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Hammer & Bolter. As the Emperor intended.
JT874 1 year ago
 Hammer & Bolter. As the Emperor intended.
 Zealot Build - Warhammer 40k: Darktide 

 Hammer & Bolter. As the Emperor intended.
 Zealot Build - Warhammer 40k: Darktide 

Anti-Special
Anti-Elite
Anti-Boss
Frontliner
Melee

Weapons

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Crucis Mk II Thunder Hammer
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Crucis Mk II Thunder Hammer
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10-25% Damage (Unyielding Enemies)
4-10% Increased Melee Damage (Specialists)
Slaughterer

Slaughterer

5-8% Strength for 4.5s on Kill. Stacks 5 times.

Thrust

Thrust

Up to 5-20% Strength based on the charge time of your heavy attacks. Stacks 3 times.

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Locke Mk IIb Spearhead Boltgun
Transcendant
Locke Mk IIb Spearhead Boltgun
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10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Carapace Armoured Enemies)
Pinning Fire

Pinning Fire

4.25-5% Strength for every Enemy you Stagger. Stacks 5 times.

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Curios

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Gilded Mandible
Transcendant
Gilded Mandible
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+17-21% Max Health

+17-21% Max Health

+2-5% Health
+5-20% Damage Resistance (Mutants)
+5-20% Damage Resistance (Snipers)
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Saintly Fragment
Transcendant
Saintly Fragment
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+17-21% Max Health

+17-21% Max Health

+2-5% Health
+5-20% Damage Resistance (Mutants)
+5-20% Damage Resistance (Pox Hounds)
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Guardian of the Lost
Transcendant
Guardian of the Lost
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+7.5-30% Toughness Regeneration Speed
+6-15% Corruption Resistance
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Talents

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Description

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Melee:

 

The Thunder Hammer is the entire focus of this build. The one I'm using has a base rating of 377. However the key stats are: Damage, First Strike and Penetration. These ideally should all be above 70, to give you enough damage per swing. 

 

The Crucis MK2 is the only hammer to use. I find the Ironhelm doesn't do enough alpha damage with the initial hit to make it competitive on Damnation. You may be able to make it work with the right blessings but it's never going to do as much damage as the Crucis.

 

This build is focused on that initial strike. With the aim being that you are able to kill the majority of elites with a single charged hit. The only enemies requiring 2 or more hits being the Ogryns, monstrosities and bosses. 

 

To achieve this, Thrust 3 or 4 is required, with 3 full charges, without any slaughterer, rising conviction or martydom stacks, you should be able to 1 hit any non Ogryn enemies with a charged attack. 

 

I like to pair Thrust with Slaughterer, as that allows you to control crowds very effectively, once you have stacks of that and rising conviction. However your mileage may vary, and headtaker is another good choice if you prefer to do that little bit extra damage with the first hit. 

 

Either way, once you have those bonus damage stacks, (easily gained during hordes) you'll be able to do massive damage to elites, specialists and bosses. During regular games, with the team working together and doing damage, you rarely need to hit an Ogryn enemy more than once for it to go down. 

 

Same goes for monstrosities, you can easily do 10k damage per charged hit with Chastise the Wicked. Assuming you can get the hits in, the Plague Ogryn for example (I find easiest to fight) will go down in as little as 3 well placed hits. Usually though, 4 - 5 charged hits per monstrosity should be enough, not accounting for additional damage your team is doing. 

 

Ranged:

 

I've paired the Boltgun with the hammer, choosing this over the flamer or other weapons to provide some much needed long ranged stopping power. 

 

Use a Bolter with a base damage of 495 (highest available?) if possible. Combined with Pinning Fire, this will do devastating damage to all enemies. I like Calvalcade on this as the extra crits mean you can easily burst down enemies. However, Shattering impact is also good, and achieves similar results. 

 

You can kill every non-monstrosity enemy with a single magazine, usually less. At the top end, one mag will let you spray down a Crusher. 

 

On the low end, as enemies are clustered, you can easily kill multiple elites and specialists in a single burst, thanks to Pinning fire. Especially weaker ones like gunners and flamers. 

 

The high base damage is a requirement to allow you to one tap snipers, and kill other ranged elites/specialists at greater distances. 

 

This is a useful backup if your team's Vet(s) are already engaged and unable to take down additional ranged enemies. Accuracy is important when dealing with enemies at range, fortunately the bolter is exceptionally accurate at all distances, providing you can hit the shots in the first place. 

 

Curios:

 

These are used primarily to boost your max health and toughness, with some damage reduction for specific enemies. 

 

2x +20% health curios and 1x +15% (or higher if you have it) toughness curio. 

 

Each one also has the +5% health perk. Bringing your total health pool up to 300.

 

Other perks include 2x mutant damage reduction, 1x sniper damage reduction, and 1x pox hound damage reduction. These, combined with the increased health and toughness gives you extra survivability, and means disablers are less devastating. 

 

For example, mutants no longer break your toughness with their ground slam attack, and you can tank a hit from a sniper (leaving you at around half health). 

 

Other perks are personal preference, I take corruption resistance to make corruption slightly less annoying and toughness regen speed is always useful, but other perks nay work better for you depending on playstyle. 

 

 

1 year ago