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Put the Team on Your BACK
Crowd Control
Tank
Melee
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 Put the Team on Your BACK
 Zealot Build - Warhammer 40k: Darktide 

 Put the Team on Your BACK
 Zealot Build - Warhammer 40k: Darktide 

Class

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Weapons

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Indignatus Mk IVe Crusher
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Indignatus Mk IVe Crusher
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10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Skullcrusher

Skullcrusher

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

Trauma

Trauma

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

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Zarona Mk IIa Quickdraw Stub Revolver
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Zarona Mk IIa Quickdraw Stub Revolver
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4-10% Ranged Damage (Specialists)
4-10% Ranged Damage (Elites)
Gloryhunter

Gloryhunter

+30% Toughness on Elite Kill.

Crucian Roulette

Crucian Roulette

+6% Critical Chance for each expended round in your weapon (resets on reload).

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Curios

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Blessed Bullet
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Blessed Bullet
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+1 Wound(s)

+1 Wound(s)

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+4-10% Revive Speed (Ally)
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Blessed Bullet
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Blessed Bullet
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+1 Wound(s)

+1 Wound(s)

+1-4% Combat Ability Regeneration
+5-20% Damage Resistance (Gunners)
+7.5-30% Toughness Regeneration Speed
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Blessed Bullet
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Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+2-5% Health
+6-15% Corruption Resistance
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This build was last updated before the Bound by Duty patch, the talent tree may be incorrect or broken.

Talent Tree

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Description

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Put the Team on Your BACK

As the title says this build is all about being the backbone of the team but doing so not through kills but by being the best support you can be.

 

WEAPONS

 

Melee: I love the crusher. This baby might not do great DMG but the amount of CC this thing provides is GOD tier. You will want to CONSISTENTLY spam the special on this weapon and I will assure you no enemy will even have a chance of getting a hit off. Top 3 stats to focus on in order:

  1. Power Output
    1. This one is obvious as this will make the explosion bigger thus providing more CC. 
  2. Defense
    1. You will probably be doing a lot of pushing/blocking especially when trying to get team-mates back up. This stat will make all that easier. 
  3. Crowd Control
    1. Who doesn't like more cleave? The more people you cleave the easier it is to make use of our perks/blessings. Plus, you are supporting! Who needs DMG with all this insane utility? 

Range: This is a personal choice as this can honestly be swapped for whatever you are most comfortable with. But I like the revolver because it is the BEST when it comes to picking off key targets that maybe your team is having trouble with. Plus, due to how slow you move with the crusher the revolver is nice to cover for you in that regard as you will always have it out while running around the map. I don't have a stat list because they are ALL important. You'll want to have everything on this revolver except Penetration cause you won't be using this thing on armored enemies anyways. 

 

CURIOS

 

The only thing you REALLY need with your curious are the following: 

  1. +2/+3 Wounds
    1. I'll get into this later but the more wounds you have the more return you'll get from your talents. I usually find myself working fine with +2 wounds hand having the last major buff be +Health but it's completely up to your personal style. 
  2. +Combat Ability Regen
    1. We will be using our ability A LOT. Do NOT be shy using this thing so it makes sense we want this whenever we can get it! 
  3. Damage Res. Gunners
    1. One of the negatives of this build is getting pinned down by gunners...There are times where you are in the middle of a horde, with 0 shots in your revolver clip, and a row of gunners got you on their sites. Due to us not having a solid way to clear enemies from the board this is all bad news. Because you'll be using your revolver primarily for dealing with specials it's not often you'll use it on gunners expect for situations like I just described. Having that extra resistance is a huge boon. I get by with only 1 instance but if you need more then by all means put them down! 
  4. Revive Speed
    1. Don't sleep on this! This can be clutch but if you are going the revive speed route you should honestly put more instances of it then just 1. I only have it here to showcase that more likely then not you WILL be the last one standing if not in the final 2. So it's nice to have that extra revive speed when you need to make a clutch play. 

 

TALENTS

 

Oh boy here we go! Instead of going over through everything I'll just go over some key parts of the build...

  1. Bleed For the Emperor + Restoring Faith
    1. These 2 abilities are busted. You wanna know why we have a shit ton of wounds? This is it right here. It's because of these 2 abilities that also allow us to be SO tanky! Let me drop it to you like this, when an enemy hits you for let's say a SHIT ton of damage if that damage where to drop you to the next wound it automatically gets reduced by 50% thanks to BFtE. But add in RF and now you can then regen that health and have a chance of regening that wound you lost! This means, if the stars align (and they do align quite well) you can get multiple instances of BFtE procing cause you will constantly regen your health back up to the wound threshold. 
  2. Stun Grenade
    1. I have done a lot of testing between the stun vs fire grenade and they are both amazing choices. The fire grenade is probably the "overall" better pick due to it doing damage + stagger and combo that with your special from the crusher you can just burn people out while you CC them to kingdom come...However! I think that the CC bonus you get from the stun grenade added with the face that it is NEEDED for clutch pick-ups is too good to not have. I can't tell you how many times I would save a run with these stun grenades and it's for this reason I believe them to be the go to pick but honestly both are great choices. 
  3. Until Death
    1. Obvious choice here. Gives us one last chance to make a clutch play. You won't be doing a lot of damage to get your health back up sadly, but you will be one tanky son of a bitch thanks to the later perks we have like I Shall Not Fall + Holy Cause added with your aura. Just be sure to use your ability after the duration of UD comes off to make the MOST use. 
  4. Hammer of Faith
    1. Because we use the Crusher this makes it do even MORE of what it already does. Easy choice.
  5. Benediction
    1. The best aura we have. I'd say if you had to pick another one go with Beacon of Purity but it's too situational where Benediction works 100% of the time all the time! 
  6. Chorus of Spiritual Fortitude
    1. Holy shit finally I get to talk about this amazing ability. This is the best ability Zelot has and is the whole reason why this support build works so damn well. This bad boy stuns EVERYTHING while giving you're allies a fuck ton of shields. Because we are playing support we want to go with the add-on that reduces Toughness damage. Add that with your Benediction aura and I assure you no one is going into health damage while this is up. 
  7. Faith's Fortitude
    1. +2 Wounds...Duh
  8. Martyr's Purpose
    1. Even more cooldown reduction! With how tanky you'll be this is honestly a no brainer and will come in clutch when you take chip damage from gunners or flammers alike. 
  9. Martyrdom
    1. I have seen people argue against this but I think this perk is amazing only for the fact you can get +5 Toughness DMG reduction with I Shall not Fall. Sure the extra DMG is nice but we really like it for that damage reduction and because you'll be spamming your ability as much as you can you'll be impossible to fully down. 
    2. Side Note: TAKE THE HEALS YOU IDIOTS! We are playing as a support class so we don't give a DAMN about extra DMG from this passive. Living is ALWAYS better then dying! 

 

FINAL THOUGHTS

 

Hope this guide was useful! Remember to ALWAYS stick with the team and don't be afraid to swap to your revolver to make the occasional headshot on a special. I'll make edits to this as time goes on but for now this info should suffice. 

 

GG's! 

 

2 years ago