[Guide] Top Gear for Amara

Reviving this topic from the old one since the original is no longer being updated.


Table of Contents

  1. Notes on Playstyles
  2. Anointments
  3. Pistols
  4. Assault Rifles
  5. SMGs
  6. Shotguns
  7. Sniper Rifles
  8. Heavy Weapons
  9. Shields
  10. Grenades
  11. Class Mods
  12. Artifacts


PLAYSTYLES

While some gear can work on any build, oftentimes it is a specific playstyle that brings out the best of a piece of gear. As a disclaimer, just because a piece of gear is labeled as suitable for a particular style doesn’t mean it cannot be used in other builds. Said popular playstyles are listed below and represented by a skill icon;


- Driver Build
Tends to use weapons and gear that allows Amara to maximize the speed-based damage boost of the Driver class mod.


- Ties That Bind Build
Uses “Ties That Bind” to link together groups of enemies in order to pop them all with either excessively strong bullets or hitting the whole group at once with certain weapons to slay the lot of them.


- Phasespam Build
Utilizes gear and skills to maintain uptime of Action-Skill-End anointments and skills such as “Laid Bare” and “Samsara” for heavy damage.


- Nimbus Build
Tends to use weapons and gear with massive Damage-over-Time to boost the Nimbus’ cloud damage to absurd levels.


- Melee Build
Utilizes weapons and gear to maximize Amara’s fisticuffs potential.



ANOINTMENTS

The anointments listed here are generally considered the best you can aim for. Many of these can be slapped onto whatever piece of gear you want to use and find success, while others only work for specific playstyles. If a piece of gear later on in the Top Gear list has any other anointments that work well with it, it will be mentioned.


Weapon Anointments

On Action Skill End, Weapon Damage is increased by 100% for a short time.

While it isn’t as potent as the Phasecast or Phaseslam damage-boosting anointments, this one can be used by Phasegrasp. Due to the placing of this anointment’s damage in the damage formula, it seldom outperforms the weapon anointments for bonus elemental damage, but it can boost the damage of the bonus elemental damage anointments on shields and grenades in return in return.

On Action Skill End, Splash Damage is increased by 200% for a short time.

This is likely the best anointment to go for on any weapons that can spawn with this, and if not it is a stiff competition. A list of what can and cannot have this anointment is here.

After using Phaseslam, Weapon Damage is increased by 300% for a short time.

Phasegrasp is typically toted as the best Action Skill for Amara, but this anointment gives Phaseslam some chance to compete for damage-boosting.

After using Phasecast, Weapon Damage is increased by 250% for a short time.

Similar to the above anointment with a bit less damage and a bit more applicable of an Action Skill.

On Action Skill End, the next two magazines will have 100% additional bonus (element) damage.

An excellent option to search for if you plan on using one weapon more often than others and want a means of punching through some resistances, such as using a Shock anointment on an Incendiary weapon to handle shields better. Be warned that reloading a weapon early counts as a “mag” for this anointment.

While an Action Skill is active, Weapon Damage is increased by 200%.

On paper this sounds like a fantastic anointment, but it comes with the caveat of losing the effect if you switch to a different weapon. If you have one gun in particular you use most of the time in your build, consider this anointment.

While under 50% health, deal 150% bonus radiation damage.

This anointment is only particularly useful if you’re consistently under 50% health, meaning you’ll want either a Front Loader or Deathless equipped. Outside of equipping one of those piees of gear, you are typically better off with a different anointment.

Gain 300% increased Damage against enemies above 90% Health.

Formerly an incredible anointment, it has been relegated to only being useful on a select few weapons with very high base damage on the card such as the ION CANNON. On said weapons however, it gives it the potential to kill an enemy in one shot.

Consecutive Hits increase Weapon Damage by 1% per hit, misses remove all bonuses.

A niche anointment in most cases, but in those niches it can work well. As long as you deal some form of damage within 3/4 of a second or so, the anointment remains in effect. Best to use this with weapons that can vomit out tons of instances of damage rapidly like the Monarch.


Shield Anointments

On Action Skill End, gain 50% bonus (element) damage for 10 seconds.

For bolstering your offenses, these anointments are the way to go, especially if you’re using and ending your Action Skills frequently.

On Action Skill Start, activate any effects that trigger on shield break or fill.

Depending on the shield, this can be a real knockout of an anointment. If your shield of choice has a handy on-fill or on-break effect, keep this anointment in the back of your head.

After using Phaseslam, Melee Damage is increased by 200% for a short time.

Given Phaseslam’s limited range, this anointment is well-suited for up-close-and-personal melee builds. Phaseslam and proceed to punch them into mashed idiot-burger.

On Action Skill End, Melee Damage is increased by 100% for a short time.

For melee builds that don’t want to use Phaseslam, this is your best bet. While it isn’t buffing you as much as the previous anointment, the sheer utility of Phasegrasp or the range of Phasecast can more than make up for it.


Grenade Anointments

On Action Skill End, gain 50% bonus (element) damage for 10 seconds.

The exact same anointment you can find on shields. Just find a different element than the one you have on your shield, and bring some elemental fury down on your enemies…

On Grenade Thrown, Weapon, Grenade, and Action Skill Damage are increased by 25% for six seconds.

If your Action Skills stick around longer than you activate and end them, this isn’t an awful anointment to consider. It isn’t a great boost, but it is almost free.



PISTOLS


Lightshow

Whether your a fan of the infamous Double Anarchy of Borderlands fame or not, the Lightshow makes light work of many encounters. With a quartet of dazzling bullets fired at at copious rates with seemingly non-existent recoil, it’ll chew through enemies well enough as long as you can manage the slightly wide arrangement of the bullets.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Obtained from: Lasodactyl, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Beacon

The Beacon handily shines a path to victory for the wielder. The gimmick of the weapon is the nova it produces when you reload, but that is negligible in the face of excellent damage and fire rate with no glaring weakness. A versatile weapon that will seldom disappoint.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Obtained from: Jerrick Logan, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Prompt Critical

While the special effect of this weapon is to increase the damage of sticky bombs on foes as you apply more stickies, as of writing this entry the damage does not appear to be all that stellar. Instead, just use this powerful triple-projectile hand cannon the classic way; shoot them in the head until the noggin explodes.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Evil Lilith, world drop in the Fustercluck DLC.
  • Playstyles: Any.

Unkempt Harold

Returning from Borderlands 2 with just as much gusto and some extra elemental flavors, the Unkempt Harold continues to blow enemies up with a spread of dividing bullets. As long as you can handle the range for the sweetspot and the ammo consumption, this hand cannon will put foes in the dirt.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Obtained from: Caber Dawd, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Hellshock

The gimmick of the Hellshock is that it switches to the alternative element of your gun whenever you ricochet a shot off the floor. But the star of the show is the absurd raw damage this pistol can output. Between the high damage, doubled rounds and moderate fire rate, it makes short work of typical CoV enemies.

  • Elements: :fire: | :zap:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Vermilingua, world drop.
  • Playstyles: Any.

Gargoyle

Not content to merely defend the night, the Gargoyle vomits out loads of corrosive rounds that then proceed to explode for more damage, as well as having a chance to launch multiple blobs for higher damage. Anything with a yellow health bar will not appreciate being on the business end of this weapon.

  • Elements: corrosive
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Dickon Goyle, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

The Blanc

Flip the switch and go to town with this handgun. The Blanc gains up to 450% increased damage by damaging an enemy and then switching the weapon’s firing mode. A simple tip for using this weapon is to simply switch the firing mode every time you reload the weapon.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: Auto-Burst
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Ipswitch Dunne, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Wagon Wheel

A sleeper-hit Jakobs pistol on Amara. By itself it isn’t that great, but combine it with Amara’s toolkit and it’ll drop baddies like sacks of hammers. Check the “Wheel of Pain” build on Youtube for better details.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes: Dastardly.
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Tink Train, world drop.
  • Playstyles:

Wyvern/Buttplug

Note: The drop table in the game that should drop purple alien-barrel pistols is instead assigned to drop blue alien-barrel pistols, and thus cannot be found legitimately. Highest damage a purple Wyvern could have is 160%.

For hacking, whacking, and otherwise chopping up foes, Wyverns can spawn with a high base melee damage bonus as well as anointments to further bolster it and the Splash damage anointments if you’re looking to boost things like the Stinger or Fish Slap. The Buttplug sports solid melee damage, cannot spawn with elements, and can’t receive anointments, but take a whack at an enemy’s back with it and it’ll deal double melee damage. Lastly, most CoV pistols are capable of spawning with 120% melee damage if you just plan on slicing things from the front (work well with the 300/90 anointment or melee anointments).

  • Elements: :no_entry_sign: (Buttplug), | :fire: | :zap: |corrosive| :snowflake: | :radioactive: (Wyvern), Any (most CoV pistols).
  • **Best Parts/Prefixes:**100% Melee Damage (Wyvern)
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: "Dump on Dumptruck” bonus mission reward (Buttplug), world drop (Wyvern).
  • Playstyles:

Miscreant

A Vladof-pistol after Mr. Torgue’s heart, the Miscreant hoses out micro-rockets like there is no tomorrow. The rockets are a little slow in-flight, but they aren’t lacking for power.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: The Quartermaster, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Maggie

The queen of Mashers sitting high on her throne, the Maggie is a fearsome pistol. Despite not packing an innate element, it’ll handily take care of nearly any enemy you come across. If you are unable to obtain the Maggie, the Masher is an acceptable substitute, or the Robo-Melter Masher if you need a corrosive version.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes: Dastardly.
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments (Maggie).
  • Obtained from: Turnkey Tim (Maggie), “Don’t Truck with Eden-6” mission reward (Masher), “The Plan” mission reward (Robo-Melter), world drop (Maggie, Masher).
  • Playstyles: Any.

Peashooter

Take the Lead Sprinkler, turn it into a pistol, give it the fastest reload speed this side of a Tediore, and you have the Peashooter. Critical hits with this weapon drop multiple explosive ricochets in the target’s area for considerable damage, and the lightning-fast reload speed ensures you never have down time.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9.
  • (Cannot be anointed.)
  • Obtained from: Mission Reward for “Blood from a Stone”.
  • Playstyles:

Quickdraw

One of the few weapons in the list that can’t be anointed and isn’t Legendary, the Quickdraw is not to be slept on. Switching to this weapon from any other will instantly reload it as well as give it a powerful amp damage bonus for a brief period of time.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9.
  • (Cannot be anointed.)
  • Obtained from: Mission Reward for “The Quick and the Quickerer”.
  • Playstyles:

Scoville

The biggest booms in a pistol package. The Scoville is something you point in a group of enemies’ general direction and blow them up to kingdom-come. Just don’t catch yourself in the explosion or you’ll be in for some pain.

  • Elements: :no_entry_sign: | :fire:
  • Best Parts/Prefixes: x2 Projectile Stock.
  • Mayhem Mode Viability Viable up to Mayhem 9 with good anointments.
  • Obtained from: Reward for completing all five Torgue’s Marketing Mistake challenges.
  • Playstyles:

Craps

It’s a bit like Russian Roulette, but instead of having a chance to shoot the fellow at the end of your barrel, it’s a chance to hit them with five bullets. Beyond that, it is a solid Torgue pistol that can spawn in any element.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Jack-Bot, world drop in the Handsome Jackpot DLC.
  • Playstyles: Any.

Moonfire

A sacrilegious Torgue armament that lacks any sort of boom or alternate fire, but highly effective at what it does; taking heads. Packing a ton of raw damage with a hefty critical hit bonus and a massive bonus to damage every third shot, this hand cannon is the closest thing to a Torgue Sniper Rifle we have in the game.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Wotan the Invincible.
  • Playstyles:

King’s Call/Queen’s Call/Seventh Sense

A brother and sister pair of alien-barrel pistols with a penchant for elemental carnage, the Call pistols excel in Amara’s hands. For every critical hit landed with these guns, you’ll regain the three ammo you just used up as well as produce three additional homing projectiles that explode on impact. Combine this with the quirk where the bonus projectiles increase in amount for each additional element dealt (whether through anointments or skills like “Infusion” or “Forceful Expression”) and Indiscriminate, and you’ll bury your foes under a swarm of projectiles. The Seventh Sense can be considered a cousin to the royalty pistols; a cousin with a lot more base damage, no ammo tricks, and instead of spawning projectiles that immediately attack the enemy they will wait (not indefinitely) until you reload to swarm the foe with a rain of shots.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive: (Seventh Sense will only spawn in :snowflake:)
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments (Mayhem 7 for Seventh Sense).
  • (Seventh Sense cannot be anointed)
  • Obtained from: Tyreen the Destroyer (King’s Call/Queen’s Call). Mission reward for “Cold Case: Forgotten Answers” (Seventh Sense).
  • Playstyles: Any.


ASSAULT RIFLES


Monarch/Dictator

It’s less of an assault rifle so much as it is a full-auto shotgun. Four bullets per shot in standard mode and eight if using the bipod (double for both of those if you get an x2 version), the Monarch pours out a horizontal spread of bullets that eviscerates anything in close-quarters. The Dictator is what the Monarch was based off of, with less projectiles and stats in comparison but similar functionality.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: x2 Projectile Grip (Annexed)
  • Mayhem Mode Viability: Viable at Mayhem 10 (Monarch). Viable up to Mayhem 10 with good anointments (Dictator).
  • Obtained from: Killavolt (Monarch, Mayhem 6 or higher), Agonizer-9000 (Dictator), world drop.
  • Playstyles: Any.

O.P.Q-System/Q-System

Note: Currently unobtainable (O.P.Q-System). Was previously obtainable during the “Revenge of the Cartels” event at a maximum of level 57.

The Q-System fires two high-power bullets at the cost of one ammo and no penalty to other stats, simple and sweet DPS. The O.P.Q-System adds a truckload of damage and fire rate on top of what the regular one already had, a chance to deal bonus shock splash damage, and an alternate firing mode that lets you produce flying copies of your gun to hose down foes with.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 10 (O.P.Q.System). Viable up to Mayhem 8 with good anointments (Q-System).
  • Obtained from: Joey Ultraviolet/Josie Byte/Franco Firewall (O.P.Q-System), World drop (O.P.Q-System).
  • Playstyles: Any.

Sickle

Similar to the Dictator in that it is a Vladof AR well-suited to close quarters, the Sickle trades the high fire rate for more damage per shot, range, and a higher ammo cost. If you’re feeling bombastic, the “Boom” variant gives the Sickle splash damage.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: Boom
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Anointed X-4, world drop.
  • Playstyles: Any.

Clairvoyance

Combining versatility and raw damage with a frosty aftertaste of bombs, the Clairvoyance can be adapted to nearly any situation. Whether you want a pseudo-sniper, fully-automatic rifle, or a semi-auto shotgun-wannabe, the Clairvoyance can fill the role depending on the parts.

  • Elements: :snowflake:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Kritchy.
  • Playstyles: Any.

NoPewPew

Note: Currently unobtainable. Was previously obtainable during the “Revenge of the Cartels” event at a maximum level of 57.

NoPewPew does in fact pew pew quite a lot. It can arguably be called an assault-rifle of the Linoge, just with jacked-up damage and fire rate. As long as you can land your shots, this umpteenth fire-only COV rifle will cook fleshies.

  • Elements: :fire:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Joey Ultraviolet/Roaster/The Tenderizer.
  • Playstyles: Any.

Bekah

Four bullets for the price of one, the Bekah wreckahs as long as you’re far enough away for the initial bullet to split into three more.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Complete all Hammerlock Legendary Hunt challenges and receive it in the mail.
  • Playstyles: Any.

Good Juju

It takes a little bit of build-up, but once it is there the Good Juju decimates enemies. Superb damage is initially set back by a hefty critical hit damage penalty, but for every body shot it gains a bonus to critical hit damage (capping at 500%). This bonus resets when you reload the gun, but for every kill you make with it it’ll refill the magazine without reloading. Crank that magazine as high as you can and go to town.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: The Rampager (Mayhem 4), Valkyrie Squad, Wotan the Invincible.
  • Playstyles: Any.

Star Helix

A triple threat with triple bullets, the Star Helix shoots one straight round and two oscillating (wiggling) rounds with each bullet fired. A bit tricky to land all three bullets, but it’ll quickly shave off health bars when it does.

  • Elements: :no_entry_sign: / :zap: | :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Power Troopers, world drops.
  • Playstyles: Any.

Breath of the Dying/Kaos

Similar Dahl rifles in that they pack a lethal blow when an enemy is slain. Asides from high base damage, the Kaos blows up an enemy with a radiation-esque explosion upon killing, while the Breath of the Dying releases a circle of powerful, exploding corrosive projectiles upon slaying.

  • Elements: :fire: | :zap: | corrosive | :snowflake: (Kaos), corrosive (Breath of the Dying)
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Psychobillies (Kaos), Shrieking Banshee (Breath of the Dying), world drop (both).
  • Playstyles: Any.

Rebound

For when you absolutely want to buzz-axe something but lack an actual buzz-axe, the Rebound has you covered. The Rebound fires explosive sawblades that proceed to rebound (surprise) off walls. Like most CoV rifles it can spawn with up to x3 projectiles, so take this into an indoor fight and watch blades fly all over the place.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Psychoreaver, world drop in the Fustercluck DLC.
  • Playstyles: Any.

Ogre

Once an Atlas weapon, then a Torgue weapon, and currently a Vladof, this fellow continues to do one thing well; hurl copious amounts of explosive bullets from a massive magazine. The bullets arc though, so adjust your aim if you’re going for critical hits.

  • Elements: :no_entry_sign:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Anointed Alpha, world drop.
  • Playstyles: Any.

Sawbar

A slightly odd CoV rifle that encourages ranged combat. After a set period of time, the initial bullet detonates and splits into three more exploding bullets. If you nail the sweet spot for the split, you essentially deal 300% more damage than you would otherwise. Excellent at taking down large fleshy enemies.

  • Elements: :fire:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Borman Nates, world drop.
  • Playstyles: Any.

Lovable Rogue/Contained Blast

If you’ve ever had the problem of having to choose between a Torgue rifle’s main firing mode and the sticky bomb mode, then look no further. The Contained Blast fires both at the same time for two ammo; you can can pelt a target with plenty of boom, and then finish up with more boom. The Lovable Rogue takes this a step further by lowering the ammo cost and adds a chance to spawn homing missiles when the stickies go off at the cost of only being a Shock weapon.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive: (Contained Blast) / :zap: (Lovable Rogue)
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments (Lovable Rogue), Viable up to Mayhem 8 with good anointments (Contained Blast).
  • Obtained from: Abbadoxis, world drop in the Bounty of Blood DLC (Contained Blast). Evil Brick, world drop in the Fustercluck DLC (Lovable Rogue).
  • Playstyles:

Juliet’s Dazzle

For sustaining fire and dealing with crowds, the Dazzle shines. Possessing innately penetrating bullets that ricochet off surfaces and an ability to refill the magazine upon a kill (great with “Next two mags” anointments), it handles indoor encounters particularly well. The bullet are a bit slow and they arc (although depending on the parts, the shots can move up to 75% faster or so), so adjust your aim accordingly.

  • Elements: :no_entry_sign: | :snowflake: |
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 9 with good anointments.
  • Obtained from: Aurelia, Wotan the Invincible.
  • Playstyles: Any.

Soulrender

No bones about it, the Soulrender is a solid rifle for most occasions. High base damage with no deficiency in the stats and a chance to fire potent, homing exploding skulls with every bullet. The homing skulls in particular lend themselves well to high speed builds when aiming is difficult.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Tom & Xam.
  • Playstyles:

Lucian’s Call

The Vladof comrade to the Rowan’s Call, the only big differences being that the extra projectiles don’t home in and explode as well as the elements it can spawn in.

  • Elements: :fire: |corrosive| :snowflake:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Blue Fire, world drop.
  • Playstyles:

Web Slinger

Does whatever a spider can and then some. The Web Slinger fires out rotating bullets (with a chance to randomly shoot Cryo rounds) with decent killing power, but the claim to fame lies in the ability to scale walls with it when you shoot it at point blank next to a wall. Works especially well in low-gravity environments.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Scourge the Invincible.
  • Playstyles: Any.


SUBMACHINE GUNS


Flipper

The Flipper gives zero flips; it swiftly goes from firing one bullet to firing nine in the shape of a diamond, essentially meaning it has nine times the damage it says on the card. As long as “Immune” doesn’t show up when you shoot something with this gun it’ll likely die fast.

  • Elements: : :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Obtained from: Minosaur, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Blood-Starved Beast

If Moze’s Short Fuse skill were to be personified into a gun (gun-ified?), this is what you would get. Alongside an increased projectile count, the Beast’s bullets have a chance of randomly exploding upon impact with an enemy.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 10.
  • Obtained from: Evil Lilith, world drop in the Fustercluck DLC.
  • Playstyles: Any.

Kaoson

Take some Torgue tech, cram it into a Dahl SMG, crank the damage way up along with an accuracy increase, and you have the Kaoson. The Kaoson is practical in nearly every situation due to the combination of solid stats on the card and effectively dealing double damage due to the sticky projectile that detonates shortly after shooting something with it.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 10.
  • Obtained from: Captain Traunt (Mayhem 6 or higher).
  • Playstyles: Any.

Cutsman

For making crowds and big foes quake in their boots with ever-widening laser-chains, the Cutsman is a cut-above the competition. Aside from higher than average ammo consumption, the only demerit is the somewhat slow projectile speed.

  • Elements: :fire: | :zap: |corrosive
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Borman Nates, world drop.
  • Playstyles: Any.

Proprietary License

Imitation is the sincerest form of flattery; Shoot something in the body with the License, and it’ll apply sticky bombs. Shoot them in the crit zone, and it’ll ricochet shots to nearby enemies like a Jakobs.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Hydragoian, world drop in the Bounty of Blood DLC
  • Playstyles: Any.

Smog

A cousin of the Redistributor in that it is a Hyperion SMG with an appreciation for amp damage. As long as this weapon’s shield is untarnished, you gain free amp damage while zooming in with it. With the handy Barrier to keep hot lead out of your insides, you can maintain this bonus consistently. Netting a kill with this weapon also recharges the Smog’s shield.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Scourge the Invincible.
  • Playstyles: Any.

Tsunami

While it doesn’t sport the rarity it once had a decade ago, the Tsunami isn’t pulling any punches. While it normally fires in non-elemental, every shot a has a random chance to become a diagonal line of five shots in either shock or corrosive. Pair it with some extra means of adding elements and you can swamp foes in a rainbow of damage numbers.

  • Elements: :no_entry_sign: (occasionally fires in :zap: aand corrosive)
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Vermilingua.
  • Playstyles: Any.

Pat MK.III

Patrick Mark the Third here’s gimmick is that no matter how many bullets you fire out of the thing, it will always be thrown out with a full magazine. It isn’t exceptional for typical gunplay, but when you toss it at something, it will sting.

  • Elements: :no_entry_sign: | :zap: |corrosive| :snowflake:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 8 with good anointments.
  • Obtained from: Spongeboss Bulletpants, world drop in the Fustercluck DLC.
  • Playstyles: Any.

Kyb’s Worth

Living up to the word “Worth”, the Kyb’s Worth does a bit of everything. Offensively it chews through enemies with double (or triple) splash projectiles, and defensively it stole a Hyperion gun-shield to use as well as producing a healing circle on a kill once every ten seconds.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Wotan the Invincible.
  • Playstyles: Any.

Night Hawkin

High accuracy and low recoil coupled with non-existent burst delay lends itself to a strong weapon. It’s more powerful during the day as it will fire three cryo rounds instead of one incendiary round.

  • Elements: :fire: (at night), :snowflake: (at day)
  • Best Parts/Prefixes: 4-Round Burst Fire.
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments (in “night” mode).
  • Obtained from: Demoskaggon, world drop.
  • Playstyles: Any.

Bitch

Back once again to give stitches, the Bitch is handy for driving bullets into noggins with high prejudice. It can almost be treated as a sort of psuedo-automatic sniper rifle, as the Hyperion gimmick ensures you can place those shots well.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Tyreen the Destroyer, world drop.
  • Playstyles: Any.


SHOTGUNS


Reflux/Brainstormer

The Reflux is a fearsome weapon for melting the living crap out of groups of foes, and it really ups the acidity when you can tie multiple enemies together to share the pain. The Brainstormer is what the Reflux is originally based on, trading corrosion for shock and dealing considerably less damage in comparison.

  • Elements: :zap: (Brainstormer) |corrosive (Reflux)
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments (Reflux). Viable up to Mayhem 9 with good anointments (Brainstormer).
  • Obtained from: GenIVIV (Reflux, Mayhem 6 or higher), Katagawa Ball (Brainstormer), world drop.
  • Playstyles:

Hellwalker

The Jakobs twin-barrel with some bake in its buckshot, the Hellwalker doles out pain in spades. For single target destruction, the Hellwalker will seldom disappoint.

  • Elements: :fire:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Obtained from: Road Dog, world drop.
  • Playstyles: Any.

Face-puncher

When your meathooks aren’t long enough to reach distant enemies, this shotgun comes into play. Benefiting from melee damage being heavily boosted in Mayhem Mode as well as Amara’s toolkit, it’s a real knock-out for pummeling opponents.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Location: Muldock the Anointed, world drop.
  • Playstyles:

Convergence

Whereas the Reflux and Brainstormer proceed to hit your primary target and spread out to attack nearby targets, the Convergence hits your target and then proceeds to do it again. Shooting an enemy will spawn extra projectiles that proceed to penetrate your target again. As long as your able to keep a bead on your target, your DPS is basically doubled or tripled depending on the enemy faced.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • **Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Dr. Benedict, world drop in the Fustercluck DLC.
  • Playstyles: Any.

Anarchy

A real 12-Gaige shotgun (* rimshot *), the Anarchy does far more than what the card suggests. Due to how the damage bonuses stack with one another, the damage actually climbs to absurd levels. Kill ten enemies and become the “God of Damage”.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: World drop in the Guns, Love, and Tentacles DLC.
  • Playstyles: Any.

The Lob/Shocker

Formerly the butt of all jokes, after the February 27th updates the Lob went from trash-fodder to manslaughter. The large projectiles lend themselves well to easily hitting enemies while zooming around at high speed, and the big DoTs play well with the Nimbus. The Shocker is an electrical variation on the Lob that fires one blob that splits into three if you’re looking for a slightly different flavor.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive: (Shocker only spawns as :zap:)
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Graveward, world drop.
  • Playstyles:

Tigg’s Boom

Take a Bangstick, buff the damage a bit, replace the Sticky mode with meteors that fall from the sky after hitting an enemy, and you have the Tigg’s Boom. If you don’t have a particular use for the sticky mode most Torgue shotguns have yet want more boom out of your boomstick, the Tigg’s Boom will suffice.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Wotan the Invincible.
  • Playstyles: Any.

Nothingness

If the Flakker had lasik surgery done to its eyes and became a Maliwan, the Nothingness is what it would become. The Nothingness has a lot more than nothing going for its firepower. Firing it will shoot a beam that will leave a trail of mid-air explosions in its wake, but if you fire it at the foot of an enemy (the closer the better) all of those explosions will be clustered around their toes for massive damage.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Gmork.
  • Playstyles:

Insider

Similar to the Nothingness, the Insider is well suited to aiming at the feet (or rather, inside the target). The Insider’s rounds pass through a target and explode on hitting a solid object, meaning you can potentially hit for double damage if your aim is true.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: World Drop in the Guns, Love, and Tentacles DLC.
  • Playstyles: Any.

Dakota

Asides from packing an above-average accuracy and magazine size, the Dakota has a random chance to fire a very powerful incendiary or shock shot. Without those shots though, it falls a bit under par.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Obtained at the end of the “Riding to Ruin” mission.
  • Playstyles: Any.

Robin’s Call

Answering the cries for a shotgun version of the various Call weapons, the Robin’s Call gains ammo for every single pellet that hits a critical zone. With a chance to spawn with up to 18 pellets, it can top off a magazine with one shot if your aim is true. Otherwise you’ll be consuming a costly four ammo per shot.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Garriden Loch, world drop in the Bounty of Blood DLC.
  • Playstyles:

Spade

As long as your trigger is fast enough, this semi-automatic boomstick is practically a Torgue version of the Butcher. Asides from penetrating enemies, it applies sticky bombs to every enemy or surface it strikes until you reload or switch weapons. The continuous sticky explosions can last for a comedically long time if you have a source of ammo regeneration.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Waylon Hurd, world drop in the Bounty of Blood DLC.
  • Playstyles:

Frequency

A rare example of a burst-fire shotgun, the Frequency increases the amount of shots it fires off for every kill made during a short period of time. Asides from that the shots penetrate targets, letting this weapon handle groups of cannon fodder handily.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Lectrikor, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.


SNIPER RIFLES


Complex Root

Despite being called the Complex Root, it makes simple work of enemies. Firing a shot from this weapon will produce a swath of floating projectiles that zip around the trajectory of the initial shot before detonating for high damage. Find the right range for trapping your targets in that swath, and they’ll pop like balloons.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Obtained from: Lani Dixon, world drop in the Bounty of Blood DLC.
  • Playstyles:

Sand Hawk

Changing its plumage a bit from an SMG in BL2 to a Sniper Rifle in BL3, the Sand Hawk returns to massacring enemies with bird-shaped carnage. Unless you fight something with an immunity to the element you’re using, you can generally just cram this gun in something’s face, pull the trigger, and move on to the next quarry.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: Semi-Auto (tightens up the spread pattern considerably)
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Obtained from: Katagawa Jr. (Mayhem 6 or higher).
  • Playstyles: Any.

Krakatoa

Packing almost double the base damage of most Jakobs rifles, Krakatoa blows up a fleshy’s head like none other. The volcano that spawns after you kill something is more of an afterthought, but it can come in handy for dealing some extra hurt to enemies (or yourself).

  • Elements: :fire:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Tumorhead, world drop.
  • Playstyles: Any.

Skullmasher

Packing the highest base damage out of any Jakobs sniper rifle in the game, the Skullmasher continues to turns brains into spuds as it has done for over a decade now. Asides from swissing heads with multiple pellets, it also sports an above-average fire rate for a Jakobs sniper rifle.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: World drop in the Guns, Love, and Tentacles DLC.
  • Playstyles:

Headsplosion

It does exactly what it says on the tin; makes heads go boom. Alongside the high base damage this rifle packs, it can be further boosted by Splash damage bonuses to really liquify a skull.

  • Elements: :no_entry_sign:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Location: King Bobo.
  • Playstyles:

Unseen Threat

Asides from the very high base damage, the Unseen Threat has a trick up its sleeve; landing a critical hit will spawn three extra projectiles that will seek out a nearby target and nail them hard.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Amach.
  • Playstyles:

Wedding Invitation

Note: Currently unobtainable, unless you refrained from redeeming the last reward for the Valentine’s Day event (originally obtained at level 53).

A veritable swiss army knife of a rifle. Packing two elements (incendiary on initial bullet, cryo on ricochet) along side the ability to regain ammo on crits, this weapon is a handy invitation to send your enemies on their merry way to the grave.

  • Elements: :fire: initial bullet, :snowflake: on ricochet.
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: “Broken Heart” event reward for breaking 100 hearts (limited time event).
  • Playstyles:

Monocle

Probably the most traditional sniper rifle out of all of the snipers on this list, but tradition works. Sporting the highest zoom in Borderlands 3, this weapon gains a huge critical hit bonus while using the scope. Stand a mile away and fire away.

  • Elements: :no_entry_sign:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Location: Demoskaggon, world drop.
  • Playstyles:

Lyuda

Sitting pretty near the top of the food chain, the Lyuda can kill scores of men with ease. As long as you nail the sweet spot for the splitting bullets, few things will take a full magazine to the face without keeling over.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Tremendous-Rex, complete all of Zer0’s Targets of Opportunity challenges, world drop.
  • Playstyles: Any.

Storm/Firestorm

Sibling sniper rifles with a penchant for harsh weather, these two rifles bundle raw damage with some hefty elemental damage. The Firestorm will bombard an enemy with fireballs after every shot, while the Storm will spawn a host of floating shock orbs that proceed to zap the living daylights out of nearby foes not unlike the Brainstormer.

  • Elements: :fire: (Firestorm) / :zap: (Storm)
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Red Jabber., world drop.
  • Playstyles: Any.

Cocky Bastard

While not as outstanding as the other two Legendary Jakobs Sniper Rifles added with “Guns, Love, and Tentacles”, the Cocky Bastard can more than hold its own. Nailing a critical will grant an extra 100% shock damage to make short work of shielded targets.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: World drop in the Guns, Love, and Tentacles DLC.
  • Playstyles:

Narp

A cousin of sorts to the Tankman’s Shield, the Narp powers up the next magazine full of shots based on how many shots are left in your current magazine before you reload. The more you have in your magazine, the greater the stat boosts the Narp recieves.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Best Anointments: X% Bonus Elemental Damage (2-Mag)
  • Obtained from: Haddon Murr, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.


HEAVY WEAPONS


Plaguebearer/Scourge

Bringing the pain with a swarm of projectiles, the Plaguebearer bears bad news for the competition. While in flight, the main rocket continually produces mini-rockets that fly in a spiral around the main rocket until they lock-on to an enemy to destroy. Given the slow speed of the rockets, it is best to fire this weapon at a distance from your target to allow more mini-rockets to spawn. The Scourge is what the Plaguebearer is based off of, with less damage per rocket and a higher ammo cost while lacking the charge-up time the Plaguebearer has to deal with.

  • Elements: :no_entry_sign: (Scourge Only) | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 10 (Plaguebearer). Viable up to Mayhem 9 with good anointments (Scourge).
  • Obtained from: Warden (Plaguebearer, Mayhem 6 or higher), Brood Mother/Alicritous Vanda (Scourge), world drop.
  • Playstyles:

Backburner

A Vladof heavy weapon that you can definitely bring to the fore and fray, the Backburner will suck enemies in when the main shot impacts something and then erupt with multiple, very powerful child projectiles that shoot up and rain back down in the vicinity.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 10.
  • Obtained from: Agonizer 9000 (Mayhem 6 or higher.)
  • Playstyles:

Major Kong

The ION CANNON’s distant COV cousin, the Major Kong fires out one decently strong shot for three to four ammo and spawns two extra homing missiles. Holding down the fire button will increase the damage significantly at the cost of your ammo, but it packs a wallop.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: x2 Projectiles
  • Mayhem Mode Viability: Viable at Mayhem 10.
  • Obtained from: Psychoreaver, world drop in the Fustercluck DLC.
  • Playstyles: Any.

Yellowcake

Note: Currently unobtainable. Was previously obtainable during the “Revenge of the Cartels” event at a maximum level of 57.

Provided you’re a modest distance away, the splitting projectiles of this launcher will make typical encounters a piece of cake.

  • Elements: :radioactive:
  • Best Parts/Prefixes: x2 Projectiles
  • Mayhem Mode Viability: Viable at Mayhem 10.
  • Obtained from: Joey Ultraviolet, Tyrone Smallums, FISH SLAP!!!
  • Playstyles:

ION CANNON

When you need to absolutely delete the living ■■■■ out of something now, the Ion Cannon is the launcher for the job. You’ll be chunking out a hefty amount of ammo with every blast fired, but if it doesn’t have “Invincible” in the name or immunity phases, it probably isn’t surviving a shot to the face.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: x2 Projectiles Grip (Annexed)
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Fabricator (Enemy, not the Eridian Fabricator).
  • Playstyles:

Globetrottr

Able to dunk a foe with ease, the Globetrottr fires spinning “sawblades” of plasma that buzz along the ground and begin dribbling once they make contact with a foe. Assuming the foe is large or remains still for the dribbles to do their thing, they’ll be feeling the pain.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 10.
  • Obtained from: Scourge the Invincible.
  • Playstyles:

Nukem

With the biggest booms this side of Vault-Tec, the Nukem can drop bodies fairly easily. As long as you can handle the arc of the rocket, it’s a cinch to bury an enemy in nuclear clouds.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Loco Chantelle, world drop in the Handsome Jackpot DLC.
  • Playstyles:

Quickie/Hedgehog

Purple Torgue rocket launchers with different parts but similar usage. Use the sticky mode to plop as many bombs onto an enemy as possible, then move as fast as you can to boost the detonation damage on a Driver build.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: 5 magazine, 75% Sticky Damage
  • Best Prefixes: Stuffed
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: World drop.
  • Playstyles: Any

Plumage/Ruby’s Wrath

Atlas launchers with a passion for raining rockets on unsuspecting foes. Ruby’s Wrath has an alternate mode that fires a vortex grenade that makes the rockets home in on marked enemies, while Plumage one-ups that with an extra rocket and the ability to produce free vortex grenades on previously marked targets.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments (Plumage), viable up to Mayhem 7 with good anointments (Ruby’s Wrath).
  • Obtained from: Wrendon Esk, world drop in the Bounty of Blood DLC (Plumage). Chonk Stomp, world drop (Ruby’s Wrath)
  • Playstyles: Any.


SHIELDS


Stop-Gap

When you need to take a barrage of missiles to the face for whatever reason, the Stop-Gap can keep you standing. Five seconds of invincibility can go a long way depending on how you use it, and Mindfulness can help reduce the recharge delay to zilch so you can top it off to regain the Invinciblity again for later.

  • Best Parts/Prefixes: Booster.
  • Obtained from: El Dragon Jr., world drop.
  • Playstyles: Any.

Old God

Alongside the usual high capacity that Hyperion shields offer, it also comes with a 20% damage bonus to whatever element the shield is alongside a matching 25% resistance. It also has the distinction of spawning with three random additional parts unlike the two that most Legendary shields are restricted to. A well-rounded shield for when you don’t want to compromise too much offensively or defensively.

  • Best Parts/Prefixes:
  • Obtained from: World drop in the Guns, Love, and Tentacles DLC.
  • Playstyles: Any.

Recharger

Whatever the capacity on the item card says, you can basically double that provided the special effect of this shield is ready to go.

  • Best Parts/Prefixes: Turtle.
  • Obtained from: Urist McEnforcer, world drop.
  • Playstyles: Any.

Transformer

All-around excellence with an appetite for lead and lightning, the Transformer works wonders for keeping both your shields and ammo reserves happy. It happens to pair particularly well with a Driver com and the Action Skill End anointments, for (provided your action skill’s element is Shock) the self-damage will actually end refilling the shield instead of denting it.

  • Best Parts/Prefixes:
  • Obtained from: Queen AntWanette, “It’s Alive!” mission reward, world drop.
  • Playstyles: Any.

Plus Ultra

When you want to take your health bar to the next level, this shield is your answer. Asides from having an innate 35% absorb rate and chance to increase Action Skill Cooldown speed, this shield also has an unlisted effect of doubling your max health.

  • Best Parts/Prefixes:
  • Obtained from: Dr. Benedict, World drop in the Fustercluck DLC.
  • Playstyles: Any.

Ward

The definitive melee shield of Borderlands 3. With a meaty 300% boost to melee damage and 4% health regained per second while the shield is depleted, it is a lynchpin in most melee builds.

  • Best Parts/Prefixes: Brawler (300% Melee Damage Bonus)
  • Obtained from: Graveward.
  • Playstyles:

Big Boom Blaster

One of the most sustainable shields in the game, the Big Boom Blaster helps itself to a 60% chance to restore 60% of your max capacity while also giving you a bit of heavy weapon ammo and a grenade.

  • Best Parts/Prefixes: Capacity.
  • Obtained from: The Unstoppable, world drop.
  • Playstyles: Any.

Stinger

Another good choice for Sirens looking to use Melee damage. With Mayhem melee-scaling and the “On Action Skill Start, activate any effects that trigger on shield break or fill.” anointment coupled with Amara’s natural means of boosting melee damage, it can provide ludicrous damage.

  • Best Parts/Prefixes:
  • Obtained from: Anathema the Relentless.
  • Playstyles:

Recharge-Berner

An alternative to the Stinger-focused builds, this one trades the raw melee damage of the Stinger for the combination of a decently strong nova and instant shield recharging.

  • Best Parts/Prefixes:

  • Obtained from: Valkyrie Squad.

  • Playstyles:



Honorable Mentions

Red Suit

The ability to ignore all Radiation damage makes this an excellent choice to pair with an elemental Projector relic. With a hefty boost from the relic coupled with Amara’s innate elemental gifts, you can turn the battlefield into an irradiated mess.

  • Best Parts/Prefixes: Trigger Happy.
  • Obtained from: Atomic, “All Bets Off” mission reward.
  • Playstyles: Any.

Snowshoe/Frozen Heart

Decent shields by themselves, but there is a quirk with the nova in that it’ll also apply to novas produced by anointments. With the anointment for producing novas while an enemy is Phasegrasped, Amara can very quickly freeze multiple enemies in succession. That, or you can simply use the “On Action Skill Start, trigger shield effects” anoint for similar results.

  • Best Parts/Prefixes:
  • Noteworthy Anointment(s): While an enemy is Phasegrasped, Amara constantly produces novas. On Action Skill Start, trigger any Shield Effects.
  • Obtained from: Aurelia (Frozen Heart), Wotan/Valkyrie Squad (Snowshoe).
  • Playstyles:


GRENADES


It’s Piss

While Amara seldom has issues dealing damage, It’s Piss is a handy grenade to keep on hand for melting beefier foes like Badasses and Bosses.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Obtained from: Sloth/Thunk.
  • Playstyles: Any.

Hex

The Hex produces a swath of tesla beams to cook your foes, with the cryo variant in particular being quite effective at freezing or otherwise slowing enemies. Throwing it into a crowd can be useful with Sustainment to help keep you healthy.

  • Elements: :zap: | :snowflake: | :radioactive:
  • Best Parts/Prefixes: Divider, MIRV (Recurring, MIRV-tacular)
  • Obtained from: Sky Bullies, world drop.
  • Playstyles: Any.

Quasar

If you aren’t using “Allure”, the Quasar is very useful for bundling up enemies so you can raise hell with your Action Skill or weapons such as the Brainstormer that affect multiple enemies.

  • Elements: :zap:
  • Best Parts/Prefixes:
  • Obtained from: Wick and Warty, world drop.
  • Playstyles: Any.

Fish Slap

Note: Currently unobtainable. Was previously obtainable during the “Revenge of the Cartels” event at a maximum of level 57.

A knuckle sandwich in an iron bun, the Fish Slap deals melee damage with gusto. Benefiting from melee damage scaling with Mayhem Mode, it’ll slap your enemies into next week’s obituaries.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: Roider (Juiced)
  • Obtained from: FISH SLAP!!!,
  • Playstyles:

Storm Front

Another excellent grenade to use with “Ties That Bind”. Similarly to the Hex, the Storm Front is a tesla-style grenade that produces an entire field of electrocution. While it doesn’t have the tracking abilities of the Hex and only comes in shock, the Storm Front boasts a notably higher damage-over-time and a longer duration.

  • Elements: :zap:
  • Best Parts/Prefixes:
  • Obtained from: Undertaker, world drop.
  • Playstyles: Any.


CLASS MODS


Phasezerker

A solid class mod for just about any build, the Phasezerker pumps her damage and action skill cooldown up whenever she activates an Action Skill. If you have a point in Conflux and some anointments for bonus elemental damage when your Action Skill Ends, it’ll put a DoT of those respective elements on you which can be used with an Elemental Projector for high damage.

  • Best Parts/Prefixes: +5 Clarity or Anima. +1 Conflux if using an Elemental Projector Relic and Action Skill End Elemental Anointments.
  • Obtained from: Hag of Fervor, world drop.
  • Playstyles: Any.

Spiritual Driver

For obliterating enemies at high speed with high speed, the Spiritual Driver takes first place. Specifically designed to use “Mindfulness” and Elemental Projectors to full effect, it allows Amara to become the fastest thing in the game outside of outright teleportation and hit like a truck.

  • Best Parts/Prefixes: +3 Mindfulness, +2 Helping Hands
  • Location (Mayhem 4 or higher only): Sylestro, Wotan the Invincible.
  • Playstyles:

Muse

Amara continues to find ways to deal absurd amounts of damage, and this class mod is no exception. When you deal Melee damage, it produces a powerful orb that is considered “projectile” damage, meaning that you can trigger the Groundbreaker Guardian Perk to increase your melee damage and continue the cycle.

  • Best Parts/Prefixes: +1 Illuminated Fist, +3 Laid Bare, +1 Jab Cross.
  • Obtained from: Evil Lilith, world drop in the Fustercluck DLC.
  • Playstyles:

Nimbus

Whenever Amara damages an enemy with her Action Skill, this class mod will produce a cloud of her Action Skill element at the enemy’s location. The funny thing about this cloud is that it inherents the damage-over-time damage of the weapon in your hands, meaning it come become devastating if something like a Kill-o-the-Wisp or ION CANNON is held.

  • Best Parts/Prefixes: +5 Tempest. +1 Conflux if using an Elemental Projector Relic and Action Skill End Elemental Anointments.
  • Obtained from: Sera of Supremacy, world drop.
  • Playstyles:

Breaker

One of the best options for pumping up your punches, the Breaker suits itself well for a melee build. Sticking close to enemies will help keep your insides on the inside as you remove their insides from enemies.

  • Best Parts/Prefixes: +1 Find Your Center, +3 Personal Space, +1 Jab Cross
  • Obtained from: Skag of Survival, world drop.
  • Playstyles:

Golden Rule

Somewhat of a middle ground between the Spiritual Driver and Phasezerker, the Golden Rule can come in handy if you want to go insanely fast while still having an ability to cool off Action Skills faster.

  • Best Parts/Prefixes: +3 Laid Bare
  • Obtained from: Jackbot, world drop in the Handsome Jackpot DLC.
  • Playstyles: Any.


ARTIFACTS


Top Prefixes

Elemental Projector - Between Amara’s elemental boosts and her various means of lighting herself up, the Elemental Projector allows her damage to shoot through the roof.

Snowdrift - When fast isn’t fast enough, the Snowdrift helps you fix that. If you’re confident in Amara’s damage and don’t feel you’ll need an Elemental Projector or just want to break the sound barrier, this is the prefix for you.

Last Stand - Excellent for sponging a barrage of attacks or a particularly mighty blow, the Last Stand gives you an auxilary means of defense every 40 seconds.

Knifedrain - Very useful on a Melee build, as it allows you to essentially top off your health bar with every punch you land. It gives a punchy gal the means to tank damage as she crushes skulls.

Ice Breaker - An alternative to the Knifedrain for a melee build. Frozen enemies take triple damage from melee damage, allowing you to lay low some of the mightier enemies with ease.

Stone - Adding an element of your choice to all of your melee attacks is a nice perk to have for any brawling build. Cryo may be the most applicable one in order to potentially triple your damage, while Radiation is more consistent and Fire can lay the pain on flesh targets that won’t freeze.


Pearl of Ineffable Knowledge

Claptrap actually did something very useful for once. As long as you’re able to maintain a consistent flow of damage on enemies in one form of another, the Pearl will substantially boost your DPS.

  • Best Parts/Prefixes: Magazine Size, Fire Rate.
  • Obtained from: Claptrap, during “The Call of Gythian” story mission in Guns, Love, and Tentacles.
  • Playstyles: Any.

Victory Rush

One of the few Legendary relics in the game with an effect that isn’t tied to sliding, stomping, or meleeing an enemy, the Victory Rush increases your damage and movement speed for a minute after killing a Badass enemy. A nice damage boost for Amara given that she seldom has trouble with surviveability.

  • Best Parts/Prefixes: (Weapon Type) Damage, Area-of-Effect Damage, (Element) Damage, Magazine Size, Cryo Efficiency, Action Skill Cooldown Rate.
  • Obtained from: Azalea, world drop.
  • Playstyles: Any.

Unleash the Dragon

The relic that lights your fists on fire. With every strike you’ll set an enemy on fire with a DoT that is based on your melee damage. Either you mash them into hamburger with your punches or cook them into a well-done steak.

  • Best Parts/Prefixes:
  • Obtained from: El Dragon Jr.
  • Playstyles:

Commander Planetoid

For the melee Amara who wants some extra oomph to their blows but don’t want to be locked into any one particular element, the Commander Planetoid does the job adequately. It’ll apply a random element to your blows every few seconds so your mileage may vary though.

  • Best Parts/Prefixes: Melee Damage, Action Skill Cooldown Rate.
  • Obtained from: Sheega, world drop.
  • Playstyles:

Static Charge

If you’ve decided to illuminate your fists with fire or corrosive damage, the Static Charge can be an excellent way to get past shields that would otherwise hamper your punch time. It also gives some nice area-of-effect capabilities for melee damage.

  • Best Parts/Prefixes: Melee Damage.
  • Obtained from: Artemis, world drop.
  • Playstyles:


Honorable Mentions

Otto Idol

Unless you’re in the thickest of combat, the Otto Idol isn’t particular useful for Amara. But for those hectic moments the Otto Idol can be a good source of secondary healing.

  • Best Parts/Prefixes: (Weapon Type) Damage, Area-of-Effect Damage, (Element) Damage, Magazine Size, Action Skill Cooldown Rate.
  • Obtained from: Rachel the Anointed, world drop.
  • Playstyles: Any.

Splatter Gun

For the same reason that it comes in handy on an Antifreeze build for Zane, the Splatter Gun can come in handy on a Driver build if it has a Snowdrift prefix. Slide fast and blast some ass.

  • Best Parts/Prefixes: (Weapon Type) Damage, Area-of-Effect Damage, (Element) Damage, Magazine Size, Action Skill Cooldown Rate.
  • Obtained from: Road Dog.
  • Playstyles:


13 Likes

We’ve been without an updated top gear list for a while, so whether it is revisions, nominations, or denominations to the list, let’s get going.

3 Likes

Thanks for bringing it back. Great job!
I just edited the Resource Guide to account for the old one being outdated a few seconds ago. :smiley: I’ll add your new one to the Resource Guide and remove my old one so you don’t have to keep the “New” in the title.

I don’t even play Amara , i only play Zane. But this was a great read. Enjoyed it.

Is there a Zane version of this?

Yes, there is.

Usually guides can be found via the Resource Guides sticked to the top of every character forum.

I used my Zane guide as a base to build the Amara guide from, so don’t be surprised at some similarities.

Just FYI:
Butplugg cannot be anointed.
Ward shield can’t have additional mods if it’s already 300% melee bonus.

Copy+paste laziness on my part, amended.

Great stuff and the Hellwalker finally has the place it deserves on the list! Thanks for bringing it back! Maybe you can add Phasecast/Phaseslam as an additonal playstyle or tie the playstyle to specific class mods.

I don’t claim to be any sort of professional on Amara, but I’m not aware of any particular gear that boosts Cast or Slam in particular enough to constitute an entire playstyle around it. They’re kind of just fire-and-forget action skills, while on the other hand Phasegrasp is active while you can pelt enemies down with your gear.

I would add “Phase Builds” to playstyle as you can build around Slam and Cast anointments to maximize laid bare. This could be referenced to more of an “ASE” build.

Also, not top gear, but I would honorable mention the Boomer. It needs to be built around a bit, but the thing can be devastating with good parts and anointments. Only coming in Kinetic and Incendiary is a minus, admittedly.

You can run a full set of Phasecast Anointments and maximize Laid Bare and Samsara that way. It may not be as prevalent as Ties That Bind, but it is completely viable option because in a Phasezerker setup, I get a lot of more burst damage with my Phasecast Hellwalker (ASE anointments get multiplied by the 250% buff as well), which can lead to crazy critical ricochet chain kills. Honestly, I prefer to play that way because I actually have to aim myself.

1 Like

Also, for Golden Rule, +3 Laid Bare would be more important than +3 mindfulness in my opinion. It adds multiplicative damage, and is a boss killer

3 Likes

In Artifacts section would be nice to add melee specific ones: Stone, Planetoid and Static Charge.

I do better with that style of setup than ties that bind abuse. Hell, with some cooldown on com or artifact (or both) and you can have 100% ASE uptime and 100% skill uptime for AS based skills

Added a “Phasespam” playstyle to the playstyle section as well as some nominations for melee gear.

1 Like

Can you clarify on this? The only variation on wards aside from elemental resistance when the parts drop is roid damage from 100% to 300% depending on parts. I do not believe it can drop with any other parts (Amp, capacity, ect), granted, the more roid damage, the higher the delay.

I had accidentally left some other shield parts like Trigger Happy in the best parts section of the Ward when I originally copied another shield’s write-up to make the Ward’s write-up.

1 Like

ahhhhhhhh, thank you for that, I was super confused by the post

1 Like

You might want to add the Gatlin’ Gatling Gun in the main AR section. It performed way better on a single target than the Rowan’s Call and if you keep it on the critical spot, things just get deleted. Especially with a 250/300% Anointment and Infusion this gun works so well on Amara. It’s probably my second favourite AR with the Bekah.