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The Trauma Dump
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 The Trauma Dump
 Psyker Build - Warhammer 40k: Darktide 

 The Trauma Dump
 Psyker Build - Warhammer 40k: Darktide 

By h3r3t1k

Class

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Weapons

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Deimos Mk IV Blaze Force Sword
Transcendant
Deimos Mk IV Blaze Force Sword
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Warp Resistance
[60/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Maniacs)
5-20% Block Efficiency
Deflector

Deflector

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

Precognition

Precognition

+60% Finesse Damage for 2s on successful Dodge.

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Equinox Mk III Voidblast Force Staff
Transcendant
Equinox Mk III Voidblast Force Staff
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Warp Resistance
[60/80]%
Quell Speed
[80/80]%
Charge Rate
[80/80]%
Blast Radius
[80/80]%
Damage
[80/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
Blazing Spirit

Blazing Spirit

Enemy gains 4 Stacks of Soulblaze on Critical Hit.

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 (Bombers)
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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 (Bombers)
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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 (Bombers)
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Talent Tree

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Description

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The Trauma Dump is a high-peril Psyker build centered on a near-permanent Scrier's Gaze loop enabled by Warp Unbound, with cooldown reduction sustained through Warp Siphon, Warp Battery, Psykinetic's Aura, and Curios. The output is effectively unlimited Trauma Staff spam — large enemies are continuously ragdolled and set on fire.

Scrier's Gaze ends at 100% Peril, venting 50% on activation. Warp Unbound prevents overloading during the 10-second lingering effect, allowing free spamming at 100% Peril. Reactivating Scrier's Gaze at the end of the window (when you start to explode) vents 50% Peril and resets the loop.

At 6 Warp Charges, Warp Siphon reduces the 25-second base cooldown by 45%, bringing it to roughly 13.75 seconds. Three Curios with +4% Combat Ability Regeneration each add a flat +12% cooldown regeneration rate on top of that, bringing the effective cooldown closer to 12 seconds before Psykinetic's Aura. Elites and Specialists at high difficulties are common enough to maintain near-constant Aura uptime, pushing the effective cooldown well under 10 seconds. Puppet Master's extended Coherency radius is amazing for this, increasing the pool of ally kills that can trigger the Aura.

You're not always going to have Scrier's Gaze on-cooldown all the time. Keep on eye on the timer and your warp charges, and keep in mind that if there aren't any Specialists or Elites around, you can still overload. 

DAMAGE

The Trauma Staff's charge attack hits multiple targets and ragdolls large enemies. Scrier's Gaze provides damage, crit chance, and weakspot bonuses while active. Warp Nexus provides an effectively static crit bonus given permanent near-max Peril. Warp Rider and Penetration of the Soul both scale with Peril and are near-maxed almost all the time.

Crit output feeds Blazing Spirit, starting the Soulblaze chain: Wildfire spreads stacks on death, Perilous Combustion reapplies them on Elite kills, and Souldrinker converts Soulblaze kills into Toughness and additional crit chance. In Fire Reborn converts Soulblaze kills into a 10% chance at Warp Charges, sustaining max stacks for Warp Siphon.

Kinetic Flayer procs Brain Rupture against Elites, Specialists, and Monstrosities throughout — with a wide-arc staff into dense groups it fires on cooldown passively.

SURVIVABILITY

Toughness regeneration comes from Soulstealer on Warp Attack kills, Quietude on Peril flux, Souldrinker on Soulblaze kills, and Scrier's Gaze's passive regen while active. One with the Warp provides near-permanent Toughness Damage Reduction at high Peril. Empathic Evasion covers ranged pressure through crit output.

Deflector is optional. Kinetic Deflection converts blocked attacks into Peril generation, which is additive with the build's goals. Players not using Deflector should take Mettle and Perfect Timing in its place.

Primary — Deimos Mk IV Blaze Force Sword / Blaze Force Greatsword (Mk VIII)

Melee weapon choice doesn't affect the core loop. I prefer Force Swords for Deflector and the extended push-attack against Poxbursters. If you're going to use the normal Force Sword, go with the Deimos. Whichever Greatsword you prefer. Mutants tend to be the only thing I pull out the sword to kill, so the +25% to Maniacs and Precognition help to one-shot (dodge + charge + heavy). The +20% Block Efficiency is to really help Deflector put in work. If you want to run something else like the Duelling Sword, I would recommend swapping Kinetic Deflection for Essence Harvest.

Secondary — Voidblast Force Staff (Trauma)

Stat priority is a full 60% dump into Warp Resistance. Peril generation is not managed or avoided in this build — maximum Peril is the goal, making Warp Resistance a dead stat. 25% vs. Unyielding and Carapace Armor melts Ogryns and Bosses, and the Trauma puts out more than enough damage for everything else. Blazing Spirit and Warp Nexus are non-optional for this build, but if you want to abandon Soulblaze, you can swap out Blazing Spirit for Warp Flurry. The tree is pretty punishing for that option though, you'll likely end up taking Mettle + Perfect Timing, and Channeled Force + Empyric Shock as well, which will require mindfulness of alternating primary/alt fire with the staff. 

Curios

Really whatever you want but make sure to get that +4% Combat Ability Regen. I take the 20% Bombers because I hate Poxbursters so much.

7 hours ago