[w/ Guide] (Elimination) Support Scout

by ML-Z on 25/03/2025

Salutes 1

DRAK-25 Plasma Carbine

DRAK-25 Plasma Carbine icon
+4 Rate of Fire
x0.75 Heat per Shot
x2 Projectile Velocity
+200 Battery Capacity
+2 Direct Damage
-70% Horizontal and Vertical Spread
x1.5 Cooling Rate, x0.7 Cooldown Delay
Move 50% faster while the weapon is Overheated and for 2 seconds afterwards.
15% Chance per bullet to inflict an Electrocute DoT which does 22.5 Electric Damage per Second and slows enemies by 80% for 6 seconds.
-5 Direct Damage, +5 Area Damage in a 1m radius
+200% Armor Breaking
When the Heat Meter is greater than 50%, you can press the Reload button to manually activate the Overheat mode. When used in this way, Overheat's duration gets multiplied by x0.65, and also scales with the current Heat level (50% Heat Meter = x0.5 Overheat Duration).
When the Heat Meter is greater than 50%, the Rate of Fire is increased by +5 (up to a maximum of 20 RoF).
Conductive Thermals

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.
Cryo Bolt

Grappling Hook

Grappling Hook icon

Flare Gun

Flare Gun icon

Light Scouting Suit

Light Scouting Suit icon

Pickaxe

Pickaxe icon
Inhibitor-Field Generator
Inhibitor-Field Generator icon

Loadout Guide

Preface:

Tested on Hazard 5.

Let me get this out of the way first: picking this build means you won't be doing a lot of killing.

I don’t recommend this build outside Eliminations unless you really trust your team as your main role will be to shut Dreadnoughts down and make them easier to kill to the point your team feels like they're bullying them.

Short(er) Version:

Weapon Upgrades Overclock
DRAK-25 Plasma Carbine X-1-X-2-2 Conductive Thermals
Nishanka Boltshark X-80 1-2-3-X-1 Cryo/Fire Bolts
Weapon Notes
DRAK-25 Plasma Carbine Upgrades are set to have ammo and Plasma Splash so it'll trigger even if it hits invulnerable armor.
Nishanka Boltshark X-80 Upgrades set for more regular ammo so you can trigger their Cryo/Fire Bolts with Conductive Thermals. Pheromone Bolts should be used to lure Sentinels to the Hiveguard, besides their usual role of aggroing mobs to Praetorians/Oppressors and whatnot.
Tool Upgrades Notes
Grappling Hook X-1-X-X Personal preference. I go with longer reach upgrades.
Flare Gun X-X-X Again, personal preference. 1-2-3 has a good balance between ammo and flare duration for me.
Throwable None IFG and Cryo Grenades are my choices for this build.
Light Scouting Suit X-X-1-3 Breathing Room is always a safe choice.

Detailed Explanation:

DRAK-25 Plasma Carbine

  • Weapon built with Plasma Splash so even if it hits an invulnerable part of a Dreadnought it'll still proc the overclock's effect and reduce their elemental resistance.
  • Always make sure to keep Conductive Thermals debuff on Dreadnoughts. Even a single stack is enough to considerably make them more vulnerable to Fire or Cryo damage.
  • Plasma Splash (T4B) is choosen instead of Overcharged PCF (T4A) as your main role is to make Dreadnoughts vulnerable, not deal damage to them.
  • Needless to say, this will really help any Driller with Cryo Cannon or Flamethrower, or anyone with Fire damage, really.

Nishanka Boltshark X-80

  • Weapon built with more normal ammo as you’ll be using them to deal with Dreadnoughts. Whether you pick Cryo Bolts or Fire Bolts is up to you or your team's choice. Even with randoms I usually go with Cryo Bolts.
  • At max, or nearly maxed, Conductive Thermals debuff stacks two to three Cryo Bolts will Freeze even Dreadnoughts with ease even if someone is using Fire damage. If you can keep the debuff up it can freeze a Dreadnought more than once without needing to fire extra bolts at them.
  • Reminder: IFG (30% extra damage from ALL sources) stacks with the Freeze vulnerability or make Burning do more damage on top of slowing Dreadnought movements by 75%.
  • Pheromones Bolts will make the Hiveguard’s Sentinels almost a non-issue since they’ll flock to the boss saving your team some headache. Be warned that extra swarms spawned by certain Warnings (Swarmageddon, Exploder Infestation) can disrupt this strategy.

Throwables

  • IFG is a safe pick since an universal 30% extra damage from everyone is never a bad idea. It's also good to capitalize on the vulnerability spread by Conductive Thermals either with Fire or Cryo damage.
  • Cryo Grenade is never bad either, but always remember you carry only four of them and Dreadnoughts unfreeze very fast.