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CC zealot
Manrom 1 year ago
 CC zealot
 Zealot Build - Warhammer 40k: Darktide 

 CC zealot
 Zealot Build - Warhammer 40k: Darktide 

Horde-Clear
Crowd Control
Frontliner
Melee

Weapons

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Indignatus Mk IVe Crusher
Transcendant
Indignatus Mk IVe Crusher
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4-10% Melee Critical Hit Damage
2-5% Melee Critical Hit Chance
Trauma

Trauma

14-20% Impact for 2 seconds on Repeated Hit. Stacks 5 times.

Hammerblow

Hammerblow

19-25% Impact for 1.5s on Hit. Stacks 5 times.

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Artemia Mk III Purgation Flamer
Transcendant
Artemia Mk III Purgation Flamer
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10-25% Damage (Unarmoured Enemies)
10-25% Damage (Maniacs)
Showstopper

Showstopper

14-20% chance Elite and Special enemies Explode on kill.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+6-15% Corruption Resistance
+2-5% Toughness
+2-5% Health
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Health
+2-5% Toughness
+6-15% Corruption Resistance
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+2-5% Health
+6-15% Corruption Resistance
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Talents

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Description

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Easy to use, but strong build for zealot.
We use special attack on our mace a lot. It great for everyting: stuns hordes, opens up bulwarks, and you can hit ‘em with special again cause of it’s speed, so bastions basically stunlocked if we catch them. And it much faster then chain weapon/thunder hammer's special attacks. If you swing your weapon in horde no one can touch you (except snipers and bombers of course), even doggos and maybe trappers, because explosion of special attack is big enough. Moveset is simple: charge special, swing, repeat. Don't forget to dodge.
For range weapon i prefer flamer just because i like it, but it turns build into “no range” variation. You can use any range you want, if you don't want to rely on your teammates.
About talents:
Enemies Within, Enemies Without - more stable then others, works well in every situation.
Bloodletting - not because of it's usage, but because we don't need extra attack speed (doesn't work well with charged moves) or extra impact - we got enough impact on charged mace itself. So I take bleed for little bit extra damage - never a bad thing.
Inspiring Excoriation - extra support for our team.
Faith Restores All - random shots in high threat levels are no joke, this can help tank them a little.
Rising Conviction - more damage, always good. Also average flamer enjoyers can take Emperor's Executioner.
Purge The Wicked - our charge is a great tool: mobility, extra toughness, little support with Inspiring Excoriation. Second charge is a great choice. Also we don't have so regular crits for Invocation Of Death and we don't utilize extra attack speed from Fury Of The Faithful, so our choice is obvious

1 year ago