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Havoc Thunder Hammer
Anti-Boss
 Havoc Thunder Hammer
 Zealot Build - Warhammer 40k: Darktide 

 Havoc Thunder Hammer
 Zealot Build - Warhammer 40k: Darktide 

Class

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Weapons

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Crucis Mk II Thunder Hammer
Transcendant
Crucis Mk II Thunder Hammer
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Penetration
[80/80]%
First Target
[80/80]%
Crowd Control
[80/80]%
Defences
[60/80]%
Damage
[80/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Thrust

Thrust

Up to +20% Strength based on the charge time of your heavy attacks. Stacks 3 times.

Slaughterer

Slaughterer

+8% Strength for 4.5s on Kill. Stacks 5 times.

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Artemia Mk III Purgation Flamer
Transcendant
Artemia Mk III Purgation Flamer
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Ammo
[80/80]%
Burn
[80/80]%
Cloud Radius
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Carapace Armoured Enemies)
Blaze Away

Blaze Away

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

Penetrating Flame

Penetrating Flame

Direct hits apply 4 Stacks of 2.5% Brittleness for 5s. Stacks 16 times

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+1 Wound(s)

+1 Wound(s)

+1-4% Combat Ability Regeneration
+2-5% Toughness
+4-10% Revive Speed (Ally)
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Blessed Bullet
Transcendant
Blessed Bullet
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+1 Wound(s)

+1 Wound(s)

+1-4% Combat Ability Regeneration
+2-5% Toughness
+4-10% Revive Speed (Ally)
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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
+4-10% Revive Speed (Ally)
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Talent Tree

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Description

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Most of the time, thunder hammer just doesn't really make sense in havoc. However, if your team struggles with falling apart when bosses show up, having the ability to lobotomize them one at a time can be rather helpful!

This tree is what I've had the most success with, but there are of course a few modifications that can be made:
- None of the shroudfield add-ons are strictly essential but all of them are at least pretty good
- Unfaltering is a crutch in just about any other build but here I've found it useful to guarantee you get the shroudfield hit off. If you don't notice it, it can be dropped.
- Hubris isn't as generally applicable as good balance but it's still flat DR which is very useful

As for where to put those spare points? Abolish blasphemers might hit a breakpoint. Desperation might help with closing a kill. Anoint in blood is nice with the flamer. I dunno, I've generally found those points are nice where they are because you already hit most of your breakpoints. On Havoc 40, with four wounds down (where you'll often be put by holy rev):
- You'll consistently oneshot a captain or beast of nurgle
- Plogryn will usually take two hits, assuming you jump and hit in in the back of the head with the first swing
- Chaos spawn might take 3 as it's very difficult to consistently hit the back weakspot.
- Twins are weird and have a cap on the damage they can take from a single swing. Takes just over five hits.

Flamer is taken because there's not really anything else broadly useful for that slot, but it does put you in the awkward position of having two negative sprint speed weapons. This isn't unusable; you have shroudfield as a get out of jail free card so it could really be worse. That said, if you *really* want more mobility I'd go bolt pistol.