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VERY IN-DEPTH H40 MELEE PSYKER GUIDE, 2 BUILDS
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 VERY IN-DEPTH H40 MELEE PSYKER GUIDE, 2 BUILDS
 Psyker Build - Warhammer 40k: Darktide 

 VERY IN-DEPTH H40 MELEE PSYKER GUIDE, 2 BUILDS
 Psyker Build - Warhammer 40k: Darktide 

Class

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Weapons

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Covenant Mk VI Blaze Force Greatsword
Transcendant
Covenant Mk VI Blaze Force Greatsword
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Warp Resistance
[0/80]%
Cleave Damage
[80/80]%
Finesse
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Unstable Power

Unstable Power

Up to +5% Strength, scaling with Peril.

Riposte

Riposte

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

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Nomanus Mk VI Electrokinetic Force Staff
Transcendant
Nomanus Mk VI Electrokinetic Force Staff
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Warp Resistance
[80/80]%
Quell Speed
[80/80]%
Charge Rate
[60/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
10-25% Damage (Maniacs)
Increase Ranged Critical Strike Chance by 2-5%
Surge

Surge

2 Shots on Primary Critical Hit. +5% Ranged Crit Chance.

Warp Nexus

Warp Nexus

Gain between 5% and 20% Critical Chance based on current level of peril.

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Curios

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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
+5-20% Damage Resistance (Gunners)
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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
+5-20% Damage Resistance (Gunners)
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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
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Description

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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
       
  • Utilizes Walls & Scrier's Gaze to their maximum potential
  • 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.
    • 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.

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:

  1. Confidently aggressive with max damage possible, but potentially inconsistent: Perfectionism + Cruel Fortune
    1. Stacks: ranges from 1-25; averages 18-21 
    2. Rotted armor? TBD at this point because Rotted got reworked and is not yet in rotation
       
  2. Confidently aggressive with a free talent point, but potentially inconsistent: Lingering Influence ONLY
    1. Stacks: ranges from 8-13; averages 10-11
    2. Free talent point for whatever you want
      1. Check under Empathic Evasion section above for where to spend the talent point
         
  3. Lazy, but consistent: Lingering Influence + Cruel Fortune
    1. 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)
    • 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
    • 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
  • 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)
    • 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
  • 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
  • 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.

Video

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1 hour ago