[Guide] Top Gear for Zane

Table of Contents

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


PLAYSTYLES

(I won’t be going 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.


Note on Anointments that add bonus elemental damage:

If a weapon that has an innate ricochet effect is used while one of these anointments is activated, extra projectiles will be produced when the ricochet is triggered. Given the likely unintended nature of this, I have decided to list this anointment separately from the weapons. The weapons that tend to gain benefit from this effect (in this list) are most Jakobs weaponry, the Carrier, Lucian’s Call, King’s Call and Queen’s Call, Redistributor, and the Projectile Recursion.



PISTOLS


Maggie

A 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:
  • Best Prefixes: Dastardly.
  • Best Anointments: Increased Accuracy/Critical Hit Damage while Barrier is active, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Tremendous Rex (Maggie), “Don’t Truck with Eden-6” mission reward (Masher), “The Plan” mission reward (Robo-Melter), world drop (Maggie, Masher).
  • 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: x2 Projectile Stock.
  • Best Prefixes:
  • Best Anointments: 125% increased splash damage for a short time, X% Bonus Elemental Damage (Sentinel/2-Mag).
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: 125% increased splash damage for a short time, X% Bonus Elemental Damage (Sentinel/2-Mag).
  • Location: Jack-Bot, world drop in the Handsome Jackpot DLC.
  • Playstyles:

King’s Call/Queen’s Call

While not an obvious choice at first glance, Zane has the tools to turn this pistol into a monster. With Playin’ Dirty to increase the projectile count and Violent Violence to drastically increase the low fire rate along with the proper elemental anointments, your enemies will drown in a horde of homing bullets as long as you can keep a bead on their crit zone.

  • Elements: :fire: / :zap: /corrosive/ :snowflake: / :radioactive:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: 125% increased splash damage for a short time, X% Bonus Elemental Damage (Sentinel/2-Mag).
  • Location: Tyreen the Destroyer.
  • Playstyles:

Honorable Mentions

Unforgiven

The single highest critical hit damage dealer that can be fired from the hip, the Unforgiven is a sharpshooter’s best friend. While typically outpaced by the Maggie in the damage-per-second race, it can become quite lethal in a Playin’ Dirty build with the Overkill perk and the right anointments.

  • Elements: :no_entry_sign:
  • Best Parts:
  • Best Prefixes: Trick (for up to 432% critical damage).
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Indo Tyrant, world drop.
  • Playstyles:

Lucky 7

The Lucky 7 is situationally more powerful than the Maggie, but it depends on the reload rolls. With the Red 7 roll it outpaces the Maggie, while if you get both that and the 100% Critical Hit effect you can easily trigger Brain Freeze on any part of an enemy’s body. If you can manage to get the right Terror-anointed gear, you can maintain this roll for a long time.

  • Elements: :no_entry_sign:
  • Best Parts:
  • Best Prefixes: Dastardly.
  • Best Anointments: After switching with your Digi-Clone your weapon is reloaded, Increased Accuracy/Critical Hit Damage while Barrier is active, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Scraptrap Prime, world drop in the Handsome Jackpot DLC.
  • 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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time, 125% increased splash damage for a short time.
  • Location: Skrakk.
  • Playstyles: Any.


ASSAULT RIFLES


Dictator

An absolute monster at close range, the Dictator is best off being treated as a fully-automatic shotgun instead of an assault rifle. Three bullets per shot in standard mode and seven if using the bipod (double for both of those if you get an x2 version), the Dictator vomits out a ridiculous amount of lead and triggers Calm, Cool, Collected and Seein’ Dead like few other weapons can.

  • Elements: :no_entry_sign: / :fire: / :zap: /corrosive/ :snowflake: / :radioactive:
  • Best Parts: x2 Projectile Grip.
  • Best Prefixes: Annexed.
  • Best Anointments: Increased Accuracy/Critical Hit Damage while Barrier is active, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Agonizer-9000, world drop.
  • Playstyles:

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:
  • Best Prefixes:
  • Best Anointments: Increased Accuracy/Critical Hit Damage while Barrier is active, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Complete all Hammerlock Legendary Hunt challenges and recieve it in the mail.
  • 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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Judge Hightower, world drop.
  • Playstyles:

Q-System

One of the rare non-legendary entries on the list, the Q-System fires two high-power bullets at the cost of one ammo and no penalty to other stats. Simple and sweet DPS.

  • Elements: :no_entry_sign:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: World drop.
  • Playstyles: Any.

Rowan’s Call

Rowan’s Call excels in the mobbing environment. High damage per shot and solid (fully automatic) fire rate as well as splitting into multiple projectiles and restoring ammo on a critical hit, the only real downsides of this weapon is that it cannot come in Cryo for Zane, and that you can potentially hurt yourself with the splash-based extra projectiles. As a cherry on top, if it tops off the magazine with the ammo-restoring effect it gets multiple chances to proc Duct-Tape Mod.

  • Elements: :fire: / :zap: / :radioactive:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: 50% Elemental Damage for Two Magazines, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Red Rain, world drop.
  • 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:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Power Troopers, world drops.
  • 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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: World drop.
  • Playstyles:

Honorable Mentions

Faisor

Above-average stats around the board and a handy secondary firing mode in the Faisor’s case, the Faisor is a versatile and potent weapon. It isn’t lacking in any way per-say, it just doesn’t quite make the cut for Top Gear. 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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Atomic (Faisor), Skrakk (Barrage), world drops (both).
  • Playstyles: Any.

Lucian’s Call

The Vladof counterpart to Rowan’s Call. Identical effects with a different stat distribution and different elements it can spawn in.

  • Elements: :fire: /corrosive/ :snowflake:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: 50% Elemental Damage for Two Magazines, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Blue Fire, world drop.
  • Playstyles: Any.

Laser-Sploder

Ammo efficient and decently strong, the Laser-Sploder can put in some work albeit at a slightly limited range.

  • Elements: :fire: / :zap: /corrosive/ :snowflake: / :radioactive:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Sylestro, world drop.
  • Playstyles: Any.

Blister

It’s basically a flamethrower that gains damage as you hold down the trigger. Don’t be decieved by the weapon card, as it outperforms what the card would suggest. Just be sure to use this thing in close range.

  • Elements: :fire: / :zap: /corrosive/ :snowflake: / :radioactive:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: World drop.
  • Playstyles: Any.

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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Shrieking Banshee, world drop.
  • Playstyles: Any.


SUBMACHINE GUNS


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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Wotan the Invincible, Valkyrie Squad.
  • Playstyles:

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: 4-Round Burst Fire.
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Demoskaggon, world drop.
  • Playstyles:

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:
  • Best Prefixes:
  • Best Anointments: Increased Accuracy/Critical Hit Damage while Barrier is active, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Katagawa Jr., world drop.
  • 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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Borman Nates, world drop.
  • Playstyles:

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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: Evil Saint Lawrence.
  • 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:
  • Best Prefixes:
  • Best Anointments: Increased damage while sliding/airborne, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Wotan the Invincible, Valkyrie Squad, Agonizer-9000 (Mayhem 4 only).
  • Playstyles:

Long Musket

Good for roasting marshmallows and fleshy bits, the Long Musket is a fun-sized flamethrower that is stronger than what the item card suggests. It’s limited to close range and incendiary, but it can usually get the job done.

  • Elements: :fire:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Lagromar, world drop.
  • Playstyles: Any.


SHOTGUNS


Brainstormer

One of the best guns for stripping shields and shocking crowds to death. Like the Redistributor, it’s fantastic for proccing Seein’ Dead in crowds and otherwise obliterating shields.

  • Elements: :zap:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Katagawa Ball, world drop.
  • 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: x2 Projectile Magazine (Protuberance), x2 Projectile Grip (Host).
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: Increased Accuracy/Critical Hit Damage while Barrier is active, X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: World drop.
  • 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: x2 Projectile Grip.
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Katagawa Ball, 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:
  • Best Prefixes:
  • Best Anointments: Increased damage while sliding, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Manvark, world drop.
  • Playstyles:

Projectile Recursion

Pinball in a gun, the Recursion excels at dealing with crowds of enemies. As long as you have at least two enemies in range, it’ll wreck shop.

  • Elements: :fire: / :zap: /corrosive/ :snowflake: / :radioactive:
  • Best Parts: x2 Projectile Grip.
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: General Traunt, world drop.
  • Playstyles:

Face-puncher

Not so much a weapon for killing as it is for support (although it can also be a menace with the right shields), the Facepuncher is an extremely useful weapon to let your Clone use with Double Barrel. Any “on melee” effects that the clone triggers apply to you, so you can have the clone provide Terror for you with the right anointment, give lifesteal to you with a Knife-drain relic, or restore ammo with a Cutpurse relic.

  • Elements: :no_entry_sign:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: 25% to apply Terror on melee, X% Bonus Elemental Damage (Sentinel/2-Mag).
  • Location: Handsome Jackie.
  • Playstyles: Any.

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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: One-Punch.
  • Playstyles:

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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Private Beans, world drop.
  • Playstyles: Any

Hellwalker

The boomstick from the depths of hell, the Hellwalker singes enemies with flaming hot buckshot. While it may initially seem like a questionable choice due to the abundance of shields seen on enemies, it also gives the Hellwalker more chances to trigger Calm, Cool, Collected and refresh your action skills. When it does hit an unshielded flesh enemy though, it stings.

  • Elements: :fire:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: Increased Accuracy/Critical Hit Damage while Barrier is active, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Road Dog, world drop.
  • Playstyles:

Butcher

The shotgun that wants to be an assault rifle. The Butcher vomits out lead at crazy rates, with variable mileage depending on how often it regenerates ammo.

  • Elements: :no_entry_sign: / :fire: / :zap: /corrosive/ :snowflake: / :radioactive:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: Increased Accuracy/Critical Hit Damage while Barrier is active, 50% Elemental Damage for Two Mags, X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Raging Titan, world drop.
  • Playstyles: Any.


SNIPER RIFLES


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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Tremendous-Rex, complete all of Zer0’s Targets of Opportunity challenges, world drop.
  • Playstyles: Any.

Wedding Invitation

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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: “Broken Heart” event reward for breaking 100 hearts (limited time event).
  • Playstyles: Any.

Monocle/Muckamuck/Headsplosion

While lagging behind in the DPS race compared to the Lyuda, these Jakobs snipers take the cake for traditional sniper play. The Monocle sports a hefty boost to critical hit damage while aiming down the scope, the Muckamuck can crank the raw damage up high with the right parts, and the Headsplosion is effective for hitting multiple targets with a single shot.

  • Elements: :no_entry_sign:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 100% Weapon Damage for a short time.
  • Location: Demoskaggon (Monocle), Manvark (Headsplosion), world drop (Monocle and Muckamuck).
  • Playstyles:


HEAVY WEAPONS


ION CANNON

Sporting the highest base damage of any weapon in the game as of the Handsome Jackpot DLC, the Ion Cannon is what you pull out when you need to immediately 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, but Zane can use a Cutpurse/Facepuncher combo with his clone for ammo and the Cold Hands skill to fix the reload speed.

  • Elements: :no_entry_sign: / :fire: / :zap: /corrosive/ :snowflake: / :radioactive:
  • Best Parts: x2 Projectiles Grip.
  • Best Prefixes: Annexed.
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: Loco Chantelle, world drop in the Handsome Jackpot DLC.
  • Playstyles:

Scourge

If the Hive and Mongol had a baby, it’d be the Scourge. 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: :no_entry_sign: / :fire: / :zap: /corrosive/ :snowflake: / :radioactive:
  • Best Parts:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: Brood Mother, Alicritous Vanda, world drop.
  • 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: x2 Projectiles Tail.
  • Best Prefixes: Double-Penetrating.
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: 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: 2 or 3 mag with stocks parts that add magazine size, 75% Sticky Damage
  • Best Prefixes: Stuffed
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: World drop.
  • Playstyles:

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:
  • Best Prefixes:
  • Best Anointments: X% Bonus Elemental Damage (Sentinel/2-Mag), 125% Splash Damage for a short time.
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: 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: Booster.
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: El Dragon Jr., world drop.
  • 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: Trigger Happy, Health.
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: 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: Capacity.
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: 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: Turtle.
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End.
  • Location: Killavolt, “It’s Alive!” mission reward, world drop, 15% Increased Movement Speed while Sentinel is active.
  • 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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: Wotan the Invincible, Valkyrie Squad.
  • Playstyles: Any.

One Shottin’ Shield

Tape three Amp parts to a 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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: “Double Down” mission reward.
  • Playstyles: Any.


Honorable Mentions

Rough Rider

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.

  • Best Parts:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: Urist McEnforcer, world drop.
  • 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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: 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: Trigger Happy.
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 15% Increased Movement Speed while Sentinel is active.
  • Location: “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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 25% Damage for 6 seconds on grenade throw.
  • Location: 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: Divider, MIRV.
  • Best Prefixes: Recurring, MIRV-tacular.
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 25% Damage for 6 seconds on grenade throw.
  • Location: 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: MIRV, Divider, Bouncy.
  • Best Prefixes: Cloning Maddening.
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 25% Damage for 6 seconds on grenade throw.
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 25% Damage for 6 seconds on grenade throw.
  • Location: 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:
  • Best Prefixes:
  • Best Anointments: 50% (Element) Damage for 10 seconds on Action Skill End, 25% Damage for 6 seconds on grenade throw.
  • Location: El Dragon Jr., world drop.
  • 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: +Violent Violence or +5 Donnybrook.
  • Best Prefixes:
  • Location: 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: +5 Violent Momentum.
  • Best Prefixes:
  • Location: Tyrant of Instinct, 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: +5 Violent Momentum.
  • Best Prefixes:
  • Location: 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: +5 Synchronicity.
  • Best Prefixes:
  • Location: Sera of Supremacy (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: +2 Playing Dirty/+3 Violent Violence.
  • Best Prefixes:
  • Location: Skag of Survival, 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 Digi-Clone using the Facepuncher, or 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.


Electric Banjo

The Brainstormer in a pint-sized package. Unassuming by itself, it becomes an extraordinary piece of Zane’s toolkit once it is used in conjunction with the Seein’ Dead class mod. 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 keep Zane’s kill skills activated almost perpetually.

  • Best Parts:
  • Location: Psychobillies.
  • Playstyles:

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: (Weapon Type) Damage, Magazine Size, Cryo Efficiency, Action Skill Cooldown Rate.
  • Location: Sloth.
  • 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: (Weapon Type) Damage, Magazine Size, Cryo Efficiency, Action Skill Cooldown Rate.
  • Location: Tyreen the Destroyer, 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: (Weapon Type) Damage, Magazine Size, Cryo Efficiency, Action Skill Cooldown Rate.
  • Location: 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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