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Borderlands 4 Build

CR4SH | No-Reload Gun/HOrd C4SH (LVL 60 UVH6)

presentationC4SH
End Game
presentationCleromancy
Verified
Trending
Updated on Apr 14, 2026
Apr 14, 2026

Build Overview

CR4SH C4SH!

PC Save File

  • Build made in collaboration with GIRTHQUAKE and Iserrot.
    • Many thanks to Iserrot and GIRTHQUAKE for NBL testing, Nepta for FGTG testing and to CaptainFail for clueing us into some very interesting anti-crystal tech.

Never reload. Nothing Beats Lead + Elemental Weapons creates two new instances of damage, and From Gloam Till Glow rides on any bonus damage/bonus element instances for massive increases in DPS, meaning you should always have at least 1 point in Hot Hand or Red Moon Rising.

War Wagon + many instances of kinetic damage allow for permanent sustain of magazines.

  • From Gloam Till Glow might cause slowdowns on your game, be wary. On very egregious scenarios, maybe even crashes. Just avoid a weapon if it does that.

Use elemental weapons. Nothing Beats Lead does not work with kinetic weapons.

You need at least 1 point in Dusty Trail. Roll it on your classmod, or otherwise take one point off of Turn of Fate/preference for it. Remember this if trying any other Class Mod.

Strengths And Weaknesses

  • Extremely high gun performance for any activity
  • Totem spam
  • Great survivability
  • No Reloading
  • Brrrt
  • Semi-frequent sliding required to activate important skills
  • War Wagon still drains from reserves, but it's not really a problem
  • Too easy to play if you get bored quick

Build Variants

Default CR4SH.

  • Action Skill: Cleromancy
    • Heavenly Sevens + Mighty Nine without a third, increases chances of rolling the DPS-boosting Totems during Windfall for bossing.
    • If you grab a second Devil's Tines, then use Dirty Dozen or preference on the third slot.

Skill Tree

Points Spent 0 / 59
LMB Allocate
RMB Unallocate
Cleromancy
5/5
5/5
3/5
1/1
1/1
1/5
1/5
1/5

Do NOT skip (unless you get severe performance issues):

  • 1/5 in Hot Hand or 1/5 in Red Moon Rising (only need one of these two)
  • 1/5 Nothing Beats Lead
  • Mighty Nine
  • These are new valid instances for From Gloam Till Glow. 5/5 is up to you and depends on what you'd rather focus on.
  • If you get too many performance issues, try removing some of these skills, though try to keep Nothing Beats Lead at least.

Chaos Walking

Dusty Trail IS A REQUIRED KEY SKILL because we activate From Gloam Till Glow and enable better usage of Dealer's Bluff with it.

  • Just roll 1 point in it on your Windrider class mod. Alternatively, take 1 point off from Turn of Fate/preference until you find a good class mod.

Unleashed is more brrt.

Stand and Bleed for some okay crit chance that will let us benefit from Can't Stop Winning.

Hot Hand is another source for From Gloam Till Glow to ride on. You only truly need 1/5 here, so feel free to mess with the other 4 points. You could also use 1/5 Red Moon Rising instead, they perform the same function on the build.

A Blur of Fingers and Brass is a nice fire rate boost. You could go Trick Shot instead if you prefer.

Devil's Tines enables a third Totem, but this can be both a blessing and a curse since we actually want to roll Mighty Nine and Heavenly Sevens whenever possible, which becomes harder when we have another unique roll.

  • You can skip Devil's Tines for an extra point in any skills of the same row.

Lawless is great soup for the majority of our damage.

1 in Truck Full of Nitro and Pale Rider allows grenades/ordnances and elemental/kinetic action skills to have an extra kinetic instance that can refund us ammo through War Wagon.

War Wagon is yet another 'never reload' skill in Borderlands 4.

Nothing Beats Lead is an insane damage boost due to creating two additional instances for From Gloam Till Glow. It uses the would-be Kinetic ratios of base damage on elemental guns to convert the damage and increase it by the listed %.

Unshaken is nice soup, especially for From Gloam Till Glow.

From Gloam Till Glow is bonus damage that rides on your base and bonus element sources, like Hot Hand, Red Moon Rising, Mighty Nine and Watts 4 Dinner.

Luck of the Draw

Alchemy is an essential 1-point wonder for Fortune buildup.

Roll the Bones

Pick between Luck Be a Robot, Sweet Roll or Charm Bracelet. Entirely your preference.

Bonemeal Ticket lets us sustain HP of Totems pretty well.

Devil's Tines for one more augment.

Luckless enables some good soup from the Jinx debuff.

Can't Stop Winning lets us enter Windfall by critting, making things much smoother.

Turn of Fate is nice lifesteal for some extra insurance.

Accursed Bones enables another way to apply Jinx. The Bonus Element from Mighty Nine, which is actually always active as long as a Tough Totem is spawned, counts as Action Skill damage and lets you apply Jinx through your gunshots.

Equipment

Weapons
Repkit & Ordnance
Utilities

WEAPONS

Any weapons that fit a high fire rate + as many damage instances at once profile will do work here. These weapons MUST be elemental for Nothing Beats Lead. You can use Kinetic weapons but you will be missing out on that boost. It may or may not feel significant depending on how good the weapon already is.

  • Try to have versions of the bossing weapons with the main three elements covered so you can match them to health bar type.

Weapon Recommendations

When applicable, Daedalus (Underbarrel/Multi-Loader) Shotgun Mode can usually be a vast DPS boost, but keep in mind it drains ammo reserves quick.

Ripper (Charge Mag), Jakobs (Ricochet Accessory) and Torgue (Impact Mag) are all good parts and depending on gun it might only have access to specific licenses. Your preference dictates a lot here too.

  • Stray is the mobbing king. Easy, turn-off-your-brain gameplay. Jakobs + SMG Mode.
  • Convergence has top damage for bossing and great mobbing. Jakobs + SMG Mode for extra reserves.
  • Falke is top tier all around. Any combo of Jakobs, Ripper and Daedalus.
  • Darkbeast is a great choice in general. Jakobs, Ripper, Daedalus or any two at once, up to you.
  • Flash Cyclone with Jakobs is excellent at mobbing or multi-bossing.
  • Broken Wings with Torgue Impact + Shotgun mode, can also be used with T3 High Caliber
  • Scoot'n'Shoot is with Ripper is a great option on either Impact or Sticky modes.
  • Acey May has high pellet count for From Gloam Till Glow.
  • Laser-Cutter with Jakobs is very fun mobbing.
  • Aegon's Dream is cool. Any mix of Ripper, Jakobs and Torgue.
  • Katagawa's Revenge can cause so many problems with From Gloam Till Glow that you may crash your game! CR4SH C4SH!

More Weapons

You can always fall back to using sticky weapons too.

HEAVY ORDNANCE

The same weapon rules apply to Heavy Ordnance, try to use elemental ones for Nothing Beats Lead since that will also net you more triggers of From Gloam Till Glow.

Heavy Ordnance are clunky to use. Just remember that. The game will make sure you do anyway.

REPKIT

War Paint or Order Repkit.

Look for these effects, or combinations of them if applicable:

  • Fire Rate (Spasmodic)
  • Enrage (Experimental)

GRENADE ORDNANCE

Crit Knife Jakobs Grenade is always a good option, especially for bossing,

Waterfall with the Lingering + Alchemic rolls, or any other Epic grenade with the same. Good for quickly stacking Fortune.

Countermeasure and Firepot can be decent damage options since they have gun source on them and can trigger our skills.

Artillery Ricochet modifiers on any suitable grenade can be fun to mess with.

SHIELD

Watts 4 Dinner

  • Siphon parts to help From Gloam Till Glow.
    • The bonus shock is yet another damage instance for From Gloam Till Glow to ride on.

Firewerks

  • Great option for mobbing.

Super Soldier

  • Overall nice but be wary that too much fire rate can cause problems on certain weapons when using From Gloam Till Glow.

CLASS MOD

Stat rolls to look for on any Class Mod:

  • Gun Crit Chance
  • Gun Damage
  • Fire Rate

Windrider

+1 Dusty Trail; +1 Dealer's Bluff; +5 From Gloam Till Glow

Try to at least get the +1s. Dusty Trail is mandatory or you'll have to grab a point from another skill to get it. Dealer's Bluff is amazing for cooldown returns on Cleromancy.

And then the rest is as many From Gloam Till Glow as you can find.

ENHANCEMENT

Stat rolls to look for on any Enhancement:

  • Gun Fire Rate
  • Gun Type Fire Rate
  • Gun Damage
  • Gun Type Damage
  • Gun Mag Size
  • Gun Type Mag Size
    • The Mag Size rolls can be nice for Bullets to Spare

Quintain | Bounce Pass Jakobs Enhancement

  • Excellent choices overall for mobbing with the Jakobs-licensed weaponry.

Binger | High Roller | Short Circuit Ripper Enhancement

  • Good options for any ripper or ripper-licensed weaponry.

Pumper |Studfinder | Head Ringer Torgue Enhancement

  • Great for torgue or torgue-licensed guns. These can go very well with either Gyrojets or Stickies.
    • The Air Burst effect can be extremely powerful for mobbing and can have high utility for bossing.

Bullet Hose Vladof Enhancement

  • The effect is essentially a Pure Multiplier to single-pellet Vladof Guns

Scion | Accelerator Daedalus Enhancement

  • Great/fun for Daedalus and Daedalus-licensed weapons.

Mixologist Maliwan Enhancement

  • If you want to crash your game, this with shock mode Katagawa's Revenge is perfect. And I mean that.

Firmware

Repkit & Ordnance
Repkit FirmwareDeadeye
Ordnance FirmwareDeadeye
Utilities
Class Mod FirmwareHigh Caliber
Shield FirmwareDeadeye
Enhancement FirmwareHigh Caliber

3/3 Deadeye | 2/3 High Caliber

  • Comfy default setup that works for any gun.

3/3 Bullets to Spare | 2/3 High Caliber

  • This works as a setup oriented to weapons that have high weapon card magazine size. Fun if you like brrrt.

3/3 Daed-dy O | 2/3 High Caliber

  • If you have a mode/underbarrel swap on your weapon, this can be the biggest DPS boost if you play around the mechanics.

3/3 High Caliber | 2/3 Deadeye

  • If the projectile has splash and works with the piercing effect, then you can use High Caliber for doubled hits. One example is Broken Wings.

Specialization

Specialization 1The Best Defense
Specialization 2CQC
Specialization 3Riddle You This
Specialization 4Bullet Train

The Best Defense is nice soup for From Gloam Till Glow and all our damage.

CQC can be triggered by the bonus element from Mighty Nine.

Riddle You This is just free gun damage.

Bullet Train is some nice added QOL due to the amount of sliding and sprinting.

Gameplay

  1. Throw your Status Effect Grenade for Alchemy (ignore if not using one)
  2. Start shooting and hit crits until you enter Windfall. Use some Totems too if you want, but ideally don't spend all charges before you enter Windfall.
  3. Once in Windfall, spend your Totem charges for better chances of spawning the equipped augment Totems since during it you can only roll unique dies.

Fit in some slides to trigger Dusty Trail whenever you can, which will activate From Gloam Till Glow, and also consume some Fortune stacks. Consuming Fortune also means you can keep on using Dealer's Bluff for excellent cooldown returns.

The bossing loop is pretty much the same. I recommend trying unequipping Three's Company if you want to minmax your bossing, since it lets you have better chances at being a good gambler that gambles correctly and roll Mighty Nine for CQC.

From Gloam To Glow Explained

From Gloam Till Glow

Credits to Nepta for the initial findings on it.

  • Instance Rider
  • Inherits Elemental Type of whichever Gun Damage Instance its riding on
  • Fully applies to any valid instance (including stickies), does not get multed by Bonus Element %s
  • No On-Shot, No Soup, Nothing
  • Can't Weak Spot Crit, can't Call autocrit. Possibly can't crit at all
  • Bug: lets you directly damage crystal enemy health bars

Gloam Formula

Total Gloam Damage = (Current Overshield x GloamOS% x P x Element Match) + N + N + N...

  • P = Projectile Count of weapon
  • N = (Current Overshield x GloamOS% x P x Element Match)
  • N represents additional valid sources of gun damage, aka Gun-source Bonus Elements. This has exceptions though...

Exceptions and Quirks

  • Base (Any Element) + Red Moon or Hot Hand = 2 Gloams
  • Base (Any Element) + Red Moon Fire + Hot Hand Fire = 2 Gloams
    • These skills don't stack Gloam instances with each other)
  • Base (Any Element) + Red Moon/Hot Hand Fire + Mighty Nine Fire = 3 Gloams
    • Mighty Nine stacks with Red Moon/Hot Hand
  • Base (Any Element) + Red Moon/Hot Hand + Mighty Nine + Shock BE + Nothing Beats Lead = 6 Gloams
    • NBL is an exception that causes 2 procs

Adding Hot Hand results in one new Gloam proc alongside the base damage, but adding Red Moon Rising alongside it does not give a third. The same would be true if Hot Hand was added after already having Red Moon.

However, adding Mighty Nine to either case would introduce a new Gloam proc, even though it's also fire damage.

Base Damage can be of any element and will still stack with the same type.

Video Guide

Table of Contents

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