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The Hive Enforcer
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Anti-Special
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 The Hive Enforcer
 Hive Scum Build - Warhammer 40k: Darktide 

 The Hive Enforcer
 Hive Scum Build - Warhammer 40k: Darktide 

Class

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Weapons

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Atrox Mk VII Tactical Axe
Transcendant
Atrox Mk VII Tactical Axe
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Penetration
[80/80]%
Finesse
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
2-5% Melee Critical Hit Chance
4-10% Melee Critical Hit Damage
Agile

Agile

Refreshed Dodge Efficiency on Weak Spot Hit. +10% Melee Weakspot Damage.

Shred

Shred

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

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Branx MKII Needle Pistol
Transcendant
Branx MKII Needle Pistol
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Ammo
[80/80]%
Stopping Power
[60/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
5-10% Reload Speed
10-25% Damage (Carapace Armoured Enemies)
Run 'n' Gun

Run 'n' Gun

You can Hipfire with this weapon while Sprinting. 15% Close Damage while Sprinting. Also reduces weapon spread at all times by -30%.

Desperado

Desperado

+20% Critical Chance for 6s on successful Dodge.

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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

+1-4% Combat Ability Regeneration
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Gilded Inquisitorial Rosette
Transcendant
Gilded Inquisitorial Rosette
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Gilded Mandible
Transcendant
Gilded Mandible
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+13-17% Toughness

+13-17% Toughness

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

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Stimm Lab

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Description

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From the Creator of 'The Immortal' Grand Provost Marshal Arbites Build.


Right... You... Don’t know your name. Don't plan to either, so… don’t get sentimental.

I run MY work in Tertium’s Downside. You’re MY new internal cleaner. Or you’re dead in three days trying. Probably the latter, but… actually, you got something. Bit of fire. Most don’t have that. Still gonna die, but maybe not.

 

When some gakker crosses us, betrayal, heresy, gets ambitious, I send in a cleaner. That’s you now. Make examples, leave corpses. Don’t die stupid. You die, whatever, there’s always number forty-eight. But you represent MY operation. Die stupid, and it makes ME look bad.

 

Down here there’s no Arbites. No law. They think we’re scum, sump rats, barely human. They’re right. And they still need us for the dirty they won’t touch. There’s profit in it. That’s the real violence that keeps the machine running.

 

So do the job. Earn your creds. Earn your place. If you can’t… well.


Right... Gear...

Atrox Mk VII Tactical Axe

One hand. Fast. Overheads fall into skulls without you thinking. You’re not strong enough for the heavy stuff anyway so…

  • Agile: Weakspot hits refresh your dodge. Pay attention.
  • Shred: Every hit sharpens your crit. Swing fast, stacks bloom fast.

Branx Mk II Needle Pistol

Silent toxin darts. Our signature. Sends the right message. Don’t even need to aim for a vital. Just land it somewhere on them.

  • Run ’n’ Gun: Sprint and shoot. Keep moving or get buried.
  • Desperado: Dodge, crit, dose lands cleaner. That’s the point.

Curios

Three. Under your flak. MY tech-wrights tuned them—toughness, ability regen, gunner resistance. Just wear the fething things.

Blitz: Blackout

Flash and stagger. Pocket Toxin doses the whole crowd. You blind them, they choke, you walk in, or you walk out.

Carry five max. Every twenty close scraggings, you get a fresh one. Tech-wrights rig it. Don’t ask how.

Ultimate: Rampage!

Go ahead. Enjoy it! Reminds them who owns the room. Pop it and you become a problem. Then it ends. Crash hits. If you’re still in the open when it bites, folded.

 

Use it with an exit plan. Always. Lot of juves forget that part. Keep a backup Blackout if you’ve got any sense. Breathing room. Then just hack and dodge your way out. 

 

Oh, and the tech-wrights say you can extend duration per strike against elites if you’re good enough. Most of you aren’t but… whatever.

Keystone: Adrenaline Frenzy

You feel that thumping? Good. That’s Frenzy. Baseline. If it isn’t up, you’re hesitating… and I don’t pay for hesitation.

 

Hit feeds it. Crit feeds it faster. Kills faster still. Keep the chain alive while you close on the real targets.


Talents

  • Crits: Dodging and chaining push crit up. Crit weakspots feed toughness. Crits finish wounded bodies.
  • Evasion: Weakspot hits refresh dodge. Movement keeps the threat off you, up to fifty percent total. Slides grant melee immunity. Stamina supports speed and damage reduction.
  • Adrenaline: Hitting builds stacks. Thirty stacks trigger Frenzy for twenty seconds. Attack speed up, damage up, toughness coming back while it’s active. Your default state after a few seconds of any real fight.
  • Toxins: Crits spread chem. Toxified enemies boost damage by five percent each. Blackout doses three stacks to the whole crowd.
  • Supports: First hit damage, elite damage, weakspot damage, emergency refills. Makes numbers bigger.

How it actually works.

Most juves call this a “melee damage build.” Wrong.


It’s a rhythm system. You keep the rhythm, the hive can’t catch you. Break it, you're dead.

The Simple Rule:

Hit. Dodge. Hit. Dodge.


That’s the engine. 


Aim for the weakspots and always keep dodging.

Why

  • Agile: makes dodging endless if you keep landing weakspots. You’re swinging fast, multiple attempts. Only need one to refresh. 
  • Crit engines: Dodging spikes your crit. Chaining hits spikes it again. You’re fishing with volume. Volume always wins.
  • Just a nick: Crits delete them or the toxins will. Either way, they’re done. That’s contingency. That’s professionalism.
  • Toughness: Crits to weakspots refill toughness. Keep hitting, keep regening toughness.
  • Chem Toxin punishes anything that survives. Crushers, Maulers? Big plated idiots. Plates don’t stop chem. Give it time. The toxin always does its job.

What Kills You

Standing still. Panicking. Rampage crashing while surrounded without an escape plan.


You’re a moving machine. Stop moving and…


Execution

You’re still here?! THRONES! Fine I’ll spell it out for ya simple like.

Opening

Don’t just charge in. You’re not a Zealot, Ogryn, or Arbiter. We survive by using our heads and staying out of sight.

  • Read threats. Gunners, snipers, flamers, specials.
  • Needle pistol first—weaken, soften, take down the big guys before they get too close. Shape the approach.
  • When you commit: Blackout into the thickest knot. Sprint in, Untouchable keeps threat low. Arrive swinging.

Close Quarters

The rhythm is the job.

  • Circle. Cut angles. Don’t plant feet. Harvest weakspots while dodging.
  • Light strings build crit. Heavies for armor or density.
  • Big bodies—Crushers, Bulwarks, Maulers. Don’t wrestle frontally. Bait swing, step out, take the head. Positioning, not courage.
  • Slide through legs, around corners—invulnerable mid-slide. Break line of fire. Re-engage from unexpected angles.

Sustain

Toughness is your life.

  • Landing crit weakspots and staying in motion, toughness refills faster than fire empties it. Slow down, it stops.
  • Toughness breaks? Reposition, reset rhythm, feed the engine. Burst of Energy buys time and half your bar.
  • The more you kill, the harder you are to kill. Stay offensive.

Rampage!

  • Use it for Rager packs, Crushers, Maulers, corridors that need clearing NOW, teammates you need to reach.
  • Pop it, smash the problem, move toward cover before the crash.
  • Ride the crash in the open… you’re done. That’s dying stupid. Don’t die stupid—waste of MY time teaching you.

Final.

Keep the rhythm. Keep moving. Keep weakspots flowing. Toxins do the boring work, you do the visible work.


You’re not here to be brave. You’re here to be effective.


Do good work, and I’ll make sure you get patched up instead of tossed out. Don't fail… I don't want to have to go through all this trouble again too soon.


Now feth off.


By the time we’re done, the only thing traitors will fear more than the heretic’s devils is us. That’s how you keep a hive in line.

4 weeks ago