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Thudd and blood
Crowd Control
Tank
Frontliner
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 Thudd and blood
 Ogryn Build - Warhammer 40k: Darktide 

 Thudd and blood
 Ogryn Build - Warhammer 40k: Darktide 

Class

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Weapons

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Orox Mk II & Mk III Battle Maul & Slab Shield
Transcendant
Orox Mk II & Mk III Battle Maul & Slab Shield
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10-25% Damage (Carapace Armoured Enemies)
5-20% Sprint Efficiency
Confident Strike

Confident Strike

+8% toughness on Chained Hit.

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Lorenz Mk V Kickback
Transcendant
Lorenz Mk V Kickback
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10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Terrifying Barrage

Terrifying Barrage

Suppress Enemies within 8m Radius on Close Range Kill.

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Curios

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Blessed Bullet
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Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+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

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

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
+5-20% Damage Resistance (Bombers)
-
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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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Thudd and Blood

Get Stuck In!

 

Firstly, while this build doesn't do crazy things like out-DPS a Psyker it WILL chew through hordes, which is the lifeblood of Thudd and Blood. 

Your primary goal with this build is to throw yourself into wherever the thickest concentration of enemies is because provided there's something for you to punch, you're not going down. 

 

The main strategy here is so spam heavy attacks, charging them for the shortest time possible here that is because of Smash 'Em, The Best Defence, and No Stopping Me! Those passives combined with a decent pool of toughness ensure you won't get chipped down. 

 

For ranged the Kickback actually works surprisingly well up to medium range, use this to kill, or if they're too far away, knock over things like trappers or snipers when your team mates are busy dealing with other things. (Or just running around taking your grenades.)


You'll get your toughness from sources outside coherency in order to account for the worst case scenario when public queueing by yourself. It means you can stay alive, and drag your team through the mission.

 

-----ALT WEAPONS-----

Melee:
-Anything with confident strike and wide heavy swings works here, the shield sucks, believe me I've been using it since launch.

 

Ranged: 

-Rumblers are great for many of the same reasons as the Kickback gaining more accuracy for being less forgiving.

-Blast Boom Gauntlets are great if you want a little more breathing room when it comes to reloading. 

-Gorgonum Heavy Stubber is my preferred alternative to the Kickback, it has way less impact and requires bracing but it's a really solid all round gun. Not to mention it's got the best accuracy out of the heavy stubbers. 

 

Stay away from ripper guns and the other stubbers however they end up being counterinuitive to what this build is going for. 

 

-----ALT PERKS-----


-The Operative modifiers after Soften Them Up and Lynchpin can be removed for either:
   -Slam and Stomping Boots to make the build more aggressive. (or just one of these)

   -To gain Implacable, but i find this redundant since you're generally attacking quick enough in hordes that you won't take chip damage anyway, and it's useless against Ogryn and Monsters because they'll send you flying anyway.

 

You can also swap the Big Box of Hurt for Big Friendly Rock, though that will case you miss to Soften Them Up.

2 years ago