Table of Contents
Hive Scum Build - Warhammer 40k: Darktide
Eversor
Hive Scum Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Stimm Lab
Description
Hive Scum “Eversor” Build (WIP – Feedback Welcome!)
Last updated: 12/09/2025
This build aims to recreate the closest thing Darktide has to an Eversor Assassin: a stim-chugging, rage-fueled murder machine that chews through everything in its way and is basically too angry to die. Think “Eversor... but without the nuke at the end."
The basic flow for this build is simple: if you see a boss, a horde, or any enemy that annoys you, hit a stim, pop your ability, and go wild. Use light attacks to mulch hordes and anything without carapace, and switch to heavies when you need big rending values. Grenades are your panic button when things get dicey or you're on cooldown.
---
Core Identity: Rampage Is Mandatory
Rampage!
When activated, you instantly replenish all Toughness and enter Rampage for 10 seconds. During Rampage, you gain:
- 50% Melee Power
- 20% Melee Attack Speed
- 25% Damage Reduction
- Full immunity to Stun and Suppression
Every melee strike extends Rampage by 0.3 seconds. After 20 seconds, extension becomes diminished (but don't worry, you'll find that other talents/stims nodes tend to mitigate this).
When Rampage ends, you lose all Stamina and become Exhausted for 7 seconds, taking 25% more damage with much slower Stamina regeneration. This is where you either need to fall back to team cohesion or pop a grenade and dip.
Base cooldown: 30 seconds.
Why it matters:
You simply can’t call this an Eversor build without Rampage. Desperado seems like a nice alternative, but when I think "Eversor" I think "Stabby McGee on Bathsalts"... Not "Million-bullets Joe". Rampage is the backbone of the entire build and is what turns you from “guy with a shiv” into “combat drug nightmare murderer".
---
Rampage Side Talents (All Mandatory for the Build)
Forge’s Bellow
On Rampage activation, unleash a powerful shout that staggers enemies and increases their attack intervals by 50% for 5 seconds. When you become Exhausted, shout again.
Why it's good:
When I think of an Eversor, I picture a screaming, rage-driven murderblur crashing into enemy lines. This shout captures that almost perfectly. The double stagger is incredibly useful: once when you dive in and once when Rampage ends, giving you precious breathing room during your weakest moment mentioned above.
Boiling Blood
Melee strikes against Elites and Monstrosities extend Rampage by 1 second. The diminished-returns window shifts from 20 seconds to 30 seconds.
Why it's good:
This is how you chain Rampage for far longer than intended. If you're attacking several times per second, you can maintain Rampage for hilariously long stretches, especially against Monstrosities. On big targets, you practically live inside Rampage until the health bar disappears. Now whether this is intentional or a bug remains to be seen.
Pulverising Strikes
Gain 50% Cleave during Rampage. Also gain 2.5% Melee Power per second while Rampage is active, up to 10 stacks.
Why it's good:
Cleave on Rampage feels absurd. You don’t fight hordes, you literally mow through them like a lawnmower. To make it even more nuts, as Rampage continues, your stacks ramp higher and higher. When combined with Boiling Blood, extended fights become an escalating power fantasy, but ymmv depending on horde density and difficulty.
---
Keystones
The Adrenaline Package (The “Crit Eversor” Engine)
Rampage gives you raw brutality. The Adrenaline tree gives you the crit-powered engine to push that brutality even further.
Adrenaline Frenzy
Melee hits give stacks of Adrenaline. Critical hits give an extra stack. If you don’t gain a stack within 2 seconds, you lose one. At 30 stacks, consume all stacks and enter Adrenaline Frenzy: +10% Attack Speed and +25% Melee Damage for 10 seconds.
Why it’s good:
This is the heart of the crit build. You attack so fast during Rampage and stim that stacks fly in like crazy. You trigger Frenzy often, and stacking Frenzy on top of Rampage is where the build starts to feel like a true Eversor experience.
Stoked Rage
Increase the duration of Adrenaline Frenzy to 20 seconds.
Why it’s good:
More Frenzy time means more speed, more damage, and more rampaging chaos. It syncs beautifully with extended Rampages.
Adrenaline Unbound
While Adrenaline Frenzy is active, you replenish 5% toughness per second.
Why it’s good:
Survivability!
__
Aura Choice: Ruffian vs Anarchist
You can run Anarchist for a full crit-meme build, but I prefer Ruffian since the teamwide damage boost outweighs the personal crit spike. Totally viable either way I found, but I seem to have better luck with Ruffian.
---
Curios
This part’s still flexible. I’m currently using setups that worked well for other classes, but I’ll refine this section once I’ve done more dedicated testing for Scum specifically.
---
Weapons
Bolt Pistol vs Needle Pistol
Both are viable, but the needle pistol is probably the stronger pick in practice.
---
Stim Lab: The Fun Part
Here’s where things get wild.
As you've already noticed, I only put 2 nodes into Spur. It's good enough to keep you fast, not use up a ton of stamina, and also providing a laughably short cooldown.
But.. If you invest all the way into Fervor, you basically move like a supersonic jet whenever your stim is active and you’re in Rampage. It’s hilarious the first time it happens. You’ll zip around so fast that you genuinely need to relearn spacing and distance control.
The drawback:
Your stim cooldown rises from 20 seconds to 44. It doesn't sound much, but it really does feel like an eternity of waiting. You can make a Fervor build work, but I find the 20-second stim cycle much more practical, especially if Rampage is still on cooldown. Being able to re-engage quickly is part of what makes this playstyle fun, but I will admit, it's still absolutely nuts how fast you can move with Fervor, and I'll try my best to see if I can make it work.
---
Notes on Current state (12/09/2025)
Edited the tree a bit after getting some recommendations. Class should be a bit more survivable and be able to have more ammo.
Last updated: 12/09/2025