" Do Your Magic Driller "

by Limpet Arch on 16/03/2025

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

Zhukov NUK17

Zhukov NUK17 icon
+100 Max Ammo
+1 Direct Damage
+10 Magazine Size
+8 Rate of Fire
-0.6 Reload Time
+1 Direct Damage
x0.4 Base Spread
+1 Penetration
+30% Weakpoint Bonus
+100 Max Ammo
+33% Direct Damage dealt to enemies either being Electrocuted or affected by Scout's IFG grenade
+50% Movement Speed for 2.5 seconds after reloading an empty magazine
Cryo Minelets

Grappling Hook

Grappling Hook icon

Flare Gun

Flare Gun icon

Light Scouting Suit

Light Scouting Suit icon

Pickaxe

Pickaxe icon
Cryo Grenade
Cryo Grenade icon

Loadout Guide

Named after what I constantly say 0.05 seconds after stacking the debuff effect, this 11321/11112 build is centered around the Conductive Thermals overclock that was added in Season 5. Pairs extremely well with a driller who runs Scorching Tide.

Drak-25 Mods Breakdown

Those who are meta slaves to the EPC would notice the presence of Plasma Splash in Tier 4. Yeah, that mod. Fans of Impact Deflection know exactly why, but for the uninitiated, Drak's own take on Plasma Splash has the quirk of making the damage instance dealt twice. This is extremely useful considering this particular build is not just focused on bullying Dreadnoughts, but rather extending it to Praetorians, Oppressors, Shellbacks. # Tier 3 is Hot Feet in order to give the Scout more mobility, which is a nice thing to go along with when your individual damage output isn't great to begin with. Tier 1 and 5 are focused entirely on facilitating Hot Feet activation, although Tier 5B is a fine option.

To finish off, while in most builds, Tier 2A is the overall better choice because of how powerful +200 ammo is compared to +3 damage, here it's a no brainer.

Zhukov NUK-17 Mods Breakdown

It would not be an experimental build if it did not featured the Zhukov, so here we are. While Conductive Thermals augments the team's single target output, Cryo Minelets provides respectable solo crowd control.

The science is settled on Tier 1, 4 and 5, however I opted for Tier 2A in order to have more minelets to freeze targets more consistently and Tier 3A purely because accuracy can feel worse than nothing on Cryo Minelet builds.

Equipment Breakdown

To finish the touch, I opted for the universal equipment loadout (2111 Grapple Hook, 221 Flare Gun, 1213 Scout Armor, 21 Pickaxe) and the beloved Cryo Grenade. Originally, I planned to put the Voltaic Stun Sweepers, however you can always run Thorn as a passive. Considering Breeders and Oppressors require more than a single cryo grenade and you only have 4 to work with, it is a good idea to leverage CT's lowered freeze treshold to make Cryo Grenade more efficient.