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Bullyknight

Bullyknight
Build for Darktide

Anti-Elite
Anti-Boss
Frontliner

Weapons

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"Brunt's Basher" Mk IIIb Bully Club
Transcendant
"Brunt's Basher" Mk IIIb Bully Club
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+10-25% Damage (Flak Armoured Enemies)
+10-25% Damage (Maniacs)
Skullcrusher

Skullcrusher

Target receives 1-4 Stack(s) of +10% Damage if already Staggered. Lasts 5s.

Thunderous

Thunderous

Target receives 1-4 Stacks of 5% Brittleness on Hit. Lasts 5s.

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Lorenz Mk VI Rumbler
Transcendant
Lorenz Mk VI Rumbler
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+10-25% Damage (Maniacs)
+10-25% Damage (Flak Armoured Enemies)
Adhesive Charge

Adhesive Charge

Your Grenades stick to Ogryns and Monstrosities

Blaze Away

Blaze Away

+8% Power for every shot fired during continuous fire. Stacks 5 times.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+5-20% Damage Resistance (Snipers)
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+5-20% Damage Resistance (Gunners)
+5-20% Damage Resistance (Snipers)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-15% Corruption Resistance
+6-12% Stamina Regeneration
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Talents

Description

How to play a BullyKnight

 

"Luv me club, luv me bombs, luv me rashuns, luv me Emprah, and luv me <UNLOCALIZED TRAIT NOT FOUND>"

 

PROS: Extremely high damage packed into half a ton of muscle. You have decent debuff power, great horde clear, good damage while tanking a monstrosity, and can flexibly handle any situation with ease. Amazing clutch potential and you can avoid taking damage while dealing plenty. 

 

CONS: If you're just learning Ogryn, I recommend a tankier build with Feel No Pain to help you stay alive. (See https://steamcommunity.com/sharedfiles/filedetails/?id=3044646170) OR a simpler version of Skullbreaker like this Slab Shield version (https://darktide.gameslantern.com/builds/9bf953e3-da12-4321-8795-1d68dbb3aaaf/shield-sniveler-stomper). This build is more for Ogryn who are already comfortable with movement mechanics to dodge shooters and replenishing toughness with heavies to stay alive in combat, and want to maximize damage and debuffs.

 

This build used to be OP because blessing debuffs like Thunderous and Skullcrusher used to apply to any class ability that hits an enemy as long as you have your melee weapon out, allowing you to debuff hordes of crushers at once. After the rebalance, the build is still fairly good, just not as good as Shovel V Tank builds or gunlugger kickback builds with left or middle keystone. It also used to be OP because there were combos to stunlock monstrosities, but they no longer work. 

 

NOTE ON BRITTLENESS: Brittleness caps at 40% and all weapon blessings that claim to give 5% per stack actually only give 2.5%. So Thunderous IV takes 4 hits to reach cap. Can Opener takes 1 hit to reach cap. 

 

Melee Options

Club IIIb = Shovel III  > Club II = Shield (with changes) > BB Cleaver > Club I > Krourk Cleaver > Shovel V > Shovel XIX > Power Maul

 

Bully Club IIIb has the best horde clear and is a great multi-target option, with a small amount of cleave on both heavies and it still deals good single target damage due to debuffs. Incredibly good fast lights for horde clear, especially after a charge, and you can mix in heavies to keep 5 stacks of heavy hitter. It also has a fast heavy combo, meaning you build up bleed stacks and Heavy Hitter faster. You want either both debuff blessings or one of them and Haymaker. Haymaker is pretty good because you can hit max stacks instantly by hitting a horde and the stacks fade one at a time, but the RNG is pretty frustrating sometimes for taking down Maulers and Muties so it comes down to personal preference. Highly recommended as its the easiest club to use and works well in other builds too.

 

3b also has a block animation cancel since its block animation is very short. On FNP builds, you can block animation cancel after the first heavy, and you can block animation cancel after the first two lights for faster horde clear (since the third light is single target). You can also tap block while moving with minimal speed loss. This is a fairly minor tech that gives only a slight increase in attack speed so it's not mandatory. 

 

Shovel III is the best single target option. Two solid single target combos of Heavy 1 + Punch or Heavy 1 + Heavy 2. Horde combos are [spam lights], or Light 1 + Heavy 2 or Light 1 + Heavy 2 + Light 1, 2, 3, 4. You can stunlock a chaos spawn if you charge, then combo Heavy 1 + Punch on its weakspot before it recovers from the first stagger (only works if it has room to be pushed back). Rock might be able to do it but it's very difficult to pull off in time. Pick two of Thunderous, Skullcrusher, and Brutal Momentum. 

 

Bully Club II is the most complicated club to use, but still quite strong. Heavy 1 is multi-target and Heavy 2 is single target. The lights aren't as good as IIIb's, but you can use your 25% heavy every once in a while to deal heavy damage to a beefier foe or huge damage to a wide area. It's main strength is its unique attack patterns. There's 5 basic attack patterns: Heavy 1 + Light 2,3, Slap (best stagger and will apply 40% brittleness), Heavy 1 + Light 2,3,4 (best small group dps), Chain Heavies (builds heavy hitter, best single target once debuffs apply) or Heavy 1 + Light 1 and Heavy 1 + Slap (to build heavy hitter while clearing horde). There's also an advanced 'combo' where you sprint cancel after Heavy 1 over and over. Recommended that you pick up Hard Knocks

 

You get the best mileage out of it by running Thunderous and Skullcrusher and debuffing everything with those combos. Haymaker makes good killing here too, but the RNG is painful. The main thing holding it back that Heavy 1 is really slow, which makes you vulnerable to trappers, dogs, and other hits while charging it and makes attack speed buffs almost useless on Heavy 1, but attack speed makes a huge impact on the lights. Doesn't need Brutish Momentum (keystone modifier) but it's still very useful. 

 

Bully Club I is straight inferior to Shovel III right now. It has no good qualities now that slap is nerfed. The main thing holding it back is that the light combo has a huge delay after the last hit and is too short, so it's unusable. 

 

Shield performs extremely well with some slight changes to the build. See: https://darktide.gameslantern.com/builds/9bf953e3-da12-4321-8795-1d68dbb3aaaf/shield-sniveler-stomper

 

In short: Attention seeker is a must-have. Pulverise is actually worthwhile since you are using far more heavies and bleed is a more significant source of your damage. A good choice if you struggle to push shooters or are doing the only-ranged maelstrom. You want Brutal Momentum and Skullcrusher. Toughness Regneration curio perks are quite useful with shield. Pick up Hard Knocks and Attention Seeker.  I also go with Stay Close Aura.

 

Cleavers offer great horde clear thanks to the Slaughterer blessing and their lights benefit greatly from the attack speed sources in this build. Unfortunately, their heavy attacks are agonizingly slow and attack speed barely affects them which means it's hard to build up heavy hitter. Either build it up with your ranged weapon's special or by just toughing it out with regular heavies. They are also nearly useless against armor so Ripper with Can Opener is highly recommended. Good choice if you have trouble with hordes normally

 

Shovel XIX / V is a great anti-armor and anti-boss weapon, but it's incredibly slow. This makes it hard to keep stacks of Heavy Hitter up (especially when a teammate kills the enemy you're swinging at), and hard to apply stacks of bleed quickly. Shovel XIX and Shovel V are usable with this build with Thrust and Brutal Momentum, but I have another build that makes better use of Shovel V.  

https://darktide.gameslantern.com/builds/9ac782df-e70a-4cc3-9bab-1f85d243185a/ogryn-shovel-knight

 

Power Maul, for some ridiculous reason has no good blessings. It can still get Skullcrusher, but unfortunately enemies will recover from stagger before you can do a second power attack most of the time so Skullcrusher doesn't do anything unless you chain an unpowered attack after the power attack (but the unpowered attack will only hit one armored enemy). That said, the AoE of the power attack is small but will apply bleed to enemies that are close enough to bump shoulders with each other. Get Skullcrusher and either Thunderstrike (to help keep Skullcrusher up), Brutal Momentum (to help with how bad power maul is against hordes) and grab a Ripper with Can Opener for armor debuff. It's not great but it's usable and that's about as good as Power Maul can get.

 

For perks: Flak, Maniac are ideal, Flak is almost a must-have. +Elite, +Carapace, +Unyielding are 2nd tier. +Groaners, +Stamina are usable. 

Ranged Options

In short, if you're using frag bomb, go with Ripper, Rumbler, or Gauntlet. If you're using rocks, go with Kickback. Rocks and kickback are the best weapon combo, but Soften Them Up is more useful than Slam. Slam is still very useful against Ragers but makes little difference everywhere else. 

 

Ripper with Can Opener is the best choice if you don't have Thunderous on your melee. You can also play around with bleed stacks on crit and the crit blessing, but it's really hard to get high crit as Ogryn without a crit-focused team.

 

Ripper V in particular has great hipfire damage at medium and even long range, more so than kickback, due to minimum pellet count mechanics, but you have to control the recoil yourself. 

 

All Ogryn ranged weapons count their melee special actions as HEAVY ATTACKS which benefit from this build. Rumbler and Kickback have insanely fast heavy attacks that can be used to build up Heavy Hitter stacks quickly or refresh the bonus while/after shooting. 

 

For Kickback blessings, Blaze Away III is great for chaining shots or chaining the special action into a crowd. You can combine it with Surgical, Expansive, Punishing Fire, or Inspiring Barrage. IB doesn't give you much toughness, but it's enough to keep you topped off while taking chip damage, preventing health damage from an unexpected melee hit. Surgical can 1-shot a Mutie on crit weakspot, which is great if you aren't taking rocks. It doesn't have any synergy with Blaze Away, but having both is still good. With both Surgical and Blaze Away, the Kickback will be very strong on the first shot and even stronger in continuous fire. Alternatively, Expansive + Punishing Fire is a fun combo if you don't like Blaze Away. Full Bore sounds fun but it activates very rarely in optimal play and still infrequently when you're taking every opportunity to get it. Note that Blaze Away does increase the damage of the special melee attacks but Inspiring Barrage does not work for the melee attacks despite its icon appearing.

 

For Kickback Perks, Maniacs is the top choice to be able to kill trappers, bombers, and flamers from further distances with one shot. For the second perk, Flak and Reload Speed are the best options. I prefer reload speed to have less downtime between shots and shoot faster during times when blaze away can do work. Flak breakpoints aren't as important on the kickback since you'll usually handle armor with your melee and if you're shooting gunners or scab shooters with it the breakpoint doesn't matter as often. 

 

Rumbler is probably going to be the top pick if it gets a larger ammo pool. It's a reliable weapon held back by terrible ammo economy. 

 

For Rumbler blessings, go with Blaze Away III for the first and the second really doesn't matter...at all. Prioritize your perks instead. The other blessings mostly suck. Gloryhunter is second best because it will replenish your toughness in a pinch. Shattering Impact is overrated because it only applies 10% to one target, but it's better than nothing and is very nice to have for builds that lack anti-armor melee. Pierce II is actually not bad. It allows you to apply bleed on up to 3 maulers or crushers at once which isn't really useful, but it also allows you to stagger a whole horde of trash without being interrupted by a carapace mixed in. 

 

The Grenade Gauntlet is also good for its reliability and flexibility as a great weapon for taking out trappers, bombers, flamers, snipers, and occasionally shooting into armor packs that surprised a teammate. That said, Rocks are slightly better and cost no ammo so only use it if you're not using rocks. 

 

Stubbers are fun weapons but they're eclipsed by the Kickback right now, which fills the same niche but is faster to pull out and use against a surprise threat. It works fine if you have a good one though. 

 

Club Blessings

Haymaker is great for Club IIIb because both its heavies have cleave (though the cleave has less width and slightly harder to hit weakspots) and it's decent on Club II as well. It's a very strong blessing that is slept on. The 5 stacks no longer immediately fade away on breaking the chain and last the same duration as Heavy Hitter, but fade away one at a time so you will usually still have a couple stacks left by the time you start another fight. Stacks are gained per enemy hit, so swinging a cleaving heavy at a horde will get you to max quickly and let you kill while building up heavy hitter. Pairs best with 

 

Confident Strike is decent with Club IIIb because it frees up a talent point (Smash Em) and makes you almost invincible while spamming light attacks. But will be noticably lower damage than using other blessings. Mostly just for gunlugger. Good choice if you really like relying on Haymaker to kill things. 

 

Skullcrusher is pretty good for everything. It will make your lights much more deadly to elites and specialists mixed into a horde. It doesn't necessarily mesh with Haymaker but they're different tools for different situations. 

 

Thunderous is great to pair with Skullcrusher if you don't like RNG. Just apply a ton of debuffs on everything. Outclassed by Can Opener but otherwise good and makes bleed deal significantly more damage. 

 

Thrust has good single target DPS, quite well rounded. Works best on Club I or folding shovel. 

 

Perfect Strike - Meme option. Not recommended except for fun. It's hard to get crit as Ogryn. Wild when it triggers against a swarm of maulers though. 

Monstrosities

Shovels and Clubs used to be able to stunlock monstrosities, but they can't do it anymore (except Shovel III can stunlock chaos spawn after charge). 

 

Chaos Spawn: Chain heavies to build up bleed. It has three attacks and each requires a different response. On the slow lunge attack you should dodge. On the chain attack you should dodge the first, block the last two. When it tries to grab you, dodge and slide backwards at the same time. Dodging to the left or right only sometimes works because it has a huge horizontal reach and duration that exceeds the dodge frames. 

 

Plague Ogryn: Block its charge, get in close, crouch, and dodge backwards every attack. Dodge and block when it does the ground slam if you are near an abyss. Charge before it can ground slam if allies are in danger of being knocked off. Otherwise, save charge for if it changes targets from you. 

 

Beast of Nurgle: Your main goal is to hit it as much as possible without getting puked on. It will only eat you if you have the debuff from being puked on. Beware the tailswipe attack which will instantly delete your toughness and knock you back. You can still stagger it, however, with Heavy 1 -> Heavy 2 -> Slap if all 3 hit the weakspot. If another teammate hits it with you, you can stunlock it. Generally, the best strategy is to dodge its puke from close range, then block its AOE melee attack, then wail on its weakspot when it tries to puke on you again. If you get puked on, charge into it then run away, or charge away. Beware: sometimes charging into it can fail to stagger it. 

 

Remember that a rock or box to the weakspot will always stagger it and can save a teammate that has been eaten. You can also hit it through walls or across obstacles to safely apply bleed but if you get too close it can eat you through some walls. 

 

Daemonhost: You can still tank a Demonhead with non-shield builds but it may take some practice. Chain heavies while dodging each swing, then block until your stamina runs out to get your dodge charges back, repeat. Use stamina to block for a little if you are messing up, then use your charge to regain the initiative. Having a stamina regen and block efficiency perk on a curio makes this much easier. Shovel III might be able to stunlock it after a charge, unconfirmed. 

 

Armor Packs

A single Crusher can be dispatched with Can Opener, followed by 3 quick club heavies, or 3 can opener stabs followed by 1 club heavy, or by a can opener stab followed by 7-9 shots. 

 

When using Haymaker against a pack of enemies, remember that hitting carapace will instantly end your cleave. You can play around this by putting the armored enemy at the end of your attack pattern, so look slightly right on Heavy 1 and slightly left and Heavy 2.

 

For huge armor packs take it slow and move over to the side so the team can see more easily. Chain heavies, or even better use Can Opener to instantly apply 40% brittleness to the enemy at the front and watch them evaporate.  If you get overwhelmed then you can still charge. 

 

For Ragers, Heavy 1 and Slap, but if they've already started attacking you, block and push first because they get stagger resistance once they start swinging. If they're attacking a teammate, use Light 1 and Slap instead because the first hit will not stagger them and your goal is to prevent damage from being taken.  The point of the slap is to hit right after they get staggered to knock them down and apply Skullcrusher quickly.

 

Hordes

Use heavies to build up stacks of heavy hitter, then switch to lights. Use heavies when Hard Knocks reaches 20+ stacks or an elite/specialist is mixed in. You can also occasionally use a heavy to get bleeding enemies for resistance. 

 

Shooters

Slide everywhere. Slide towards them and chain Heavies to refill toughness. When gunners are also involved I like to Dodge->Sideslide (dodge + crouch at same time) if I need to change directions or close the distance while attacking. You can also dodge towards the enemy while winding up an attack. 

 

Curios

I recommend 2x HP and 1x TN or 3x HP.

 

Toughness is important for your sustainability, since you can replenish it super fast, so having +5% Toughness perks on all 3 curios is important. You can even run an extra toughness main stat if you're really struggling with shooters but it shouldn't be necessary.

 

Curio Perk tier list (for this build)

S Tier (3 ideal)

  • 5% Toughness

A Tier (2 ideal)

  • Sniper Resistance, Gunner Resistance (can get away with 1 Gunner)

B Tier (1 max)

  • Corruption Resistance - helps a lot with surprise dogs, poxbursters (you're often in the front and sometimes teammates shoot them or weird stuff happens), grimoires, and poxwalker surprises (5 hitting at once from nowhere hurts). Some say it's a waste but I usually take more corruption damage than damage from gunners and snipers combined in the average mission. If you choose to stack 2-3 I won't judge you, it helps substantially with dogs and nurgle vomit, but you might spend 5 minutes in a Beast of Nurgle's belly. 
  • Stamina Regen - having your stamina start regenerating sooner & faster can save you from a dog or burster and help you revive teammates.
  • Toughness Regeneration Speed - TRS only affects passive coherency regen, not replenishment from talents, so if you're heavily relying on it you probably need to be more aggressive. More than 1 is overkill unless Shield.

C Tier (usable)

  • Max Health (diminishing returns are rough)
  • Sprint Efficiency
  • Revive Speed - you will typically be able to pick allies up without it, if you can't it's usually because of gunners. Occasionally will help you rescue a teammate between flamer, bomber, or crusher attacks. 
  • Combat Ability Regen -  most your cooldown reduction will come from Bruiser, which is percentage based so this won't help much, but this is B tier if you don't have Brusier for some reason. 
  • Bomber, Flamer Resistance

D tier (not recommended)

  • Mutie, Dog Resistance
  • Block Efficiency - this build rarely blocks. 
  • Economic perks - okay, Ordo Dockets aren't bad but you should play the game for fun, not suffering yourself to be at Hadron's nonexistant mercy. 

 

Blitzes

Rocks are very good against Muties/Snipers and for the game's grenade economy. You lose the 15% extra damage taken by your melee targets, but rocks are worth it. As useful as the other grenades are, zealot grenades are generally more efficient and it's best not to compete with them. They also synergize with more ranged options, since if you're not using rock you typically want Gauntlet, Ripper V, or Rumbler for a precision weapon. Biggest downside is that Slam is way worse than Soften Them Up. 

 

Frag Bomb is a great get-out-of-jail-free card as long as your other weapons can handle snipers, bombers, and muties. Especially amazing if you have an Enhanced Blitz modifier (Maelstrom) or your team has few characters using nades. In general, the game usually only spawns enough grenades to really supply two players so if you're using Nuke use it sparingly around Zealots who get more value from each nade pickup. 

 

Big Box of Hurt is usable at best. Not as good as just killing with a Frag Bomb, but at least you have 2 of them and your allies can proc abilities that rely on them getting the kill (Psyker's team CDR, Vet's executioner's, Zealot's throwing knives etc.). Just treat it as a second Charge that you can use when your charge is on cooldown or as a panic button if you're stuck and can't move after charging. 

 

Alternate Perk Options

Soften Them Up vs Slam

Soften them up is generally the better choice, but if you want Rocks you've got to take Slam. With Slam, a single heavy will stagger Ragers even while they're attacking. Without Slam, you'll need to follow up your heavy attack with a slap and dodge. It's a little slower and you're likely to take a little damage if there's several ragers attacking at different times if you don't block. 

 

Crunch

only useful if using Thrust blessing.

 

Pulverise

Now that the thunderous exploit is patched, 5 stacks is only enough to deal 1/4 of a healthbar to trash in a horde, and it only lasts ~4 seconds. Most enemies will die before you can get bleed stacks high enough to matter, and the ones that don't will be fine with just 4 stacks per heavy hit, so getting bleed stacks high enough to do useful damage to multiple enemies at once is a waste of time. Your bleed will do more damage if you focus on one enemy at a time, and Trample will help that more than Pulverise. Exception is if you know you're playing with other players using bleed. 

 

Attention Seeker (taunt on push)

It's nice to have but not worth the cost. Instead of pushing a rager to save a teammate, you can usually kill or hit-slap combo them instead. Use with Shield. 

 

Big Boom (explosion radius)

Not a bad option if using Rumbler and nuke. 

With luv,

(kill some snivelers)

Bocho

Video

3 weeks ago