Scout's Murderous Trapper's Delight Build

by Guardian_Angel on 30/11/2023

Salutes 24

Deepcore GK2

Deepcore GK2 icon
x0 Base Spread
+1 Rate of Fire
x0.73 Reload Time
+3 Direct Damage
+120 Max Ammo
-44.12% Spread per Shot and x0.5 Recoil
+10 Magazine Size
+20% Weakpoint Bonus
+500% Armor Breaking
After killing an enemy, gain +50% Movement Speed and increase Spread Recovery Speed by x12.5 for 2.5 seconds
+2 Rate of Fire
+35% chance to Stun on Weakpoint hit
Bullets of Mercy

Nishanka Boltshark X-80

Nishanka Boltshark X-80 icon
Special Bolt: 15 Direct Damage, 10 Area Damage, 9 bolts, 10 sec effect duration. If you hit an enemy, it will have its movespeed slowed by 30% and be hostile to other enemies for the duration of the effect.
Special Bolt: 15 Direct Damage, 12 Area Damage, 9 bolts, 14 sec effect duration. If you hit an enemy, it will take 10 Poison Damage per Second for the duration of the effect. If it dies while it still has that status effect active (or is killed by the status effect), then after a 1 sec delay it will explode for 165 Explosive Area Damage in a 4m radius. The explosion also Stuns for 1 second and inflicts 100% Base Fear Chance.
Special Bolt: 15 Direct Damage, 10 Area Damage, 12 bolts, 12 sec effect duration. If you hit an enemy, it will have its movespeed slowed by 50% and take an average of 16 Electric Damage per Second. If you shoot a second Taser bolt within 6m of the first one, an electric beam will arc between the two bolts that slows enemies by 80% and does 30 Electric DPS. Taser Bolts are not retrievable.
+25 Direct Damage, +15 Area Damage
+7 Max Ammo
x1.4 Special Ammo
-0.4 Reload Time, -0.4 Ammo Swap Time
x1.5 Projectile Velocity
After killing an enemy, gain +50% Movement Speed for 2.5 seconds
Hovering your crosshair over a retrievable arrow will pull it back into your inventory.
x1.25 Special Effect Duration
Bolts are magnetically pulled towards enemies that are affected by IFG or Electrocuted. Additionally, they do a bonus 25% Direct and Area Damage to those enemies.
When normal arrows impact terrain, they apply 50% Base Fear Chance to enemies within a 3m radius, pulsing once per second for 5 seconds.
The Specialist

Grappling Hook

Grappling Hook icon

Flare Gun

Flare Gun icon

Light Scouting Suit

Light Scouting Suit icon
Inhibitor-Field Generator
Inhibitor-Field Generator icon

Loadout Guide

With great power comes an even greater electricity bill (and ammo hunger).


Best use cases: defensive swarm removal, provisional crowd-control, high-value target elimination.

Very Strong against: wardens, nemesis, bulk detonators, dreadnoughts, hiveguards, goo bombers

Strong against: grunts, praetorians, menaces, spitters, spitballers, korlok, patrol bots, turrets, breeders

Serviceable against: swarmers, mactera, twins

Weak against: shockers, shredders, caretaker, shellbacks


GK2 specifications:

[Why Built for Maximum DPS?]

— Bullets of Mercy has to compete with AI Stability Engine, a similar damage overclock, except that the latter doesn't require any setup or additional weapons from the side to enable it. Hence, to earn its keep, Bullets of Mercy has to do something better than AISE, and that is target melting.

[When do I use the GK2 in a fight?]

— Whenever something big or tanky needs to get removed. Drop and IFG or put a taser bolt or two into it and destroy it with GK2. Try to be more conservative when dealing with single enemies or swarms, because it runs out fast with reckless use.


Boltshark specifications:

[Why Specialist?]

— Taser bolts are really the only option you have for simple-ish status effect proccing without completely sacrificing your secondary slot. Furthermore, the way it is built, you can now be fairly spammy, and setup 20-second electric tripwires all over the cave, letting you get rid of swarms quickly. In case of actual big grunt swarms, use more bolts, up to 4, to make a powerful area denial killzone.

[When do I use Regular Bolts?]

— You can use the regular bolts to neutralise singular high-threat enemies: mactera, acid spitters etc.

[When do I use Taser Bolts?]

— Aside from the example shown above, a more advanced tactic would be to hit two tanky enemies close to each other with taser bolts, so as to create an electric node running between them. This drastically increases the electric DPS and slow done to both, and can potentially deal with enemies accompanying them.

Grenade Slot:

IFG acts very similarly to taser bolts, but affect a wider spherical area and amplifies damage to anything inside of it by 30%. If you don't have the time or ability to setup a taser trap, you can throw the IFG under your feet and cut right through the swarm with GK2. Otherwise, use it to enhance your DPS against tankier enemies like praetorians, oppressors, rival etc.

Cryo grenades are a much better choice on mactera infestation missions. Overall, it's a great alternative to IFGs, which mostly comes to preference. Cryos are very strong, but some enemies are less receptive to freezing, which makes it less versatile compared to the near-universal and more numerous IFGs.

Pheromone Canisters don't have damage amplification nor exceptional crowd control capabilities of IFGs and Cryos, but they do provide a good distraction in clutch situations. Still, their value is somewhat lower.

Boomerangs are an awful choice in any build. In between very weak damage output, flat and inadequate target limit, no damage amplification and some enemies being outright immune to stun, it doesn't do anything that other 3 grenades can't, and much better.