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Zealot Crusader | Blades of Faith | Fury of the Faithful | Inexorable Judgment | Auric Ready

Zealot Crusader | Blades of Faith | Fury of the Faithful | Inexorable Judgment | Auric Ready
Build for Darktide

by Crukih
Horde-Clear
Anti-Special
Anti-Elite
Crowd Control
Frontliner
Melee
Allrounder

Weapons

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Turtolsky Mk VII Heavy Sword
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Turtolsky Mk VII Heavy Sword
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+10-25% Damage (Maniacs)
+10-25% Damage (Flak Armoured Enemies)
Headtaker

Headtaker

+6.5-8% Strength for 3.5s on Hit. Stacks 5 times.

Deathblow

Deathblow

+7.5-15% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.

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Locke Mk IIb Spearhead Boltgun
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Locke Mk IIb Spearhead Boltgun
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+10-25% Damage (Carapace Armoured Enemies)
+10-25% Damage (Unyielding Enemies)
Cavalcade

Cavalcade

+3.5-5% Critical Chance for every 10% of magazine spent during continuous fire. Stacks 5 times.

Puncture

Puncture

Ranged hits add 1-4 stacks of bleed to enemies.

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Curios

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Blessed Bullet
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Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

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

+13-17% Toughness

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

+17-21% Max Health

+2-5% Toughness
+5-20% Damage Resistance (Gunners)
+2-5% Health
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Talents

Description

Zealot Crusader 

 

The Turtolsky Mk VII Heavy Sword is so damn good at what it does. It deals insane damage whilst maintaining fantastic mobility, allowing you to glide through combat, dodging attacks left and right whilst cutting enemies to ribbons. However, this insane strength comes at a cost, namely its inability to deal with armour and only mediocre monstrosity damage. By pairing the heavy sword with the Locke Mk IIb Spearhead Boltgun, we eliminate these two problems. We take knives to kill specials without having to deal with the lengthy pullout time of our bolter, creating a zealot that will stop at nothing in their crusade to spread the word of the Emperor.

 

Playstyle

We will be spending most of our time in melee, so the Turtolsky Mk VII Heavy Sword is our bread and butter. The actual hitbox on this weapon seems to veer slightly to the sides. I love being able to dodge to the side, proc Duellist, and one-shot Mutants or other elites. Fury of the Faithful allows us to close the gap and top our toughness, so even ranged enemies are not safe from us. We will be sliding around a lot and so proccing Second Wind every time it comes off the inbuilt 0.5-second cooldown (thanks Fatshark for letting that be apparent). For the occasional distant targets or snipers we can't close the gap on, we have Knives.

 

The Locke Mk IIb Spearhead Boltgun is our 'Oh shit' weapon, and should be used sparingly given how low its ammo pool is. It does tremendous damage against monstrosities, and their hitbox is so large, that we do not need to worry about the weapon's intense recoil. I use this weapon only to deal with Crushers and Monstrosities. We won't be aiming down sights to take down distant targets, so only use on large enemies, otherwise, the recoil can make it hard to the hit the broad side of a barn door. 

 

Build Path

 

Down the main Tree, we pick up Annoint in Blood & Purge the Unclean. Both of these are fantastic nodes that I end up picking up in basically every Zealot build. We are going to be using our Bolter at close range, so this adds an almost permanent 25% damage increase to our weapon, whilst the latter adds a solid 20% damage increase to Monstrosities. Down the right path, Backstabber doesn't come up too often, as we kill most things without the extra damage, but can come in useful if you are struggling to take out a reaper or Bulwark. Blood Redemption increases our survivability in our melee. Second Wind is one of the best nodes in the entire zealot tree and is what allows us to flow through combat virtually unscathed. If you are struggling with Zealot, I highly recommend getting into the habit of Dodge sliding to help you close the gap and to proc this more often. Blades of Faith help shore up our weaknesses. The bolter takes a long time to pull out, so we need something to quickly respond to priority targets. It also has the added benefit of meaning we no longer need grenades, so can share this precious resource with our team instead.

 

Dance of Death is usually not a great node, and is often seen as a tax node. However here it is actually very useful. The bolter has monstrous recoil and not great accuracy. This allows us to turn our bolter into a laser, making sure all of our shots are on target. Thy Wrath be Swift is a fantastic tool to stop you from getting stunned. At the time of writing this guide, it also stops you from getting stunned by ranged attacks, so can help in avoid getting pinned down by mass gunner attacks. Moving across, Duellist will be proceed semi-permanently. We want to be aiming for headshots whenever we can, and this is what allows us to one-shot things like mutants so easily. Until Death & Holy Revenant is the zealots proverbial guardian angel and second chance combo. It allows us to play hyper aggressively knowing that if shit hits the fan, we have a free out every 2 minutes. Benediction is a fantastic defensive node that benefits both you and your team. Fury of the Faithful along with Redoubled Zeal is what we will be using to close the gap.

 

Sustained Assault does not come up all that often, as we will be killing most things in one hit, but again, is a node we need to progress. We will be dancing around often, so we can frequently get some massive ability reduction with Pious Cut-Throat. Swift Certainty allows us to more easily close the gap, and synergises with Duellist to keep our weakspot damage high. Inexorable judgment, Inebriates Poise & Retributors Stance work so well as they reward us with buffs for just playing the game naturally. We don't need to consciously think about, and all the while we are receiving toughness, attack speed and damage. Unless you are focusing on a build that is all about maximising crit chance, or a Martyrdom build, it's the best node to opt for. 

 

Weapons

The Turtolsky Mk VII Heavy Sword is one of the best melee weapons in the game. It can slice through hordes and elites like butter. The special attack does more damage against heavily armoured targets, so can be used to deal with Maulers in situations where our ability is on cooldown. Deathblow helps us to reach absurd levels of cleave, whilst Headtaker can quite easily buff our overall damage by up to an additional 40%. This allows us to kill unarmoured enemies without needing to take additional damage bonuses against them. As such, I like to run Flak as it is the most common armour type in the game, and Maniac so that we can reliably one-shot mutants. 

 

The Locke Mk IIb Spearhead Boltgun shores up the heavy sword's weaknesses, Armour and Monstrosities. It is an acquired taste due to the lengthy pull-out time, but against these targets, there is nothing else in the Zealot's arsenal that comes close. Logically, therefore, the two best damage upgrades are for carapace and unyielding. We won't be using them to snipe as a veteran does, instead, we will be using them to mag-dump these targets when they come up. Cavalcade is therefore a natural choice to increase our damage further. Puncture adds an additional bleed dot on top of our attacks, which really adds up when dealing with Monstrosities. 

 

Curios

 

After 1,000+ hours in Darktide, I have a few simple rules when it comes to Curios. Melee classes (Ogryns and Zealot) should take 2x Toughness and 1x Health Curios to give a good mix of defensive stats. Veterans should take 3 Toughness Curios, as they benefit more from Toughness than other classes, owing to their larger toughness pools and skills such as Iron Will. Psykers should run 2x Toughness and 1x Stamina curio to make up for low Base stamina, and to benefit from their faster stamina regeneration. Obviously, there are some caveats to that. A melee centric Veteran might want to run 1x Health Curio and certain knife and stealth builds might want to run a stamina curio. But for the most part, I find this a good rule to stick to to ensure you have curios that are effective for the vast majority of your builds, especially when starting out when it is difficult to find any curios, much less good ones. Oh and Wound Curios should only ever be used on Zealot Martydom builds. Having Wound Curios actually means that health stims will now heal less on you. I know some people like to take a wound curio 'just in case they go down', but in higher difficulties, there is no guarantee your team can pick you up. It's far better to invest in defensive abilities which prevent downs as much as possible. 

 

For Perks, Always take Extra toughness and gunner resistance. Gunner Resistance is the most useful resistance node as it applies to Scab Gunners, Scab Shotgunners, Dreg Gunners, Dreg Shotgunners and Reapers. This is the largest collection of enemies out of any of the resistance perks. These enemies can absolutely shred you in seconds, and make up a significant portion of the enemies encountered in Auric Maelstroms. The ability is multiplicative, so does have some diminishing returns. 0.80×0.80×0.80=0.512 meaning that we end up with a total gunner resistance of 0.488, just below 50%. I can certainly see the argument to only running two gunner resistance curios (with an overall damage resistance of 36 %) and opting for something else (potentially sniper OR Flamer), but I still value that extra 12.8%. 

 

For the final perk, it depends on your build. If you are using a build which relies heavily on your ability, then run cooldown reduction to more frequently make use of said ability. I find this to be especially powerful on builds which make use of Voice of Command for instance. If your build is not too heavily reliant on your ability, then run for extra health. Again you can tweak this to suit individual playstyle (and the mercy of the RNG-gods as Hadrons bricks yet another piece of equipment), but this is a pretty good rule to aim for. 

 

Strengths

 

The Zealot crusader can honestly do it all. It is a very versatile build with fantastic mobility, horde clear and boss damage. Heavy attacks can take out elites in one or two swings and sliding into battle will replenish some of our toughness due to dodging ranged attacks. It's unbelievably fun to dance through combat like a samurai and cut enemies in half with our ability. Specialists can be quickly sniped out by our knives without interrupting the flow of our combat. When things can be a bit hairy, we can retreat easily thanks to our increased movement speed, pull out our bolter, and obliterate any obstacle in our path. 

 

Weaknesses

 

This playstyle is quite intensive on the hands, and requires good game knowledge and understanding to bring out the best in. Knives can be difficult to use at first and will require practice. If you struggle with knowing when to dodge or how to slide dodge, you are not going to be using all of the components to their fullest. As such, I would not recommend this build if you are just starting out in the game, or if you are new to Zealot, as there are other builds that can contribute without being nearly as intensive. Also, if we ever run low on ammo, our ability to deal with armour falls off massively.

 

Questions & Answers

 

Question: Why do the stats, weapons, and abilities in the video not match what's written in this guide?

Answer: I am constantly evolving and refining my builds. As patch notes are released, certain weapons and abilities may change in effectiveness. Additionally, as my skills and knowledge grow, my preferred builds can shift. I aim to provide videos demonstrating the effectiveness of my builds in a Damnation level Auric run as proof of concept. However, these videos may sometimes be outdated. While I strive to keep everything current, Darktide is my hobby, and I may not always have the latest updates in the videos. The information in these guides reflects my most recent thinking and should be considered more accurate than what is shown in the videos.

Video

1 month ago