[Guide] Top Gear for Zane

Top Gear threads have been combined into one topic, go here.


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
  13. Credits


PLAYSTYLES

(I won’t be going in-depth over weapons for the Clone’s use, as there is already a thread for that.)

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;


- Seein’ Dead Build
Tends to use weapons and gear that allows Zane to inflict as many instances of damage as possible within the shortest timeframe to constantly proc kill skills.


- Playing Dirty Build
Invests heavily into the Playin’ Dirty skill to greatly increase the damage dealt by single projectile or low-projectile-count weapons.


- Calm, Cool, Collected Build
Tends to use weapons and gear that allow for maximum Brain Freeze/Calm, Cool, Collected proccing and maintaining action skill uptime.


- Speed Build
Maximizes Zane’s movement speed to raise damage with Violent Momentum. Tends to use gear that either boosts speed or is suitable for use while moving at high speed.


- Doppelbanger Build
Utilizes the Doppelbanger augment to trigger various abilities, whether it is kill skills, anointments, or gear-specific abilities.


- Double Barrel Build
Aims to turn Zane’s clone into a powerhouse through specific pieces of gear or gear combinations. Tends to excel with weapons that have fast fire rates, burst-fire, or high ammo consumption.



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

While SNTNL is active, gain 100% of damage as bonus Cryo damage.

Given how easy it can be for Zane to keep Action Skills active with either the Seein’ Dead Class Mod or the Calm, Cool, Collected skill, this anointment is a snug fit for any builds looking to maintain Action Skill activity.

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 Barrier is active, Accuracy is increased by 60%, and Critical Hit damage is increased by 70%.

Very handy for weapons with lots of pellets or projectiles fired per shot that could use an accuracy boost. Shotguns and shotgun-like weapons appreciate this particular anointment.

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

Unless you aren’t ending Action Skills often, this is likely the best anointment to go for on any weapons that can spawn with this. A list of what can and cannot have this anointment is here.

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.

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

As long as you’re willing to wear either a Deathless artifact or a Front Loader shield, this anointment is stupendous for increasing your overall damage due to how it works in the damage formula as well as the fact that it applies to almost all damage you can deal.

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.

15% increased Movement Speed while Sentinel is active.

If you aren’t ending Action Skills often, this isn’t a bad option to use as it both increases your mobility and the damage bonus you recieve from Violent Momentum.

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.


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:
  • Obtained from: Lasodactyl, world drop in the Bounty of Blood DLC.
  • Playstyles:

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:
  • Similar/Alternative Weapons: Hellshock
  • Obtained from: Jerrick Logan, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Tizzy

With a little bit of everything under the hood, the Tizzy’s capable of just about whatever you want it to do. First, it seems to gain a massive fire rate increase and heat rate decrease once the weapon reaches maximum heat. Secondly, every so often it will fire an amped shot. Thirdly, it also spawns small homing projectiles that seek out enemies. As long as you have a means of keeping your ammo supply happy, this pistol will not disappoint.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Specific chests or world drop in the Arms Race DLC.
  • Playstyles: Any.

Maggie

A classic staple in Zane’s arsenal, the Maggie is a workhorse of a pistol. It excels in all areas other than accuracy (a non issue due to Competent Competence, Nerves of Steel, and the accuracy-increasing Barrier anointment) and has six chances per trigger pull to trigger effects like Calm, Cool, Collected or the Seein’ Dead’s special effect. It doesn’t have the best synergy with a Playin’ Dirty build, but the no-nonsense firepower of this weapon more than compensates.

  • Elements: :no_entry_sign:
  • Similar/Alternative Weapons: Masher, Robo-Melter, Little Yeeti Masher
  • Obtained from: Turnkey Tim, world drop.
  • Playstyles:

Prompt Critical

This Torgue pistol comes packing triple the threat of a contemporary option, with the added bonus of increasing in radius the more stickybombs are applied. Generally speaking you can kill fast enough with the standard firing mode to not warrant the sticky function however.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Similar/Alternative Weapons: Craps, Unkempt Harold
  • Obtained from: Evil Lilith, world drop in the Fustercluck DLC.
  • Playstyles: Any.

King’s Call/Queen’s Call

While not an obvious choice at first glance, Zane has the tools to turn the Call pistols into a monster. With Playin’ Dirty to increase the projectile count and Violent Violence to drastically increase the low fire rate, your enemies will be swamped in homing bullets as long as you can keep a bead on their crit zone.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Similar/Alternative Weapons: Seventh Sense
  • Obtained from: Tyreen the Destroyer.
  • Playstyles:

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
  • Similar/Alternative Weapons: Hornet,Skeksil
  • Obtained from: Dickon Goyle, world drop in the Bounty of Blood DLC.
  • Playstyles:

Nemesis

When you need some Maliwan-esque double-elemental action in Dahl form, the Nemesis can fit the bill. It is able to deal with shielded targets with the bonus shock damage, and then proceed to eat into either flesh or armor depending on the element of your choosing. Add in some elemental anointments and you can hit with multiple colors of the painbow.

  • Elements: :fire: |corrosive (bonus :zap: damage)
  • Best Parts/Prefixes: Auto-Burst
  • Obtained from: Mouthpiece, world drop.
  • Playstyles: Any.

Trickshot

Packing some of the highest Jakobs fire rate this side of a Gatling Gun, the Trickshot starts off semi-auto but goes fully automatic as soon as you land a shot and showers your target in a fully-automatic hail of lead until your magazine is empty. It chews through ammo just as quickly though, but it will seldom disappoint.

  • Elements: :no_entry_sign:
  • Similar/Alternative Weapons: The Flood
  • Location: Specific chests or world drop in the Arms Race 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
  • Obtained from: Ipswitch Dunne, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Wyvern/Psycho Stabber

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.) If you aren’t going to be using splash-based melee though, the Psycho Stabber sports a massive increase in melee damage, and it works well with the 300/90 anointment or melee anointments.

  • Elements: :no_entry_sign: (Psycho Stabber), | :fire: | :zap: |corrosive| :snowflake: | :radioactive: (Wyvern).
  • Best Parts/Prefixes: 160% Melee Damage (Wyvern)
  • Obtained from: Norman Bates (Psycho Stabber), world drop (Wyvern).
  • Playstyles: Melee builds.

Scoville

The Scoville is a high power, high splash, and high ammo cost Torgue pistol that you point in an enemy’s general direction and fire. The ideal version has x2 projectiles for five ammo per shot compared to one projectile for four ammo. Playin’ Dirty builds can make this weapon even spicier than usual.

  • Elements: :no_entry_sign: | :fire:
  • Best Parts/Prefixes: x2 Projectile Stock.
  • Similar/Alternative Weapons: Dowsing Rod (alternate fire), Protuberance, Host
  • Obtained from: Reward for completing all five Torgue’s Marketing Mistake challenges.
  • Playstyles:

Honorable Mentions

Lucky 7

The Lucky 7 can potentially be one of the strongest weapons in the entire game, but it requires building around it to get the most out of it. When combined with a source of ammo regeneration though, you can maintain the ideal roll for long periods of time and eviscerate enemies.

  • Elements: :no_entry_sign:
  • Notable Anointments: “While Terrified, gain ammo regeneration. The more Terror you have, the higher the bonus.”
  • Location: Scraptrap Prime, world drop in the Handsome Jackpot DLC.
  • Playstyles:

Quickdraw

One of the few weapons in the list that can’t be annointed 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:
  • (Cannot be anointed.)
  • Obtained from: Mission Reward for “The Quick and the Quickerer”.
  • 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:
  • Similar/Alternative Weapons: Lead Sprinkler
  • (Cannot be anointed.)
  • Obtained from: Mission Reward for “Blood from a Stone”.
  • Playstyles:

Firefly

Shoot an enemy with this pistol, and the initial shot will spawn three more “fireflies” that seek out nearby targets. It is a bit lacking in the fire rate and magazine department for a Vladof and it incendiary-only, but it can definitely bring the pain if the extra projectiles strike the initial target.

  • Elements: :no_entry_sign: | :fire:
  • Obtained from: Specific chests or world drop in the Arms Race DLC.
  • Playstyles: Any.

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:
  • Obtained from: The Quartermaster, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.


ASSAULT RIFLES


Monarch

An absolute monster at close range, the Monarch is best off being treated as a fully-automatic shotgun instead of an assault rifle. 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 vomits out a ridiculous amount of lead and triggers Calm, Cool, Collected and Seein’ Dead like few other weapons can. Just be aware that using the bipod mode slows you down considerably and disables sliding/jumping, which is detrimental to a build that wants to use Violent Momentum heavily.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Similar/Alternative Weapons: Dictator
  • Best Parts/Prefixes: x2 Projectile Grip (Annexed)
  • Obtained from: Killavolt (Mayhem 6 or higher).
  • Playstyles:

O.P.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:
  • Similar/Alternative Weapons: Q-System
  • Obtained from: Joey Ultraviolet/Josie Byte/Franco Firewall (Limited time event).
  • Playstyles:

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 version 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:
  • Alternative/Similar Weapons: Linoge
  • Obtained from: Joey Ultraviolet/Roaster/The Tenderizer (Limited time event).
  • 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
  • Similar/Alternative Weapons: Ogre
  • Obtained from: Anointed X-4, world drop.
  • Playstyles:

Clairvoyance

Combining versatility and raw damage with a frosty aftertaste of (non-splash) 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: Full-Auto trigger or Masher trigger.
  • Obtained from: Kritchy.
  • Playstyles: Any.

Bekah

Though it is no longer a Pearlescent weapon, it largely retains the same effectiveness it had in Borderlands 2. With the Bekah producing three extra bullets in flight at mid-range, as long as you maintain a certain range from foes the Bekah basically has quadruple the damage displayed on the item card.

  • Elements: :no_entry_sign:
  • Obtained from: Complete all Hammerlock Legendary Hunt challenges and receive it in the mail.
  • Playstyles:

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: 45-Round Magazine.
  • Obtained from: The Rampager (Mayhem 4 or higher), Valkyrie Squad, Wotan the Invincible.
  • Playstyles: Any.

Star Helix

Packing a triple threat of bullets, the Star Helix is a DPS machine provided you can land all three bullets on an enemy. If you can manage to consistently nail critical hits with the shots, it is easily one of the deadliest weapons in the game.

  • Elements: :no_entry_sign: | :zap: | :snowflake: | :radioactive:
  • Obtained from: Power Troopers, world drops.
  • Playstyles: Any.

Breath of the Dying

Taking a cue from Diablo II, the Breath of the Dying releases a circle of explosive projectiles upon slaying a foe. These projectiles pack some serious punch, oftentimes killing adjacent foes. Asides from that, it packs a hefty amount of damage in the barrel.

  • Elements: corrosive
  • Similar/Alternative Weapons: Kaos
  • Obtained from: Shrieking Banshee (Breath of the Dying), world drop.
  • Playstyles: Any.

Honorable Mentions

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:
  • Obtained from: Psychoreaver, world drop in the Fustercluck DLC.
  • 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:
  • Obtained from: Tom & Xam.
  • Playstyles:

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:
  • Obtained from: Borman Nates, world drop.
  • Playstyles: Any.

Lovable Rogue

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 Lovable Rogue fires a bullet that deals damage on impact as well as leaving a sticky, and has a chance to spawn homing missiles when the stickies go off. It’s also one of the few fully-automatic Torgue weapons, for those with sore fingers.

  • Elements: :zap:
  • Similar/Alternative Weapons: Contained Blast
  • Obtained from: Evil Brick, world drop in the Fustercluck DLC.
  • Playstyles:

Lucian’s Call

The Vladof counterpart to Rowan’s Call. Identical effects with a different stat distribution and different elements it can spawn in, Lucian’s Call excels at placing an endless amount of lead into the crit zone of your foe with boosts from Playin’ Dirty and Violent Violence.

  • Elements: :fire: |corrosive| :snowflake:
  • Similar/Alternative Weapons: Rowan’s Call
  • Obtained from: Blue Fire, world drop.
  • Playstyles: Any.

Juliet’s Dazzle

For sustaining full-auto 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:
  • Obtained from: Aurelia, Wotan the Invincible.
  • Playstyles: Any.


SUBMACHINE GUNS


Power Coil

No one gun should have all that power…The Power Coil boasts an absurd amount of splash damage (as of November 16th), out-damaging some sniper rifles per shot, and burst-fires 16 rounds at a time with minimal delay between volleys. The single downside of this weapon is that it is elementally locked, but other than particularly bulky armored foes, nothing will take the business end of this SMG smiling.

  • Elements: :zap: | :radioactive:
  • Obtained from: Specific chests or world drop in the Arms Race DLC.
  • Playstyles: Any.

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:
  • Obtained from: Minosaur, world drop in the Bounty of Blood DLC.
  • Playstyles:

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:
  • 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 up, and you have the Kaoson. The Kaoson is practical in many situations as long as you can handle the hip-fire accuracy, as it’ll deal at least double the damage on the card courtesy of the sticky bombs it deploys.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Captain Traunt (Mayhem 6 or higher).
  • 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:
  • Similar/Alternative Weapons: Redistributor
  • Obtained from: Scourge the Invincible.
  • Playstyles: Any build involving extended usage of the Barrier.

Dark Army

What’s better than a decent gun? Four of them. Having this weapon in your hands will produce a trio of drones that will accompany you and attack enemies. After reloading the Dark Army, the drones gain a damage boost as well as inherit the element of the Dark Army in your hands.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Similar/Alternative Weapons: Ten Gallon
  • Obtained from: Specific chests or world drop in the Arms Race DLC.
  • Playstyles: Any.

Ion Laser

The Ion Laser doles out damage in two forms; firing it normally will send out a steady stream of damage, while ceasing your fire releases a swath of projectiles after you finish firing with the number based on how long you fired. If you repeatedly spam the fire button immediately after releasing though, you can release multiple volleys of these projectiles for high damage.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Evil Saint Lawrence.
  • Playstyles: Any.

Honorable Mentions

Night Hawkin

An odd gun for sure, but an effective one all the same. By day it spews ice, and by night it spews three incendiary rounds per shot. Along with being highly accurate and easy to handle, burst-fire variants have no delay between volleys meaning you can maintain a stream of lead.

  • Elements: :fire: (at night), :snowflake: (at day)
  • Best Parts/Prefixes: 4-Round Burst Fire.
  • Obtained from: Demoskaggon, world drop.
  • Playstyles:

Redistributor

Once upon a time this weapon was the undisputed king of Zane weaponry. Powercreep and nerfs have dethroned the Redistributor, but it can pull off some serious work if the Barrier, Hustler class mod and Eraser skill are used together.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Wotan the Invincible.
  • Playstyles: Use with the Barrier, Hustler class mod and Eraser skill.


SHOTGUNS


Reflux

For melting through crowds with ease, the Reflux handles the job well. Like the Redistributor, it’s fantastic for proccing Seein’ Dead in crowds and otherwise spreading pain and hurting feelings.

  • Elements: corrosive
  • Similar/Alternative Weapons: Brainstormer
  • Obtained from: GenIVIV (Mayhem 6 or higher.)
  • Playstyles:

Hellwalker

The shotgun from the depths of hell, the Hellwalker singes enemies with flaming hot buckshot. For single targets it is a powerhouse, as the raw damage of this doomstick can typically muscle through most encounters, resisted or not. The fact that it comes with fixed parts also makes it a fairly stomach-able farm.

  • Elements: :fire:
  • Alternative/Similar Weapons: Robin’s Call, Garcia, Stagecoach, Dakota
  • Obtained from: Road Dog, world drop.
  • Playstyles: Any.

Face-puncher

One wouldn’t usually peg Zane for breaking out the fisticuffs, but the Face-puncher allows Zane to take advantage of Melee damage getting boosted in Mayhem modes for deceptive amounts of damage. Pair this with the right artifacts and it’ll bring the pain.

  • Elements: :no_entry_sign:
  • Location: Muldock the Anointed, world drop.
  • Playstyles: Any.

Trevanator

A versatile and potent weapon, the Trevanator (rest easy, Trevor Eastman) fires a three-round burst of three projectiles (or six, depending on the version you have) per pull of the trigger that deal splash damage. If you need a nice elemental shotgun without any excessive bells or whistles, the Trevanator won’t disappoint.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Private Beans, world drop.
  • Playstyles: Any.

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:
  • Obtained from: Dr. Benedict, world drop in the Fustercluck DLC.
  • Playstyles: Any.

Fearmonger

Note: Limited-time event item only obtainable during “Bloody Harvest”.

A Hyperion shotgun with some serious Torgue vibes, the Fearmonger places sticky bombs on foes that promptly explode after a moment. The raw damage of this weapon is impressive, and if you have Terror stacks built up it ups the projectile count and becomes quite fearsome.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Captian Haunt, Badass Ghosts, Loot Ghosts.
  • Playstyles: Any.

Anarchy

A real 12-Gaige shotgun, 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:
  • Obtained from: World drop in the Guns, Love, and Tentacles DLC.
  • Playstyles: Any.

Tigg’s Boom

Take a Bangstick, buff the damage a healthy amount, 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:
  • Similar/Alternative Weapons: Bangstick
  • Obtained from: Wotan the Invincible.
  • Playstyles: Any.

Honorable Mentions

Redline

If Torgue stole the Butcher and had their way with it, you’d get the Redline. After a brief period of charging up it vomits out projectiles with a passion. It’s potent, but likewise ammo-hungry.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Road Dog.
  • 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:
  • 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:
  • Obtained from: World Drop in the Guns, Love, and Tentacles DLC.
  • Playstyles: Any.

Projectile Recursion

No longer the herald of crowd destruction it was in it’s heyday, but it can capture a glimpse of that glory when used with the Hustler class mod and Eraser skill. The combination of these two allows the Recursion to potentially pinball off of crowds while snowballing in damage from successive critical hits.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: General Traunt, world drop.
  • Playstyles: Use with the Hustler class mod and Eraser skill.

Conference Call

A decent option in it’s own right, the Conference Call is especially potent against larger foes since more projectiles can spawn inside and deal damage. This effect gets kicked into overdrive when the Hustler class mod and Eraser come into play.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Judge Hightower, world drop.
  • Playstyles: Use with the Hustler class mod and Eraser skill.


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:
  • Obtained from: Lani Dixon, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

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. It’s a real ammo-hog though, so bring a method of regaining ammo.

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

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:
  • Obtained from: Eista, world drop in the Guns, Love, and Tentacles DLC.
  • Playstyles:

Boogeyman

For the sniper who wants an economic rifle that is surprisingly good at taking out crowds, the Boogeyman fills those shoes. Coupling a high chance to not consume ammo when firing as well as a chance to spawn a floating skull that can easily one-shot enemies whenever you net a kill, the Boogeyman leaves the targets quaking in their shoes.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Specific chests or world drop in the Arms Race DLC.
  • Playstyles: Any.

Krakatoa

Packing almost double the base damage of most Jakobs rifles, Krakatoa blows up a fleshy’s head like few others. 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:
  • Obtained from: Tumorhead, world drop.
  • Playstyles: Any.

Wedding Invitation

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

An incredible rifle for the marksman who wants to save on precious sniper rifle ammo, the Wedding Invitation has a little bit of something for everyone. Asides from it dealing incendiary damage instead of the typical lack of element on Jakobs weaponry, every critical hit landed will refund the ammo spent on your last shot as well as turn into cryo and ricochet towards a nearby enemy. Provided you have a means of getting around shields, this gun will crush most foes you encounter.

  • Elements: :fire: initial bullet, :snowflake: on ricochet.
  • Obtained from: “Broken Heart” event reward for breaking 100 hearts (limited time event).
  • Playstyles:

Honorable Mentions

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:
  • 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:
  • Obtained from: Amach, world drop in the Guns, Love, and Tentacles DLC.
  • 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:
  • Location: Demoskaggon, world drop.
  • Playstyles:

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, which can be quite handy when used in conjunction with a Cryo anointment.

  • Elements: :no_entry_sign: (Bonus :zap: on critical hit)
  • Obtained from: Eista, world drop in the Guns, Love, and Tentacles DLC.
  • Playstyles:

Storm

Dropping down a rarity from BL2, 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. Stellar for stipping shields from afar.

  • Elements: :zap:
  • Similar/Alternative Weapons: Firestorm
  • Obtained from: Red Jabber., world drop.
  • Playstyles: Any.


HEAVY WEAPONS

Plaguebearer

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.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Similar/Alternative Weapons: Scourge, Lump
  • Obtained from: Warden (Mayhem 6 or higher.)
  • 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:
  • 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 Projectile Tail
  • 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 take down most foes fairly easily.

  • Elements: :radioactive:
  • Best Parts/Prefixes: x2 Projectile Tail
  • Obtained from: Joey Ultraviolet, Tyrone Smallums, FISH SLAP!!! (Limited time event.)
  • Playstyles:

ION CANNON

Sporting some of the highest base damage of any weapon in the game, the Ion Cannon is what you pull out when you need to delete an enemy. Pinpoint accuracy allows it to crit enemies like a champion and most likely erase them in the process. It comes with a hefty price though as you’ll be spending six ammo per shot (seven with the Annexed variant) and reload slowly.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: x2 Projectiles Grip (Annexed)
  • Obtained from: Fabricator (Enemy, not the Eridian Fabricator).
  • Playstyles: Any.

Nukem

Representing all that Torgue stands for, the Nukem is a beefy rocket launcher with a very high base damage and an enormous splash radius. As long as you can handle the arc of the projectile, it’ll make a bang in any occasion. It’s also the most ammo efficient launcher on this list, the only thing really going against it being the lack of a sticky mode.

  • Elements: :no_entry_sign:
  • Obtained from: Loco Chantelle, world drop in the Handsome Jackpot DLC.
  • Playstyles:

Honorable Mentions

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: x2 Projectile Tail
  • Obtained from: Scourge the Invincible.
  • Playstyles:


SHIELDS


Snowshoe/Frozen Heart

An excellent shield for Clone builds, given the various methods in the tree to recharge both your shield and your clone’s shield. The Snowshoe’s nova can be activated by sliding into an enemy or emptying your shield, while the Frozen Heart only activates on emptying your shield but it is easier to acquire and deals more damage with the nova. Either way, it is a great way of freezing foes.

  • Best Parts: Shield Booster, Absorb (Snowshoe).
  • Obtained from: Aurelia (Frozen Heart), Wotan/Valkyrie Squad (Snowshoe).
  • Playstyles:

Stop-Gap

The Stop-Gap is the Last Stand of shields, excellent for catching your breath or otherwise covering a retreat to cover. It works particularly well with the Barrier as a means of keeping yourself alive between cooldowns. Low level variants can be used with the Static Field augment to repeatedly recharge the shield to full capacity and activate the invincibility often.

  • Best Parts: Absorb, Shield 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: Absorb, Shield Booster.
  • Obtained from: World drop in the Guns, Love, and Tentacles DLC.
  • Playstyles: Any.

Plus Ultra

For when you want to be the absolute healthiest man on the planet, 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: Health.
  • Obtained from: Dr. Benedict, World drop in the Fustercluck DLC.
  • Playstyles: Any.

Madcap

If the Plus Ultra is the king of health-based shields, this shield is the king of shield capacity. With the right parts it can easily crack over 100,000 capacity by itself. The downside of the Madcap is that is cuts your time in Fight-For-Your-Life in half, but with this much capacity it’ll take a while before you actually fall on your knees.

  • Best Parts/Prefixes: Turtle, Shield Charge, Absorb.
  • Obtained from: Specific chests or world drop in the Arms Race DLC.
  • Playstyles: Any.

Band of Sitorak

Low capacity combined with high recharge rate and low delay make this the crème-de-la-crème of shields for quickly getting back to full capacity. Adrenaline, Confident Competence, Calm, Cool, Collected, and Nerves of Steel all appreciate this shield.

  • Best Parts/Prefixes: Trigger Happy, Health.
  • Obtained from: The Unstoppable.
  • 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. It also works well in conjunction with Distributed Denial, as it turns the barrier into a second means of booster production. There’s also the cherry on top where said boosters also restore Heavy ammo and grenades, so if you’re feeling explosive than this is the shield for you.

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

Recharger

Similarly to the Stop-Gap, the Recharger provides a mean of extra protection once your shields are depleted in the form of a full-recharge of your shields. With Zane’s various shield skills in the mix, you can maintain Zane’s shields fairly easily.

  • Best Parts/Prefixes: Turtle, Absorb, Shield Booster.
  • 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.

  • Obtained from: Queen AuntWanette, “It’s Alive!” mission reward, world drop.
  • Playstyles: Any.

Version 0.m

One of the most offensively inclined shields in the roster, the Version 0.m has an innate amp-shield effect while at 100% shield capacity. When it hits 0%, it spawns a circle on the ground that increases the damage of anyone in it. This works fantastically in a Clone build, as the clone will stay in place and reap the benefits of the circle while refilling your shields as it takes damage to regain the amp damage.

  • Best Parts: Capacity, Nova.
  • Obtained from: Wotan the Invincible, Valkyrie Squad.
  • Playstyles: Any.

One Shottin’ Shield

Tape three Amp parts to an Anshin or Pangolin purple shield, and you have the One Shottin’ Shield. Depending on the manufacturer it can recharge quite fast or have a high capacity, but it will drain a manageable 20% of your shields for a full-on 100% boost to your next shot. Unlike the Version 0.m or Rerouter, the non-legendary amp shields properly apply amp damage to all bullets you fire instead of just one. Provided you’re firing more than one bullet, this is the amp shield to go for.

  • Obtained from: World drop.
  • Playstyles:

Beskar

I’m rubber, you’re glue. As long as your shields are full, this handy shield will cut the damage you recieve down a chunk and return bullets to sender.

  • Best Parts/Prefixes: Absorb, Shield Charge, Turtle.
  • Obtained from: Specific chests or world drop in the Arms Race DLC.
  • Playstyles: Any, but favors using Distributed Denial.

Double Downer

One of Zane’s weaknesses is that his kill skills are deactivated when he goes into Fight-For-Your-Life. This shield helps patch that issue by increasing your damage, accuracy, handling, and bleed-out duration. You’ll be able to get back up on your feet considerably easier with this shield to resume your murder-bender.

  • Best Parts/Prefixes: Absorb, Shield Booster.
  • Obtained from: “Double Down” mission reward.
  • Playstyles: Any.

Stinger

By itself, it is basically just a decent nova/melee shield. But when Mayhem melee-scaling and the “On Action Skill Start, activate any effects that trigger on shield break or fill.” anointment comes into play, it becomes downright nasty. With the Mantis Cannon you can explode often, while with Doppelbanger both you and your clone will be exploding for crazy damage.

  • Obtained from: Anathema the Relentless.
  • Playstyles:

Nova-Berner/Recharge-Berner

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

  • Best Parts: Turtle, Absorb, Shield Booster.
  • Obtained from: Valkyrie Squad (Recharge-Berner), Power Troopers, world drop (Nova Berner.)
  • Playstyles:


Honorable Mentions

Rough Rider/Initiative

The shield with no shields, the Rough Rider plays a similar role to the Band of Sitorak. While it doesn’t work with Adrenaline or Confident Competence, it skips the shield requirement for Calm, Cool, Collected and activates Rise to the Occasion at full effect. The Initiative is another shieldless shield that has less damage resistance than the Rough Rider, but a bigger health boost and a small increase to Gun Damage.

  • Best Parts/Prefixes: Adrenaline, Trigger-Happy (Rough Rider.)
  • Obtained from: Red Jabber, world drop (Rough Rider). Vincent (Initiative)
  • Playstyles:

Red Suit

A fine alternative to the Band of Sitorak. While it may not be as blistering in how fast it goes from 0% to 100%, it is still fast. There’s also the fact that the radiation aura can be attached to Distributed Denial for some extra damage. The immunity to radiation also makes it work nicely with radiation Protuberances, Hosts, Shrieking Devils, and other guns you can apply a radiation DoT to yourself to use with an Elemental Projector relic.

  • Best Parts/Prefixes: Trigger Happy, Nova.
  • Obtained from: Atomic, “Angels and Speed Demons” mission reward.
  • Playstyles:

Gas Mask

While the 50% increased Fight-For-Your-Life duration this shield offers isn’t bad, the thing that is more attractive about this shield is that it can spawn with three additional shield parts instead of two. The only reason why this is in Honorable Mentions is because the Old God exists as a Hyperion legendary shield that can also spawn with triple parts.

  • Best Parts/Prefixes: Absorb, Shield Charge.
  • Obtained from: Specific chests or world drop in the Arms Race DLC.
  • Playstyles: Any.


GRENADES


It’s Piss

Straight outta Mann Co., It’s Piss is capable of making enemies more vulnerable to all sources of damage. For big and slow targets, it’ll really help you tear into them a good deal faster. If used on a Seein’ Dead build with Fractal Frags and the Clone, the Clone can throw out piss grenades all the time and coat the entire area in the smell of ammonia.

  • Elements: :no_entry_sign:
  • Obtained from: Sloth/Thunk.
  • Playstyles:

Fish Slap

Similarly to the Facepuncher in that it deals melee damage instead of the typical fare (and therefore also receives a massive multiplier in damage in Mayhem Mode, making it the strongest grenade in the game in all likelihood), the Fish Slap can be used in combination with relics that have melee-based mechanics to achieve useful combinations.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Obtained from: Joey Ultraviolet, FISH SLAP!!!, Tyrone Smallums.
  • Playstyles: Any.

Ghast Call

Note: Limited-time event item only obtainable during “Bloody Harvest”.

More skulls for the skull throne! The Ghast Call belches out a group of skulls when thrown. When you’ve got Terror stacks active you’ll flood foes with rivers of skulls, but even without Terror it is still effective.

  • Elements: corrosive
  • Best Parts/Prefixes: Vindicator (Roid, Divider)
  • Obtained from: Captain Haunt, Badass Ghosts, Loot Ghosts.
  • Playstyles: Any.

Lightspeed

A speedy grenade that just keeps going, the Lightspeed warps to where your crosshair is at the moment of throwing. Once it hits a surface, it’ll split into multiple projectiles, and once those hit a surface it produces homing rockets.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Anathema the Relentless.
  • 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. The lack of having to actually aim it when throwing means that the Sentinel, Clone, and Duct-Tape Mod can better utilize it.

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

Quasar

With the best singularities in the game, the Quasar excels at bundling up enemies into a package for you to blow them up to kingdom-come.

  • Elements: :zap:
  • Obtained from: Wick and Warty, world drop.
  • Playstyles: Any.


CLASS MODS


Seein’ Dead

Zane’s best class mod overall. Sporting a 4% chance to activate all kill skills for every instance of damage dealt by you, a 10% boost in kill skill effectiveness, and a top level line-up of skills to boost, it turns Zane into an absolute powerhouse.

  • Obtained from: Jack-Bot, world drops in the Handsome Jackpot DLC.
  • Playstyles:

Infiltrator

The Infiltrator is well suited towards builds that break shields often to trigger novas and skill effects, as well as speed-based builds. If you don’t have the Handsome Jackpot DLC, this is one of your best options.

  • Best Parts/Prefixes: +5 Violent Momentum.
  • Obtained from: Skrakk, world drop.
  • Playstyles:

Executor

While the Seein’ Dead class mod is more suited for always having your action skills active, the Executor is on the opposite end of the spectrum in that you want to activate your action skills as frequently as possible. It synchronizes well with anointments that activate on action skill end.

  • Best Parts/Prefixes: +2 Playing Dirty/+3 Violent Violence.
  • Obtained from: Baron Noggin, world drop.
  • Playstyles:

Conductor

A wonderful addition to a Calm, Cool, Collected build, the Conductor adds 25% bonus Shock Damage for every Action Skill active. Combined with the fact that the skills it can boost are focused on extending Action Skill duration or reducing the cooldown, it will help ensure your gadgets are up as often as possible.

  • Best Parts/Prefixes: +5 Borrowed Time
  • Obtained from: World drops in the Guns, Love, and Tentacles DLC.
  • Playstyles:

Hustler

If you somehow find yourself lacking when it comes to turning enemies into popsicles, the Hustler has your fix. Asides from being to boost Brain Freeze and Adrenaline, it also comes with the ability to produce pseudo-crits on body shots. Pair it with the Eraser from Zane’s 4th skill tree though, and certain weapons become monsters.

  • Best Parts/Prefixes: +5 Brain Freeze
  • Obtained from: World drops in the Guns, Love, and Tentacles DLC.
  • Playstyles:

Spy

The Spy is almost like a cousin to the Seein’ Dead; it activates kill skills whenever you use the last charge of the Mantis Cannon, it increases kill skill effectiveness by 10%, and it also increases kill skill duration by 8 seconds. When you need kill skills that last an excessively long time, the Spy is your best bet.

  • Obtained from: Heavyweight Horker.
  • Playstyles: Any.

Antifreeze

The preferred class mod to use for a maximum speed build. Able to boost damage while sliding, it synchronizes well with Snowdrift relics. You’ll be sliding around ridiculously fast.

  • Best Parts/Prefixes: +5 Violent Momentum.
  • Obtained from: Wotan the Invincible, Valkyrie Squad, Arbelest of Discipline.
  • Playstyles:

Cold Warrior/Rabble Rouser/Agent

The common factor between all three of these class mods is that they boost Synchronicity. As long as you are running a Calm, Cool, Collected build to maintain action skill uptime, you can get good use out of this set of class mods.

  • Best Parts/Prefixes: +5 Synchronicity.
  • Obtained from: Tremendous Rex (Cold Warrior), world drop (all).
  • Playstyles:


ARTIFACTS


Top Prefixes

Ice Breaker - Ice Breaker allows Zane to take his freezing powers to the next level. It makes triggering Calm, Cool, Collected a breeze alongside any other benefits Zane draws from frozen enemies. A cool contender for Zane’s most useful prefix.

Snowdrift - The most mobile prefix in the game, Snowdrift allows Zane to massively increase his speed. Whether it is for boosting damage with Violent Momentum or simply zipping around the battlefield, it is quite handy.

Last Stand - Essentially a Get-Out-Of-Jail-Free card, Last Stand allows you five seconds of invincibility. How those five seconds are used is up to you, whether it is to find cover to hide behind, pass some time to recharge your Barrier if it is down, switch places with your Clone, or tank a mighty attack.

Elemental Projector - While it doesn’t have the utility of the previous three prefixes, the Elemental Projector can come in handy for taking down bosses or other bulkier foes. Light yourself up with your method of choice (typically a weapon with splash damage) and go to town on the enemy’s health bar.

Cutpurse/Knife Drain - A niche choice, but a useful niche nevertheless. With either a FIsh Slap or by equipping the Rocket Boots/Launch Pad relics, you can gain an extra source of ammo regeneration or health regeneration respectively without occupying one of your weapon slots.


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. The movement speed bonus in particular meshes nicely with Violent Momentum.

  • 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.

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.

Honorable Mentions

Otto Idol

While Zane typically doesn’t have many issues with survival, a little extra never hurts. Given Zane’s ability to chew through mobs, the Otto Idol can be quite the nice source of secondary healing while in the thick of combat.

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

Splatter Gun

The Splatter Gun has a niche in that it happens to combine extremely well with the Antifreeze class mod and the Snowdrift prefix for relics. Between the two of those, Zane can slide around at absurd speeds while delivering meaty damage with shotguns.

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


CREDITS

Special thanks to @The_Cyberbaron, @kabflash and @flightx3aa for helping develop the initial choices for the list as well as formatting recommendations.

43 Likes

The list isn’t complete by any means, but after three months of lacking one of these for Zane, it is enough to get the ball rolling. Now, let’s get to discussing how to improve this list further, be it revisions, nominations, or denominations.

1 Like

Amazing list and beautiful formatting. I should have let you know quickie and hedgehog parts you’re looking for.

Parts: x1 (single penetrating). Go into the parts and the magazine should be 2 or 3, then you want stock parts that gives +1 bonus magazine. The god roll would basically be 2 stock parts that add 2 to your magazine. That way you get a 4 or 5 mag, increase it with praemunitus, magazine on com and artifact. Then use playing dirty to make all of those DP (which is why you want the single penetrating, you actually get more gyrojets at larger mag size).

1 Like

Amended. I remember we were talking about the Red Suit and Bouncing Pair (skeptical about this one) at one point, what makes them so great that they might be added to the list?

Red suit has really good synergy with distributed denial, could possible work with a rad protuberance. Protuberance is actually very strong with playing dirty, not sure if its on the list but it’s basically same as host. However red suit more of a tier 2 strat lol. Bouncing pair I have no clue couldn’t tell you.

Actually have the Protuberance on the list but not the Host. Debated on it and originally felt the Protuberance was enough given their similar usage, but I’ll add the Host into the same section.

1 Like

Part of what makes the Redsuit good is for CCC builds. It can come with a fairly low capacity and low recharge delay with enough charge speed to make keeping it full easy. And what @flightx3aa mentioned about DD as well. It’s my choice for a BOS alternative since BOS comes currently with the unavoidable, side-effect of constantly stacking depletion bonuses which I don’t like taking advantage of (abusing).

1 Like

Well, it definitely sounds like an option worth adding to the list, just need to decide whether it’s an Honorable Mention or not. I’m leaning towards HM.

Well it’s definitely miles better then a Rico which I don’t even find to be good, so if that’s on the main list it should be as well.

Also in our message before I forgot to mention that Hellwalker should definitely be a top shotgun on the list. @studdugie has proven time and again it’s effectiveness for Zane.

1 Like

Should note that Rowans Call’s ricochets are splash damage. It’s not necessarily pertinent to Zane in any meaningful sense, but it’s best to know for reasons of: not good up close unless you’re prepared, and can be boosted by splash stuff.

I was under the general impression that the Rico was a decent shield, but it was hanging around the bottom of the list, so I figure it can go into Honorable Mentions without a hitch (Red Suit has been added as well). As for the Hellwalker, I thought people generally appreciated a good Stagecoach better since they’re roughly as effective on flesh and more effective on shields.

I think a lot of people assumed it would be good based on it’s text before they tested it which caused a lot of talk about it being good but no testing. I did test it right away in the Slaughter Shaft on M4. Firstly, you still take full damage wearing it, secondly the damage it returns to enemies is low due to the fact they don’t do near as much damage to us as we do with our guns. It could be niche for proccing Seein’ Dead but otherwise I find it to be fairly bad.

Well, if that is the case then I can fully agree with outright removing the Rico.

For Zane that’s a good on the card rationalizing but in practice it’s more complicated. A barrier anointed Hellwalker will outperform a non barrier anointed Stagecoach in the following specific circumstances. Please note that the reason this happens is due to the DRASTICALLY tighter pellet spread afforded the gun by the barrier anointment.

  • Better body shot and crit damage due to more pellets hitting the target.
  • Instead of shields always being a problem (e.g., dmg reduction due to elemental mismatch) it turns out that sometimes it’s a benefit specifically for shield/flesh enemies for Calm Cool Collected builds because if they had no shield then the Hellwalker would one shot them on crit. But because they have a shield the first shot, instead of killing them, procs Brain Freeze which allows action skill resets via Calm Cool Collected.

Good enough for me, adding that one to the list.

Thanks for doing this! I’ll nominate the Ice Breaker for the Artifacts section. Also the class mod link is currently out of order.

Edit: just realized Ice Breaker is included as a best part, whoops.

For the Maggie you may want to mention something about the fact that in the hands of Zane the Maggie’s low accuracy can be a non issue due to Competent Competence, Nerves of Steel, and barrier anointments. When all 3 are combined the Maggie becomes a multi pellet sniper rifle.

1 Like

Should probably be noted for most of the shields, sntnl 15% movement speed is actually very good considering the VM scaling now.

1 Like

Noted and added, in regards to Maggie accuracy and shield anointments.

1 Like

Missing the helix AR and 0.m shield which boosts clone DPS.
With the 0.m Zane and Clone can aggro for each other giving a constant flow full shield amp damage, or in some cases abuse the amp aura from either Zane or Clone, and if you have my build thats a 255% increase after swapping places.

2 Likes