Logo
Games
Lantern
Bladed Mementum Heavy Sword
Horde-Clear
Anti-Elite
Melee
 Bladed Mementum Heavy Sword
 Hive Scum Build - Warhammer 40k: Darktide 

 Bladed Mementum Heavy Sword
 Hive Scum Build - Warhammer 40k: Darktide 

Class

Divider

Weapons

Divider
weapon container top
Turtolsky Mk IX Heavy Sword
Transcendant
Turtolsky Mk IX Heavy Sword
weapon container middle
Cleave Damage
[80/80]%
First Target
[80/80]%
Cleave Targets
[80/80]%
Defences
[60/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Headtaker

Headtaker

+8% Strength for 3.5s on Hit. Stacks 5 times.

Bladed Momentum

Bladed Momentum

Hitting multiple enemies in one sweep gives +8% Rending for 4 seconds. Stacks 4 times.

weapon container bottom
weapon container top
Branx MkVIII Dual Stub Pistols
Transcendant
Branx MkVIII Dual Stub Pistols
weapon container middle
Penetration
[80/80]%
Collateral
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Pinning Fire

Pinning Fire

+5% Strength for every Enemy you Stagger. Stacks 5 times.

Run 'n' Gun

Run 'n' Gun

You can Hipfire with this weapon while Sprinting. +15% Close Damage while Sprinting. Also reduces weapon spread at all times by -30%.

weapon container bottom

Curios

Divider
weapon container top
Gilded Inquisitorial Rosette
Transcendant
Gilded Inquisitorial Rosette
weapon container middle
+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+2-5% Toughness
+4-10% Revive Speed (Ally)
weapon container bottom
weapon container top
Blessed Bullet
Transcendant
Blessed Bullet
weapon container middle
+1-3 Max Stamina

+1-3 Max Stamina

+6-12% Block Efficiency
+6-12% Stamina Regeneration
+1-4% Combat Ability Regeneration
weapon container bottom
weapon container top
Blessed Bullet
Transcendant
Blessed Bullet
weapon container middle
+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+4-10% Revive Speed (Ally)
weapon container bottom

Talent Tree

Divider

Stimm Lab

Divider

Description

Divider

This is an attempt to maximize the effectiveness of Bladed Momentum and Rending on the Turtolsky Mk IX Heavy Sword.

Build Core

The main combo is the new Special + Light Attack -> Heavy spam. The Special applies 10% Brittleness (for around 4 seconds) to the target, and the follow-up Light Attack has very good cleave properties and doesn’t stop on Carapace. Try fighting within a horde so you can maintain your Bladed Momentum stacks. You can reach, I believe, 57% Rending (with no Rending Stim) plus 10% Brittleness on top.

While your Rampage!  is NOT active (meaning you don't benefit from Channelled Aggression), the Push Attack deals slightly more damage to Carapace armor, so keep that in mind.

I think all Heavy Swords have the same Special + Light combo, but they have different access to the Strikedown Heavy. You can use whichever one you prefer.

Attack Patterns

  • Turtolsky Mk IX Heavy Sword : Special -> Light to activate the buffs. Then either Heavy 1 -> Block Cancel, OR Heavy 1 -> Special, OR Push Attack -> Heavy 1. For groups of smaller elites (smaller than Maulers), you can spam the Vanguard Heavies combined with Push Attacks; it will do just fine.
  • Turtolsky Mk VI Heavy Sword : Special -> Light to activate the buffs. Then either Heavy 1 -> Block Cancel (I personally find the block cancel on this one kind of slower or something, maybe it's just me), OR Heavy 1 -> Special, OR Heavy 1 -> Heavy 2. The only problem is the swing pattern of H2; it's very diagonal, so it can get caught on shoulders, hands, or other enemies (the damage numbers are the exact same, though). For groups of smaller elites (smaller than Maulers), you can do H2 + Lights combined with Push Attacks; it will do just fine.
  • Turtolsky Mk VII Heavy Sword : Special -> Light to activate the buffs. Then either Push Attack -> Heavy 2, OR Heavy 2 -> Heavy 1 OR Special + Heavy 2 -> Heavy 1. The only problem is the swing pattern of H1; it's very diagonal, so it can get caught on shoulders, hands, or other enemies (the damage numbers are the exact same, though). For groups of smaller elites (smaller than Maulers), you can do H1 + Lights combined with Push Attacks; it will do just fine.

Loadout

  • Ranged Weapon: It's whatever - I just like the Branx MkVIII Dual Stub Pistols. Any anti-special gun will suffice.
  • Stim: I take the Regen Stim so I can stay in Rampage! more often.
  • Blitz: Chem Grenade is here to help with really big packs of armored elites. Boom Bringer  would be nice as an anti-boss tool. Blackout grenades are quite interesting; I am contemplating switching to them just for the stagger and changing Forge's Bellow to another node.

Talent Points

I was playing with it on Auric Expeditions and a few Scab-Only Maelstroms - Carapace isn’t a problem when all the buffs are active. It just doesn’t die instantly, of course. I don’t know the exact breakpoints, but in the Auric Psykhanium, it can output around 1500 non-crit damage from a Heavy Attack in Rampage! and with 3–4 stacks of Bladed Momentum , which are not hard to maintain in a horde.

It’s nothing crazy good, far from it, but it was pretty fun fighting non-stop within Scab elite groups.

2 weeks ago