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The Righteous Wrecking Ball
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 The Righteous Wrecking Ball
 Zealot Build - Warhammer 40k: Darktide 

 The Righteous Wrecking Ball
 Zealot Build - Warhammer 40k: Darktide 

Class

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Weapons

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Darktide item card top
Munitorum Mk III Shock Maul
Transcendant
Munitorum Mk III Shock Maul
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Penetration
[80/80]%
Finesse
[80/80]%
Crowd Control
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
4-10% Melee Damage (Elites)
10-25% Damage (Flak Armoured Enemies)
Skullcrusher

Skullcrusher

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

High Voltage

High Voltage

+25% Damage vs Electrocuted enemies.

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Darktide item card top
Locke Mk IIb Spearhead Boltgun
Transcendant
Locke Mk IIb Spearhead Boltgun
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Collateral
[80/80]%
Reload Speed
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Flak Armoured Enemies)
Shattering Impact

Shattering Impact

Target receives 4 Stacks of 2.5% Brittleness on direct projectile hit. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

Puncture

Puncture

Ranged hits add 4 stacks of bleed to enemies.

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Curios

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Herald's Seal
Transcendant
Herald's Seal
Darktide item card middle
+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+1-4% Combat Ability Regeneration
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Guardian Nocturnus
Transcendant
Guardian Nocturnus
Darktide item card middle
+1 Wound(s)

+1 Wound(s)

+2-5% Health
+2-5% Toughness
+1-4% Combat Ability Regeneration
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Darktide item card top
Mechanicus Icon Illustrious
Transcendant
Mechanicus Icon Illustrious
Darktide item card middle
+17-21% Max Health

+17-21% Max Health

+2-5% Health
+2-5% Toughness
+1-4% Combat Ability Regeneration
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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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Become a force of will and charge headfirst into the wall of enemies. Your melee weapon is your primary partner. The special stunning attack is great for stopping big threats like crushers, ragers, bulwark, reapers, mutants, and Maulers. You will be dodging a lot, you might accidentally do a couple tribal war dances.

Knives are primarily for softer threats, like hounds, snipers, trappers, etc. The central crosshair is super tiny, you'll need to get a feel for it. Taking out your gun for a better crosshair is an option. Don't let it become a crutch.

The spearhead is primarily for massive threats like monstrosities, but can be used to thin out a crowd of big threats too. 

The Dash is a versatile tool. A gap closer, a powerful opener, but also an escape tool. Be it the sound of a pre pounce growl or the zap of a trapper, using the dash is almost certain to get you out of being pinned down. Even if you don't see the threat. 

1 year ago