MountAndDewMe's Builds for Modded Difficulty (Haz6+)

by MountAndDewMe on 18/06/2022

Salutes 19

Loadout Guide

Introduction

     Hi! My name's MountAndDewMe. As of this writing, I'm currently level 1.1k with almost 2k hours into the game. Of those hours, almost 1k hours were spent playing modded difficulty such as Hazard 6/6x1.5/6x2 or Hazard 7/7x1.5, with most of my gameplay being in Hazard 6x2 co-op.

     This guide is a list of builds that I have extensively used, tested, and endorsed to perform well on modded difficulties. However, this is not an exhaustive list of all the builds that I endorse for modded difficulties. There are a lot of other builds that I know are viable in modded difficulties. In fact, contrary to what a lot of people think, most builds are still viable even up to Hazard 7. This list just covers the builds that I actually use constantly whenever I play modded difficulties or want to highlight specifically that I can personally say have performed well in modded difficulties.

     All of these builds were tested and played on the vanilla stats of the weapons; I do not use any mods that buff or change any of the weapon's stats in some way. The only Approved mods that I play in conjunction with a modded difficulty are: Spawn Menu to increase enemy spawn cap; Disable Prospecter since that event doesn't scale well with modded; and 40 Nitra Resupply Cost for Hazard 6x1.5/6x2/7x1.5 (note that it's still consistently possible to do these specific difficulties with 60 Nitra, 40 Nitra is just preferred to accomodate really bad RNG runs).

     Feel free to check out my YouTube Channel where I have posted various challenges, modded difficulty runs, and build showcases. Although I rarely stream, I do have a Twitch. I'd appreciate it if you gave them a subscription/follow if you enjoyed my content. Thanks!

Driller

Driller is my most played class in modded difficulty. The Sticky Flame build below is pretty much what I play everytime on Driller. I very rarely play Cryo unless I'm bored because Sticky Flame is just way too powerful and valuable in Hazard 6+.      I'm currently still trying to extensively test the Sludge weapon and its builds in modded difficulty, so I do not have a final build I can recommend yet. The closest right now is 12221 Disperser Compound and specifically pairing it with 2X222 Persistent Plasma rather than my usual "EPC Everything" build showed below.

CRSPR Flamethrower

  • "Sticky Flame" 23232, Sticky Fuel
    • Driller is class that I play if I want to carry any modded difficulty lobby. And it is exactly with this build that I am able to do just that. Insanely powerful area denial and AOE firepower on top of being very ammo efficient. You become the main pillar of your team with this build.
    • Karl.gg Guide | Video: Hazard 6x2 EDD
  • "Hold down M1" 21331, Compact Feed Valves
    • With this build, you can basically hold down your left mouse button and just spray everything on fire. The massive ammo pool and huge magazine capacity allows you to fully take advantage of Heat Radiance

Cryo Cannon

  • "Support Cryo" 21132, Snowball
    • This is my support build, utilizing the Snowball mechanic to freeze long-range breeders and spitballers, or mactera. I really like this build for Mactera Plague
  • "Standard Cryo" 22232, Improved Thermal Efficiency
    • This is my standard cryo build. Due to the increased enemies of both grunts and bigger enemies in Hazard 6+, Tuned Cooler (specifically because of the negative downside of having decreased pressure gain rate) falls off a bit because you need to be able to sustain freezing for longer periods of time. Therefore, I prefer using the ITE overclock.
    • Video: Hazard 6

Experimental Plasma Charger

This is the only secondary weapon that I use. Subata just feels underwhelming and EPC TCF is just way too valuable as both a utility tool and damage weapon.

  • "EPC Everything" 21122, Energy Rerouting
    • With this build, you can afford to TCF every resource vein and also use it extensively for mactera or terrain clearing. This is pretty much the only build that I use for secondary even when trying out other Driller primaries to pair with it.
  • "Persistent Plasma" 21222, Persistent Plasma
    • If you really don't care to want to EPC everything and don't mind leaving some of that job to Scout, Persistent Plasma is the way to go to give you a bit more damage and area denial.

Gunner

All of the Gunner builds that I play revolve around fire and utilizing that fire to make use of the insanely powerful overclock "Volatile Bullets." Minigun is what I pretty much use everytime on Gunner.

"Lead Storm" Powered Minigun

  • "Max Damage" 32313, Lead Storm
    • This is my main build and what I use every time I play Gunner. This build absolutely shreds anything. Even though I pair this with Volatile Bullets Revolver secondary which is single target, I don't really need much AOE besides my nades and I have no problem when dealing with swarms because this build just shreds through swarms so fast.
    • Karl.gg Guide | Video: Hazard 6x2 EDD
  • "Burn In Hell" 12223, Burning Hell
    • This used to be my main Gunner build before I discovered the Max Damage LSLS build. This build is still really good, I just prefer the LSLS build more now. This build is really efficient in dealing with trash clear. It's prone to heating along with its fire cone makes it ideal for lighting up targets to follow up with Volatile Bullets. I still use this build for Swarmageddon missions.
    • Karl.gg Guide

"Hurricane" Guided Rocket System"

  • "AOE Fire Hurricane" 21121, Fragmentation Missiles
    • A lot of people think that the T5 Napalm-Infused Rounds mod is no longer good after the nerfs. However, it is still extremely good especially if you use it with an AOE build like this. Pair this with Volatile Bullets and now you have a setup with both good AOE and powerful single target.
    • Video: Hazard 5x2.5

"Bulldog" Heavy Revolver

  • "Volatile Bullets" 23322, Volatile Bullets
    • Paired with any primary gunner setup that can proc fire, this build gives you all the single target you need. You annihilate bulks, breeders, praetorians, oppressors, and goo bombers. With 36 ammo setup, this build still allows you to hit the breakpoints for mactera and web spitters. This is pretty much the only secondary weapon build that I actually use since all of my primary weapons are built with fire procc'ing capabilities.
    • Video
  • "Dread Killer" 21322, Elephant Rounds
    • This secondary, paired with the Max Damage LSLS primary, is what I use for Elimination missions. This build shreds dread health and armor points super fast.

BRT7 Burst Fire Gun

  • "General BRT" 13231, Compact Mags
    • If for whatever reason I'm running a primary build that doesn't have fire procc'ing capabilities or I'm not playing Elimination, then this is the secondary weapon build that I use instead.

Scout

All of Scout's weapons are good. I like M1k the best for most situations and DRAK (particularly the Bouncy build) for comfort/flexible build. I rarely play Gk2 but the BoM Gk2 is still a decent generalist build. There is a video by YouTuber LazyMaybe that perfectly sums up my thoughts on the Gk2: Is GK2 underpowered?

M1000 Classic

The thing with M1k is that the base weapon is already super good so its OCs are basically a straight upgrade and all will be good no matter which one you pick. Its effectiveness mostly depends on the player's skill and experience; utilizing all of a player's knowledge to deal with enemies as efficiently as possible.

Deepcore GK2

  • "Bullets of Mercy" 22213, Bullets of Mercy
    • As stated, I sometimes like to use this build whenever I play on Glacial or Dense Biozone. Overall, I rarely play Gk2.

DRAK-25 Plasma Carbine

  • "Bouncy" 11122, Impact Deflection

Jury-Rigged Boomstick

Boomstick is the secondary I use all the time now. When it comes to Boomstick, T2 is RoF and T4 is Blowthrough. The mod that I highly recommend is T5 White Phosphorous Shells. For Boomstick builds, what you're picking is basically the ratio of ammo/damage with T1 and T3 that you prefer. You either take both damage mods, both ammo mods, or 1 ammo/1 dmg. If you're going for 1 ammo/1 dmg, I recommend taking the T3 shells to fulfill that role and then using T1 ammo. If you want a little bit more ammo then T3 ammo gives more ammo compared to T1, so take T1 dmg and T3 ammo instead. If you want to see videos of me using Boomstick, check out any of the videos I posted under my "Damage M1k" build. As for overclocks, most of them are quite good. My preferred OCs are jumbo shells and compact shells.

  • "Max Ammo" 11213, Jumbo Shells
    • My main build for secondary most of the time when playing Scout, it gives 34 ammo while still having good damage. Keep in mind that I play Scout with the intention of either getting lots of kills or I play with a Gunner that has Volatile Bullets, so that's why I need the ammo to sustaining doing those things.
  • "Compact Shells" 21313, Compact Shells
    • Has a higher DPS (but less total dmg and ammo count) than the max ammo Jumbo Shells build. It still gives you a healthy 30 ammo count which isn't that much less than max ammo Jumbo Shells' 34 count.

Zhukov NUK17

  • "Thanos Snap" 1X232, Embedded Detonators

Engineer

Engineer is my least played class and it's typically not a class that I choose for modded difficulty unless I'm just in the mood. The EM Discharge build is the build that scales the best when it comes to modded difficulty. So if I want to tryhard and make sure our team wins, then that's usually the build I go for. However, Engineer is in a pretty healthy shape for modded difficulties since it already has insane firepower in the first place. You can't really go wrong with using Warthog, LOK-1, or even just a regular Stubby build.

"Warthog" Auto 210

All of the Warthog OCs are good. MPA is my preferred overclock to be able to consistently one-tap grunts and even one-tap web spitters at a decent range.

"Stubby" Voltaic SMG

  • "EM Discharge" 21222, Turret EM Discharge
  • "Damage Stubby" 12112, EM Refire Booster/Super-Slim Rounds
    • A direct damage-oriented Stubby and my preferred build for a regular-style (aka non-EM Discharge) Stubby build. Amazing damage and DPS. I put Super-Slim Rounds as an alternative option if you prefer having reduced base spread. You trade off a bit of damage, but have more consistency in shooting long-range targets. However, I do recommend EM Refire Booster overclock overall for this build.
    • Karl.gg | Video: Hazard 6x2
  • "Electric Stubby" 22122, EM Refire Booster
    • This is the electricity-focused build for Stubby. This has the same damage as the "Damage Stubby" build if you were to use that build with Super-Slim Rounds overclock. With this build, you get similar damage to the "Damage Stubby" build but have more consistent electricity procs. I prefer the "Damage Stubby" build than this because due to the SMG nature of the gun you're gonna proc electricity regardless anyway, but this electricity build is still a good build.

Breach Cutter

Breach Cutter is my preferred secondary when using Engineer. In Hazard 6+, it becomes increasingly important to have both AOE and single target capabilities. Breach Cutter provides both and it does them both very well. The PGL only specializes in either AOE or single target, but not necessarily both. Breach Cutter is in a similar situation as the M1k where the base weapon is already very good so you can't really go wrong with any overclock. Inferno is my preferred overclock because it can one-shot spitballers (which are numerous in Haz6+) and it sets things on fire. Being able to set things on fire is beneficial because the fire status effect is powerful that can spread, and a Gunner with Volatile Bullets can take advantage of it.

  • "Inferno" 11122, Inferno
    • I use this build as my secondary for all of my Engineer builds. Check out the Karl.gg of my Engineer primary builds which contains the description for this build, and check out those videos to see it in action since I use this build in all of them.

Deepcore 40MM PGL

I only really have one PGL build that I've actually used in modded difficulty. As stated in my "Breach Cutter" section, Breach Cutter is my preferred secondary for modded so I don't really use PGL anymore. It is a good weapon though.

  • "RJ PGL" 22122, RJ250 Compound
    • This 1 dmg/1 ammo build allows you to kill (the fire DoT eventually kills them) grunts, slashers, and mactera with one nade. If want to go with more ammo with double ammo, be aware that you lose the slashers and mactera breakpoints. RJ is an amazing overclock that also gives you so much ammo.