[Guide] Top Gear of Borderlands 3

As the previous Top Gear Threads (for Moze, Zane, Fl4k, and Amara) were largely redundant due to covering mostly the same gear regardless of character (excluding class mods), they’ve been consolidated into this one thread.

Table of Contents

  1. Anointments
  2. Weapons
  3. Shields
  4. Grenades
  5. Artifacts
  6. Class Mods
  7. Second Cut


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 particular anointments that work well with it, it will be mentioned.

Anointment Lingo

  • Action Skill Start - “ASS”
  • Action Skill End - “ASE”
  • Action Skill Active - “ASA”

Weapon Anointments

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

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.

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

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.

Gain 300% increased Damage against enemies above 90% Health. (“300/90”)

Formerly an incredible anointment, it has been relegated to being useful on weapons with very high base damage on the card such as sniper rifles and heavy weapons. On said weapons however, it gives it the potential to kill nearly any enemy in one shot.

While under 50% health, deal 150% bonus radiation damage. (“U-Rad”)

As long as you’re willing to give up health gate, this anointment is stupendous for increasing your overall damage due to how it works in most damage formulas as well as the fact that it applies to almost all damage you can deal.

Consecutive Hits increase Weapon Damage by 1% per hit, misses remove all bonuses. (“Conc Hits”)

As long as you deal some form of damage within 3/4 of a second or so, the anointment remains in effect. Moze in particular is a fan of this anointment since she seldom has to reload. Best to use this with weapons that can vomit out tons of instances of damage rapidly like the Monarch.


Shield Anointments

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

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

On Action Skill Start, activate any effects that trigger on shield break or fill. (“ASS Shield”)

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. (“50% ASE Element”)

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. (“On throw 25%”)

If your Action Skills tend to stick around a while rather than being frequently activated or ended, this isn’t a good anointment to consider. On Moze it is often better than using the above anointment due to the place it holds in her damage formula.


Character-Specific Anointments

After exiting Iron Bear, gain 160% splash damage for 18 seconds. (“Gunner Splash”)

While it deals a bit less damage than the 200% Splash anoint, it has a longer duration as well as the odd effect of increasing your shield capacity for the same period of time.

After exiting Iron Bear, kills increase Iron Bear’s cooldown by 30%. (“Gunner Cooldown”)

Given how long Moze’s action skills take to cool off normally, this anointment is a great choice for her since she generally can’t activate action-skill-based anointments often. Grab this anointment on your Shield.

While Iron Bear is active, (Iron Bear Weapon Type) damage is increased by 100%. (“Hardpoint Anoints”)

For giving Iron Bear some extra punch to the guns, these anointments are king. It also serves to double Iron Cub’s damage as long as the appropriate Iron Bear-weapon is equipped and you have the weapon this anointment is attached to in hand.

While Barrier is active, Accuracy is increased by 60%, and Critical Hit damage is increased by 70%. (“Barrier Crit”)

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. The anointment however does have an internal timer before it turns off.

While SNTNL is active, gain 100% of damage as bonus Cryo damage. (“Sentinel Cryo”)

Given how easy it can be for Zane to keep Action Skills active, this anointment is a fair fit for any builds looking to maintain Action Skill activity. The anointment deactivates if you switch weapons however.

MNTIS Shoulder Cannon damage is increased by 100%. (“100% MNTIS”)

For turning the MNTIS into a real cannon, this anointment does the job well without sacrificing your ability to use health-gate unlike the U-Rad anointment.

15% increased Movement Speed while Sentinel is active. (“Sentinel Movement”)

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.

While Gamma Burst is active, gain 115% bonus radiation damage. (“155% Gamma”)

An alternative to the U-Rad anointment if you don’t want to give up health gate, but it is not as universal damage-wise and is tied to having Gamma Burst be in effect. It also suffers from the issue of deactivating if you switch weapons.

While Fade Away is active, Weapon Damage is increased by 100%. (“Fade Damage”)

For certain weapons that have too small of a magazine to effectively use the “Next Two Mags” anointments with Fade Away such as some Jakobs weaponry, this anointment will fill the shoes nicely.

After using Phasecast/Phaseslam, Weapon Damage is increased by 250%/300% for a short time. (“250% Cast/300% Slam”)

Phasegrasp and Phaseflare are typically touted as the best Action Skills for Amara, but these anointments give Phasecast and Phaseslam some chance to compete for boosting your damage.

Orb damage increased by 100% for Phaseflare and related action skills. (“Phaseflare 100%”)

For turning the ball into a boulder, this is an anointment to look out for. Having this anointment makes it easier for the Orb’s damage to snowball to wild levels.



WEAPONS


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:
  • Splash: No.
  • Obtained from: Lasodactyl, world drop in the Bounty of Blood DLC.

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:
  • Splash: Yes.
  • Obtained from: Jerrick Logan, world drop in the Bounty of Blood DLC.

Tizzy

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

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: No.
  • Obtained from: Specific chests or world drop in the Arms Race DLC.

Maggie

The queen of Mashers sitting high on her throne, the Maggie is a fearsome pistol. Despite not packing an innate element, it’ll handily take care of most enemies you come across through raw firepower.

  • Elements: :no_entry_sign:
  • Splash: No.
  • Obtained from: Turnkey Tim, world drop.

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
  • Splash: Partial (splash on blobs, can spawn with Splash anointments)
  • Obtained from: Dickon Goyle, world drop in the Bounty of Blood DLC.

Craps

Feeling lucky? The Craps has a chance to quintuple (multiply by five) the projectiles fired with every shot. Even without the high roll, it is a solid splash pistol.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: Yes.
  • Obtained from: Jack-Bot, world drop in the Handsome Jackpot DLC.

Monarch

An absolute monster at close range, the Monarch is best off being treated as a fully-automatic shotgun instead of an assault rifle. Four bullets per shot in standard mode and eight if using the bipod (double for both of those if you get an x2 version), the Monarch vomits out a ridiculous amount of lead like few other weapons can. Just be aware that using the bipod mode slows you down considerably and disables sliding/jumping, which can be detrimental to dodging damage.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: No.
  • Best Parts/Prefixes: x2 Projectile Grip (Annexed)
  • Obtained from: Killavolt (Mayhem 6 or higher).

O.P.Q-System

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

The O.P.Q-System is exactly what it the name implies; it’s an overpowered version of the Q-System. 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:
  • Splash: Partial (Splash on shock explosion, cannot spawn with splash anointments.)
  • Obtained from: Joey Ultraviolet/Josie Byte/Franco Firewall (Limited time event).

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:
  • Splash: No.
  • Obtained from: Joey Ultraviolet/Roaster/The Tenderizer (Limited time event).

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:
  • Splash: No.
  • Obtained from: Kritchy.

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 (x20 a standard bullet’s damage), 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:
  • Splash: Partial (Skulls do splash, cannot spawn with splash anointments)
  • Obtained from: Tom & Xam.

Plasma Coil

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

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

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 fairly fast.

  • Elements: : :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: Yes. (Splash has zero radius.)
  • Obtained from: Minosaur, world drop in the Bounty of Blood DLC.

Face-puncher

With Melee damage getting multiplied by up to 16 times in Mayhem Mode, the gun-incarnation of Brick becomes a powerhouse that isn’t displayed on the weapon. Pair this with the right gear for effects like life steal, ammo drain, or area-of-effect damage.

  • Elements: :no_entry_sign:
  • Splash: No.
  • Location: Muldock the Anointed, world drop.

Hellwalker

The Jakobs twin-barrel with some bake in its buckshot, the Hellwalker doles out pain in spades. For turning heads into hot meat, the Hellwalker will seldom disappoint. The fact that it comes with fixed parts also makes it a fairly stomach-able farm.

  • Elements: :fire:
  • Splash: No.
  • Obtained from: Road Dog, world drop.

Reflux

For melting through crowds with ease, the Reflux handles the job well. The corrosive teslas will take down groups of armored targets in a snap, and even against other types of health bars the damage isn’t too shabby.

  • Elements: corrosive
  • Splash: No.
  • Obtained from: GenIVIV (Mayhem 6 or higher.)

Trevonator

A versatile and potent weapon, the Trevonator (rest easy, Trevor Eastman) fires a three-round burst of splash-based projectiles. If you need a nice elemental shotgun without any excessive bells or whistles, the Trevonator won’t disappoint.

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

Fearmonger

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

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

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

Anarchy

A real 12-Gaige shotgun, the Anarchy does far more than what the card suggests. Due to how the damage bonuses stack with one another, the damage actually climbs to absurd levels (1370% to be precise). Kill ten enemies and become the “God of Damage”.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: Yes. (Splash has zero radius.)
  • Obtained from: World drop in the Guns, Love, and Tentacles DLC.

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. Just be careful of increasing splash radius or you’ll pop too.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: Yes.
  • Obtained from: Lani Dixon, world drop in the Bounty of Blood DLC.

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:
  • Splash: Yes. (Splash has zero radius, cannot spawn with Splash anoints.)
  • Best Parts/Prefixes: Semi-Auto (tightens up the spread pattern considerably)
  • Obtained from: Katagawa Jr. (Mayhem 6 or higher).

Skullmasher

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

  • Elements: :no_entry_sign:
  • Splash: No.
  • Obtained from: Eista, world drop in the Guns, Love, and Tentacles DLC.

Boogeyman

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

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: Yes. (Cannot spawn with Splash anointments.)
  • Obtained from: Specific chests or world drop in the Arms Race DLC.

Plaguebearer

Bringing the pain with a swarm of projectiles, the Plaguebearer bears bad news for the competition. While in flight, the main rocket continually produces mini-rockets that fly in a spiral around the main rocket until they lock-on to an enemy to destroy. Given the slow speed of the rockets, it is best to fire this weapon at a distance from your target to allow more mini-rockets to spawn.

  • Elements: :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: No.
  • Obtained from: Warden (Mayhem 6 or higher.)

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:
  • Splash: No.
  • Obtained from: Agonizer 9000 (Mayhem 6 or higher.)

Major Kong

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

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: x2 Projectile Tail
  • Obtained from: Psychoreaver, world drop in the Fustercluck DLC.

Yellowcake

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

The most radioactive cake this side of Fallout, the Yellowcake excels at causing baddies to turn into nuclear dust. Provided you’re a modest distance away, the splitting projectiles of this launcher will make taking down most enemies a piece of cake.

  • Elements: :radioactive:
  • Splash: No.
  • Best Parts/Prefixes: x2 Projectile Tail
  • Obtained from: Joey Ultraviolet, Tyrone Smallums, FISH SLAP!!! (Limited time event.)

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 a hefty chunk of ammo per shot, and the reload time is lengthy.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Splash: No.
  • Obtained from: Fabricator (Enemy, not the Eridian Fabricator).
  • Best Parts/Prefixes: x2 Projectiles Grip (Annexed)

Honorable Mentions

These weapons don’t have the immediate power of the top weapons, but certain interactions or capabilities allow them to perform as effectively as the all-stars.

Lucky 7

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

  • Elements: :no_entry_sign:
  • Splash: Sometimes. (Depends on the reload roll, cannot spawn with splash anointments.)
  • Notable Anointments: “While Terrified, gain ammo regeneration. The more Terror you have, the higher the bonus.”
  • Location: Scraptrap Prime, world drop in the Handsome Jackpot DLC.

Pestilence

The Pestilence is unassuming at a glance, but there is one factor about it that gives it great potential; the reload novas get Mayhem scaling. Pair the nova with a Red Suit to not kill yourself and you can constantly spam novas.

  • Elements: :radioactive:
  • Splash: Yes. (Cannot spawn with splash anointments.)
  • Location: Sylestro.

Psycho Stabber/Wyvern

For hacking, whacking, and otherwise chopping up foes, the Psycho Stabber reigns supreme. Sporting a ludicrous 340% melee damage bonus, when coupled with the 300/90 anointment or other melee anointments it’ll quickly lay low foes with a good thwack or two. Hold it out while a Stinger is equipped though and you can one-shot most enemies in the game with the nova, most bosses included. Wyverns are a fine alternative in that they can spawn with a high base melee damage bonus of 160% as well as Splash Damage anointments to boost your novas or other explosives such as the Fish Slap.

  • Elements: :no_entry_sign: (Psycho Stabber), | :fire: | :zap: |corrosive| :snowflake: | :radioactive: (Wyvern).
  • Splash: No for Psycho Stabber, Yes for Wyvern.
  • Best Parts/Prefixes: 160% Melee Damage (Wyvern)
  • Obtained from: Norman Bates (Psycho Stabber), world drop (Wyvern).


SHIELDS

Old God

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

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

Stop-Gap

When you need to take a barrage of missiles to the face for whatever reason, the Stop-Gap can keep you standing. Five seconds of invincibility can go a long way depending on how you use it, especially if you use it with the anointment for activating shield effects upon Action Skill Activation.

  • Best Parts: Absorb, Shield Booster.
  • Obtained from: El Dragon Jr., world drop.

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. As long as you can keep your shield from depleting too often, you’ll always have something to fall back on.

  • Best Parts/Prefixes: Turtle, Absorb, Shield Booster.
  • Obtained from: Urist McEnforcer, world drop.

Transformer

All-around excellence with an appetite for lead and lightning, the Transformer works wonders for keeping both your shields and ammo reserves happy. Any shock damage received goes directly into recharging your shield.

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

Frozen Heart/Snowshoe

For freezing foes at the push of a button, the Frozen Heart and Snowshoe are champs. When used with the anointment for breaking shields on Action Skill Start you can instantly freeze almost any enemy in the game.

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

Madcap

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

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

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. Boost it even further with splash damage bonuses and the 300/90 anointment for overkill.

  • Obtained from: Anathema the Relentless.

Honorable Mentions

Plus Ultra

For when you want to be the absolute person on the planet, this shield is your answer. Asides from having an innate 35% absorb rate and chance to increase Action Skill Cooldown speed, this shield also has an unlisted effect of doubling your max health.

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

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. 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.
  • Obtained from: The Unstoppable, world drop.

Version 0.m

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

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

Beskar

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

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

Nova-Berner/Recharge-Berner

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

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

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 higher 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 (shields with special amp-based effects), these shields properly apply amp damage to all bullets you fire instead of just one. The Madcap is also capable of spawning with three Amp parts, but it reaches full capacity slower.

  • Obtained from: World drop.

Red Suit

The main thing this shield has going for it is complete immunity to radiation damage. This means it can be paired with something like a Pestilence and Elemental projector for hefty damage.

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


GRENADES


It’s Piss

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

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

Fish Slap

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

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

Hunter-Seeker

A grenade that wants to be a gun, with up to three drones able to fire off a stream of bullets that deal Gun Damage. Handy for building up stacks for various skills and packs a solid punch too.

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Best Parts/Prefixes: Divider (Mitosis).
  • Obtained from: Dreg & Rage, world drop.

Honorable Mentions

Ghast Call

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

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

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

Cloning Maddening Tracker

The bread-and-butter best-in-slot grenade for almost any Moze build, the CMT is what enables Moze to face-tank most damage in the game by virtue of its fire-and-forget nature. It isn’t a bad grenade on other characters as well given how many hits it can push out, but the Hunter-Seeker or Hex will generally work better on them.

  • Obtained from: World drop.

Lightspeed

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

  • Elements: :no_entry_sign: | :fire: | :zap: |corrosive| :snowflake: | :radioactive:
  • Obtained from: Anathema the Relentless.

Hex

The Hex produces a swath of tesla beams to cook your foes, dealing decent damage and being handy for building up stacks for things such as the Consecutive Hits anointment.

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

Quasar

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

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

Epicenter

Taking a cue from Troy, this grenade throws out a swath of incendiary orbs in a circle. A fine choice for throwing out loads of projectiles.

  • Best Parts/Prefixes: Spring
  • Obtained from: Wick and Warty, world drop.


CLASS MODS

Rocketeer

With the Skill Auto Bear, Iron Bear hangs around for 15 seconds after exiting. This class mod however takes all the duration you’d normally consume and adds it to Auto Bear’s duration, meaning you can have a super-strong “Bear Turret” covering a hefty chunk of the battlefield for quite some time. Auto Bear also counts for “Big Surplus” for almost two minutes of 465% more fire damage with maximum cooldown.

  • Class: Gunner
  • Best Parts/Prefixes: +5 Fire in the Skag Den
  • Obtained from: Tumorhead, world drop.

Mind Sweeper

Any time you land a crit, you have a chance to drop a powerful mini-grenade. Said micro-grenade can potentially produce another micro-grenade if it crits from Pull the Holy Pin, potentially repeating for absolutely absurd amounts of damage.

  • Class: Gunner
  • Best Parts/Prefixes: +4 Fire in the Skag Den, +1 Redistribution
  • Obtained from: Archer Rowe, world drop.

Spy

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

  • Class: Operative
  • Best Parts/Prefixes: +4 Commitment, + 1 Our Man Flynt
  • Obtained from: Heavyweight Horker, Arms Race DLC.

Seein’ Dead

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

  • Class: Operative
  • Best Parts: Any skills, the skills are all great.
  • Obtained from: Jack-Bot, world drops in the Handsome Jackpot DLC.

Cosmic Stalker

An all-around excellent class mod for general purposes, the Cosmic Stalker is a Hunt-enthusiast’s best friend. Along with the natural 25% increase in Hunt skill power, it can jack it up further with boosted Big Game.

  • Class: Beastmaster
  • Best Parts/Prefixes: +3 Big Game, + 2 Interplanetary Stalker.
  • Obtained from: Tyrant of Instinct, world drop.

Bounty Hunter

For taking on the biggest foes the game can throw at you, the Bounty Hunter is ideal. Invaluable in a boss fight for allowing you to trigger Hunt skills without kills as well as human, robot, and beast specific bonuses all at the same time to bosses.

  • Class: Beastmaster
  • Best Parts/Prefixes: The Most Dangerous Game, Hunter’s Eye
  • Obtained from: Lt. Preston, world drop.

Phasezerker

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

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

Kensei

While the special effect of adding melee damage to your gun damage doesn’t trigger any melee-based effects like Knifedrain or Static Touch, the Kensei is still a very powerful class mod. Between Amara’s melee-boosting skills, gear that further boosts melee, Cryo, and Mayhem scaling applying to melee damage, the Kensei can easily make your shots reach absurd levels of damage.

  • Class: Siren
  • Obtained from: Heavyweight Horker, Arms Race DLC.
  • Playstyles: Any.

Muse

For the Siren that wants to go punchy-punchy, the Muse should come to mind. When you deal Melee damage, it produces a powerful orb that is considered “projectile” damage, meaning that you can trigger the Groundbreaker Guardian Perk to increase your melee damage and continue the cycle.

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

Honorable Mentions

Bloodletter

Turning all healing into shield healing can yield interesting results depending on what gear you’re rocking. With an amp shield, Face-puncher, and Knife Drain artifact you can deal amp damage with every shot. Or you can use it with a Spark Plug Launch Pad and a Snowshoe artifact to repeatedly spam multiple insta-freeze novas per second.

  • Class: Gunner
  • Best Parts/Prefixes: +3 Desperate Measures, + 2 Thin Red Line
  • Obtained from: Skag of Survival, world drop.

Flare

For maximizing the damage Iron Bear or Iron Cub can do, the Flare is your best bet. When piloting Iron Bear, it outright doubles your damage at the start, while if you’re partnering up with Iron Cub it doubles both Cub’s and your damage.

  • Class: Gunner
  • Best Parts/Prefixes: +5 Stainless Steel Bear
  • Obtained from: Evil Mordecai, world drop in the Krieg DLC.

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 start or end.

  • Class: Operative
  • Best Parts/Prefixes: Playing Dirty/Violent Violence
  • Obtained from: Baron Noggin, world drop.

Infiltrator

The Infiltrator is well suited towards builds that break shields often to trigger novas (twice) and skill effects as well as speed-based builds since it provides boosts to Violent Momentum.

  • Class: Operative
  • Best Parts/Prefixes: +5 Violent Momentum.
  • Obtained from: Arbalest of Discipline (Antifreeze), Skrakk (Infiltrator), world drop (Infiltrator).

Peregrine/R4kk P4k

For the Rakk enthusiast that wants to give the space raptors an extra punch, the Peregrine works wonders. When paired with a high-power grenade like the Fish Slap or Ghast Call, you can deal out loads of damage without even pulling your trigger. A fine non-DLC alternative is the R4kk P4k, for while it doesn’t gib enemies with rakk-based grenade delivery it drowns foes in a swarm of R4kk.

  • Class: Beastmaster
  • Best Parts/Prefixes: +5 Interplanetary Stalker (Peregrine). +3 Head Count, +2 Pack Tactics (R4kk P4k)
  • Obtained from: Dr. Benedict, world drop in the Fustercluck DLC (Peregrine). Wotan the Invincible or the Tink of Cunning in Mayhem4 or higher (R4kk P4k).

Red Fang

For a Gamma Burst build, the Red Fang is incredible for increasing your survival. By having your Gamma’d pet take all aggro that would normally be placed on you you’re free to do whatever you please to your foes, be it waltzing up to them with a shotgun to the face or otherwise.

  • Class: Beastmaster
  • Best Parts/Prefixes: Eager to Impress/He Bites
  • Obtained from: Tyrant of Instinct, world drop.

St4ckbot

There are two methods of using the St4ckbot; you can either be a sharpshooter to build and maintain your st4cks, or quickly build stacks in Fade Away and use weapons that either don’t deal “gun” damage (Face-Puncher or the Pestilence’s reload novas) or always deal critical hits (Lucky 7 with the right roll.)

  • Class: Beastmaster
  • Best Parts/Prefixes: Pack Tactics, Fast and Furryous.
  • Obtained from: Jackbot, world drop in the Handsome Jackpot DLC.

Breaker

A non-DLC alternative to the Muse for a melee-focused Siren. It isn’t as earth-shattering in terms of damage, but it is still quite solid for lowering your damage taken as well as the boosts to Personal Space and Jab Cross.

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

ARTIFACTS


Top Prefixes

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 or tank a mighty attack.

Snowdrift - The most mobile prefix in the game, Snowdrift makes traversing a map or battlefield a breeze. Moze and Zane in particular appreciate it; Moze for mobility and Zane for increasing the damage of Violent Momentum.

Elemental Projector - Situational, but 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 with a matching gun.

Cutpurse/Knife Drain - Two Melee-based prefixes with nice potential. 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. You can also use it with a Face-puncher to have great health recovery or infinite shotgun ammo respectively.


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.

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

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 boost your DPS. Zane gets a bit less effectiveness from this artifact compared to other Vault Hunters due to his damage formula however.

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

Honorable Mentions

Otto Idol

For the Vault Hunter that needs a little extra survivability, the Otto Idol can help mend that issue. Restoring a moderate chunk of life with every kill, it’ll help squishier Vault Hunters stay on their feet.

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

Deathless

Trading your health for doubled shield capacity isn’t a bad option when it means having perpetual access to the U-Rad anointment. For Vault Hunters that either cannot activate their Action Skills frequently or don’t have an anointment suitable for their Action Skill, the Deathless can be a worthy option without giving up your shield slot for a Front Loader.

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

Unleash the Dragon/Static Charge/White Elephant

A trifecta of melee artifacts that all excel at different things. Unleash the Dragon has potential for melting meaty foes with super-powered DoTs, Static Charge enables intense multi-target damage, and the White Elephant can yield explosive results.

  • Best Parts/Prefixes: Melee Damage, Area-of-Effect Damage, (Element) Damage, Magazine Size, Action Skill Cooldown Rate.
  • Obtained from: El Dragon Jr. (Unleash the Dragon), Artemis (Static Charge), Agonizer 9000 (White Elephant), world drop (Static Charge, White Elephant).


SECOND CUT

Below are items that didn’t quite make the cut for Top Gear or Honorable Mention, but are generally still pretty effective even if they aren’t the cream of the crop and thus merit a name drop.

  • Hornet

  • Prompt Critical

  • King’s/Queen’s Call

  • Nemesis

  • Trickshot

  • Little Yeeti

  • Blanc

  • Scoville

  • Hellshock

  • Grease Trap

  • Sickle

  • Good Juju

  • Star Helix

  • Breath of the Dying

  • Kaos

  • Rebound

  • Faisor

  • Dowsing Rod

  • Blood-Starved Beast

  • Kaoson

  • Smog

  • Dark Army

  • Ion Laser

  • Convergence

  • Tiggs’ Boom

  • Redline

  • Robin’s Call

  • Critical Thug

  • The Horizon

  • Heart Breaker

  • Unseen Threat

  • Krakatoa

  • Globetrottr

  • Nukem

  • Ward

  • Front Loader

  • Blast Master

  • Green Monster

  • Raging Bear

  • Conductor

  • Hustler

  • Antifreeze

  • DE4DEYE

  • Spiritual Driver



9 Likes

For future discussion, Top Gear and Honorable Mention is defined as thus;

  • Top weapons can handle most endgame content (Maliwan Takedown, Circles of Slaughter, Trials, etc.) without ideal anointments or being built for/around. It is capable of dominating the hardest content (Guardian Takedown) when the right anointment and a compatible set-up is involved. Top shields, class mods, and artifacts are either extremely applicable to nearly any build or excel in one aspect immensely. Top grenades are capable of actually dealing competent damage in endgame or otherwise provide considerable support capabilities.
  • Honorable Mention generally means that by themselves aren’t as good as the Top Gear but can reach similar levels of performance with the right set-up and/or gear combinations.

To start things off, are there any pieces of gear anyone feels could rise to Top Gear/Honorable Mention or drop from said categories? And whether or not more information should be added, such as certain playstyles that some gear excels at?

I appreciate the idea of second cut for weapons, but you need to be really careful when it comes to COMs.

Even with the change to Dominance, Red Fang is still basically tailor made for Gmma Burst builds and is a top tier COM. Rakk Pak is amazing even just for Heacount, and without DLC4 is the best Rakk damage COM. Deadeye is one of the best COM for boss 1 shots and pets. All of them are great COMs even for general gameplay.

FL4K and Moze COMs are generally pretty even.

Awesome, thanks! Please include more of the usual abbreviations for those anointments (ASS, ASE), as this seems to be forum-specific lingo. It took forever for me to figure out what URAD was. :laughing:

Red Fang I can see being added in as the Gamma com. R4kk P4k might be worth putting together with Peregrine as a non-dlc alternative. As for De4deye, I don’t doubt the potential one-shot power. Might be worth Honorable Mention, though some more feedback from others would be appreciated.

Done.

1 Like

The same is with Breaker and Muse.

Joined R4kk P4k with Peregrine and added the Red Fang and Breaker to Honorable Mentions. Added links to the old Top Gear threads at a moderator’s request. De4deye is still up for discussion on placement.

2 Likes

Personally, I believe the Deadeye is a tier below the Red Fang, Bounty Hunter, and Cosmic Stalker as far as the majority of Fl4k builds that most players will play. For some niche builds, the Deadeye theoretically can outperform and in some cases does outperform (depending on build), but in my opinion, the Deadeye is more of a niche build COM, just like the Peregrine and Rakk Pakk.

To me, the TG Fl4k COMs are Red Fang, BH, and CS. The BH and CS COMs can be used for many different types of builds (even some GB builds if you take Dominance), whereas the Red Fang is the premier GB COM. Rakk Pakk, Deadeye, Peregrine, and Thrillbot would be a tier below that. The trash tier is Trainer and Rakk Commander.

Just my 2 cents.

1 Like

Is that really a thing? Since for most gun-oriented FL4K builds, the Pearl is best in slot as FL4K don’t have too much gun damage in their trees. More so compared to Zane or Moze.

1 Like

I’d disagree with it.

Zane as noted doesn’t get much from it. Amara gets a ton from it, I believe we’re all in agreement here.

Moze can go either way. A Vic Rush with AoE damage is approximately equivalent in damage to the Pearl. Adding Weapon Type or Elemental Damage should push the vic rush significantly ahead for damage. Pearl has the advantage of being easily obtainable and consistent. Vic Rush is less consistent as the rng of your roll determines how good it is. A god roll vic rush can win in damage and have the qol of snowdrift to boot. However a bad roll will at best be equal for damage, but reliant on killing badasses regularly for that parity.

Fl4k using actual guns will always get more damage from Pearl. Arguments for not using Pearl on FL4K are centric on either qol, splash radius or access to melee artifacts.

6 Likes

Noted and adjusted.

5 Likes

good job aaron thank you for your work

2 Likes

Thank you for this list!

I have an idea for the following changes to the Second Cut and would like to hear people’s opinion:

  • Remove SkekSill and Linoge
  • Add Hellshock and Flakker

Thoughts?

1 Like

As much as I love the Skeksil I agree that it doesn’t belong on the same list as the Tizzy and Gargoyle

2 Likes

Odds are the Skeksil and Linoge just got left in there while I was assembling the list. Unless someone has an objection, they’re getting the axe. Hellshock I can definitely see being in Second Cut, but I don’t have enough personal experience with the Flakker to vouch for it myself.

2 Likes

The flakker is a killer at the moment, at least for moze, certainly more powerful than any other shotgun, but can blow you up easy with its’ fixed short range.

I’ve never found any satisfaction in using a hellwalker and don’t consider it top gear for a shotgun.

26k x 10 base dmg and it’s showing. I don’t zhink one can seriously argue with that.

4 Likes

The first time I heard the buffed damage of the Hellwalker I figured it was surely a typo.

2 Likes

Ya but you can only fire it once or twice before reloading it