.
But their high recoil makes them less effective at longer ranges.
Vraks · Mk V (best)
Extremely high sustained DPS at close range with high value from crit strings.
2.369m dodge (60%) for Veteran, Zealot & Hive Scum
1.895m dodge (60%) for Psyker, Arbitrator & Skitarii
Can instantly fire from sprinting with no delay
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
SP turns on/off a wide flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Agripinaa · Mk I
1.9m dodge (60%) for Veteran, Zealot & Hive Scum
1.52m dodge (60%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
SP turns on/off a wide flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Columnus · Mk VIII
1.95m dodge (60%) for Veteran, Zealot & Hive Scum
1.56m dodge (60%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
SP turns on/off a wide flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Blessings
All values listed here are at tier IV. Deathspitter
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +6.5% global strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Dum Dum
While ranged weapon is in hand, gain +6% near damage for 2.0s (up to 5 stacks) on landing repeated (starts stacking from 2nd hit onward) ranged weapon's ranged attacks on any enemy.
Fire Frenzy
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% near damage for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Hit & Run
On ranged weapon's ranged kill within 12.5m, gain 1.0s of dodge state against ranged attacks.
Punishing Salvo
The 2nd, 3rd and 4th ranged weapon attacks in a salvo gain +50% ranged weakspot damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Raking Fire
Enables flanking for ranged attacks (180° behind). Gain +40% flanking damage.
Speedload
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% reload speed for 2.5s (up to 5 stacks).
Stripped Down
While sprinting with >50% of max stamina with ranged weapon in hand, gain dodge state against ranged attacks.
Sustained Fire
The 2nd, 3rd and 4th ranged weapon attacks in a salvo gain +20% ranged damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Terrifying Barrage
On ranged kill with ranged weapon within 12.5m, deal 30 suppression to all enemies that can be affected by suppression within 12.0m of you. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Infantry Lasgun
Infantry Lasgun offers good firing uptime & high Maniac ADM,
But has notably weak Flak ADM while being headshot dependent.
But has notably weak Flak ADM while being headshot dependent.
Kantrael · Mk VII (best)
Reliable 2~3 weakspot hit kills on priority targets with minimal recoil (actual & visual).
1.9m dodge (60%) for Veteran & Zealot
1.52m dodge (60%) for Psyker
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance & cost 3 ammo.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Kantrael · Mk IIb
1.9m dodge (60%) for Veteran & Zealot
1.52m dodge (60%) for Psyker
Can instantly fire from sprinting with no delay
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance & cost 2 ammo.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Kantrael · Mk IX
1.9m dodge (60%) for Veteran & Zealot
1.52m dodge (60%) for Psyker
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance & cost 3 ammo.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Blessings
All values listed here are at tier IV. Between the Eyes
On ranged weapon weakspot hit, gain 3.6s of suppression immunity. Keep in mind that Veteran is always immune to suppression by default.
Deadly Accurate
While ranged weapon is in hand, ranged attacks gain +100% crit weakspot damage.
Efficiency
Every 0.5s, the next ranged weapon attack consumes only 1 ammo. Firing ranged weapon while it's on CD will reset this CD back to full.
Falter
Ranged weapon weakspot hits consider enemies to have ×10% of their original stagger reduction (applies to both stagger checks). Additionally, ranged weapon's ranged attacks gain +30% ranged impact.
Ghost
On ranged weapon weakspot hit, gain 1.2s of dodge state against ranged attacks.
Headhunter
Per ranged weakspot hit, gain +20% global crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon crit attack.
Infernus
Ranged weapon crit attacks apply 4 stacks of burn (up to 12 stacks) to all enemies struck & damaged.
No Respite
While ranged weapon is in hand, per stagger instance ever applied onto an enemy, gain +20% global damage (up to 7 stacks) against that enemy while they're staggered.
Opening Salvo
The 1st ranged attack in a salvo gains +20% ranged strength. A salvo refers to every continuous ranged attack until leaving the shooting state.
Phosphor Blast Pistol
Phosphor Blast Pistol has high damage & can apply phosphor debuff,
But has low base ADMs resulting in weak performance vs Reapers.
But has low base ADMs resulting in weak performance vs Reapers.
Branx · Mk XI
1.865m dodge (60%) for Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +21% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Blessings
All values listed here are at tier IV. Crucian Roulette
Per 1 ammo currently missing in magazine, gain +6% global crit chance while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on reloading & will adjust to the number of missing loaded ammo after completing reload (including Skitarius' Gunsmith talent).
Gloryhunter
Replenish 25% of max toughness (unaffected by buffs & debuffs) on killing Elite with ranged weapon's ranged attack.
Hand-Cannon
While ranged weapon is in hand, ranged crit attacks gain +15% crit rending. This is the same as normal rending effect but conditionally limited to specific attacks.
Infernus
Ranged weapon's ranged crit attacks apply 5 stacks of burn (up to 15 stacks) to all enemies struck & damaged.
Man-Stopper
Ranged weapon's ranged attacks gain +25% ranged impact. Additionally, all ranged crit attacks have infinite cleave while ranged weapon is in hand.
Opening Salvo
The 1st ranged attack in a salvo gains +20% ranged strength. A salvo refers to every continuous ranged attack until leaving the shooting state.
Pinpointing Target
While bracing with ranged weapon in hand, gain +4% global strength (up to 5 stacks) every 0.4s. All stacks drop on using ranged weapon's ranged attack, melee attack or push, or exiting brace.
Powderburn
For 2.0s after ranged weapon kill within 12.5m, gain -40% recoil, +40% suppression & +20% global damage against suppressed enemies. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Showstopper
There's a 20% chance to cause an explosion (240 base damage decaying from center to edge, 4.0m blast radius) at the center mass of an Elite/Specialist killed by ranged attack, burn DOT or phosphor DOT.
Surgical
While aiming down sights with ranged weapon in hand, gain +10% global crit chance (up to 10 stacks) every 0.325s. All stacks drop on firing the ranged weapon or exiting aim down sights.
Plasma Gun
Plasma Gun has high damage capable of hitting many enemies at once,
But has weak ammo economy (requires more engagements in melee).
But has weak ammo economy (requires more engagements in melee).
M35 Magnacore · Mk II
High cleave with superior direct hit damage for better 1-hit kill breakpoints from quick shots.
1.75m dodge (default) for Veteran
1.4m dodge (default) for Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Both ranged attacks have +5% ranged crit chance. Quick fire costs 3 ammo, and Charged fire costs 1~8 ammo (can only be fired at 5 ammo or higher). Both ranged attacks' weakspot hits can stagger all enemies, except Captains & Monsters (Twins can be staggered if their void shields are depleted).
Toughness absorbs all damage to self until depletion. Letting go of SP also stops the current venting action. Pressing it again starts a new venting action, which will use the new starting heat value.
Firing a charged shot at 100% heat causes the players to lose control of their character & deal explosive damage in a 10.0m radius (15.0m suppression radius), then enter a downed state.
You can reduce a large chunk of this weapon's reload time by tapping sprint at the right times. https://youtu.be/G_g83KdCcFQ
M35 Magnacore · Mk III
Charged shots delete mixed hordes in AOE with less direct hit damage (quick & charged shots).
1.75m dodge (default) for Veteran
1.4m dodge (default) for Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Both ranged attacks have +5% ranged crit chance. Quick fire costs 3 ammo, and Charged fire costs 1~8 ammo (can only be fired at 5 ammo or higher). Both ranged attacks' weakspot hits can stagger all enemies, except Captains & Monsters (Twins can be staggered if their void shields are depleted).
The explosions created from ranged attacks are considered as explosive type damage (can only be improved by global damage-related bonuses) & unable to crit.
Toughness absorbs all damage to self until depletion. Letting go of SP also stops the current venting action. Pressing it again starts a new venting action, which will use the new starting heat value.
Firing a charged shot at 100% heat causes the players to lose control of their character & deal explosive damage in a 10.0m radius (15.0m suppression radius), then enter a downed state.
You can reduce a large chunk of this weapon's reload time by tapping sprint at the right times. https://youtu.be/G_g83KdCcFQ
Blessings
All values listed here are at tier IV. Blaze Away
Per continuous ranged attack, gain +8% global strength (up to 5 stacks) while ranged weapon is in hand. Stacks can be kept by holding a charged ranged attack via bracing until vent/reload. All stacks are lost on stopping continuous ranged attacks.
Focused Cooling
Ranged critical attacks generate ×40% immediate heat from firing. This doesn't affect pre-fire heat generation (charging).
Gets Hot!
On reaching 19% heat, and per 18% heat above, gain +10% ranged crit damage & +10% global crit chance (up to 5 stacks) while ranged weapon is in hand.
Gloryhunter
Replenish 25% of max toughness (unaffected by buffs & debuffs) on killing Elite with ranged weapon's ranged attack.
Optimised Cooling
Per continuous ranged attack, gain ×90% overall heat generation (up to 5 stacks, applies to pre-fire & firing heat generation) while ranged weapon is in hand. Stacks can be kept by holding a charged ranged attack via bracing until vent/reload. All stacks are lost on stopping continuous ranged attacks.
Power Blast
Per 20% charge level in charging up a ranged attack, gain +5% global crit chance (up to 5 stacks) to the next ranged weapon's ranged attack. Hipfire always generates 2 stacks before firing.
Rising Heat
On reaching 19% heat, and per 18% heat above, gain +4% global strength (up to 5 stacks) while ranged weapon is in hand.
Shattering Impact
Ranged attacks' direct hits apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s. Explosions caused by ranged attacks (on hitting Carapace or terrain) don't apply stacks.
Volatile
Per 18% heat below 92% heat, gain -4% charge time to ranged attacks. Charge time is unaffected by ranged attack animation speed.
Blessing Scaling Table0 stacks1 stack2 stacks3 stacks4 stacks5 stacksGets Hot!
Rising Heat
heat level≤19%≤37%≤55%≤73%≤91%≤100%Power Blast
charge level≤19%≤39%≤59%≤79%≤99%100%Volatile
heat level≥92%≥74%≥56%≥38%≥20%≥0%
Purgation Flamer
Purgation Flamer can apply burn stacks to large groups of enemies at once,
But has very slow draw speed & deploy speed (for using fire stream attack).
But has very slow draw speed & deploy speed (for using fire stream attack).
Artemia · Mk III
1.787m dodge (80%) for Zealot
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have no ranged crit chance bonus. Flame attacks do NOT use mass & cleave system.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
You can fast draw this weapon by using Blades of Faith during its draw animation. https://youtu.be/BDt6sdJjfmo
Blessings
All values listed here are at tier IV. Blaze Away
Per 3 ammo continuously fired, gain +8% global strength (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Everlasting Flame
Refill 5 ammo back into ranged weapon (from reserve) on ranged weapon's ranged crit attack.
Fan the Flames
Flame bursts gain +45% ranged impact & consider burning enemies to have ×30% of their original stagger reduction (applies to both stagger checks, but doesn't hit major stagger breakpoints even in combination with Zealot's talents).
Inspiring Barrage
Per continuous ranged weapon's ranged attack, replenish 4% of max toughness (increments by 4% per ranged attack, can go up to 20% of max toughness replenished per ranged attack after firing 15 shots, unaffected by buffs & debuffs). All stacks are lost on stopping continuous ranged attacks.
Overpressure
Gain +5% global strength (up to 5 stacks) based on the amount of missing loaded ammo. Assuming 80% Ammo stat (which you should aim to have):Ammo amount33~2827~2221~1615~109~33~0 & reloadingStacks012345
Penetrating Flames
Direct flame attacks apply 4 stacks of "fire brittleness" (1% per stack, up to 20 stacks) to all enemies struck for 5.0s.
Quickflame
Next reload after emptying magazine (0 loaded ammo) has +40% reload speed.
Showstopper
There's a 20% chance to cause an explosion (400 base damage decaying from center to edge, 3.0m blast radius) at the center mass of an Elite/Specialist killed by ranged attack or burn DOT.
Quickdraw Stub Revolver
Quickdraw Stub Revolver swaps fast & deals massive damage,
But requires frequent reloads & has weak ammo economy.
But requires frequent reloads & has weak ammo economy.
Zarona · Mk IIa (best)
Incredibly high damage per shot capable of killing most non-Boss enemies in 1 crit weakspot hit.
2.369m dodge (80%) for Veteran, Zealot & Hive Scum
1.895m dodge (80%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +21% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance. Pushes don't use mass & cleave system.
Agripinaa · Mk XIV
2.369m dodge (80%) for Veteran, Zealot & Hive Scum
1.895m dodge (80%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +21% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance. Pushes don't use mass & cleave system.
Blessings
All values listed here are at tier IV. Crucian Roulette
Per 1 ammo currently missing in magazine, gain +6% global crit chance while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on reloading & will adjust to the number of missing loaded ammo after completing reload (including Skitarius' Gunsmith talent).
Gloryhunter
Replenish 30% of max toughness (unaffected by buffs & debuffs) on killing Elite with ranged weapon's ranged attack.
Hand-Cannon
While ranged weapon is in hand, ranged crit attacks gain +60% crit rending. This is the same as normal rending effect but conditionally limited to specific attacks.
Point Blank
Ranged attacks gain +20% ranged crit chance for 2.5s after melee attack kill (regardless if ranged weapon is in hand).
Run 'n' Gun
Gain ×70% hipfire and braced spread. While sprinting, gain +15% near damage. Additionally, hipfire no longer cancels sprinting & has no sprint-to-fire delay.
Surgical
While aiming down sights with ranged weapon in hand, gain +10% global crit chance (up to 10 stacks) every 0.3s. All stacks drop on firing the ranged weapon or exiting aim down sights.
Speedload
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% reload speed for 4.0s (up to 5 stacks).
Sustained Fire
The 2nd, 3rd and 4th ranged weapon's ranged attacks in a salvo gain +20% ranged damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Terrifying Barrage
On ranged kill with ranged weapon within 12.5m, deal 30 suppression to all enemies that can be affected by suppression within 12.0m of you. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Trickshooter
Per ranged weapon's ranged weakspot hit, gain +6% ranged strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Recon Lasgun
Recon Lasgun offers reliable sustained DPS & good accuracy,
But have subpar priority target TTK & short initial damage range.
But have subpar priority target TTK & short initial damage range.
Accatran · Mk VIc
Balanced damage per shot, rate of fire & sustained firing uptime with superior ADMs up close.
2.369m dodge (80%) for Veteran & Zealot
1.895m dodge (80%) for Psyker
Can instantly fire from sprinting with no delay
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +2% ranged crit chance.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Accatran · Mk XII
Maximize rate of fire to activate on-hit effects (synergy with Onslaught and Infernus).
2.369m dodge (80%) for Veteran & Zealot
1.895m dodge (80%) for Psyker
Can instantly fire from sprinting with no delay
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +2% ranged crit chance.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Accatran · Mk XIV
Improved cleave & damage per shot with better ADM over range, but with more ammo cost.
2.369m dodge (80%) for Veteran & Zealot
1.895m dodge (80%) for Psyker
Can instantly fire from sprinting with no delay
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +2% ranged crit chance & cost 2 ammo.
SP turns on/off a narrow flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Blessings
All values listed here are at tier IV. Deathspitter
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +6.5% global strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Dum Dum
While ranged weapon is in hand, gain +6% near damage for 2.0s (up to 5 stacks) on landing repeated (starts stacking from 2nd hit onward) ranged weapon's ranged attacks on any enemy.
Headhunter
Per ranged weakspot hit, gain +5% global crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon crit attack.
Hit & Run
On ranged weapon's ranged kill within 12.5m, gain 1.0s of dodge state against ranged attacks.
Infernus
Ranged weapon crit attacks apply 4 stacks of burn (up to 12 stacks) to all enemies struck & damaged.
Punishing Salvo
The 2nd, 3rd and 4th ranged weapon attacks in a salvo gain +50% ranged weakspot damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Speedload
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% reload speed for 3.0s (up to 5 stacks).
Stripped Down
While sprinting with >50% of max stamina with ranged weapon in hand, gain dodge state against ranged attacks.
Sustained Fire
The 2nd, 3rd and 4th ranged weapon attacks in a salvo gain +20% ranged damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Shotpistol & Shield
Shotpistol & Shield swaps fast, deals solid damage & can block ranged attacks,
But is quite inconsistent for 1-shot breakpoints & reloads very frequently.
But is quite inconsistent for 1-shot breakpoints & reloads very frequently.
Judgement · Mk IV
1.72m dodge (60%) for Arbitrator
Shield can block ranged attacks (from 120° front, ×21% block cost) & unblockable attacks.
ADM listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (from top to bottom).
Ranged attacks have +21% ranged crit chance.
Stagger, Damage, ADM & Finesse values displayed are for first target only.
Pushes don't use mass & cleave system.
ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (from top to bottom).
All melee attacks have +0% melee crit chance.![]()
Blessings
All values listed here are at tier IV. Deathspitter
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +6.5% global strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Fire Frenzy
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% near damage for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Full Bore
On hitting an enemy with all real pellets from a ranged weapon's ranged attack, gain +20% global strength for 5.0s while ranged weapon is in hand.
High Voltage
While melee weapon is in hand, gain +25% global damage against all electrocuted enemies.
Man-Stopper
Ranged weapon's ranged attacks gain +25% ranged impact. Additionally, all ranged crit attacks have infinite cleave while ranged weapon is in hand.
No Respite
While ranged weapon is in hand, per stagger instance ever applied onto an enemy, gain +20% global damage (up to 7 stacks) against that enemy while they're staggered.
Pinpointing Target
While bracing with ranged weapon in hand, gain +8% global strength (up to 5 stacks) every 0.4s. All stacks drop on using ranged weapon's ranged attack, melee attack or push, or exiting brace.
Run 'n' Gun
Gain ×70% hipfire and braced spread. While sprinting, gain +15% near damage. Additionally, hipfire no longer cancels sprinting & has no sprint-to-fire delay.
Scattershot
On hitting at least 2 enemies with a single ranged weapon's ranged attack, per enemy struck, gain +12% ranged crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon's ranged attack.
Speedload
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% reload speed for 4.0s (up to 5 stacks).
Shredder Autopistol
Shredder Autopistol offers high stagger & Maniac DPS,
But has weak Flak ADM & short effective range.
But has weak Flak ADM & short effective range.
Ius · Mk IV
2.369m dodge (60%) for Veteran, Zealot & Hive Scum
1.895m dodge (60%) for Psyker, Arbitrator & Skitarii
Can instantly fire from sprinting with no delay & firing move speed penalty is gradually reduced
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
SP turns on/off a wide flashlight for illuminating dark areas, but can also alert Daemonhosts if they're struck by the light beam directly.
Blessings
All values listed here are at tier IV. Blaze Away
Per 10% of magazine (rounds down to integer) continuously fired, gain +8% global strength (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Cavalcade
Per 10% of magazine (rounds down to integer) continuously fired, gain +5% global crit chance (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Inspiring Barrage
Per 10% of magazine (rounds down to integer) continuously fired, replenish 4% of max toughness (increments by 4% per ranged attack, can go up to 20% of max toughness replenished per 10% of magazine continuously fired after doing it 5 times prior, unaffected by buffs & debuffs). All stacks are lost on stopping continuous ranged attacks.
Pinning Fire
Gain +5% global strength for 2.5s (up to 5 stacks) per successful stagger from ranged weapon attack.
Powderburn
For 2.0s after ranged weapon kill within 12.5m, gain -40% recoil, +40% suppression & +20% global damage against suppressed enemies. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Raking Fire
Enables flanking for ranged attacks (180° behind). Gain +40% flanking damage.
Speedload
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% reload speed for 2.0s (up to 5 stacks).
Sustained Fire
The 2nd, 3rd and 4th ranged weapon's ranged attacks in a salvo gain +20% ranged damage. A salvo refers to every continuous ranged weapon's ranged attack until leaving the shooting state.
Terrifying Barrage
On ranged kill with ranged weapon within 12.5m, deal 30 suppression to all enemies that can be affected by suppression within 12.0m of you. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Spearhead Boltgun
Spearhead Boltgun deals high damage with explosive AoE stagger,
But takes significant time to swap & reload and is ammo hungry.
But takes significant time to swap & reload and is ammo hungry.
Locke · Mk IIb
Burst down large single threats like Ogryns & Bosses with its rapid fire DPS.
1.95m dodge (80%) for Veteran & Zealot
1.56m dodge (80%) for Arbitrator
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance while aiming (otherwise +0%). Hip fire starts in 2-R burst but follows in full auto if trigger is held.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Locke · Mk III
Slightly worse direct hit damage for better firing controls & AOE stagger.
1.95m dodge (80%) for Veteran & Zealot
1.56m dodge (80%) for Arbitrator
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have +5% ranged crit chance while aiming (otherwise +0%).
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Blessings
All values listed here are at tier IV. Cavalcade
Per continuous ranged attack, gain +5% global crit chance (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Fire Frenzy
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% near damage for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Gloryhunter
Replenish 16% of max toughness (unaffected by buffs & debuffs) on killing Elite with ranged weapon's ranged attack.
Inspiring Barrage
Per continuous ranged weapon's ranged attack, replenish 4% of max toughness (increments by 4% per ranged attack, can go up to 20% of max toughness replenished per ranged attack after firing 5 shots, unaffected by buffs & debuffs). All stacks are lost on stopping continuous ranged attacks.
Pinning Fire
Gain +5% global strength for 2.5s (up to 5 stacks) per successful stagger from ranged weapon attack (melee & ranged).
Puncture
While ranged weapon is in hand, direct hit ranged attacks apply 4 stacks of bleed (up to 16 stacks) to all enemies struck & damaged.
Shattering Impact
Ranged attacks' direct hits apply 4 stacks of regular brittleness (2.5% per stack, up to 16 stacks) to all enemies struck for 5.0s. Explosions caused by ranged attacks don't apply stacks.
Surgical
While aiming down sights with ranged weapon in hand, gain +10% global crit chance (up to 10 stacks) every 0.2s. All stacks drop on firing the ranged weapon or exiting aim down sights.
Terrifying Barrage
On ranged kill with ranged weapon within 12.5m, deal 30 suppression to all enemies that can be affected by suppression within 12.0m of you. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Twin-Linked Stubber
Twin-Linked Heavy Stubber offers suppressive fire for extended periods of time,
But is inaccurate at midrange & beyond, with subpar baseline DPS vs most enemies.
But is inaccurate at midrange & beyond, with subpar baseline DPS vs most enemies.
Achlys · Mk VII (best)
Faster draw & deploy speed, faster fire rate for Point-Blank Barrage's burn DOT synergy.
2.7m dodge (default) for Ogryn
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Gorgonum · Mk IV
2.7m dodge (default) for Ogryn
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Krourk · Mk V
2.7m dodge (default) for Ogryn
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have -2% ranged crit chance.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Blessings
All values listed here are at tier IV. Blaze Away
Per 10% of magazine (rounds down to integer) continuously fired, gain +8% global strength (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks.
Ceaseless Barrage
Per 2.5% of magazine (rounds down to integer) continuously fired, gain +20% suppression & +7% global damage against suppressed enemies (up to 5 stacks) while ranged weapon is in hand. All stacks are lost on stopping continuous ranged attacks. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Charmed Reload
Refill 5 ammo back into ranged weapon (pulling from reserve ammo) on firing a ranged crit attack with ranged weapon.
Deathspitter
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +6.5% global strength for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Fire Frenzy
Per enemy killed within 12.5m by ranged weapon's ranged attack, gain +10% near damage for 3.5s (up to 5 stacks) while ranged weapon is in hand.
Inspiring Barrage
Per 10% of magazine (rounds down to integer) continuously fired, replenish 4% of max toughness (increments by 4% per ranged attack, can go up to 20% of max toughness replenished per 10% of magazine continuously fired after doing it 5 times prior, unaffected by buffs & debuffs). All stacks are lost on stopping continuous ranged attacks.
Overwhelming Fire
Gain +10% ranged strength for 2.0s (up to 5 stacks) on landing repeated (starts stacking from 2nd hit onward) ranged weapon's ranged attacks on the same enemy. Stacks aren't granted from ranged weapon's ranged attacks that hit ≥2 enemies, and all stacks are lost on landing a ranged weapon's ranged attack on a different enemy.
Roaring Advance
Per 5% of magazine (rounds down to integer) continuously fired, gain ×75% move speed penalty while firing (up to 5 stacks). All stacks are lost on stopping continuous ranged attacks.
Terrifying Barrage
On ranged kill with ranged weapon within 12.5m, deal 30 suppression to all enemies that can be affected by suppression within 12.0m of you. Only Reapers, both Gunners, Scab Radio Operators, Groaners, Armored Groaners, Scab Shooters & both Stalkers can be suppressed.
Vigilant Autogun
Vigilant Autogun deals high weakspot DPS with good sustain,
But their high zoom when aiming makes them unwieldy up close.
But their high zoom when aiming makes them unwieldy up close.
Columnus · Mk III (best)
Highest DPS while having good damage breakpoints for high value threats.
1.9m dodge (60%) for Veteran, Zealot & Hive Scum
1.52m dodge (60%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have no ranged crit chance bonus.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Graia · Mk VII
1.9m dodge (60%) for Veteran, Zealot & Hive Scum
1.52m dodge (60%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have no ranged crit chance bonus.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Agripinaa · Mk IX
1.9m dodge (60%) for Veteran, Zealot & Hive Scum
1.52m dodge (60%) for Psyker, Arbitrator & Skitarii
ADM & Finesse listed are for Unarmoured, Maniac, Unyielding, Flak & Carapace (top to bottom). Ranged attacks have no ranged crit chance bonus.
All values displayed are for 1st target only. Stagger, Damage & Finesse usually decrease with cleave distribution. ADM & Stagger listed are for Maniac, Unyielding, Flak & Carapace (top to bottom).
All melee attacks have +0% melee crit chance.
Blessings
All values listed here are at tier IV. Between the Eyes
On ranged weapon weakspot hit, gain 3.6s of suppression immunity. Keep in mind that Veteran is always immune to suppression by default.
Crucian Roulette
Per 1 ammo currently missing in magazine, gain +0.6% global crit chance while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on reloading & will adjust to the number of missing loaded ammo after completing reload (including Skitarius' Gunsmith talent).
Deadly Accurate
While ranged weapon is in hand, ranged attacks gain +100% crit weakspot damage.
Falter
Ranged weapon's ranged weakspot hits consider enemies to have ×10% of their original stagger reduction (applies to both stagger checks). Additionally, ranged weapon's ranged attacks gain +30% ranged impact.
Ghost
On ranged weapon weakspot hit, gain 1.2s of dodge state against ranged attacks.
Headhunter
Per ranged weapon's weakspot hit, gain +20% global crit chance (up to 5 stacks) while ranged weapon is in hand. Stacks last indefinitely but all stacks drop on firing a ranged weapon crit attack.
No Respite
While ranged weapon is in hand, per stagger instance ever applied onto an enemy, gain +20% global damage (up to 7 stacks) against that enemy while they're staggered.
Opening Salvo
The 1st ranged attack in a salvo gains +20% ranged strength. A salvo refers to every continuous ranged attack until leaving the shooting state.
Surgical
While aiming down sights with ranged weapon in hand, gain +10% global crit chance (up to 10 stacks) every 0.2s. All stacks drop on firing the ranged weapon or exiting aim down sights.
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