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Bullet Hell Ballerina for Miri
Horde-Clear
Anti-Elite
Ranged
 Bullet Hell Ballerina for Miri
 Hive Scum Build - Warhammer 40k: Darktide 

 Bullet Hell Ballerina for Miri
 Hive Scum Build - Warhammer 40k: Darktide 

Class

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Weapons

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Atrox Mk II Tactical Axe
Transcendant
Atrox Mk II Tactical Axe
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Penetration
[76/80]%
Finesse
[76/80]%
Critical Bonus
[76/80]%
Damage
[76/80]%
Mobility
[76/80]%
10-25% Damage (Maniacs)
4-10% Melee Weak Spot Damage
Agile

Agile

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

Brutal Momentum

Brutal Momentum

+15% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.

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Branx MkIII Dual Autopistols
Transcendant
Branx MkIII Dual Autopistols
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Ammo
[76/80]%
Collateral
[76/80]%
Stopping Power
[76/80]%
Damage
[76/80]%
Mobility
[76/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Blaze Away

Blaze Away

+8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.

Powderburn

Powderburn

+20% Damage against Suppressed Enemies, +40% Suppression and -40% Recoil on Close Range Kill.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+6-12% Block Efficiency
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+2-5% Health
+6-15% Corruption Resistance
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Talent Tree

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Stimm Lab

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Description

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1. While the presumed guns are the Stub Autopistols, this build would work with any weapon which has high uptime and low aiming requirements. Some additional contenders:
- Any flavor of the Infantry Autogun, but especially the Columnus and Vraks
- The Shredder Autopistol
- Scum's Dual Stub Pistols transition this from a distinctly mid/short to mixed range but vary the playstyle a lot more.
- Specifically the Agripiina Combat Revolver with the fanned hammer, which transitions this to anti-boss but loses horde application.
- And the double barrel shotgun.
Any version of Blessings on any of these guns which gives +Strength, +Power or +Damage on close hit or close kill, or reload speed, is desirable here. I can make more specific recommendations but if you just want a place to start plugging in Talents and playing, that's a good general premise. Just focus on reload speed and then Number Go Up from close kills for now.

If you feel like reloading is too cumbersome, try replacing +Unyielding damage with +Reload speed on these guns. It'll make Bulwarks and bosses take longer to die but it could be worth it. +Carapace damage hurts to lose.  

2. Your tactical axe is there to keep you dodging to keep you triggering Float Like A Butterfly but also to let you delay to buy time for Rending out of Enhanced Desperado or your Stimm to become available to answer carapace. It'll do reasonably well into hordes and I suggest you swap to it once in a while to refresh your dodge counter, and use Dodges to keep Stamina up to keep your attack speed up. At this time I think all Scum ideally run three iLevel 410+ Stamina+3 curios (Stamina +3 Curios which do are 400 or lower only give +2 due to rounding errors). However, it'll take time to get to where you're comfortable with that. I can make other melee recommendations but builds tend to be less flexible as to whatever they don't emphasize - gotta be super thoughtful about your guns in melee builds and vice versa.

3. Some other book-keeping:
- Don't be afraid to Desperado defensively, especially when finding revives.
- These are "show curios"; as said before I think good Scum will run +3 Stamina in every slot but any mixture of the stats you see to taste is fair. Toughness, Health, Gunner Resist, Corruption Resist, Combat Ability Regen, Stam Regen and Block Efficiency are all very solid stats, the only things I can say for sure is that you're gonna need either Block Efficiency or Revive Speed or both to reliably get people up and Combat Ability Regeneration is probably the best in way more cases than it isn't. 
- The build is Blitz agnostic; I chose Blackouts because I think they're overall probably the most useful Scum Blitz right now, but also because in my experience piloting this in Maelstroms the only thing this build ever needs is time for its Rending to come back. Once it has Rending from its Ability & Stimm there's basically nothing that threatens it. It just needs space to reload guns and kite and get cooldowns back. Blackout grenades give us that. 
- I've run this build in Maelstroms and it's largely modeled off of stuff I've seen people run in Havocs, but Gunslinger Improved merits discussion for Heresy or lower gameplay. I do think Pickpocket makes Gunslinger Improved rather trite for any build that's going to play in Damnation or higher. 
- There's a surprising amount of skill expression here even if the skill floor's not high. Don't be afraid to experiment with your distance, burst vs full auto, how you manage your recoil, crouching and ADS to brace/get accuracy, using output purely for suppression and stagger, etc.

3 weeks ago