[Guide] Top Gear for Zane

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.


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


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.

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:

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.

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

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. 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 10 with good anointments (King’s/Queen’s Call). Viable up to Mayhem 8 (Seventh Sense, unable to be anointed)
  • Obtained from: Tyreen the Destroyer (King’s Call/Queen’s Call). Mission reward for “Cold Case: Forgotten Answers” (Seventh Sense).
  • 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
  • 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:

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.

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. 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:
  • 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:

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:
  • 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: 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:

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.

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.
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Reward for completing all five Torgue’s Marketing Mistake challenges.
  • Playstyles:

Craps

Feeling lucky? The Craps has fairly solid stats across the board, but it also has a chance of firing five projectiles at once instead of a single projectile which is quite handy for plopping many stickies onto enemies.

  • 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: Jack-Bot, world drop in the Handsome Jackpot DLC.
  • Playstyles:

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:

Honorable Mentions

Love Drill/Unforgiven

While a bit lacking in base damage, the Love Drill will drill some tough love into your enemies’ crit zones. Every critical hit will return the ammo used back to your magazine making it suitable for extended encounters, and the chance for bonus Shock damage helps take down shields faster (especially when using a Cryo anointment.) A fair alternative to the Love Drill is the Unforgiven; it lacks the fire rate, ammo-saving, and shock perk of the Love Drill but has the highest critical hit damage in the game that can be fired from the hip.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes: Trick (for maximum critical damage).
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Eleanor and the Heart (Love Drill), Indo Tyrant (Unforgiven), world drop (Unforgiven).
  • Playstyles:

SkekSil

The SkekSil is one of those cases where while it does not have anything in particular that synchonizes well with Zane’s toolkit, the gun itself is just a rock-solid weapon in general. Fine stats alongside a chance to produce rockets and a fairly easy farm make this worth placing on the list.

  • Elements: :fire: | :zap:|corrosive
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Skrakk.
  • Playstyles:

Little Yeeti

A real slugger of a pistol, the Yeeti fires two shotgun slugs (it consumes pistol ammo though) that pack a wallop and have a chance to fling enemies backwards. Masher variants of this pistol pack more damage per shot than the Maggie, but with a lot less magazine size to work with

  • Elements: :no_entry_sign:
  • Best Parts:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Yeti.
  • Playstyles:


ASSAULT RIFLES


Monarch/Dictator

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. 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:

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, limited time event.), World drop (Q-System).
  • 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:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • 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
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • 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:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • 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:
  • 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:

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 or higher), Valkyrie Squad, 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 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:
  • Best Parts:
  • Best Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Blue Fire, world drop.
  • Playstyles: Any.

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 Containing 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.

  • 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: Abbadoxis, world drop in the Bounty of Blood DLC.
  • Playstyles:

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:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Power Troopers, world drops.
  • Playstyles: Any.

Carrier

The Carrier is almost like a non-elemental version of the Rowan’s Call and Lucian’s Call. Hitting an enemy will produce two additional projectiles regardless of the area on the body shot, and the bonus projectiles will home in on the nearest enemy. It can spawn with any of the usual Atlas secondary firing modes.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Judge Hightower, world drop.
  • Playstyles:

Dowsing Rod

Take a Shredifier, attach a Bearcat to the bottom of it, and you have the Dowsing Rod. Sporting an alternate firing mode that launches three grenades at the same time, it packs some decent punch in the grenade mode.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Pteradomini, world drop in the Bounty of Blood DLC.
  • Playstyles: Any.

Stranger

The Stranger is a purple Torgue assault rifle similar to the legendary Alchemist, but different in that it has a proper impact mode, does not damage the user, can come in any element, and has higher base damage. It’s a serviceable weapon for just about any occasion.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: World drop.
  • Playstyles:

Faisor

Above-average stats around the board and a handy secondary firing mode, the Faisor is a versatile and potent weapon. The secondary “shotgun” firing mode fires exploding blobs that pack quite a punch. A similarly overall strong assault rifle that spawns early in the game is the Barrage, which can be used in roughly the same manner as the Faisor other than the secondary fire.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 6 with good anointments.
  • Obtained from: Atomic (Faisor), Buttmunch (Barrage), world drops (both).
  • Playstyles: Any.

Honorable Mentions

Breath of the Dying

Among corrosive weapons it is a top dog, but outside of the Handsome Jackpot DLC corrosive weapons have stiff competition with Cryo (especially on the Cryo character.) For when you need maximum corrosive power though, this gun won’t disappoint.

  • Elements: corrosive
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 6 with good anointments.
  • Obtained from: Shrieking Banshee, world drop.
  • 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:

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:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable at Mayhem 10.
  • 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:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: Scourge the Invincible.
  • Playstyles: Any build involving extended usage of the Barrier.

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.
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments (in “night” mode).
  • Obtained from: Demoskaggon, world drop.
  • Playstyles:

Redistributor

A gun that grows in usefulness proportionately to the number of enemies in the same general vicinity. Every 7th shot will be amped, dealing 50% more damage and jumping between nearby enemies. The Barrier however causes all of the shots to be amped and turning it into a weapon of mass destruction. The fact it chains between enemies makes it work wonders for proccing Good Misfortune on Seein’ Dead builds. If the Maliwan Takedown is too much for you to try to farm, there is a lesser, Shock only version that is received for finishing “The Impending Storm” main story mission.

  • 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, Valkyrie Squad.
  • Playstyles:

Kyb’s Worth

The Swiss Army knife of Maliwan SMGs, the Kyb’s Worth is quite versatile both offensively and defensively. Offensively, it has double (or triple) the projectile count of most SMGs, splash damage, and the usual Maliwan gimmick of coming in two elements. Defensively, it can produce Hyperion-style shields while aiming down sights as well as produce healing circles on fallen foes. The only minor complaint is that it can be difficult to nail critical hits on smaller targets due to how the shots twirl in the air.

  • 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.

Cutsman

Bane of large enemies and great for dealing damage to groups, the Cutsman is a familiar sight for anyone who plays the Maliwan Takedown. It’s a common sight in any build, but it works well in Dirty and Speed builds.

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

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 8 with good anointments.
  • Obtained from: Hydragoian, world drop in the Bounty of Blood DLC
  • Playstyles:

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:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Vermilingua.
  • 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:
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: Tyreen the Destroyer, world drop.
  • Playstyles: Any.

Hyperfocus ZX41

Fantastic at cutting bosses down to size and not a slouch when dealing with crowds, the Hyperfocus fires out additional rounds from the sides of the initial bullet as it flies. The bigger your target, the bigger the pain they receive from this weapon since it passes through enemies.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Power Troopers, world drop.
  • Playstyles: Any.

Devoted

The Maliwan SMG that really wants to be a Vladof, the Devoted sports some of the highest rate of fire in the game. The damage-per-second is just as high as the ability it has to burn ammo though, but if that isn’t an issue it should serve you well.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Brood Mother, world drop.
  • Playstyles: Any.

Honorable Mentions

Ion Laser

The SMG equivalent of the Laser-Sploder, while both produce extra explosive projectiles the method of production differs. The Laser-Sploder produces them at regular intervals, while the Ion Laser releases a swath of them 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:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments. May be able to use it on higher Mayhem levels by spamming the plasma balls.
  • Obtained from: Evil Saint Lawrence.
  • Playstyles: Any.

Crossroad

Able to throw out many bullets in a second, the Crossroad is something of a shotgun/smg hybrid with a six-round burst-fire. Solid for proccing Calm, Cool, Collected and Seein’ Dead, the only real demerit is how it consumes 12 ammo for every pull of the trigger.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts:
  • Mayhem Mode Viability: Viable up to Mayhem 6 with good anointments.
  • Obtained from: Big Donny, world drop.
  • Playstyles:

Cloud Kill

Just like the namesake in Borderlands 2, it started out underwhelming but became good after some buff love. It is well-suited to taking on groups of armored targets due to the clouds of acid it produces (which recieves splash damage bonuses), but be warned that said clouds can potentially damage you as well.

  • Elements: corrosive
  • Best Parts:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Talk to Ava when she runs off during “Beneath the Meridian” and complete the mission.
  • Playstyles: Any.

Crader’s EMP-5

Excellent for Operatives that want to go fast, the Crader is often paired with the Antifreeze class mod and a Snowdrift relic. Having it held out increases your move speed 20%, and it gains additional accuracy while in the air. It’s also a solid weapon all-around, other than the fact it can’t spawn with elements.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 6 with good anointments.
  • Obtained from: Wotan the Invincible, Valkyrie Squad, Agonizer-9000 (Mayhem 4 only).
  • Playstyles:


SHOTGUNS


Reflux/Brainstormer

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. 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: Redundant (to build teslas faster)
  • 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:

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 into the four-digit range. 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 multiple ticks of damage it can do benefit the Seein’ Dead com, it meshes well with Playin’ Dirty, and the large projectiles mesh well with Violent Momentum builds. The clone’s pretty good with it too. 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 (The Lob), world drop. Voltborn (Shocker)
  • Playstyles:

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:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Location: Muldock the Anointed, world drop.
  • 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:

Protuberance/Host

Big booms in a small package. The Protuberance and Host work fantastically with Playin’ Dirty builds as well as working decently on high speed builds given the ease of aiming them. Protuberance produces one large boom, while the Host produces a decent sized explosion and can explode multiple times as it bounces along.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: x2 Projectile Magazine (Protuberance), x2 Projectile Grip (Host).
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: World drop.
  • Playstyles:

Bangstick

A purple Torgue shotgun with a variation for every build. With the right parts, low-projectile-count Bangsticks can function similarly to the Protuberance, while x18 versions work nicely with almost any build.

  • 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: World drop.
  • 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:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 9 with good anointments.
  • Obtained from: Wotan the Invincible.
  • Playstyles: Any.

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.

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:

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:

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.

Kill-o’-the-Wisp

The Maliwan cousin to the Brainstormer, the KotW launches slow-moving balls of electricity that electrocute nearby enemies with an incredibly high damage-over-time. Shields disappear in a snap with this weapon, and aiming it above a group of enemies will more than likely turn those bolts into critical hits. The downside to this weapon is high ammo consumption per shot and an uncharacteristic lack of effectiveness at close range for a shotgun.

  • Elements: :zap:
  • Best Parts/Prefixes: x2 Projectile Grip.
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Undertaker, world drop.
  • Playstyles:

Flakker

A decent weapon by itself, it works quite well with a speed build due to only needing to aim in something’s general direction to blast them with dozens of explosions.

  • Elements: :no_entry_sign: | :fire: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Manvark, world drop.
  • Playstyles:

One-Pump Chump

The shotgun that wants to be a sniper rifle. Playin’ Dirty can double the Chump’s damage, turning it into a real Champ. It isn’t the greatest thing for DPS, but it packs a wallop per bullet as long as you can aim well.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: One-Punch.
  • Playstyles:

Conference Call

Like the Hyperfocus ZX41, it produces many extra rounds that shoot off to the side while the initial rounds are in flight. The multiple pellets mesh well with Zane’s toolkit, but it chews through ammo fast. For absolutely destroying large enemies though, few weapons can compare.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Judge Hightower, world drop.
  • Playstyles: Any.

Honorable Mentions

Trevanator

A versatile and potent weapon, the Trevanator (rest easy, Trevor Eastman) fires a three-round burst of three projectiles (or six) 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:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 6 with good anointments.
  • Obtained from: Private Beans, world drop.
  • 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: 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)
  • Mayhem Mode Viability: Viable up to Mayhem 10.
  • Obtained from: Katagawa Jr. (Mayhem 6 or higher).
  • Playstyles:

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:
  • 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 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:

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.
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • Obtained from: “Broken Heart” event reward for breaking 100 hearts (limited time event).
  • 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:

Lyuda

A queen among snipers in Borderlands 3, the Lyuda returns to decimating heads with multiple projectiles. As long as you nail the sweet spot for the splitting bullets, there are few things that will take a full magazine to the face and still be smiling.

  • 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.

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)
  • 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:

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.

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


HEAVY WEAPONS

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:

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:

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 with good anointments.
  • 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)
  • Mayhem Mode Viability: Viable up to Mayhem 10 with good anointments.
  • 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:
  • 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:

Lump

The Lump is an alien-barrel rocket launcher that fire a large, slow moving ball of energy that proceeds to zap the living hell out of nearby enemies with a beam matching the weapon’s element. It’s excellent for dealing with groups of enemies as it will produce a beam for every nearby foe.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: x2 Projectiles Tail (Double-Penetrating)
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: World drop.
  • 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 with Violent Momentum.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: 2 or 3 mag with stocks parts that add magazine size, 75% Sticky Damage
  • Mayhem Mode Viability: Viable up to Mayhem 8 with good anointments.
  • Obtained from: World drop.
  • Playstyles:

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 maredd 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.

Hive

While the Scourge is overall a superior choice given their similarities, the Hive can still drown enemies in a swarm of rockets. The Hive’s main projectile stays in place and spews homing rockets everywhere, which can be more handy than the straight path the Scourge takes in some situations.

  • Elements: corrosive| :radioactive:
  • Best Parts/Prefixes:
  • Mayhem Mode Viability: Viable up to Mayhem 7 with good anointments.
  • Obtained from: Princess Tarantella II.
  • 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. Either way, it is a great way of freezing foes.

  • Best Parts/Prefixes:
  • 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/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.

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.
  • 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.

  • Best Parts/Prefixes:
  • 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/Prefixes:
  • 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.

  • Best Parts/Prefixes:
  • Obtained from: World drop.
  • Playstyles:

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:
  • 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. Use it with Doppelbanger and both you and your clone will be exploding for crazy damage.

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

  • Obtained from: Red Jabber, world drop (Rough Rider). Vincent (Initiative)

  • Playstyles:


Recharge-Berner

An alternative to the Frozen Heart-focused builds, this one trades the utility of the Frozen Heart for higher nova damage and the ability to instantly recharge your shield once every 20 seconds.

  • Best Parts/Prefixes:

  • Obtained from: Valkyrie Squad.

  • 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.

  • Obtained from: Atomic, “All Bets Off” mission reward.

  • Playstyles:



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:

  • Best Parts/Prefixes:

  • Obtained from: Sloth/Thunk.

  • Playstyles:


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.

Tracker

Another solid homing grenade, the Tracker produces flying grenades that take aim at the nearest bad guy and detonate. With the right parts, you can get up to 19 explosions out of one grenade.

  • Elements: :no_entry_sign:
  • Best Parts/Prefixes: MIRV, Divider, Bouncy (Cloning Maddening)
  • Obtained from: 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:
  • Best Parts/Prefixes:
  • Obtained from: Wick and Warty, world drop.
  • Playstyles: Any.

Storm Front

Lightning in a can. 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: Katagawa Ball., world drop.

  • Playstyles: Any.


Fish Slap

Similarly to the Facepuncher in that it deals melee damage instead of the typical fare, the Fish Slap can be used incombination 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.



CLASS MODS


Seein’ Dead

Zane’s best class mod by far currently. Sporting a 4% chance to activate all kill skills for every instance of damage dealt by you, a 25% boost in kill skill effectiveness, and a top level line-up of skills to boost, it turns Zane into an absolute powerhouse.

  • Best Parts/Prefixes: +5 Violent Violence or +5 Donnybrook.

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

  • 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:


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:


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:


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:



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.

Honorable Mention

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, 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, Magazine Size, Cryo Efficiency, Action Skill Cooldown Rate.
  • Obtained from: Rachel the Anointed, world drop.
  • Playstyles: Any.

Electric Banjo

If you can’t fit a Brainstormer into your loadout, the Electric Banjo is a fine alternative. With the Seein’ Dead class mod having a small chance to proc kill skills on any damage dealt and the Electric Banjo producing dozens of ticks of damage in crowds of enemies, it can help maintain the uptime of Zane’s kill skills.

  • Best Parts/Prefixes:
  • Obtained from: Psychobillies.
  • Playstyles:

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, 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.

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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.

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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).

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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.

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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).

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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.

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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.

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

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

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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.

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