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challenger axe zealot
Anti-Special
Anti-Elite
Frontliner
+2 more
 challenger axe zealot
 Zealot Build - Warhammer 40k: Darktide 

 challenger axe zealot
 Zealot Build - Warhammer 40k: Darktide 

Class

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Weapons

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Atrox Mk IV Tactical Axe
Transcendant
Atrox Mk IV Tactical Axe
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10-25% Damage (Maniacs)
2-5% Melee Critical Hit Chance
Headtaker

Headtaker

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

Shred

Shred

+4% Bonus Critical Chance on Chained Hit. Stacks 5 times.

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Zarona Mk IIa Quickdraw Stub Revolver
Transcendant
Zarona Mk IIa Quickdraw Stub Revolver
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10-25% Damage (Carapace Armoured Enemies)
4-10% Ranged Weak Spot Damage
Point Blank

Point Blank

+20% Ranged Critical Chance after Melee Kill for 2.5 seconds.

Hand-Cannon

Hand-Cannon

+60% Rending on Critical Hit.

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

+13-17% Toughness

+2-5% Toughness
+1-4% Combat Ability Regeneration
+6-15% Corruption Resistance
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Blessed Bullet
Transcendant
Blessed Bullet
Darktide item card middle
+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+1-4% Combat Ability Regeneration
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Patch Skitarii Class Old patch

Darktide Missions Played with this Zealot Build

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No Darktide missions have been linked to this build yet. Track your Darktide missions with the GamesLantern Tracker mod and link them to your own builds in the build editor.

Download the Darktide GamesLantern Tracker

Description

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1.MELEE ALL THE WAY - DASHING ahead - crits with melee regen combat ability.

2.KNIVES - to kill specials and elites that are mixed in crowd and threat (all die to headshot except Ogryns, Ragers, Maulers) - Melee killing Specials/Elites gives +1 Knife.

3.Sprint to get stacks of Momentum before engaging in fight (slides/dodges might speed up movement but arent counted towards generating stacks - so run only first few seconds to get stracks then can slip and slide as needed in battle.

4. Crit hits with melee - triggers Scourge (bleed stacks and grats extra crit chance), triggers Enduring Faith (+50% Toughness damage reduction), Duelist (+50% Weakspot & Crit dmg) & ability cooldown reducing talent 'Invocation of Death' (grants 1.5s flat cooldown reduction on crits).

5. Dodges - successful Dodges proc 'Duelist' (+50% Weakspot & Crit damage) and 'Inebriate's Poise' (+3 Momentum stacks).

6. No need for extra charge talent for the Dash combat ability as the crit hit talent reduces it to be able to use it constantly.

Basically sprint everywhere (gathers keystone Momentum stacks that applies on engaging any combat melee/ranged) - use Combat Ability to jump to key pressure areas like Special/Elites about to engage you/team - use Knives liberally as Special/Elite MELEE kills replenish +1/kill.

Didnt talk of Monsters/Bosses as you apply the above strat to clear Specials/Elites then engage Boss for the dance dodge and killing which takes bit longer unless team will take care of specails and horde for you to take on the bosses. The build IS FLEXIBLE and can do it all depending on whats needed and can tweak talent tree build from this to suit playstyle/needs.

Beginner mode with this - would be to change the talent tree and take Ambuscade (+20% ranged Backstab damage) and 'Shroudfield' combat ability to go invis and whip out the Flamer or the Bolter and drop heavy burst damage to boss or heavy density mixed crowd alternately use it reload said ranged weapon too + can also help with downed teammate and revives.

 

2 years ago