Gunner's Erebus Fever Build

by Guardian_Angel on 22/05/2024

Salutes 13

"Lead Storm" Powered Minigun

"Lead Storm" Powered Minigun icon
+1.5 Cooling Rate, -0.15 sec Cooling Delay
+4 Rate of Fire
x0.25 Base Spread
+600 Max Ammo
+2 Damage per Pellet
+200% Armor Breaking
+20% Stun Chance, +2 second Stun duration
+1 Penetration
+15% Damage per Pellet after reaching Base Spread
-0.4 seconds spinup time
Increases how long the Minigun stays at Max Stability from 0.5 sec to 1.25 sec, +1 second spindown time
After overheating, deal 60 Heat Damage and 100% chance to apply Fear to all enemies within a 10m radius. Additionally, reduces Overheat duration from 10 seconds to 5.
Every kill subtracts 0.6 Heat from the Heat Meter (maxes at 9.5 Heat) and thus increases the firing duration before overheating
After the Heat Meter turns red, 50% of the Damage per Pellet gets added as Heat which can ignite enemies.
Burning Hell

Armskore Coil Gun

Armskore Coil Gun icon
+40 Damage
+280 Ammo
+2 sec Trail Duration
After fully charging a shot, every additional 0.25 seconds that you hold the shot will add +12.5 Kinetic-element Direct Damage to the shot (up to a maximum of 100 extra damage at 2 seconds past full charge)
Lowers the amount of charge required to fire a Charged Shot from 100% to 25%. The Damage and Ammo consumption of the shot is reduced proportional to the percentage charged (intervals of 25%, 50%, 75%, and the default 100%).
+150% Charge Speed
Adds a 50% chance to Stun enemies within 1.5m of the shot's trajectory for 3 seconds
Applies a 250% Base Fear Chance to enemies within 5m of the shot's trajectory
While charging up or holding a Charged Shot, you take x0.5 damage from all sources (50% Damage Resistance).
Deal 20 Kinetic-element Area Damage to enemies within 3m of the Coil Gun's muzzle when you release a Charged Shot
The primary Damage Component gains a bonus +30% damage as Fire-element + Heat when damaging Burning enemies. Additionally, killing a Burning enemy will cause an explosion that does 80 Fire-element + Heat Radial Damage in a 6m radius.
+1m Trail Radius
Adds an Electric Trail to each of your shots. Any enemy in contact with the Electric Trail takes 8 Electric Damage per Second and has their movespeed slowed by 80%.
Triple-Tech Chambers

Zipline Launcher

Zipline Launcher icon

Shield Generator

Shield Generator icon

Reinforced Impact Suit

Reinforced Impact Suit icon

Pickaxe

Pickaxe icon
Tactical Leadburster
Tactical Leadburster icon

Loadout Guide

Why wait for skyfire when the bug fuel never expires?


Best use cases: HVT hunting, Single-Target Damage, Mild Swarm-Clear.

Very Strong against: Praetorians, oppressors, spitballers, menaces, wardens, stingtails

Strong against: Grunts, swarmers, shellbacks

Serviceable against: patrol bots, bulk detonators, dreadnought, twins, mactera,

Weak against: Naedocytes, shredders,


Minigun specifications:

[Why Burning Hell?]

— Burning Hell is fairly effective at clearing out swarms of trashy enemies, but the key part in play here is the heat, to interact with the Coil Gun's T5A.

[T5 choices]

Both T5A and T5C work fine. Aggressive Venting provides an additional safety net during swarms and halves the cooldown time if you happen to overheat. T5C let's you light stuff on fire at range, but with a promise that you monitor your gun heat, and at the risk of overheating for whole 10 seconds if you don't. Choose what you like better.


Coil Gun specifications:

[Why Triple-Tech Chambers?]

— The newly-buffed Coil Gun has obtained a few more viable builds to work with, TTC being one of them. With T2 Overcharger having its max damage doubled, and TTC consecutive shot damage brought to 75%, the Coil Gun can now output a lot of firepower very rapidly, albeit with an initial delay.

[T1 Damage vs Ammo]

— Ammo will obviously give you quite a lot more subsistence, However, the Damage offers just enough of a breakpoint to instantly kill some of the HVTs with a single tri-shot alone, whereas Ammo leaves them with some slivers of health left.

[T2C]

TTC's charge speed being even slower than default, the massive boost of T2C is a tantalising alternative to Overcharger, if you can stomach passing up a 300+ damage per burst bonus that it provides. It'll still deal great damage against burning enemies, and the near-immediate charging removes the possibility of them getting doused.

[T5A]

With the November Patch, Necro-Thermal Catalyst now makes Coil Gun deal 30% more damage against burning enemies, adding even more damage up to a TTC burst, and blowing dying enemies up in a huge 6-metre radius, though that radius is not entirely a positive, since the explosion also damages you, and pretty hard at that.


Grenade Slot:

Tactical Leadburster is a very good generalist pick for Gunner's grenade slot. It's slightly inconsistent with clearing specific targets, but destroys swarms pretty effectively all-in-all. What does make it great is the mactera and wall/ceiling swarm clearing. Even more significant is its bulk detonator nuking power. Two leadbusters can annihilate a Haz5 4P bulk detonator from full in under 5 seconds, an unparalleled quality.

Incendiary Grenades aren't a bad choice with this build, as it delivers another source of fire and heat.

Cluster Grenades, while not as versatile as leadbursters, excel at liquidating ground swarms, and cover a lot of ground. They also offer some stun and usually do less friendly-fire damage, thanks to each bomblet being comparatively weak.

Sticky Grenades can be situonally good, thanks to the higher limit of 6, strong fear and good single-target damage output. However, be very careful not to plant it on your teammates, as even a single sticky grenade can down a perfectly healthy dwarf.