All-Purpose-Build aka. 'Bunny Hell' Gunner

by Dan Slothman on 19/03/2025

Salutes 1

"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.
Lead Storm

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%.
Hellfire

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

Tested, reviewed and approved by management for Hazard 5+

Swift as the wind. Loud as one can. Conquer like the fire. Steady as the mountain.

-- Some gunner at the Abyss Bar


Leadstorm Leadstorm 2 hop through hoards and caves


  • Tier 1 - Accuracy to hit them where it hurts anywhere they're crawling/flying
  • Tier 2 - Ammo over Damage increases your total potential damage output
  • Tier 3 - Potentially blowing through multiple enemies seems more valueable than the other two options
  • Tier 4 - Damage boost to let the lead punch in your storm
  • Tier 5 - Hot Bullets for even more damage

    Hot Bullets provide decent synergy with Coil Gun when shooting guards or tankier enemies Though you could go for 'cold as the grave' instead for personal preference or if you're not used to control the heat


Hellfire(?!) Coil Gun

Yes there is tripple-tech as strong competitor and being meta

BUT bear with me here


  • Tier 1 - Seven extra shots matters greatly in this build for a ... particular reason

  • Tier 2 - Charge rate to MAX your shot ASAP

  • Tier 3 - Fear as CC is great on almost every enemy, could even save you a shield instead of using one to pick up a mate

  • Tier 4 - Shockwave is pretty straightforward

  • Tier 5 - THIS!!! Picking both 'Hellfire'-Overclock AND 'Necro-Thermal-Catalyst'-Mod enables you to have effective and VERY satisfying wave clear

    => by aiming at swarmers and exploders you TRIGGER the explosion WITHOUT SETTING ANYTHING on FIRE beforehand
    => you have to fully charge the shot which is why 'Magnetic Circuit' is a must have
    

Perks


  • Iron Will (One of the best perks period)

  • Dash (Arguarbly the best perk)

  • Resupplier (Bonus Health recovery + saving time when things get dicy

  • Vampier (Increases survivalbility + Iron Will Synergy)

  • Born Ready (So your secondary is ready when you need it - USELESS for the Mini Gun)

Born Ready is kind of missing value in this build, since the minigun* simply draws ammo from a pool instead of reloading, but the reload on the coil gun is really strong. Especially when tackling missions on the maximum difficulty.


Usage, Tipps and hints


 With this build you generally want to keep yourself on your toes and moving.
 Leadstorm disables you moving while shooting, but you can shoot while you hop, dash and kite your enemies.

 Aim for swarmers and exploders with your Coil Gun if given the chance.


 - This build tends to struggle against critters (Naedocyte shockers aka. Jellys and Shredders)
  • While hopping, bugs have a hard time connecting their hits on you (CoreStone Crawlers still hit you though)
  • Be wary of any walls and ledges you could get attacked/flanked from
  • Use the fear effect to enhance your kiting potential
  • Holes of any kind are your real nemesis for various reasons - avoid if possible
  • Use ziplines speedboost (aim 5 degrees downwards) for sick Fly-Bys™
  • The fear factor of the coil gun is AMAZING against menaces, stingtails, stalkers, praetorians groups of mactera, partially on septic spreaders AND MOST SURPRISINGLY: HUULI HOARDER (Needs to be very first hit when calm though)
  • Jetboots can be used to ignite groups for necro-thermal
  • Using Hellfire works great against Korlok Tyrant-Weed since the sprouts won't attack while burning
  • Hellfire makes quick work of any rival turrets on Industrial Sabotage or 'Rival Warning' missions
  • Your shield can cancel the stomp attack of a dreadnoughts and oppressors, if your throw is timed correctly

Honourable modification mentions

Shield Generator

  • Tier 1 Size over recharge time (Since you only got 4 shields total)
  • Tier 3 Shield duration is generally better than size

    Size is situational better than duration in cases of AOE attacks/moves of some enemies and escort mission

Grenades

Leadbursters are generally great to kill any crowd of bugs 2 or 3 of those Bad Boys (depends on your aim :P) can DELETE Bulk Detonators

Be wary of throwing on walls/ceilings since those bounce off if you directly hit an enemy with it