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Chosen Crusher
Anti-Special
Anti-Elite
Melee
 Chosen Crusher
 Zealot Build - Warhammer 40k: Darktide 

 Chosen Crusher
 Zealot Build - Warhammer 40k: Darktide 

Class

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Weapons

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Indignatus Mk IVe Crusher
Transcendant
Indignatus Mk IVe Crusher
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Power Output
[76/80]%
Penetration
[76/80]%
Crowd Control
[76/80]%
Defences
[76/80]%
Damage
[76/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Carapace Armoured Enemies)
Skullcrusher

Skullcrusher

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

Hammerblow

Hammerblow

+25% Impact for 3.5s on Hit. Stacks 5 times.

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Agripinaa Mk VII Combat Shotgun
Transcendant
Agripinaa Mk VII Combat Shotgun
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Ammo
[76/80]%
Stopping Power
[76/80]%
Stability
[76/80]%
Damage
[76/80]%
Mobility
[76/80]%
Increase Ranged Critical Strike Chance by 2-5%
10-25% Damage (Unarmoured Enemies)
Scattershot

Scattershot

+12% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.

Full Bore

Full Bore

+20% Strength for 5s when every pellet in a shot hits the same enemy.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+1-4% Combat Ability Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+1-4% Combat Ability Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+1-4% Combat Ability Regeneration
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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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A highly survivable and FUN zealot build without stealth that has skills that help your teammates.

 

Knock everything around!  Look bada** with that two handed mace!  Great base damage!

 

Hit a zerker so hard the developer who wrote the attack chain feels it!

 

Why so much impact and stagger?   To make it where your light attacks can even stagger.

 

 

This build is simple really, you'll be using heavy attacks to keep Crushers and things off of your friends, and off of their feet, and you will do great damage doing it.  You can switch to lighter attacks as necessary, and even power up the Crusher if you have time and you want a little extra pop.

 

Hordes are not a large problem with melee (push), mixed hordes actually don't matter as much to you as everyone else either.  Just swing hard through the little guys and knock the big guys down.

 

Use your knives on specials that you take out with one or two hits, and remember that many bonuses from "hits" and self buffs apply to those knives as well.  See the offense section below.

 

For your allies:

Beacon of Purity - clear up corruption every second up to the next wound

Shield of Contempt - anyone who takes damage, gets a 60% damage reduction for 4 seconds, every 10 seconds

Chorus (F key) - the pulse that will change the world, gives > max toughness after interrupting everything

 

Defense for you:

Flat out base 10% toughness damage reduction.

Everything your allies get above, you get too!

Enduring Faith - 50% toughness damage reduction for 4s on critical hit (ranged or melee)

Second Wind - 15% toughness replenished on dodge!

Good Balance - Dodge provides 25% damage reduction for 2..5s

Thy Wrath be Swift - Enemy attacks cannot stun you, and if you get hit it gives you a 15% movement bonus, this is actually a super power for 2s

 

Offense for you:

Backstabber - 20% damage bonus when hitting something in the back

Scourge - Crits apply bleed, and you get a self buff when you hit a bleeding target of 10% crit for 3s, stacks 3 times

Grievous Wounds - 50% stagger bonus on melee weakspot hits

Hammer of Faith - 30% impact strength

Sustained Assault - 4% melee damage for 5s on hit, stacks 5 times.  So that's 20% after 5 swings max

Faithful Frenzy - 10% melee damage

Punishment - Melee attacks that hit 3 enemies give 5% impact for 5s, stacks 5 times

Blazing Piety and friends - 25% crit chance when triggered and your crits help trigger it

 

Let's talk about that ranged weapon!

The "slug" shotgun is great, I always keep a slug in it, because it's great at range.  It also has the ability to hit 5 targets with the regular shot, which will give you a 60% crit bonus on your next one, but stays around indefinitely.

 

But... you can actually use any weapon you are comfortable with, as long as it can take out specials with it.  Make sure whatever you pick can assist with a boss kill from range if you can't get to it safely.

 

 

 

Nodes that are selected that can be removed and repurposed 

Good Balance (Dodge provides 25% damage reduction for 2..5s)

Grievous Wounds (50% stagger bonus on melee weakspot hits)

Righteous Warrior (the extra 10% crit on Blazing Piety)

Sustained Assault (20% damage after fighting a few seconds, and the 5% damage above it, if necessary)

 

With these x points you could pick from any of these other things that can be useful (I put them in a general order of usefulness)

Duelist (requires 3) - +50% weakspot and critical damage for 3s on dodge (this is really nice if you could somehow fit it in the build)

Disdain - 5% damage for each enemy hit, applied to next attack, max 5

Enemies Within, Enemies Without (requires 2) - 2.5% toughness replenishment a second while within 5 meters of at least 3 enemies.

Until death  (requires 3) - Invulnerability for 5s on fatal damage once every 120s

10 months ago