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 Club does everything
 Ogryn Build - Warhammer 40k: Darktide 

 Club does everything
 Ogryn Build - Warhammer 40k: Darktide 

By kwazi

Class

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Weapons

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"Brunt Special" Mk I Bully Club
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"Brunt Special" Mk I Bully Club
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4-10% Melee Damage (Elites)
10-25% Damage (Unarmoured Enemies)
Confident Strike

Confident Strike

+8% toughness on Chained Hit.

Skullcrusher

Skullcrusher

Target receives 4 Stack(s) of +10% Damage if already Staggered. Lasts 5s.

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Blastoom Mk III Grenadier Gauntlet
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Blastoom Mk III Grenadier Gauntlet
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4-10% Ranged Damage (Specialists)
10-25% Damage (Flak Armoured Enemies)
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Curios

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Blessed Bullet
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Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
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Blessed Bullet
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Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Gunners)
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Blessed Bullet
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Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+5-20% Damage Resistance (Gunners)
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This build was last updated before the Bound by Duty patch, the talent tree may be incorrect or broken.

Talent Tree

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Description

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this is a guide for club 

 

pros and cons of club

 

pros: 
best anti armor melee weapon
best boss dps/reaper/bulwark/mutant weapon
best anti mutant weapon

extremely good at killing everything else

good at horde clear

synergizes extremely well with feats

really good dodge distance + dodges and stamina

block cancels are very smooth and has basically 0 delay, unlike shovel

SLAP

 

cons:

not as good at horde clear as cleaver

not as good at horde control + mixed horde stagger as shield

you are using a stick made of trash

 

no other weapon currently has the mix of overall killing power that club has so as long as you stick with your team you will be able to contribute a significant amount to every single situation the game throws at you. combined with the sniping abilities of GG (grenade gauntlet) this build can essentially do it all.

 

the club has a very good moveset. the lights cleave fairly well but the damage distritbution isnt as good as the cleavers. it's 2 cleaving lights followed by an armor piercing stab which i don't use much but it's very useful to quickly mulch random straggler enemies

 

the push is good enough, but the push + push attack have a bit of a delay, you work around this by using slap after push and then going into your horde combo (light, heavy2) since regularly the push attack will only combo into the stab or heavy1, which arent ideal for situations where you would be push attacking. you can also just push attack into slap as well.

 

for heavies they are varied and both extremely useful with easy combos to get to them. the club is a very heavy… heavy weapon so you need to get used to them, thankfully the block cancel is extremely quick so you can cancel any recovery that you have into a block.

 

i will go into more details about the heavies and combos in a later section if you feel so inclined, but you should go into training and practice block cancelling heavy1 as fast as you can. heavy1, block, heavy1 dps (you can also do anything else after the block) is club's main advantage over every other weapon.

 

heavy1 = single target downward strike (kills mutants extremely nicely, his best mutant damage)

heavy2 = sideways cleave that deals huge damage to unyielding (boss, bulwark, reaper) armor

 

special:

THE SLAP

yes it isn't just a meme and it's quite good at staggering enemies, but unfortunately i don't use this as much (maybe i should use it more) because the other actual damaging attacks stagger enough to warrant the slap less useful. it is quite good as a push followup for a faster action or easier combos though. i am open to suggestions on how to best utilize the slap.

 


gear section:

the ideal club is one with skullcrusher + a toughness regen blessing

skullcrusher increases damage taken by enemies that are staggered by your weapon, so depending on the stacks it can be a whopping 20% damage increase which is insane, it buffs your ranged damage and bleed output, i assume it buffs teammate damage as well which makes it the absolute best blessing in the game for ogryns if true

 

skullcrusher works amazingly with heavy spam for crazy damage output, and it works extremely well with how good club is at staggering things, particularly heavy2.

 

for GG, try and get one with good dps perks and high stats, the blessings don't matter THAT much so as long as you can do good damage to specialists and elites in the training room you're all good. you can also use whatever else ranged weapon you want, but i like to contribute to special sniping and GG is an extremely flexible do it all weapon.

 

for curios, i like to run triple HP but you can run +1 wound for safety or if you're playing on damnation for those extra downs. you want to run hp because the % boost gives ogryns way better numbers than getting a toughness boost. there is something to be said about having higher toughness if you can get it back very quickly though or keep yourself topped off, especially as a buffer against ranged damage. im still testing stuff myself.

i like running gunner damage resist because i really hate gunners.



feats:

level 5- smash'em good
i run the single target heavy toughness generation so i can gain toughness no matter the situation, against bosses, if i am picking out an elite within a mixed horde while dodging, against random scattered mooks if i take some chip damage, scraping by any toughness when i am being shot at and i need to take cover or i am attacking a gunner pack, it's extremely useful with club heavy1 because it only hits a single target, guaranteeing toughness gain and if you chain it it'll proc your toughness blessing.

club's mobility and heavy1 only hitting single target enables this feat and synergizes extremely well with it.

also really good against bosses since you can sometimes facetank them (lower difficulties) by just spamming heavy1, block, heavy1 over and over.

i don't run the other talents because i don't have toughness gain issues during horde and the playstyle afforded by the current state of lynchpin is too passive for my liking.

 

level 10 - blood and thunder

the bleed feat is also very synergistic with club, since heavy2 has very good stagger cleave, but not good damage cleave. you kill, but you also leave enemies bleeding, which is absolutely PERFECT against mixed horde and to enable the level 20 feat. the bleed also will do significant damage once stacked, especially when enemies are staggered thanks to skullcrusher!

heavyweight is good but too narrow, bleed will let you hit breakpoints on damnation on most everyone, box of hurt you don't need at all, you have the GG and club dps.

 

level 15 - bullfighter

not much to explain here, being able to charge whenever and sooner is just the bees knees.

 

level 20 - bloodthirst

bleed synergizes well with club and this is just free DR for you. i don't like the other talents because i would rather prevent my hp from getting lower and preventing my allies from getting downed in the first place, rather than only having a feat activate when things go super poorly. hard as nails can come in very clutch in some situations but depending on what it is, you can also just simply heavy2 for some bleed + damage reduction and res people or do what you need to do.

 

level 25 - raging bull

this is the feat that enables club even further, it patches up a little weakspot with its horde dps, since the club cleaves extremely nicely. it's a bit of a wonky feat though sometimes. payback time is also nice for dps but i find raging bull is more useful overall, especially against mixed horde.

 

level 30 - unstoppable

there is no competing against this talent for how clutch it is and it's useful in so many ways. you can also cancel the charge by pressing S which prevents you from getting too out of hand with it. far range team rescues and the ability to get to your teammates no matter what (outside of bosses) is an extremely powerful tool and a niche none of the other 2 feats can match.

 

 

 

combos and other misc club tips

 

club has insane damage against mutants, the best out of any ogryn weapon, so dodge him and heavy1 spam his ass.

killing ragers is as simple as heavy2 to knock them down and then spamming heavy1. heavy1 into slap is also decent but heavy2 is the best tool.

against armored ragers though, you can just headshot them with heavy1 and they'll die fast. on higher difficulties it's generally safer to do the heavy chain against most elites though.

 

you can spam lights against scattered enemies, but be careful about enemies getting up and stabbing you in the back. this also applies to horde clear as well.

 

horde combo: light, heavy2. light staggers the horde, heavy2 brings the pain. also very good for raging bull feat.

single target combo: heavy1 block spam, OR, heavy1 heavy2 and repeat. going into heavy2 is much better for CC when you need it, but heavy1 spam is obviously much better for single target damage but there are some exceptions.

 

the exceptions:

reaper, heavy1 into heavy2 headshot is the best reaper combo thanks to the unyielding armor they have. make sure to hit the headshots but it's a bit tricky. try it out in the training room.

bulwark and bosses you also heavy1 into heavy2, make sure to hit the back and not the shield, nor his arms for bulwark.

bulwark guard break is like 8 pushes (lol) better option is just to spam heavies until bleed out, or light heavy2 push repeat for dps and an eventual guard break

 

the BEST way to deal with bulwarks though is just to shoot them with your GG, but if you're not running GG doing the above is an option if you need it.

 

thanks for reading and if you have any questions, come find me in the ogryn channel on the discord or kwazi 3850

 

 

 

 

 

 

2 years ago