Build for Darktide
How to play a BullyKnight
"Luv me club, luv me rocks, luv me rashuns, luv me Emprah, and luv me <UNLOCALIZED TRAIT NOT FOUND>"
Bullyknights combine bleed with various blessings that make bleed and heavies better.
PROS: Extremely high damage packed into half a ton of muscle. You have decent debuff power, kill crushers in 3 heavies, you can stunlock monstrosities, 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) 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 to help their team win. It also doesn't 1-shot Crushers like the new folding Shovel.
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. This is no longer the case but the build is still good. Will update soon.
Bully Club I = Club IIIb > Club II > Shovel III > Shovel XIX > Shovel V > Power Maul > Cleavers
This build works best with the Bully Clubs, since their slap is currently OP. It also works great with the Shovel, but the shovel's punch was nerfed into oblivion and now has lower stagger than the slap despite being single target.
Bully Club I is the best single target, since its first heavy is single and first light is wide. Note that Heavy 1 will often hit only 1 target even in a horde, which makes running Smash 'Em work universally, so if you feel confident you can skip Best Defense (toughness on multi-heavy hit) but I think both is still best. If two enemies are perfectly right on top of each other the strikedown heavy will kill one and apply stagger and bleed but no damage on the other, which counts as hitting multiple. Best trait is that it can 1-shot gunners and flamers and sometimes 2-shot muties with +Flak and +Maniac perks. +Elites is an acceptable alternative.
Bully Club II has its strengths as well but its combos are flipped. This makes you a little stronger in hordes but a little weaker against shooters and armor. The first heavy, despite being multi-target, has a good unyielding modifier. Heavy 1 + Slap (repeat) is great for packs of ragers or a thick horde, but Heavy 1 + Light 2 does fine too. 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 less impactful.
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 or put one point in Brutish Momentum at the bottom. It also has a fast heavy combo, meaning you build up bleed stacks and Heavy Hitter faster. Since both heavies have cleave you will struggle to proc Smash Em but it's still useful for bosses and elites. Highly recommended as its the easiest club to use.
Shovel III behaves similarly to the Club I but is inferior in most ways. It does slightly more damage but has significantly less stagger against bigger enemies like Crushers, making it harder to utilize Skullcrusher. It's melee special is single target but doesn't have as much weakspot stagger as the Club's slap right now. It can still stagger monstrosities but not as reliably. It can make use of Brutal Momentum as a good alternative to Skullcrusher which makes it quite strong in hordes and useful against armor after a charge softens them up, but not as good as a IIIb so it doesn't really have a niche right now. If you want to run Thrust and Brutal Momentum other builds do that combo better.
Power Maul, for some ridiculous reason, cannot get Thunderous or any good blessings really. 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. Fatshark please just add a blessing that adds burn or bleed damage stacks on special action hit, or the thunderous blessing.
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 is usable with this build with Thrust Blessing replacing either Skullcrusher or Thunderous, but it's not a great weapon. Shovel V is extremely powerful with Brutal Momentum and Thrust but works best with another build. See:
Cleavers are good, but not for this build.
Between the two best options, I give a very slight edge to Club I but Club IIIb is more versatile for use in other builds if you're on a budget.
For perks: Flak, Maniac are ideal, Flak is almost a must-have. +Elite and +Unyielding are 2nd tier. +Carapace, +Groaners, +Specialists +Stamina are all decent.
I recommend a Ripper for can opener and flexibility, or a Rumbler or Kickback with Blaze Away III.
Ripper with Can Opener is a great 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 much like th 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 mauler or crusher 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.
Skullcrusher + Thunderous is decent on everything, it's the only way to make bleed deal a lot of damage. Thunderous is more effective than Skullcrusher, so if you can only afford one, go with Thunderous unless you get Brittleness from another source (e.g. Can Opener).
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.
If you want to experiment with other blessing combos, here's several good combinations:
Haymaker + Skullcrusher or Thunderous is a great combo for Club IIIb because both its heavies have cleave (though the cleave has less width and slightly harder to hit weakspots) and 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 w cleaving heavy at a horde will get you to max quickly and let you kill while building up heavy hitter. If you choose Skullcrusher, use a Ripper with Can Opener.
Thrust + Skullcrusher has slightly better single target DPS, quite well rounded. Works best on Club I or Shovel XIX and with a Ripper with Can Opener or a Grenade Gauntlet/Rumbler. Thrust + Thunderous is fine too.
Perfect Strike + Skullcrusher - Meme option. Not recommended except for fun. It's hard to get crit as Ogryn.
Combos vary slightly depending on weapon. These are for Club I but are pretty similar for most melee options.
Chaos Spawn: Heavy 1 -> Heavy 2 -> Slap and repeat. You can also Heavy 1 -> Light 2 -> Slap or even Heavy 1 -> wait a 1/4 second -> Slap. The first option is the hardest to maintain as it leaves a small gap in the stagger but also deals the most damage which helps you keep aggro. Try to push it into a corner where your team can still see its head. Crouch if possible. If there's a ledge to knock it off, even better. Save your charge for if something goes wrong.
Plague Ogryn: Has longer stagger recovery than the chaos spawn, the best pattern is to do a Heavy 1 -> Slap to get the first stagger, then Heavy 1 -> Heavy 2 -> Light 1 -> Slap or just wait a moment after the second heavy before doing the slap because you have to time it perfectly to get the light attack in time.
Beast of Nurgle: you can't stunlock this tasty morsel by yourself and are likely to become rations if you don't know what you're doing. 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. If by yourself, Stun it once then follow the Heavy 1 -> Heavy 2 -> Slap combo while dodging backwards to avoid it's tailswipe that will break your toughness and knock you back. Try to stay at the maximum range where your hits will reach. If it turns to face you it will try to make you lunch and you'll have to abandon your hopes of stunlock.
In general, if you have aggro, play around its spit attack. If you haven't been vomited on yet, try to spin it in circles while whacking its weakspot. If you get vomited on, change your strategy so you don't get eaten. Try to move away from your team so they get a shot on its weakspot, but stay close enough that it still tries to vomit on you. Sidestep the vomit but don't move too far away. Try to stay the same distance from it so it might continue trying to vomit on you (same strategy as Psyker bubble). Save your charge for if it eats a teammate or if you see an opportunity to stagger it while the team has a perfect shot on its weakspot. 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: similar to Chaos Spawn; can be stunlocked but it recovers from stagger very quickly. The host's stagger recovery time is just slightly longer than the time it takes to do the Heavy 1 + Slap combo on repeat, so after the first hit you'll want to wait a brief moment before doing the slap. So after the first slap the combo will look like: (Heavy 1 -> wait 1/4 second -> Slap) repeat. This is the most difficult monstrosity to tank by far. Your slap will only stagger them after a hit and it's difficult to make that window when they're rapidly attacking you and teleporting. You usually need to aim about half its head's height above its head for the slap to hit the weakspot (depends on your height). Keep in mind that its head will lower considerably when its swinging so this can be tricky. Use stamina to block for a little if you are messing up, then use your charge to regain the initiative. You can still tank a Demonhead with non-club 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. Having a stamina regen and block efficiency perk on a curio makes this much easier.
Rush in while holding your melee to apply 5+ stacks of bleed. Chain heavies while returning to your team without blocking their LoS too much. Try to hit each enemy once to raise the bleed stacks to lethal levels and keep each enemy bleeding to maintain debuffs. After a few seconds, focus on enemies one at a time.
For huge armor packs take it slow and move over to the side so the team can see more easily. Chain heavies to take out each enemy one at a time and 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.
Alternate between Club I's Light 1 and Heavy 2. If using IIIb then you can mix up your heavies and lights for good clear. If you are using Kickback/Rumbler with Blaze Away III, you can spam their melee special into the horde. It's silly but it works and builds up 5 stacks of heavy hitter fast. I generally only do this if I already have my ranged weapon out from shooting something when a horde appears. Try to stay near squishies or hold a chokepoint. Charging into hordes is effective for DPS but knocking down basic enemies isn't worth leaving your team alone to get overwhelmed by everything you didn't hit.
You should never need to block for an extended period of time, but a well timed push right when an enemy attacks you is quite effective.
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.
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)
- Gunner, Sniper Resistance
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
- 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.
- Bomber, Flamer Resistance
C Tier (usable)
- Max Health (diminishing returns are rough)
- Toughness Regeneration Speed - TRS only affects passive coherency regen, not replenishment from talents, so if you're relying on it you need to either be more aggressive or wait for your team to catch up.
- 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.
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.
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 either Gauntlet or Rumbler for a precision weapon.
Nuke is amazing if you KNOW you have an Enhanced Blitz modifier (Maelstrom) or your team isn't nade starved. In general, the game usually only spawns enough grenades to really supply two players so if you're using Nuke use it sparingly if you have Zealot(s).
Big Box of Hurt is usable with this build, as long as you switch to your melee right after throwing the box so the targets all receive debuffs from Thunderous and Skullcrusher, increasing the damage of the grenades. With brittleness, it'll take half the health of a Crusher and make it heavily debuffed so the team can kill it. Not as good as just killing it 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
If you want to give up something for one of these, the best options are either The Best Defense (toughness replenishment from hitting multiple enemies) or Just Getting Started (10% attack speed at 5 stacks). You can get by without TBD if using a weapon with a strikedown heavy, like the Club I, since it will usually hit only one target so you can still often (but not always) use it to replenish toughness in a horde. Attack speed doesn't affect heavy attacks as much as it affects light attacks, and has even less effect on wide heavies than strikedown heavies, so its usefulness depends on the weapon. For example, IIIb gets a pretty noticable increase, I is in the middle, and II seems to get very little. Alternatively you could give up Towering Presence and 10% TDR for two points if your team sticks together.
Crunch takes way too long to activate and is only useful if using Thrust blessing.
Hard Knocks will help your monstrosity damage quite a bit and slightly raise your melee DPS in general, but the opportunity cost is high and it only affects your heavy melee damage, not bleed. Most things that you hit with heavy melee will be dead, and anything that survives will take huge damage on subsequent hits from debuffs.
Attention Seeker (taunt on push)
It's nice to have but not worth the cost for me. Instead of pushing a rager to save a teammate, you can usually kill or hit-slap combo them instead.
Big Boom (explosion radius)
Not a bad option if using Rumbler and nuke or box of hurt.
(kill some snivelers)