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Shield - Sniveler Stomper
DocDeranged 2 weeks ago
 Shield - Sniveler Stomper
 Ogryn Build - Warhammer 40k: Darktide 

 Shield - Sniveler Stomper
 Ogryn Build - Warhammer 40k: Darktide 

Allrounder

Weapons

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Orox Mk II & Mk III Battle Maul & Slab Shield
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Orox Mk II & Mk III Battle Maul & Slab Shield
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Cleave Damage
[80/80]%
Penetration
[80/80]%
Crowd Control
[80/80]%
Defences
[60/80]%
Damage
[80/80]%
+10-25% Damage (Flak Armoured Enemies)
+10-25% Damage (Carapace Armoured Enemies)
Brutal Momentum

Brutal Momentum

+7.5-15% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.

Opportunist

Opportunist

+10-25% Rending vs Staggered Enemies.

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Lorenz Mk VI Rumbler
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Lorenz Mk VI Rumbler
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Blast Radius
[80/80]%
Ammo
[80/80]%
Penetration (Blast)
[80/80]%
Blast Damage
[80/80]%
Mobility
[60/80]%
+10-25% Damage (Flak Armoured Enemies)
+10-25% Damage (Carapace Armoured Enemies)
Blaze Away

Blaze Away

+5-8% Strength for every shot fired during continuous fire. Stacks 5 times.

Blast Zone

Blast Zone

+3-6% Explosion Radius for every shot fired during continuous fire. Stacks 5 times.

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Curios

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Blessed Bullet
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Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
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Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+6-15% Corruption Resistance
+7.5-30% Toughness Regeneration Speed
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Blessed Bullet
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Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+5-20% Damage Resistance (Gunners)
+5-20% Damage Resistance (Snipers)
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Talents

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Description

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"I 'ate snivelers, sah. What? No I don't EAT em, not anymores at least."

 

Basics: 

  • IMO the easiest Ogryn build to use at a high level
  • Shield deals with all enemies. With Heavy Hitter stacks and +Flak the first heavy can 1-shot bruisers. 
  • Brutal Momentum ensures that more enemies get hit by each heavy attack, causing more bleeding
  • Heavy 1 and Push attacks are great against elite enemies. 
  • Shield synergizes surprisingly well with attack speed increases from Heavy Hitter and Bullrush. It has long attack animations that get shortened by attack speed buffs and fairly short delays and windups between heavy attacks. 
    • Windups and attack delays are longer in other Ogryn Heavy attacks and those are unaffected by attack speed buffs, so basically Shield gets more value out of attack speed than most Ogryn heavy attacks.
  • Rocks or Grenade Gauntlet will handle gunners and specialists with ease.
  • Rumbler, Box, or Nuke are for surviving FUBAR situations. 
  • Two nodes I switch up often: Bruiser and Get Stuck In. You can switch them for No Pushover, for Unstoppable (keystone modifier) and either extra toughness, Too Stubborn to Die (only talent in Ogryn tree that actually increases toughness restored from heavy hits) or to use both Soften them Up and Slam if you pick the box of hurt. Getting both of those abilities is actually quite powerful and is worth having the worst blitz to have maximum Shield dps. 
    • No Pushover is very strong, especially because Shield's pushes have double strength already, but I like to use push attacks often so it usually gets wasted on some random attack and it's recharging when I need to push a bulwark. 

Why should you run this with Shield rather than Feel No Pain and Loyal Protector?

  • Taunt doesn't add all that much with Shield. Attention Seeker is all the taunt you need most of the time. Often the enemies you taunt were already attacking you anyway, and you sacrifice a lot of offensive power for a small defensive boost. Taunt's main use is opening up Bulwarks and applying a debuff to bosses. The attack speed, much longer stagger, repositioning and bleed from Indomitable adds way more utility for Shield. 
  • Shield gets more effect from attack speed than most other ogryn melee weapons, plays well with Bleed, and Heavy Hitter helps get bleed stacks up fast enough to actually be relevant. 

Slab Shield

 

Dump stat is Defenses or Cleave Damage, depending on preference. Dumping Cleave Damage is usually fine because of Brutal Momentum, but you won't always hit headshots, won't always kill when bigger enemies are mixed in, and the stat also helps when you surpass Brutal Momentum's 4 kill limit. Basically, dump Defenses unless you really like having a little extra dodge distance and slightly longer sprint. 

 

Brutal Momentum is the core blessing. The second blessing you can use either Skullcrusher or Opportunist, they're functionally similar but I prefer Opportunist. Skullcrusher at max stacks (8) contributes slightly more damage against a staggered enemy and benefits your team, but you have to hit that enemy multiple times to make use of the bonus.  Opportunist takes effect no matter who staggered them or how, meaning you don't have to hit an enemy 2 times to get the full bonus and it will also apply immediately to enemies bleeding and knocked down from Indomitable. 

 

You can either spam heavy attacks or block cancel after the first heavy and just do Heavy 1 over and over. The benefit for using Heavy 1 is that while Heavy 2 has a wider arc, Heavy 1 has higher damage, making it easier to hit the 1-shot breakpoint. That said, Heavy 2 is still useful. At 5 stacks of Heavy Hitter it will still 1-shot trash, it will hit more of them, and you can use it strategically to get a whole bunch of bleeding enemies around you (that will quickly die to bleed) for damage resistance or to help a throwing knife Zealot fighting alongside you build up crit hits. 

 

+Maniac is still useful on the Shield, but most of the time you will fare better by whipping out your ranged or rock to deal with specialists. 

 

Your main combo against a Crusher is Heavy 1 + Block cancel + Heavy 1 + Block cancel + Heavy 1 + Push attack (if needed). You can also repeat Heavy 1 + Push attack for more stagger value when there's several layers of enemies behind your target. 

 

Rumbler + Rocks

Rumbler is not really a good weapon right now due to its inconsistency, mostly mediocre blessings (except 3) and low max ammo, but Shield is so gruttin' strong you rarely need a ranged weapon for the most part. The rumbler's main purpose to be used in complete chaos situations that would normally call for a nuke to stagger enemies and kill trash. Rocks are necessary with it because it's unreliable against gunners and specialists even if you put Maniac on it. That's why I recommend using Blaze Away and Blast Zone, and simply using your ammo pool as a panic button. The only other good blessing is Adhesive Charge since it lets you 1-shot Reapers and do somewhat significant damage against monstrosities, but there's nothing to combo it with that is more valuable than the other combo and you really should save your ammo outside of panic mode anyway. 

 

Outside of FUBAR stagger power, use it to take out poxbursters, trappers, and possibly gunners (if you have heavy hitter stacks up) to conserve rocks. 

 

Grenade Gauntlet + Any Blitz

Don't think of Grenade Gauntlet as a grenade launcher or a crusher killer. Think of Grenade Gauntlet as a reloadable rock. With Maniac, Flak, and Pinpointing Target, you can reliably 1-shot flamers, trappers, bombers, gunners, and snipers with it at up to 40 meters and 2-shot Reapers. You'll need 1 stack of pinpointing target and +Maniac to 1-shot flamers. 

 

The second blessing doesn't really matter, I sometimes go with Explosive Offensive because the special attack is quite good in mixed hordes or panic situations in Heavy Hitter builds, especially against flak like scab ragers and maulers mixed into a horde. It can even take out Crushers so using all 4 attacks is pretty decent panic crowd control. It's not as good as a Rumbler in FUBAR situations but the weapon is way better than Rumbler for taking out specialists and Gunners. If you don't like the special attack go with Gloryhunter. 35% toughness on Elite Kill is really nice when you've got 6 gunners shooting at you. 

 

Big Boom + Towering Presence is a decent option when going Nuke/Box and Gauntlet, but you would have to free up 3 points to get it. 

 

Kickback + Rocks

Kickback strong. Blaze Away + your choice of Inspiring Barrage, Expansive, or Surgical. Keep in mind that Blaze Away is the #1 thing that makes Kickback strong and you'll often lose your heavy hitter stacks while building it with ranged spam. 

 

 

2 weeks ago