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Blitz tierlist
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Blitz tierlist

Darktide WH40k Ability Tierlist

By TOTD

About this tierlist

A melee players probably dumb opinion on blitzes. Win rate or power level not considered.

I'm a big fan of hitting stuff in the hitting stuff game darktide so if a blitz detracts from the hitting stuff experience it goes lower on the list.

Blades of faith: super fun, rewards skill, very useful on specials. Chef's kiss.

Rock: is rock, it need not be anything more.

Arby impact nade: staggers bosses, generates at a not overly aggressive pace with lone wolf, does not detract from other players hit stuff experience (unless you throw it at them while they're hitting stuff).

Blinders: conditionally, without pocket toxin they are S tier for pure stagger value, with pocket toxin they delete hordes far to aggressively with the toxin dot and dilute the hit stuff experience for yourself and you team, D tier. Note: hypercrit kills do not count towards blitz generation, unsure if intended.

Remote detonation: I'm mixed on this one tbh, it kinda toes the line on being aggressive amounts of damage where it almost trivializes armor packs, but the boss stagger is decent and I'm fairly certain the dot it leaves debuffs everything similar to enfeeble or skullcrusher, this one kinda depends on how you use it. CD is at least balanced.

Shredder frags: the only veteran blitz that does not turn off elements of the game in some fashion, staggers bosses.

Frag bomb: I little bit memey IMO, only useful on heinous rituals given how absolutely broken some of the spawns are, definitely use case and map modifier specific.

Smoke bomb: it turns off the entire ranged section of the game, can break a lot of ai, don't hate it per se but the better at the game you are the less necessary it is to bring.

Stun Storm: useful for clutching, conditional to map modifiers, significantly more useful on modes without stagger resistance, using in offensive situations significantly detracts from the hit stuff experience.

Assail and Brain rupture: I find the majority of psyker's play style to be antithetical to the hit stuff experience of other players, removing significant portions of potential toughness generation from other players to fulfill power fantasy is throwing at best, selfish at worst, these are in C simple due to the fact that they aren't smite.

bombs away: lags my pc, also I was hitting that enemy.

Immolation: it's just bad, enemies will path around it unless you stand in it, and at that point you're already doing more damage just hitting stuff inside it anyways.

Voltaic Shock mines: the hit stuff game darktide becomes significantly less enjoyable and interesting when things don't hit back, useful in chokepoints and for objectives but utterly a snooze fest.

Krak grenades: If vets stopped krakking the crushers I'm fighting I'd be less inclined to hate this blitz. Demo team gen makes this blitz completely overpowered and completely annoying.

Boom bringer: removes all the stuff you and your team would hit anyways, removing an entire screenful of enemies for free without skill expression 100% detracts from the hit stuff experience. will not delete a heinous ritual without a bolt pistol running lethal proximity. the single stack of flame dot in the backblast zone is funny though.

Chem nade; similar issue to boom bringer, but this time with chem dot.

Smite: same issue as the voltaic shock mine, utterly boring, useless in havoc due to the amount of stagger resistance modifiers. it's range is in a sweet spot to be absolutely worthless as well, too short to be useful to stagger gunner lines, too far to clump up melee hordes. Also elites built in stagger resist even without map modifiers means you'll have to scrape the hapless psyker off the floor 9 times out of 10. charged strike while conceptually interesting does not hit any breakpoints to be useful.

About the Author: TOTD

TOTD