Table of Contents
Class
Weapons
Curios
Talent Tree
Description
Changelog
7/7/2026 - guide should read better now overall
7/6/2026 - added link for the talents I run with Scrier's Gaze: https://darktide.gameslantern.com/builds/a23327de-a0e2-459b-8cbb-3fbab5ac8dbf/scriers-variant-talents-only-below
- Still read the mini-guide because there is talent variation, and if you are very into it then read the Shred vs Unstable Power too
7/1/2026 - added significant rambling on Shred vs Unstable Power for Scrier's Gaze under 'Gear Philosophy' - for min-maxxers only
WHY USE MY BUILDS?
- Build revolves around using the "Uptime" mod across 150+ Havoc 40 games with these builds, in addition to 300+ Havoc 40 games just going by feel of talents and playstyle
- Most games are on Party Finder and inviting 1-2 low ranks, so much of the output is the build and less from the team
- Most games are on Party Finder and inviting 1-2 low ranks, so much of the output is the build and less from the team
- Utilizes Walls & Scrier's Gaze to their maximum potential
- By default, this guide is for Walls but anything that deviates due to picking Scrier's Gaze will be noted (here is just the talents:) https://darktide.gameslantern.com/builds/a23327de-a0e2-459b-8cbb-3fbab5ac8dbf/scriers-variant-talents-only-below
- By default, this guide is for Walls but anything that deviates due to picking Scrier's Gaze will be noted (here is just the talents:) https://darktide.gameslantern.com/builds/a23327de-a0e2-459b-8cbb-3fbab5ac8dbf/scriers-variant-talents-only-below
- Most unholy clutch power, can deal with every situation that presents in Havoc 40
- Huge, palpable impact on the team and is very fun
Gear Philosophy
Blaze Force Greatsword Covenant Mk VI (will be abbreviated as FGS)
- Huge single target damage vs. the Mk VIII (~ +33%)
- INSANE range, you outrange almost every incoming melee attack in the game
- Can swap Riposte for Precognition if you are solo / duo
- Can swap Carapace for Flak but I hate maulers too much to do that
- Scrier's Gaze: can swap Unstable Power for Shred.....(only read if you are a min-maxxer)
- Unstable Power uptime with walls = 3.9 out of 4 avg. stacks ; Uptime with Scrier's Gaze = 2.8 out of 4 avg. stacks
- Unstable Power is up to 1.2x dmg multiplier and enhances cleave and other properties (because it is strength)
- Because of its basically max average stack uptime with walls, I really have not messed with this too much.
- Shred uptime max stacks ~40% --> more crits --> massive damage amplifiers + palpable increase to both Empathic Evasion and Mettle's movement speed uptimes
- Uptime consistency is kind of all over the place, sometimes great for elite packs and sometimes crap
- Currently have done a few Scrier's Gaze H40 games with Shred instead and my unstructured pros of each are the following:
- Unstable power
- With higher stacks, non-crit 1-tap H2 stab kills on dreg ragers and bulwarks (max height jump-shotting them over shield)
- Zero management or thought, I can pre-emptively charge up H2's on nothing without feeling like I am messing up any stacks
- Shred
- Noticeably less dead-slides (slides without enough Mettle stacks) and noticeably more Empathic Evasion uptime (being surrounded by reapers and remaining immortal with [L L H] repeating.)
- Higher uptime on massive captain H2 stabs, frequently dealing ~40% of their hp in 1 hit
- Loss of non-crit 1-tap H2 stab kills on dreg ragers (and I think bulwarks?) but overall more 1-taps on dreg ragers due to crits. The frequency of Shred allowing for more 1-taps was greater than the frequency of Unstable Power allowing 1-taps.
- Unstable power
- More testing needed for scab seeds to see how maulers / flak gunners feel. Walls need thorough testing as Unstable Power uptime is basically always maxed.
- Unstable Power uptime with walls = 3.9 out of 4 avg. stacks ; Uptime with Scrier's Gaze = 2.8 out of 4 avg. stacks
Electrokinetic Force Staff Nomanus Mk VI (will be abbreviated to EK staff)
- Innate +21% crit chance and +31.5% crit damage, other staves do not have the 'Critical Bonus' stat
- Primary attack crits do 2x to nearly 3x damage at base, plus the 'Surge' blessing is a global 2x multiplier to that damage
- Crits also trigger several important talents
- Is used like a warp revolver to take out ranged elites (can suppress reapers easily,) specials, and dreg ragers
- Can swap Maniac for Flak, or run Maniac + Flak depending on preference / playstyle
Curios
- Can swap Toughness for Revive Speed
- Scrier's Gaze: can swap Combat Ability Regen for Revive Speed or Health*
- *I usually run Health
Talent Philosophy - from top to bottom
Perilous Combustion
- For non-soulblaze builds, this is rarely noticeable aside from shotgunner waves, which are already easy to kill
Blitz
- Running Walls? Assail is easy to maintain high peril + Malefic Momentum
- Running Scrier's Gaze? doesn't matter for my playstyle as I'd rather keep Peril down. I equip smite and literally never use it, as a meme.
- I used to use Kinetic Flayer a lot, but I had many redundant procs
Malefic Momentum
- NO MICROMANAGEMENT: 70%-80% uptime on warp damage buff; 45-55% on the non-warp damage buff
- No micromanagement means using the staff / warp slice naturally and not thinking about this talent
- MICROMANAGEMENT: 70-80% for both, done by treating the staff like a revolver and quickly 1 shotting something every few sec
Empathic Evasion
- Very nice for clutching when you have no dodges + fighting elites/bosses + getting shot at. Allows time to reset dodge counter
- Comfortable without Empathic Evasion? Consider the following for both Walls and Scrier's Gaze variants:
- Brain Rupture + Kinetic Flayer combo
- Assail + True Aim combo
- If using Scrier's Gaze, also swap Warp Speed for Warp Unbound
- Immaterial Focus: free global damage resistance with rarely useful stun immunity
- Battle Meditation (Scrier's Gaze only:) significant increases average Scrier's Gaze stacks
Anticipation
- The +1 dodge makes the FGS feel a lot more forgiving when kiting large packs of carapace or dreg ragers
Just a Dream
- Big global damage resist, often times when you need it most
Abilities
Walls
- Main intent is for anti-special use
- As long as a pixel of the enemy touches the wall, they get stunned. You can pretend the wall is actually lengthier than it looks
- Bursters may walk through
- Trapper nets may pass
- Bombers easily throw over the wall
- The wall has width
- Mutants may run through the full thickness --> stunned + recoil --> no follow-up stun
- Mutants may run through partial thickness --> stunned + recoil --> follow-up stun
- Dogs will likely run through the full thickness --> stunned --> no follow-up stun
- Spam them, they have high uptime thanks to Psykinetic's Aura
- Most of Darktide consists of paths more narrow than the wall's length meaning it is good to rotate the wall and make use of the entire length down the hallway.
- In a narrow hallway, rotate the wall diagonally or straight to move up on gunners. I will draw below an aerial view of a narrow hallway
| > > ) X |
| ^ ) X |
| ^ ) X |
| ^ ) X |
| ^ ) |- | | is the hallway
- ) is the diagonal wall
- X are gunners
- ^ > is your path of movement
- Notice how you can rotate the wall to walk the entire length of a gunner line and get behind them
- Bubble has bad uptime
Scrier's Gaze
- Plays a bit differently (link to JUST THE TALENTS & mini-guide right under the link, not in the link)
- https://darktide.gameslantern.com/builds/a23327de-a0e2-459b-8cbb-3fbab5ac8dbf/scriers-variant-talents-only-below
- Warp Splitting changes to By Crack of Bone now that we are trying to keep peril down
- Empathic Evasion: see above under Empathic Evasion if you don't want this node
- Precognition: big damage
- Warp Speed: most players don't use, but it helps when things get really bad. I always use this
- Warp Unbound? IMO is useless unless you can spam a useful peril-generating action
- Peril management: don't worry, play naturally in almost all cases & spam Scrier's Gaze. That mental energy should be spent on anything else.
- FGS reroll: swap <60 warp resist to =60 warp resist & consider Shred vs Unstable Power (read way above under initial FGS section)
Shriek: I have not experimented with Venting Shriek and Perilous Combustion
Warp Ghost
- Walls: peril slow-down makes upkeeping Unstable Power, Warp Rider, and Warp Splitting easy
- Scrier's Gaze: peril slow-down has no significant positive or negative effect
- +2 stamina has helped to compensate for an inactive Kinetic Deflection (at 97% peril)
- Toughness Replenishment is a 1.25x multiplier to all toughness sources that actually matter in Havoc
Disrupt Destiny - 3 different builds, depending if you are:
- Confidently aggressive with max damage possible, but potentially inconsistent: Perfectionism + Cruel Fortune
- Stacks: ranges from 1-25; averages 18-21
- Rotted armor? TBD at this point because Rotted got reworked and is not yet in rotation
- Confidently aggressive with a free talent point, but potentially inconsistent: Lingering Influence ONLY
- Stacks: ranges from 8-13; averages 10-11
- Free talent point for whatever you want
- Check under Empathic Evasion section above for where to spend the talent point
- Check under Empathic Evasion section above for where to spend the talent point
- Lazy, but consistent: Lingering Influence + Cruel Fortune
- Stacks: ranges 11-15; averages 12-14
- Difficult to kill enemy highlighted? Look away for 5 seconds, the next markable enemy you see will be instead highlighted
Gameplay Guide - Havoc 40 focus
FGS
- Special Wave
- Wave mechanics
- 2-part attack consisting of the wave projectile and the physical swing. The physical swing itself (without the projectile) can be a light or heavy attack.
- The physical swing can generate special meter, meaning sometimes you can swing into a horde and instantly have another half or full charge ready.
- Special light: useful on trash mobs, the physical swing will kill them all the same and generate special
- Special heavy: useful on elites, it has huge damage and with enough buffs, can 1 hit most elites.
- Reaches to approx. 25 meters with large damage drop-off after ~10 meters (estimated based on feel, never really tested)
- 2-part attack consisting of the wave projectile and the physical swing. The physical swing itself (without the projectile) can be a light or heavy attack.
- Zero charge:
- Will free teammates from pox hounds through walls
- If through a wall, aim slightly above teammate's silhouette when they are pounced. The wave is wide, not tall.
- Will stagger trash mobs trying to hit netted teammates, buying more time to free them
- Will free teammates from pox hounds through walls
- Half charge: kills trash mobs at close-med range
- Full charge: kills trash mobs at long range; kills / weakens elites and specials at close-med range
- Peril saving trick: if using Scrier's Gaze and a charge is ready, activate charge --> use Scrier's Gaze --> use special wave
- Wave mechanics
- Combos
- Aggressive trash clear: [L L L > H] repeating
- Sliding / Sprinting: [L L > H]
- Safe trash / mixed clear: [Push > L] repeating OR [Push > L > H] repeating
- The first light after a push is unique and is perfectly horizontal
- This will be your primary way of avoiding getting body blocked trash
- Pair with hugging a wall for the highest chance of maneuvering around high density hordes
- The heavy is the unique sweeping heavy from the first combo if you feel you have time for a bit more damage, but I mostly just do [Push --> L]
- Single-target: [H H] OR [L > H > block cancel] repeat OR L > H > [L L > H] repeating
- Try all of them, you'll notice over several games that each one provides different value. Random examples below:
- H H repeat will let you chain guaranteed elite gunner kills quickly
- L > H block cancel repeat can abuse stab mechanics (see below), 1-tap mutants fast, or safely fight cspawns.
- L > H > [L L > H] virtually matches the DPS of [H H]. It trades ease of headshot consistency for +50% hits per second.
- +1 attack = +50% attacks = +50% Empathic Evasion proc chance + more of Mettle's movement speed uptime + faster Shred stacking (if using Shred)
- Try all of them, you'll notice over several games that each one provides different value. Random examples below:
- Sprinting Heavy: very fast, great opener / gap closer, I use this ALL the time when fighting gunners or needing to run away
- Push "attack"
- Open bulwarks
- Knocks captains down and off maps (hilarious)
- Melee twin gets pushed back, not knocked down
- Interrupt overheads
- Proc kinetic flayer
- Extra insurance vs. bursters
- Aggressive trash clear: [L L L > H] repeating
- Stab attacks: will always hit weakspots if your crosshair is on it
- Example: Beast of Nurgle's weakspot can be stabbed when in front of them
- Example: Bulwark's head can be stabbed through their shield if they are staggered
EK Staff
- Primary attack: for range elites, specials, and occasionally dreg ragers (absolutely melts them)
- Will proc Empathic Evasion, Mettle, and Perfect Timing very easily to make you immortal
- Sprint sliding + Empathic Evasion is near 100% immunity from shooters
- Sprint sliding + Mettle is high movement speed to avoid all melee enemies
- When to quell:
- Short quells during any downtime (changing targets, during slides)
- Can shoot and immediately quell to negate peril cost entirely
- Careful when only aiming for the head, many enemies will crouch / hide and make you miss entirely after the first hit. It is okay to just aim at the body unless you can guaranteed headshots
- Weapon swap is so fast that you can swap --> shoot --> swap and not even see the staff on your screen
- Will proc Empathic Evasion, Mettle, and Perfect Timing very easily to make you immortal
- Secondary attack is for fast moving specials
Peril Management
- For Walls, Warp Rider + Unstable Power do a lot of heavy lifting for damage. Keep your peril above 80%. It is OK to avoid sitting at 97%+ so you have a Just a Dream buffer
- Try not to waste the FGS special progress just to maintain high peril, instead use your staff or blitz, whichever is faster / makes sense
- For Scrier's Gaze, do not worry about peril management that much; you are better off spending that mental energy on literally anything else
Toughness
- Mettle, Warp Expenditure, and Disrupt Destiny are your only toughness generators.
- It is easier to think about the toughness generation in the following way:
- Mettle - you can't control your crits, but you'll be critting when you are hitting things. Bottom line: hit things
- Warp Expenditure - you should always aim for the head anyways. Bottom line: hit things in the head
- Disrupt Destiny - even if at max stacks, it is nice to hit the highlighted guys anyways for +movespeed. Bottom line: hit blue things
- Overall: hit things, in the head preferably, bonus if they're blue
Movement
- Movement needs its own entire guide, so I will keep this brief. It is ironically last and in a small section for this guide, but is more important than literally anything else in the entire game IMO
- With the FGS, engage holding heavy --> activate sprint --> slide --> release heavy attack
- Practice this over and over and over and over and over and over and over and over and over and over and over
- Get to a point where you can replicate the movement in the video
- Movement speed bonuses exponentially increase momentum for this, allowing insane chain kills on elite gunners
- Don't waste dodges. When a bunch of overheads come at you, you transition to soulslike game mustn't waste dodges
- Climb objects often if needed
- Watch how good players move around in Havoc. They can make any build work because of movement
Same link as above, but Scrier's Gaze talents are here: https://darktide.gameslantern.com/builds/a23327de-a0e2-459b-8cbb-3fbab5ac8dbf/scriers-variant-talents-only-below
@bruh moment on the darktide discord if you want examples of anything above, I have clips of everything. The linked video is a clutch that encompasses many lessons taught here, but this site won't let me upload other videos sadly. The link breaks whenever I paste here.