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Immortal Unchained
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 Immortal Unchained
 Psyker Build - Warhammer 40k: Darktide 

 Immortal Unchained
 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
[60/80]%
Cleave Damage
[80/80]%
Finesse
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
2-5% Melee Critical Hit Chance
10-25% Damage (Carapace Armoured Enemies)
Deflector

Deflector

This weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by -30%.

Unstable Power

Unstable Power

Up to +5% Strength, scaling with Peril.

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Zarona Mk IIa Quickdraw Stub Revolver
Transcendant
Zarona Mk IIa Quickdraw Stub Revolver
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Penetration
[80/80]%
Reload Speed
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Maniacs)
10-25% Damage (Unyielding Enemies)
Point Blank

Point Blank

+20% Ranged Critical Chance after Melee Kill for 2.5 seconds.

Hand-Cannon

Hand-Cannon

+60% Rending on Critical Hit.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+6-15% Corruption Resistance
+6-12% Stamina Regeneration
+4-10% Revive Speed (Ally)
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+6-15% Corruption Resistance
+5-20% Damage Resistance (Tox Flamers)
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+6-12% Block Efficiency
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Talent Tree

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Description

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Channel Vermintide 2's Unchained Sienna with absurdly powerful melee and more tankiness than an ogryn. To me, darlings!

This build pours all your warp power into psychic shields and your magically-enhanced greatsword.

  • One- or two-shot everything at high peril, including crushers
  • Taking damage and using your sword special keep you at high peril
  • Sword special clears hordes
  • You are too warp-frenzied to die
  • Quickdraw revolver castigates distant specials
  • Telekine shields stop poxbursters, pox hounds, and chargers from reaching you and your teammates
  • Telekine shields block projectiles from gunners and flames from flamers
    • Telekine dome is a viable alternative if your teammates are squishy, as it provides them toughness. Shield is better for solo clutching (you have to keep moving and can wall off chokepoints behind you). Shield uniquely enables you to hard-counter special spam in maelstrom and havoc modes

Just keep swinging your super sweet warp-charged sword down on heretics' heads and you'll do fine.

 

Blitz is almost irrelevant, take whatever you like. I go entire missions without using my blitz once.

Smite can be used to control sudden crusher spawns, waves of poxhounds, and other nasty surprises if necessary. Brain Burst is a decent fallback if you struggle to snipe specials with your revolver. Assail can deal decent DPS while quickly building peril back up if you struggle to stay at high peril.

5 days ago