[Build] Lady Death - Mayhem 11 Sniper Rifle Build


If you don’t kill them at once, you’ll have no end of trouble.


Moze is so good for ammo regen that she has a unique advantage in being able to fully exploit the weapon type damage that appears as a passive bonus on class mods; you can equip the same weapon type in all four weapon slots without any fear or concern of running out of ammo. Any build I make for Moze, I aim to apply that very philosophy of focusing exclusively on one weapon type, while using the Mind Sweeper COM for this particular build. Barring obvious exceptions for weapons such as the Tediore Everblast, this legendary class mod requires a few things from the guns you use to really extract the most performance out of it as you can.

The first thing is accuracy: this is your own aim as well as the inherent accuracy of the weapon you’re using. If your accuracy isn’t up to scratch, then you’re not going to see much of the class mod’s special effect which is entirely reliant on landing critical hits. The damage of the micro-grenades that spawn is based on the trigger damage that spawned it.

Additionally, any weapon that states on the card that it fires multiple pellets per shot, will be more likely to spawn micro-grenades yet each one that spawns will only inherit the damage of the parent projectile that spawned it, not the entire damage of the single shot. And of course once you have all those conditions met, you want a weapon type that has both a decent fire rate and a sizeable magazine behind it to further increase the rate of micro-grenades being triggered. Which weapon category does all of that best? Sniper rifles!

So with sniper rifles being the weapon category of choice, Lady Death as a skill build goes for the more conventional route of both the Bottomless Mags and the Demolition Woman skill trees. We’ve chosen explosive Miniguns for Iron Bear because his AI can land critical hits easier and more frequently with them for extra micro-grenades dropping on the battlefield.

The only thing worth noting in the green skill tree is that we’ve maximised DPS in every way possible for Moze, except there’s no investment in either of the skills that buff magazine size. The reason for this is because ideally, you should be getting bonus magazine size at the very least on any artefact you use with Moze if not the class mod as well. But at the same time, you also don’t want to go overboard with magazine size and ammo regen where you make Click, Click almost redundant and a waste of skill points.

As for the blue skill tree, the featured class mod is a direct call for maximum investment in Pull the Holy Pin, and the micro-grenades can also proc Vampyr. Short Fuse has no interaction with the class mod’s micro-grenades: it does not inflict critical damage nor do the micro-grenades trigger the capstone skill. Having said that, its optimal DPS is based on the same key factors to extract more DPS from the micro-grenades. The capstone is also a valid excuse to lay down as many buffs to the splash damage multiplier as you can. The few skills we have from the Shield of Retribution skill tree are pretty self-explanatory.


I will mention the utility gear first, and then list the chosen sniper rifles in descending order, starting from the best and finishing with the least effective sniper overall that could feature in this build.

Mind Sweeper is pretty simple: +1 Redistribution is a must, and then just get as many points for Torgue Cross-Promotion that are available. I personally try to avoid Fire in the Skag Den as I’m not a fan of using it or relying on its Mayhem-scaling, but suit yourself if you have no aversion towards it. Sniper rifle damage and splash damage are the two key passive bonuses to acquire. You could look for grenade damage, but I think weapon damage is better because it will apply to all shots as well as buff the trigger damage of the micro-grenades.

Blast Master is our emergency backup class mod in the event that scoring critical hits with our sniper rifles becomes far less practical. This is the go-to class mod when tackling any of the takedowns. With bonus splash damage as the special effect, the main priority for passive bonuses is sniper rifle damage by far.

Victory Rush works great with either class mod and can drop with passive bonuses for magazine size, AOE damage, sniper rifle damage and also elemental damage if you’re thinking of leaning towards one element in particular. The prefix imho isn’t as big a deal as the passive bonuses, but the better ones tend to be Snowdrift and Last Stand for survivability.

The Pearl of Ineffable Knowledge is a no-brainer for the sniper rifles that don’t inherently deal splash damage. It functions just like the consecutive hits anointment for up to +90% weapon damage, and the damage from the stacks themselves occupy their own slot in the damage formula (and are multiplicative to each other) so you’re actually getting something like a x1.16 multiplier. Magazine size is the only noteworthy passive bonus on this relic however.

Big Boom Blaster is essential because you want as many avenues for grenade regen as possible, especially in the takedowns. The shield boosters are also solid for keeping you on your feet. You can either use power charges for bonus gun damage, or amp parts which occupy their own slot on the damage formula. I prefer to use the anointment where you get 30% extra cooldown rate per kill, but go with whatever you can find or would rather have.

Hex is definitely a good choice of grenade if you’re using the Mind Sweeper COM as it offers more opportunities to land critical hits. The best prefixes spawn 7 or 8 grenades in total. The element of the grenade is entirely up to you.

Tracker is still pretty good, especially with the Cloning Maddening prefix for as many grenades as possible. It’s more for utility with Moze’s grenade-focused skills, artefact and anointments than extra DPS. Speaking of the anointment, absolutely try to get 25% bonus weapon, grenade and action skill damage after tossing a grenade.


Sand Hawk is the most powerful sniper rifle in this build. It might state on its card that it fires x7 projectiles per shot, but its raw power makes it an exception to the rule: you can easily do millions of damage per micro-grenade with critical shots from this beast of a rifle. Although the gun was nerfed with loss of projectiles and extra cost in ammo per shot with the arrival of the Guardian Breach, its projectile speed was increased to balance it out, and it also inflicts splash damage which is why when critical hits aren’t so hot on the menu, we can slap on the Blast Master and wreak some real havoc. As with any Dahl sniper rifle, you always want to flick to semi-auto; it’s the only fire mode that allows Dahl sniper rifles to reap the hidden 20% bonus crit damage from a sniper. As well as focusing on the consecutive hit anointment, I would recommend getting the heavier elements for this weapon, specifically shock and corrosive elements for bosses who have ludicrous amounts of shields and armour stuck to them.


Headsplosion is a joy to use in mobbing. This rifle is one of the few that you’re better off with either 300/90 or splash anointments instead of consecutive hits due to it being kinetic and not a fast-firing sniper rifle.

Monocle is a surprise entry I was not expecting to add to this list. You want to keep your distance from enemies so that you can use the scope for the bonus crit damage. But this thing is capable of obscene damage: with the amp power of a One-Shotter Shield, a proc of Short Fuse and a topping of 300/90 anointment for good measure, it can one-shot Traunt!


Krakatoa obeys the conventional rules of optimal Mind Sweeper performance more closely than any other sniper rifle. Accurate, pretty high base damage, solid fire rate and reasonable magazine size. Its only real weakness is that it’s an incendiary weapon but it’s also extra incentive for Stoke the Embers so that the incendiary element and this rifle both are not resisted as heavily as per the norm. Great for mobbing and fleshy bosses such as Graveward.


Boogeyman is a late addition to the game from DLC5 but truly deserves a spot on this list of sniper rifles. The special effect of this weapon actually counts as grenade damage which means it has tremendous synergy with the Mind Sweeper class mod. Excellent for mobbing, but its special effect is triggered by kills so it’s a little less effective in bossing situations than other picks here.

Lyuda unfortunately is a shadow of its former glory from long ago in the Mayhem 3 days, despite Gearbox’s attempt to mitigate the nerf to its critical damage output from back then. But I can’t possibly name this build Lady Death and not give a mention to the very weapon that is named after the lady herself! Besides, the Mind Sweeper is the best class mod for getting the most out of the Lyuda anyway. At a certain point, the single bullet listed on the card, splits into three projectiles. Because these are unlisted projectiles, they deal the same damage as the main bullet itself. Each projectile has a chance to trigger Short Fuse at its full damage potential with this rifle but if you land all three projectiles on a critical spot then like with the Sand Hawk, it’s not uncommon to see more than one micro-grenade spawning from a single shot!


If you’re only going to focus on one sniper and one sniper only in this build, make it the Sand Hawk. It blows all others on this list out of the water no matter which class mod you run so as far as this build is concerned, you could literally focus on this one weapon only, get it to drop in the three heavy elements and you’re fine for weapons. And out of all the Mayhem 6+ exclusive legendaries, it’s the easiest and quickest to farm due to Katagawa Jr. being so squishy. For both Maliwan and Guardian takedowns, I strongly recommend switching to the Blast Master COM. Some of the enemies will rush you and that’s the worst possible thing to happen when your critical hits can spawn the micro-grenades which prove to be your ultimate undoing.

As for the Mind Sweeper COM, as long as you can score critical hits while keeping safe distance, the micro-grenades will provide superior DPS in this build. The class mod is strong enough to rip through Slaughter Shaft for certain. But part of making a strong build that features this class mod is knowing when critical hits (with your guns) are going to be either difficult or impossible to score and thus being prepared to swap it out for the Blast Master to reliably save the day.

I crafted this build and ran it reliably and successfully before Iron Bear and Moze’s two biggest DPS skills were the beneficiaries of Mayhem-scaling. Even if that change was eradicated, the combo of Auto Bear + Short Fuse would still be present in this build despite the nerf. But Fire in the Skag Den is even more of an abomination in comparison which is why I for one refuse to use it in any of my builds as it seriously dilutes any build it touches. Having said that, if you want to allocate points to it from Grizzled and/or use bonus points from the class mod, that’s your decision.

Finally, despite being the most powerful sniper rifle in the game currently, the Complex Root from DLC3 is far too dangerous to Moze herself that it requires a more tailored, niche build in order to use it with limited risks. If you are interested in giving this weapon a spin, this build here will show you how to extract the most from it while not blowing yourself up like a suicide psycho!


Really like this build… just happen to be trying to farm Katagawa Jr for Sandhawks, so now I know what to look for!
Interesting about the Woodblocker, never really considered it viable… are you also looking for CH on all of these for anoints?

With Mind Sweeper, the Woodblocker does produce micro-grenades which do more DPS than the Lyuda, simply because of the vast difference in bonus crit damage on their respective cards. But they both pale in comparison to the Krakatoa, let alone the Sand Hawk. If we’re talking about the Takedowns or Slaughter Shaft, you might as well just stick to the Sand Hawk.

And yeah, ideally you’re looking for CH on all of these weapons. Having said that, the only CH Sand Hawk that dropped for me is in cryo which still works fine in Guardian Takedown, but Wotan resists cryo damage. Both my shock and corrosive ones have 50% bonus damage while airborne which is not the best but it’s still decent enough and you can still tackle any takedown with them. You’ll just take a little longer to do the raids without CH, that’s all. The Krakatoa is the one exception because its base damage is always incendiary. For mobbing, try looking for 100% shock or corrosive damage in the N2M. The CH version is best for Graveward, Troy and Tyreen.

Ah, I missed that part about the mindsweeper and micro nades… I’ll try reading a little more closely.
So far my luck hasn’t be with me on getting any CH Sandhawks, but I’ll keep farming till I run out of space or get one!
If you don’t mind what is N2M? Totally missed what that’s shorthand for…
Also my luck with BBB shield hasn’t been good… my rolls have been really low shield capacity and the rates are marginally better than the one’s on my Transformer, which I understand won’t benefit from a shock Sandhawk, but maybe a Storm with CH?
Now I’ve got to hope a good roll sweeper drops with the right passive!

Next 2 magazines.

Honestly, I was seeing a lot of BBB drops when farming Katagawa Jr for Sand Hawks. The good thing about the BBB is that you really don’t need to pay much attention to the capacity. Each booster restores 60% of your shields which is an alternative way of saying you’ve got a much larger shield capacity than what the stats are telling you. Your main survival will come from Vampyr and Rushin’ Offensive. And I did test the Storm as well as the Firestorm, but they’re much better sniper rifles with the Blast Master and even then, the DPS is miles away from what the Sand Hawk can produce. They’re not even close to the Krakatoa with the Mind Sweeper either.

Spending most of today farming and like you only one CH Sandhawk and it’s cryo, but so far no corrosive so I’m still on the hunt.
Did get one BBB shield, it’s a centurion, so ASE damage reduced 13% will probably work.
No luck with MindSweeper rng, everything is skag heavy and no sniper passives yet.
Almost there to be able to try this out!

After landing the cryo CH, I got tired enough to roll with it in the guardian takedown and it worked pretty well. Both cryo and corrosive are equally weak against shields so as long as you have a shock Sand Hawk to swap to, you’re good to go.

But if you’re still looking for other gear, might as well keep on farming Katagawa Jr. I was getting BBB drops as well as all the vanilla class mods for Moze. But with lvl 60 looming, I for one am not going to bother farming anything until the update is released.

I haven’t done much reading about more levels but saw one vid and thought it meant a new skill tree was being added. Is that incorrect?
Either way does this mean it would significantly change your build from a skill perspective? I realize we’ll be hunting/farming new gear probably.

Can’t really say for certain until we see the 4th skill tree, assuming it’s even imminent. But unless it offers anything that shakes up the Moze meta in a huge way, I doubt the skills for this build would change tbh. Sacrificing Forge would make it a lot harder to use the Sand Hawk, and Short Fuse offers a lot in terms of extra DPS. And with the way Gearbox generally handles their updates, no way am I holding onto any expectations.

:smile: Thanks! I figured as much but had to ask since there is so little out there.
Well, I’ll take a break and just chill out the farming until the latest patch… I’m pretty much there short of the Mindsweeper with the right rolls and sniper passive.

If you’ve already got a cryo CH Sand Hawk, you can still do a lot with that, including the Guardian Takedown. Just get a shock version for shields and you’re good to go. The only time when you truly need corrosive is when fighting Wotan or other armoured enemies resistant to cryo.

Just last night, I used nothing but my cryo CH Sand Hawk on an entire Slaughter Shaft run. The COV shields are small enough where if your weapon and build are strong, you don’t need to swap to another gun/element and overall, cryo is arguably the best matching element for killing enemies who have both armour and health bars.

I’ve updated this build for level 65. The changes from the previous level 57 version are:

  • Changed Iron Bear hardpoints to Miniguns + Explosive. Rounds.
  • Swapped 1 skill point from Fire in the Skag Den to Grizzled
  • Removed 2 skill points from Vampyr
  • Added 4 skill points to Armored Infantry
  • Added 5 skill points to Drowning in Brass
  • Added 1 skill point to Experimental Munitions
  • Added Victory Rush, Hex, Headsplosion, Monocle and Firestorm to the Gear section
  • Removed Woodblocker from the Gear section
  • Added a link to @ivi420ad’s Complex Root build at the bottom of the post

A minor update to this build: after testing it out, I’ve added the Boogeyman to the list of featured sniper rifles. It has excellent synergy with Mind Sweeper and with 15% ammo regen per second plus bonus magazine size from the artefact, the thing can fire relentlessly like the Infinity pistol.

Additionally, I’ve decided to remove the Firestorm from the list. When doing DPS tests against Graveward, it costs too much ammo for lower DPS than even the Krakatoa which is the one sniper rifle on this list that last received a buff many months ago. Since then, the Lyuda, Headsplosion and Monocle have all received significant buffs, the Boogeyman is a brand new entry and the Sand Hawk’s raw power is indisputable.