Dauntless lives and dies by its weapons roster (or at the very least, its inhabitants do); six weapons, all with distinctive designs, behaviours, focuses, and combos to grasp. From the Hammer to the Repeaters, from the Chain Blades to the War Pike, our Dauntless weapons information will stroll you thru every one in flip, with sensible suggestions and explanations of how every one excels in numerous conditions. We’ll additionally present you the interior workings of Dauntless’s injury system, and learn how to apply stagger, break, and wound injury to additional the Slayers’ trigger.
While you’re right here: this weapons and injury information is however one a part of our guides collection on Dauntless, all of which you’ll peruse from our central Dauntless guide & tips hub. There you’ll discover in-depth newbie’s explanations and helpful suggestions, in addition to hyperlinks to each different a part of our collection, from the perfect Dauntless builds to methods on defeating every of the Dauntless Behemoths, and far more.
Dauntless weapons information – weapon sorts and injury sorts defined
With six several types of weapons on provide in Dauntless and 4 several types of injury (to not point out elemental injury!), it’s truthful to say we’ve numerous floor to cowl right here. If you’re after a specific piece of information, then by all means use the hyperlinks beneath to skip forward.
Dauntless weapons information – contents
Dauntless damage overview – Basic, Part, Stagger, Wound | ||
The best weapon in Dauntless? | ||
Sword | Axe | Hammer |
Chain Blades | War Pike | Repeaters |
Dauntless injury sorts – Basic, Part, Stagger, Wound
If you’ve seen or performed any Dauntless, you’ll possible have seen the colorful show of injury values spewing out from each impression your weapon makes in opposition to a Behemoth’s disguise, like some marvellous sadistic fireworks show. But what chances are you’ll not but know is what every color of injury worth represents, and why it is very important take note of them.
Damage in Dauntless is available in 4 varieties:
- Basic (White) – This is the one injury that’s instantly utilized to the Behemoth’s well being pool. Enough of this type of injury will finish the battle with you the victor.
- Part (Yellow) – Part injury replaces Basic injury on sure, effectively, “parts” of the Behemoth. If a sure half (be it head, leg, tail, and many others.) takes sufficient Part injury, the half will break, providing you with extra sources to craft with after the battle (supplied you win), and probably additionally affecting the behaviour and movesets of the Behemoth. Once an element is damaged, you’ll be able to now not deal Part injury there, solely Basic injury or Stagger injury.
- Stagger (Blue) – This injury applies solely to the pinnacle or the legs of the Behemoth; sufficient Stagger injury will trigger the beast to turn into shocked or knocked down, permitting you to whale on them freely till they recuperate.
- Wound (Red) – Wound injury, like Part injury, is utilized to the precise a part of the Behemoth that you just hit. Enough Wound injury on the identical spot will trigger that half to turn into absolutely wounded, which implies the Behemoth takes further Part injury when struck there.
You’ve additionally acquired the six Elements, which function in a really predictable binary trend to extend the uncooked injury you are taking or dish out:
Element | As Weapon | As Armour |
---|---|---|
Blaze | Good vs Frost Behemoths | Bad vs Frost Behemoths |
Frost | Good vs Blaze Behemoths | Bad vs Blaze Behemoths |
Shock | Good vs Terra Behemoths | Bad vs Terra Behemoths |
Terra | Good vs Shock Behemoths | Bad vs Shock Behemoths |
Radiant | Good vs Umbral Behemoths | Bad vs Umbral Behemoths |
Umbral | Good vs Radiant Behemoths | Bad vs Radiant Behemoths |
So if you would like the best elemental benefit over an elemental Behemoth, then use their aspect as your armour, and the other aspect as your weapon.
The finest weapon in Dauntless?
As for the perfect Dauntless weapon… Well, there’s lots to consider. And it holds {that a} first rate participant with passable stats can solo any Behemoth within the game with any weapon. But, as we’ll quickly see, the totally different weapon sorts do have totally different leanings, with out considering the assorted particular person weapons and all their aspect sorts, distinctive advantages, and cell slots (for more information on Cells try our Dauntless cells/orbs information).
As issues stand, I’d say the Hammer has a slight edge over each different weapon, just because it’s so versatile as soon as what you’re doing, and it’s really easy to stun-lock Behemoths together with your huge crushing combos. I’d additionally throw the Sword into the ring, as a result of it merely has no downsides. It’s the jack-of-all-trades, master-of-none weapon of Dauntless, and if I had been to stay to a single weapon kind all through the game, the Sword can be my decide.
But every of the six have their very own distinctive advantages that makes them extra suited to sure conditions than another. Honestly, you need to attempt to degree up at the very least one weapon of every kind, as a result of except for anything, it simply makes the game extra attention-grabbing and enjoyable than sticking to 1 or two weapon sorts.
Now let’s check out every weapon kind in flip, from their transfer units and combos to their specials and mods. Expand the spoiler field on the backside of every part for a full listing of each weapon of that kind in Dauntless.
Dauntless Sword – finest weapon for balanced & solo play
- Type: Slashing (+Part DMG, + DMG vs Wounded Parts)
- Specials:
- Valiant Overdrive – Activate at full meter to enter Overdrive, rising assault velocity and inflicting assaults to deal aoe injury. Reactivate to sprint in a path (incurs a brief cooldown).
- Ardent Cyclone (SM8) – Activate at full meter to begin to spin, damaging close by enemies for the period. Reactivate to slash in a path, damaging enemies.
- Feast (Exotic Only) – Activate at full meter to enter Feast, taking injury over time however gaining important lifesteal, assault velocity, and creating aetheric waves with every assault that deal space injury.
- Mods:
- Adhesive Hilt (SM6) – Become unstaggerable whereas in particular.
- Reactive Hilt (SM10) – Dodge assaults at all times critically strike.
- Perpetual Bladecore (SM16) – Dealing injury whereas in particular generates a small quantity of particular meter.
The Sword is a straightforward advice for any participant simply beginning out as a Slayer – and the devs clearly agree, as a result of that is the weapon you’re equipped with on your very first Behemoth battle. My personal private take is that just about each different weapon is extra attention-grabbing than the Sword; however regardless, it’s a dependable weapon whose combos and animations strike an ideal stability between injury and mobility – one thing no different weapon can declare to do almost as effectively.
The assaults and combos themselves are additionally fairly easy to familiarize yourself with. You’ve acquired two super-simple combos, one for Light Attacks and one for Heavy Attacks; then two extra combos for combining these assaults. The Specials are likewise very easy and simple to know. You can even slide-attack with the Sword by leaping, then after the apex of the bounce beginning a Heavy Attack. You’ll slide ahead as you assault, which is nice for gaining or closing a little bit of distance as you want it.
The Sword is a superb weapon for breaking components, notably for those who’re allied with a War Pike consumer (Slashing weapons just like the Sword and Axe deal bonus Part and Wound injury); and it offers fast and painful injury whereas nonetheless permitting you to maneuver out and in of hazard very simply.
Name | Power | Behemoth | Cell Slots | Perks | Unique |
---|---|---|---|---|---|
Training Sword | 70 | N/A | N/A | N/A | N/A |
Recruit’s Sword | 80 | N/A | N/A | N/A | N/A |
Raging Blade | 100-550 | Gnasher | 1x Utility, 1x Defence |
Ragehunter (+DMG vs enraged Behemoths) |
N/A |
Cry of the Shrike | 100-550 | Shrike | 2x Mobility | Conditioning (+Stamina Regen) |
+100 Part DMG on subsequent hit after a dodge |
Quillshot’s Tusk | 100-550 | Quillshot | 1x Technique, 1x Defence |
Acidic (Converts some Part DMG to Wound DMG) |
N/A |
Skarn’s Rancor | 100-550 (+80 Terra) |
Skarn | 1x Power, 1x Defence |
Knockout King (+% Stagger DMG) |
Dealing DMG has an opportunity to grant a stacking, refreshing 40 Health protect lasting 12s |
Charred Saber | 100-550 (+80 Blaze) |
Charrogg | 1x Power, 1x Defence |
Aetherhunter (+DMG vs aether-charged Behemoths) |
N/A |
Winter Ice | 100-550 (+80 Frost) |
Skraev | 1x Technique, 1x Mobility |
Nimble (Restores stamina when dodging by way of Behemoth assaults) |
Evading drops Ice Mines on a 30s cooldown |
Ember Cutlass | 100-550 (+80 Blaze) |
Embermane | 1x Technique, 1x Mobility |
Evasive Fury (+Attack Speed for a short while after dodging by way of a Behemoth’s assault) |
seventh hit in a row offers +250% Part DMG |
Thundering Blade | 100-550 (+80 Shock) |
Drask | 1x Power, 1x Utility |
Aetheric Attunement (+% Lantern Charge gained from assaults) |
+20% DMG vs Behemoth Tails |
Nayzaga’s Razor | 100-550 (+80 Shock) |
Nayzaga | 1x Utility, 1x Mobility |
Barbed (+Wound DMG per hit) |
+5% lifesteal vs Wounded components |
Pangar’s Call | 100-550 (+80 Frost) |
Pangar | 1x Power, 1x Defence |
Knockout King (+% Stagger DMG) |
N/A |
Inferno’s Razor | 100-550 (+80 Blaze) |
Hellion | 2x Power | Overpower (+% DMG vs staggered Behemoths |
eighth hit in fast succession offers bonus injury and main blaze injury |
Storm Sword | 100-550 (+80 Shock) |
Stormclaw | 1x Technique, 1x Mobility |
Energized (+weapon meter achieve charge) |
Next weapon assault after dodging by way of an assault has 300% meter achieve |
Kharabak’s Spur | 100-550 (+80 Terra) |
Kharabak | 1x Technique, 1x Mobility |
Bladestorm (+Part DMG per hit) |
N/A |
Call of Dawn | 100-550 (+80 Radiant) |
Rezakiri | 1x Technique, 1x Utility |
Cunning (likelihood to deal 2x DMG) |
Chance for assaults to hit twice |
Verge of Night | 100-550 (+80 Umbral) |
Shrowd | 1x Power, 1x Utility |
Cunning (likelihood to deal 2x DMG) |
+DMG whereas at low Health |
Sovereign’s Torment | 100-550 (+80 Terra) |
Koshai | 1x Power, 1x Utility |
Sharpened (+% Part DMG) |
After not taking DMG for six seconds, the subsequent Four assaults deal +25% DMG |
Stalker’s Strike | 100-550 (+80 Umbral) |
Riftstalker | 1x Technique, 1x Utility |
Wild Frenzy (+Attack Speed whereas at low Health) |
Dealing DMG has likelihood to generate a Shadow Orb that will increase DMG dealt by 2.5% for five seconds. Bonus doubles at 5+ Orbs. |
Valomyr’s Regard | 100-550 (+80 Radiant) |
Valomyr | 1x Power, 1x Utility |
Aetherhunter (+DMG vs aether-charged Behemoths) |
Once charged, subsequent assault offers bonus radiant injury. Charge charge will increase with present Health |
Onus of Boreus | 100-550 (+80 Frost) |
Boreus | 1x Power, 1x Defence |
Conditioning (+Stamina Regen) |
Using a Special frequently generates Frost Sprites that trigger your subsequent assault to deal +DMG and minor frost injury. Max 4 Sprites |
The Hunger (EXOTIC) |
100-550 (+80 Umbral) |
Shrowd | 1x Power, 1x Utility |
N/A | Gain Feast Special. |
Dauntless Axe – finest weapon for direct injury and breaking components
- Type: Slashing (+Part DMG, + DMG vs Wounded Parts)
- Specials:
- Flight of Ruin – Throw the axe ahead, damaging enemies whereas thrown. Reactivate to name the axe and carry out a robust overhand swing that may generate Resolve.
- Grim Onslaught (AM8) – Throw the axe ahead, damaging enemies in its path earlier than touchdown a distance away. Hitting a Behemoth can generate Resolve and can bounce the axe again in the direction of the consumer.
- Mods:
- Volatile Axecore (AM6) – Charging assault offers aoe injury to close by enemies at every cost degree.
- Lightweight Haft (AM10) – Movespeed whereas charging Horizontal Attacks is now elevated as an alternative of decreased and prices 50% much less stamina.
- Overcharged Cylinder (AM16) – Determination can now stack as much as Four occasions.
The Axe is a hard-hitting slashing weapon that’s the Sword’s solely rival in relation to breaking Behemoth Parts in report time. On the face of it, the Axe’s assaults and combos are extremely easy (and they’re), merely utilizing both Horizontal or Vertical Attacks in fast succession, alternating between charged and uncharged.
But there’s just a little extra occurring below the hood. Vertical assaults which might be charged Three occasions will grant you “Resolve“, which lets you shrug off Stagger results for a short while. And any charged assault, Horizontal or Vertical, will grant you “Determination“, which multiplies your injury – and get this: it will probably stack as much as thrice. That makes for stupendous injury potential per assault, which when directed at a selected level on a Behemoth will break components faster than anything in the marketplace.
Its Special Throw can also be very enjoyable and lets you deal some further injury at vary earlier than winding up for an ideal again overhead slam because the Axe comes again to you, Stormbreaker-style. You may even dodge the Axe to delay its return for a short while, which is helpful for providing you with that further second to line up the right assault on the enemy.
Name | Power | Behemoth | Cell Slots | Perks | Unique |
---|---|---|---|---|---|
Recruit’s Axe | 80 | N/A | N/A | N/A | N/A |
Raging Bite | 100-550 | Gnasher | 1x Power, 1x Utility |
Ragehunter (+DMG vs enraged Behemoths) |
N/A |
Song of the Shrike | 100-550 | Shrike | 1x Power, 1x Mobility |
Conditioning (+Stamina Regen) |
+100 Part DMG on subsequent hit after a dodge |
Quillshot’s Fury | 100-550 | Quillshot | 1x Power, 1x Defence |
Acidic (Converts some Part DMG to Wound DMG) |
N/A |
Skarn’s Judgement | 100-550 (+80 Terra) |
Skarn | 1x Power, 1x Defence |
Knockout King (+% Stagger DMG) |
Dealing DMG has an opportunity to grant a stacking, refreshing protect lasting a short while. |
Charred Cleaver | 100-550 (+80 Blaze) |
Charrogg | 2x Power | Aetherhunter (+DMG vs aether-charged Behemoths) |
N/A |
Winter Gale | 100-550 (+80 Frost) |
Skraev | 1x Power, 1x Mobility |
Nimble (Restores stamina when dodging by way of Behemoth assaults) |
Evading drops Ice Mines on a 30s cooldown |
Ember Scythe | 100-550 (+80 Blaze) |
Embermane | 1x Technique, 1x Mobility |
Evasive Fury (+Attack Speed for a short while after dodging by way of a Behemoth’s assault) |
4th hit in a row offers bonus Part DMG |
Thundering Scythe | 100-550 (+80 Shock) |
Drask | 1x Power, 1x Defence |
Aetheric Attunement (+% Lantern Charge gained from assaults) |
+20% DMG vs Behemoth Heads |
Nayzaga’s Scythe | 100-550 (+80 Shock) |
Nayzaga | 1x Utility, 1x Mobility |
Savagery (+DMG vs Wounded components) |
Heal on completely charged vertical assaults |
Pangar’s Grace | 100-550 (+80 Frost) |
Pangar | 1x Power, 1x Defence |
Knockout King (+% Stagger DMG) |
N/A |
Inferno’s Decree | 100-550 (+80 Blaze) |
Hellion | 2x Power | Overpower (+% DMG vs staggered Behemoths |
sixth hit in fast succession offers bonus injury and main blaze injury |
Storm Cutter | 100-550 (+80 Shock) |
Stormclaw | 1x Power, 1x Mobility |
Energized (+weapon meter achieve charge) |
Next weapon assault after dodging by way of an assault has 300% meter achieve |
Kharabak’s Claw | 100-550 (+80 Terra) |
Kharabak | 1x Power, 1x Technique |
Deconstruction (+DMG vs objects created by Behemoths) |
Combo finishers deal bonus Part DMG |
Edge of Dawn | 100-550 (+80 Radiant) |
Rezakiri | 1x Power, 1x Mobility |
Cunning (likelihood to deal 2x DMG) |
Chance for assaults to hit twice |
Reaper of Night | 100-550 (+80 Umbral) |
Shrowd | 1x Power, 1x Utility |
Cunning (likelihood to deal 2x DMG) |
+DMG whereas at low Health |
Sovereign’s Wrath | 100-550 (+80 Terra) |
Koshai | 1x Power, 1x Utility |
Sharpened (+% Part DMG) |
After not dealing DMG for six seconds, the subsequent 2 assaults deal +25% DMG |
Stalker’s Mercy | 100-550 (+80 Umbral) |
Riftstalker | 1x Technique, 1x Utility |
Wild Frenzy (+Attack Speed whereas at low Health) |
Dealing DMG has likelihood to generate a Shadow Orb that will increase DMG dealt by 2.5% for five seconds. Bonus doubles at 5+ Orbs. |
Valomyr’s Decree | 100-550 (+80 Radiant) |
Valomyr | 1x Power, 1x Utility |
Aetherhunter (+DMG vs aether-charged Behemoths) |
Once charged, subsequent assault offers bonus radiant injury. Charge charge will increase with present Health |
Turmoil of Boreus | 100-550 (+80 Frost) |
Boreus | 1x Power, 1x Defence |
Conditioning (+Stamina Regen) |
Charge assaults frequently generates Frost Sprites that trigger your subsequent assault to deal +DMG and minor frost injury. Max 4 Sprites |
Dauntless Hammer – finest weapon for stagger injury (and finest weapon, full cease)
- Type: Blunt (+Stagger DMG)
- Specials:
- Concussive Salvo – Loads ammo into the hammer earlier than releasing, damaging and interrupting Behemoths.
- Mighty Landbreaker (HM8) – Loads ammo into the hammer earlier than releasing, creating an aether vent that buffs gamers.
- Molten Edict (Exotic Only) – Converts all explosive makes use of of ammo into fireball assaults.
- Mods:
- Weighted Crown (HM6) – Stagger injury is now not halved when attacking Behemoth legs.
- Impulse Crown (HM10) – Aerial Strike grants elevated injury dealt for 10 seconds. Bonus is doubled if a Behemoth’s head is struck.
- Extended Clip (HM16) – Ammo elevated to six.
If any Dauntless weapon can lay a declare to being the outright finest weapon, I might in all probability put the Hammer barely above another. It’s a high-skill-ceiling weapon involving timed ammo reloads, cost assaults, Hammer Jumps, and all kinds of different loopy complexities; however when issues begin to click on and also you’re ready to make use of all these little quirks and tips to assist mitigate the Hammer’s weighty and languorous assaults and recoveries, then you end up agreeing with me.
The factor in regards to the Hammer is it’s simply incorrigible. Once you get began with a superb combo which you need to at all times end together with your bread-and-butter Aetherslam), odds are you’ll typically stagger or outright knockdown the Behemoth, permitting you to proceed with additional combos that stagger and break them much more, and so forth. It’s an terrible, great journey within the energy of stun-locks and well-timed assaults – and slide-attacks, too, as a result of the Hammer makes good use of them similar to the Sword does.
But as I stated, it’s a tough weapon to familiarize yourself with, much more so than the Sword or just about another weapon to be trustworthy. If you’re not but snug together with your dodges and your timing (which is compounded when going through a brand new Behemoth), then it may be value switching to a Sword, Chain Blades, or Axe, as they’re all far more forgiving weapons.
Name | Power | Behemoth | Cell Slots | Perks | Unique |
---|---|---|---|---|---|
Recruit’s Hammer | 80 | N/A | N/A | N/A | N/A |
Raging Crash | 100-550 | Gnasher | 1x Power, 1x Utility |
Ragehunter (+DMG vs enraged Behemoths) |
N/A |
Fall of the Shrike | 100-550 | Shrike | 1x Power, 1x Mobility |
Conditioning (+Stamina Regen) |
+100 Part DMG on subsequent hit after a dodge |
Quillshot’s Roar | 100-550 | Quillshot | 1x Power, 1x Defence |
Acidic (Converts some Part DMG to Wound DMG) |
N/A |
Skarn’s Vengeance | 100-550 (+80 Terra) |
Skarn | 1x Power, 1x Defence |
Knockout King (+% Stagger DMG) |
Dealing DMG has an opportunity to grant a stacking, refreshing protect lasting a short while. |
Charred Crusher | 100-550 (+80 Blaze) |
Charrogg | 2x Power | Aetherhunter (+DMG vs aether-charged Behemoths) |
N/A |
Winter Squall | 100-550 (+80 Frost) |
Skraev | 1x Power, 1x Mobility |
Nimble (Restores stamina when dodging by way of Behemoth assaults) |
Evading drops Ice Mines on a 30s cooldown |
Ember Maul | 100-550 (+80 Blaze) |
Embermane | 1x Power, 1x Mobility |
Evasive Fury (+Attack Speed for a short while after dodging by way of a Behemoth’s assault) |
fifth hit in a row offers bonus Stagger DMG |
Thundering Maul | 100-550 (+80 Shock) |
Drask | 1x Power, 1x Defence |
Aetheric Attunement (+% Lantern Charge gained from assaults) |
+20% DMG vs Behemoth Heads |
Nayzaga’s Charge | 100-550 (+80 Shock) |
Nayzaga | 1x Power, 1x Utility |
Savagery (+DMG vs Wounded components) |
Heal each time a Behemoth is staggered |
Pangar’s Rampage | 100-550 (+80 Frost) |
Pangar | 1x Power, 1x Defence |
Knockout King (+% Stagger DMG) |
N/A |
Inferno’s Burden | 100-550 (+80 Blaze) |
Hellion | 2x Power | Overpower (+% DMG vs staggered Behemoths |
sixth hit in fast succession offers bonus injury and main blaze injury |
Storm Hammer | 100-550 (+80 Shock) |
Stormclaw | 1x Power, 1x Mobility |
Aetheric Attunement (+% Lantern Charge gained from assaults) |
Reloads 2 hammer ammo after dodging by way of an assault |
Kharabak’s Jaw | 100-550 (+80 Terra) |
Kharabak | 1x Power, 1x Technique |
Deconstruction (+DMG vs objects created by Behemoths) |
Restore stamina after reloading a shell |
Break of Dawn | 100-550 (+80 Radiant) |
Rezakiri | 1x Power, 1x Mobility |
Cunning (likelihood to deal 2x DMG) |
Chance for assaults to hit twice |
Fall of Night | 100-550 (+80 Umbral) |
Shrowd | 1x Power, 1x Utility |
Cunning (likelihood to deal 2x DMG) |
+DMG whereas at low Health |
Sovereign’s Grudge | 100-550 (+80 Terra) |
Koshai | 1x Power, 1x Utility |
Sharpened (+% Part DMG) |
After not dealing DMG for six seconds, the subsequent 2 assaults deal +25% DMG |
Stalker’s Price | 100-550 (+80 Umbral) |
Riftstalker | 1x Technique, 1x Utility |
Wild Frenzy (+Attack Speed whereas at low Health) |
Dealing DMG has likelihood to generate a Shadow Orb that will increase DMG dealt by 2.5% for five seconds. Bonus doubles at 5+ Orbs. |
Valomyr’s Burden | 100-550 (+80 Radiant) |
Valomyr | 1x Power, 1x Utility |
Aetherhunter (+DMG vs aether-charged Behemoths) |
Once charged, subsequent assault offers bonus radiant injury. Charge charge will increase with present Health |
Brutality of Boreus | 100-550 (+80 Frost) |
Boreus | 1x Power, 1x Defence |
Conditioning (+Stamina Regen) |
Using ammo generates Frost Sprites that trigger your subsequent assault to deal +DMG and minor frost injury. Max 4 Sprites |
Molten Edict | 100-550 (+80 Blaze) |
Firebrand Charrogg | 1x Power, 1x Defence |
N/A | Molten Edict Special. |
Dauntless Chain Blades – finest weapon for mobility and looking out badass
- Type: Slashing (+Part DMG, + DMG vs Wounded Parts)
- Specials:
- Reaper’s Dance – Use near a Behemoth to push off, dealing injury. Use from far to drag in rapidly to a Behemoth.
- Cruel Riftstrike (CBM8) – Use to teleport ahead, damaging enemies if current. Can teleport by way of Behemoths.
- Mods:
- Lightweight Chain (CBM6) – Dashing in the direction of a Behemoth reduces stamina price of the sprint by 50%.
- Hurricane Blades (CBM10) – Using Blade Spin grants stacking on-next hit injury that’s consumed when utilizing different assaults.
- Serrated Blades (CBM16) – Bladed assaults have an opportunity to trigger your subsequent swinging blades to be a important strike.
I like the Chain Blades. They’re simple to study, and also you simply really feel like such a badass whereas utilizing them. By far the fastest-attacking weapon in Dauntless, you’ll be able to change on the fly between Bladed Attacks (regular close-range strikes) and Chain Throws (longer-range assaults) and the Blade Spin combo trades your stamina for some outrageous injury over time – supplied you aren’t interrupted mid-spin.
The Chain Pull and Push specials are additionally amazingly helpful in serving to you to regulate the tempo of a battle, permitting you to dodge assaults and shut distances within the blink of an eye fixed. And even with out these specials, the Chain Blades’ emphasis on mobility means your extraordinary dodge turns into a veritable Blink means. It’s simply so quick.
The downfall of Chain Blades is that they don’t scale fairly in addition to among the different weapons as time goes on. With the extra harmful Behemoths you actually desire a increased damage-per-hit than the Chain Blades ordinarily present; however with the precise Cells and the precise selection of Chain Blades – and a good quantity of ability – you’ll be able to dodge and weave and slice aside Behemoths, wanting completely implausible as you accomplish that.
Name | Power | Behemoth | Cell Slots | Perks | Unique |
---|---|---|---|---|---|
Recruit’s Chain Blades | 80 | N/A | N/A | N/A | N/A |
Raging Teeth | 100-550 | Gnasher | 1x Technique, 1x Utility |
Ragehunter (+DMG vs enraged Behemoths) |
N/A |
Flight of the Shrike | 100-550 | Shrike | 1x Technique, 1x Mobility |
Conditioning (+Stamina Regen) |
+100 Part DMG on subsequent hit after a dodge |
Quillshot’s Bonehooks | 100-550 | Quillshot | 1x Technique, 1x Defence |
Acidic (Converts some Part DMG to Wound DMG) |
N/A |
Skarn’s Malice | 100-550 (+80 Terra) |
Skarn | 1x Technique, 1x Defence |
Weighted Strikes (+Stagger DMG on hit) |
Dealing DMG has an opportunity to grant a stacking, refreshing protect lasting a short while. |
Charred Blades | 100-550 (+80 Blaze) |
Charrogg | 1x Technique, 1x Defence |
Aetherhunter (+DMG vs aether-charged Behemoths) |
N/A |
Winter Winds | 100-550 (+80 Frost) |
Skraev | 1x Technique, 1x Mobility |
Nimble (Restores stamina when dodging by way of Behemoth assaults) |
Evading drops Ice Mines on a 30s cooldown |
Ember Blades | 100-550 (+80 Blaze) |
Embermane | 1x Technique, 1x Mobility |
Evasive Fury (+Attack Speed for a short while after dodging by way of a Behemoth’s assault) |
10th hit in a row offers bonus Part DMG |
Thundering Cutters | 100-550 (+80 Shock) |
Drask | 1x Technique, 1x Power |
Aetheric Attunement (+% Lantern Charge gained from assaults) |
+20% DMG vs Behemoth Tails |
Nayzaga’s Reach | 100-550 (+80 Shock) |
Nayzaga | 1x Utility, 1x Mobility |
Barbed (+Wound DMG on hit) |
+5% lifesteal vs wounded components |
Pangar’s Claws | 100-550 (+80 Frost) |
Pangar | 1x Technique, 1x Defence |
Weighted Strikes (+Stagger DMG on hit) |
N/A |
Inferno’s Fangs | 100-550 (+80 Blaze) |
Hellion | 1x Technique, 1x Defence |
Overpower (+% DMG vs staggered Behemoths |
10th hit in fast succession offers bonus injury and main blaze injury |
Storm Blades | 100-550 (+80 Shock) |
Stormclaw | 1x Technique, 1x Mobility |
Energized (+weapon meter achieve charge) |
After dodging by way of an assault, subsequent weapon assault has 300% meter achieve |
Kharabak’s Wings | 100-550 (+80 Terra) |
Kharabak | 1x Technique, 1x Mobility |
Bladestorm (+Part DMG per hit) |
N/A |
Fangs of Dawn | 100-550 (+80 Radiant) |
Rezakiri | 1x Technique, 1x Power |
Cunning (likelihood to deal 2x DMG) |
Chance for assaults to hit twice |
Eyes of Night | 100-550 (+80 Umbral) |
Shrowd | 1x Technique, 1x Utility |
Cunning (likelihood to deal 2x DMG) |
+DMG whereas at low Health |
Sovereign’s Lash | 100-550 (+80 Terra) |
Koshai | 1x Power, 1x Utility |
Sharpened (+% Part DMG) |
After not dealing DMG for six seconds, the subsequent 2 assaults deal +25% DMG |
Stalker’s Trap | 100-550 (+80 Umbral) |
Riftstalker | 1x Technique, 1x Utility |
Wild Frenzy (+Attack Speed whereas at low Health) |
Dealing DMG has likelihood to generate a Shadow Orb that will increase DMG dealt by 2.5% for five seconds. Bonus doubles at 5+ Orbs. |
Valomyr’s Revenge | 100-550 (+80 Radiant) |
Valomyr | 1x Power, 1x Utility |
Aetherhunter (+DMG vs aether-charged Behemoths) |
Once charged, subsequent assault offers bonus radiant injury. Charge charge will increase with present Health |
Destiny of Boreus | 100-550 (+80 Frost) |
Boreus | 1x Power, 1x Defence |
Conditioning (+Stamina Regen) |
Using Special frequently generates Frost Sprites that trigger your subsequent assault to deal +DMG and minor frost injury. Max 4 Sprites |
Dauntless War Pike – finest weapon for wounds and help roles
- Type: Piercing (+Wound DMG)
- Specials:
- Concussive Payload – Use to transform meter into ammo. Hold to spend ammo to fireside a missile that damages and might interrupt Behemoths.
- Savage Wellspring (WPM8) – Use to transform meter into ammo. Hold to spend ammo to create an aura that buffs close by allies with important strike likelihood. Duration will increase with ammo high quality.
- Godhand (Exotic Only) – Use to transform meter into ammo. Hold to spend ammo to channel a beam that damages Behemoths the extra it stays damaging them.
- Mods:
- Munitions Amplifier (WPM6) – Stored ammo high quality will increase slowly over time, as much as max.
- Lightweight Shaft (WPM10) – Pike cost assault now not prices stamina and at all times critically strikes.
- Balanced Spearhead (WPM16) – Increases injury dealt by 3% every time Piercing and Harvesting assaults are alternated. Resets upon combo finish.
The War Pike is an enchanting and well-designed weapon kind, offering a totally totally different focus to the opposite weapons with its distinctive pure means to trigger Wound injury to Behemoth components. This makes it a superb weapon in relation to maximising the sources you yield from a battle, notably in teams the place you’ve got associates with Swords or Axes who can whale away on the components you wound.
Like the Hammer, the War Pike is one other pretty advanced weapon that you just would possibly bounce off at first after making an attempt it out for a bit. I’d encourage you to keep it up. Effective use of the War Pike requires good use of Piercing Attacks to inflict Wounds, and Harvesting Attacks to fill your cost meter so you’ll be able to unleash huge ranged Pike Blasts in the direction of the enemy. Keep in thoughts additionally that these Pike Blasts have an optimum launch time to make sure most accuracy (the second the circle round your Pike contracts to nothing), so correct timing is crucial.
But for those who mess up the timing of your Pike Blast, by no means worry! You can merely dodge to cancel out of the charge-up, retaining your ammo for a future alternative.
Name | Power | Behemoth | Cell Slots | Perks | Unique |
---|---|---|---|---|---|
Recruit’s War Pike | 80 | N/A | N/A | N/A | N/A |
Raging Cruelty | 100-550 | Gnasher | 1x Technique, 1x Utility |
Ragehunter (+DMG vs enraged Behemoths) |
N/A |
Scream of the Shrike | 100-550 | Shrike | 1x Technique, 1x Mobility |
Conditioning (+Stamina Regen) |
+100 Part DMG on subsequent hit after a dodge |
Quillshot’s Javelin | 100-550 | Quillshot | 1x Technique, 1x Defence |
Acidic (Converts some Part DMG to Wound DMG) |
N/A |
Skarn’s Spite | 100-550 (+80 Terra) |
Skarn | 1x Technique, 1x Defence |
Weighted Strikes (+Stagger DMG on hit) |
Dealing DMG has an opportunity to grant a stacking, refreshing protect lasting a short while. |
Charred Spear | 100-550 (+80 Blaze) |
Charrogg | 1x Technique, 1x Defence |
Aetherhunter (+DMG vs aether-charged Behemoths) |
N/A |
Winter Vortez | 100-550 (+80 Frost) |
Skraev | 1x Technique, 1x Mobility |
Nimble (Restores stamina when dodging by way of Behemoth assaults) |
Evading drops Ice Mines on a 30s cooldown |
Ember Pike | 100-550 (+80 Blaze) |
Embermane | 1x Power, 1x Mobility |
Evasive Fury (+Attack Speed for a short while after dodging by way of a Behemoth’s assault) |
seventh hit in a row offers bonus Wound DMG |
Thundering Spear | 100-550 (+80 Shock) |
Drask | 1x Technique, 1x Power |
Aetheric Attunement (+% Lantern Charge gained from assaults) |
+20% DMG vs Behemoth Tails |
Nayzaga’s Fang | 100-550 (+80 Shock) |
Nayzaga | 1x Utility, 1x Mobility |
Barbed (+Wound DMG on hit) |
+5% lifesteal vs wounded components |
Pangar’s Tooth | 100-550 (+80 Frost) |
Pangar | 1x Technique, 1x Defence |
Weighted Strikes (+Stagger DMG on hit) |
N/A |
Inferno’s Arrow | 100-550 (+80 Blaze) |
Hellion | 1x Technique, 1x Defence |
Overpower (+% DMG vs staggered Behemoths |
eighth hit in fast succession offers bonus injury and main blaze injury |
Storm Pike | 100-550 (+80 Shock) |
Stormclaw | 1x Technique, 1x Mobility |
Energized (+weapon meter achieve charge) |
After dodging by way of an assault, subsequent weapon assault has 300% meter achieve |
Kharabak’s Sting | 100-550 (+80 Terra) |
Kharabak | 1x Technique, 1x Mobility |
Bladestorm (+Part DMG per hit) |
N/A |
Spire of Dawn | 100-550 (+80 Radiant) |
Rezakiri | 1x Technique, 1x Power |
Cunning (likelihood to deal 2x DMG) |
Chance for assaults to hit twice |
Gyre of Night | 100-550 (+80 Umbral) |
Shrowd | 1x Technique, 1x Utility |
Cunning (likelihood to deal 2x DMG) |
+DMG whereas at low Health |
Sovereign’s Sorrow | 100-550 (+80 Terra) |
Koshai | 1x Power, 1x Utility |
Sharpened (+% Part DMG) |
After not dealing DMG for six seconds, the subsequent 2 assaults deal +25% DMG |
Stalker’s Spike | 100-550 (+80 Umbral) |
Riftstalker | 1x Technique, 1x Utility |
Wild Frenzy (+Attack Speed whereas at low Health) |
Dealing DMG has likelihood to generate a Shadow Orb that will increase DMG dealt by 2.5% for five seconds. Bonus doubles at 5+ Orbs. |
Valomyr’s Hope | 100-550 (+80 Radiant) |
Valomyr | 1x Power, 1x Utility |
Aetherhunter (+DMG vs aether-charged Behemoths) |
Once charged, subsequent assault offers bonus radiant injury. Charge charge will increase with present Health |
Revolution of Boreus | 100-550 (+80 Frost) |
Boreus | 1x Power, 1x Defence |
Conditioning (+Stamina Regen) |
Using Ammo generates Frost Sprites that trigger your subsequent assault to deal +DMG and minor frost injury. Max 4 Sprites |
The Godhand | 100-550 (+80 Radiant) |
Rezakiri | 1x Power, 1x Technique |
N/A | Godhand Special |
Dauntless Repeaters – finest weapon for versatility and vary
- Type: Slashing (+Part DMG, + DMG vs Wounded Parts)
- Mods:
- Capacitative Magazine (RM6) – Using a capability returns Four ammo to the journal.
- Scoped Sights (RM10) – Increases injury falloff vary by 25%.
- Lucky Magazine (RM16) – Grants 2% important strike likelihood for every spherical lacking from the journal.
- Extraction Catalyst (Quest) – Reduce each means cooldowns by 2 seconds when dodging by way of Behemoth assaults.
- Lightweight Frame (Quest) – Gain 20% elevated movespeed when at 6 or much less ammo.
- Precision Sights (Quest) – Deal 5 elevated injury when attacking the identical half a number of occasions. Stacks as much as eight occasions.
Yeah, I don’t know both why they’re classed as a Slashing weapon… however regardless, the Ostian Repeaters are far and away probably the most uncommon of Dauntless weapons, and in addition probably the most customisable. The greatest mistake I see new gamers make with the Repeaters is to make use of it at lengthy or medium vary. Close, however no cigar. For the complete energy of the Repeaters to disclose themselves, it’s important to perceive that this can be a close-quarters weapon similar to any of the opposite weapon sorts.
The predominant factor to regulate with the Repeaters is the reticule: if it’s white, you’re too far-off and also you’ll endure from fairly stupendous injury dropoff (which is what prompts newer gamers to incorrectly proclaim that the Repeaters are garbage). But when you get near the Behemoth, your reticule will flip purple, indicating most potential injury.
Even the essential pictures of the Repeaters are nothing to be sniffed at, however mixed with the absolutely customisable Skillshots, Mines, and the extremely essential Empowered Reloads (reloading near the Behemoth makes all of your assaults far more damaging for a time), you’ll quickly see why you misjudged the Repeaters.
I feel that’s sufficient to get you began, on the very least. Hopefully you’ve learnt a number of new issues about learn how to inflict all kinds of ache upon the Behemoths you come up in opposition to throughout your quest as a Dauntless Slayer. Happy looking, and make sure you verify again right here for all the most recent stats and data.