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Ghord's Gore Grut
Ghord 1 year ago
 Ghord's Gore Grut
 Ogryn Build - Warhammer 40k: Darktide 

 Ghord's Gore Grut
 Ogryn Build - Warhammer 40k: Darktide 

Horde-Clear
Anti-Special
Anti-Elite
Anti-Boss
Crowd Control
Tank
Frontliner
Melee
Allrounder

Weapons

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"Brunt's Basher" Mk IIIb Bully Club
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"Brunt's Basher" Mk IIIb Bully Club
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10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Maniacs)
Haymaker

Haymaker

1-4% to Instakill human-sized enemies on Chained Heavy Hit. Stacks 5 times. Note that other potential triggers will not be activated on Instakill.

Thunderous

Thunderous

Hitting an enemy gives them 1-4 stacks of 2.5% Brittleness. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

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Lorenz Mk V Kickback
Transcendant
Lorenz Mk V Kickback
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10-25% Damage (Flak Armoured Enemies)
4-10% Ranged Damage (Elites)
Full Bore

Full Bore

18-30% Strength for 5s when every pellet in a shot hits the same enemy.

Blaze Away

Blaze Away

5-8% Strength 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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+13-17% Toughness

+13-17% Toughness

+4-10% Revive Speed (Ally)
+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

+4-10% Revive Speed (Ally)
+5-20% Damage Resistance (Gunners)
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+4-10% Revive Speed (Ally)
+5-20% Damage Resistance (Gunners)
+6-12% Stamina Regeneration
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Talents

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Description

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Summary: Melee focused build. For those experienced in Ogryn class and already have a good muscle memory for dodging and countering disablers. The point of this build is to be constantly surrounded and be helpful in nearly any scenario. Your job is to take heat, survive, and get your liluns up when they go down. You may not be the quickest killer for all enemies, but the pure attrition of this build allows you to outlive whatever comes your way.

 

Melee: With the Basher Bully Club and the perks The Best Defence and Smash 'Em!, you will engage in constant heavy attacks in order to maintain your toughness at all times. Dodging often will help avoid chip damage from incoming melee. Light attacks will become your secondary attack, used only for utility such as stumbling a Special last second, clearing a path or stacking brittleness onto armor.

The basher is the best all around for this tactic, due to its clean horizontal heavy attack pattern, and its effect on the diverse hordes you will be in.

Thunderous allows armor to be very doable, and Haymaker can be a life saver.

The Slap special attack is devastating for most monstrosities. Heavy attack, slap, heavy attack, slap. Repeat until team has killed it. Aim for the head. Works on Daemons 50% of the time idk why, kinda works on Nurgles if you can manage to stay on it's soft spot long enough to matter.

 

Ranged: With the Kickback, you will perform elite/special hunting with great effectiveness, and can clear hordes in droves if they are at medium/long range. If a horde is too close to hit 5 at a time minimum, switch back to melee. If special/elite is heavily armored, soften them up with 3-5 melee light attacks before swapping back and applying the grapeshot to center mass. Remember, Thunderous' brittleness lasts only 5 seconds.

Tactical uses of the Kickback include a rediculous range of stagger/supression. At close range, it will knock a Crusher on its ass, and can interupt a sniper/bomber at virtually any distance. In these instances, you are buying your team time to think.

The melee or "special attack" on all ranged ogryn weapons count as a heavy attack, and therefore give all toughness and bleed benefits from the skill tree. Swing your gun wildly during times of duress to keep toughness up. This buys you time to line up a shot in the middle of a horde, or safely switch back to melee with full Heavy Hitter stacks.

 

Blitz: Rocks are for mutants, sniping, interupting a monstrosity, when you don't feel like spending a bullet, or morale (showing your team this cool ass rock you found). You also won't need to pick up grenades ever again. Best Blitz, period. 

Tip: Hit a Beast of Nurgle in the soft spot with the rock.  

 

Combat Ability: Bullrush with Stompin Boots is your get-out-of-jail-free card when everything else fails, and your Chariot of the Lord Emprah himself when you need to pick up a downed ally across the battlefield. Ranged enemies like scab and gunners are one of your only weaknesses, and if your team isn't taking care of them effectively, your best bet is to Bull Rush directly at them and force them into melee.

 

(PS, bc I see ogryns avoiding mid-fight revives often, please remember that you are an OGRYN and cannot be interupted while reviving a teammates by any form of damage, and have a high threshold against melee damage during revive. Unless there's 10 gunners beaming you, crushers, or disablers bearing down upon you, just get your friends up. There's no "i" in Ogryn. The 30% revive rate on curios will help)

1 year ago