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Borderlands 4 Build

CR4SH | No-Reload Gun/HOrd C4SH (LVL 60 TUVH7)

presentationC4SH
presentationCleromancy
End Game
Verified
Trending
Featured
Updated on Jul 12, 2026
Jul 12, 2026

Build Overview

CR4SH C4SH!

6:25 True Mayhem 20 Takedown

True Mayhem 20 Takedown Platinum

PC Decrypted Save File

The From Gloam Till Glow 'nerf' actually made this build STRONGER than before when played right.

  • Build made in collaboration with GIRTHQUAKE and Iserrot.
    • Many thanks to Iserrot and GIRTHQUAKE for Nothing Beats Lead testing.
    • Nepta and myself were responsible for pre-"nerf" From Gloam Till Glow testing.
    • wrw713 and Madeleine were responsible for post-"nerf" From Gloam Till Glow testing.

This build looks towards pushing From Gloam Till Glow to its limits by maximizing trigger rates and using the most appropriate weapons for it.

From Gloam Till Glow now scales with gun damage investments and other factors, which enables the introduction of a few different options, even stuff like Groundbreaker if one wishes.

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

Build Knowledge EssentialsFrom Gloam Till Glow

Check the From Gloam Till Glow Mechanics breakdown for more details.

Your best defensive shield is a Hopscotch.

Your best offensive shield is a x2 Siphon/Preference Super Soldier.

  • Avoid Watts 4 Dinner, it can end up hurting your From Gloam Till Glow uptime severely.

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

Use elemental weapons, and match elements to the appropriate health bars. Nothing Beats Lead does not work with kinetic weapons.

  • You can still use Kinetic-locked weapons. they will perform a bit worse than the best elemental picks though.

Strengths And Weaknesses

  • Very powerful gun performance
  • Weapon variety
  • Snappy Cleromancy gameplay
  • Great survivability
  • No Reloading
  • Brrrt
  • Semi-frequent sliding required to activate From Gloam Till Glow during the layter half of Windfall
  • 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
  • Augments: None, Dirty Dozen and/or Heavenly Sevens
    • Optionally, get Devil's Tines points for more slots but more Totem RNG.
  • Going with 0 augments gives you a higher chance at Angry Totems, which increase gun damage. You do have augment options though.
    • Heavenly Sevens can be a nice DPS boost.
    • Dirty Dozen can help starting off some fights where DOTs are inapplicable for Windfall triggers, like Bloomreaper crystal phase. It also gives you permanent Gloam through sliding without need for stacking through Alchemy, as long as you have a totem out.

Skill Tree

Points Spent 0 / 59
LMB Allocate
RMB Unallocate
Cleromancy
5/5
5/5
4/5
1/1
1/5
4/5
2/3

You can optionally get Devil's Tines points for more augment slots at the cost of more Totem RNG.

For the Takedown, you can consider maxing out Trick Shot, although it doesn't do too much.

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 Fortune's Favor 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.

1 in Hot Hand for another source of Alchemy.

A Blur of Fingers and Brass is a nice fire rate boost. You could go Your Huckleberry, Shootist, Trick Shot or max out Hot Hand if you prefer.

Lawless is decent soup for the portion of our damage coming from Nothing Beats Lead.

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 additional instances for From Gloam Till Glow.

Unshaken is nice soup.

From Gloam Till Glow is flat amp damage that rides on your base and bonus element sources, but needs adequate sustain. It uniquely applies fully to every pellet as long as you have enough Overshield.

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 needed for uptime on From Gloam Till Glow.

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.

Top Picks

  • Stray is mobbing king. Easy, turn-off-your-brain gameplay. Jakobs + SMG/Preferred Mode.
  • Lockjaw can clear areas even faster than stray. Get Jakobs on it.
  • Juliet's Sparkle is an excellent mobbing weapon, can handle all enemy types and the Pearl Override is very nice to have.
  • Broken Wings is ABSURD for bossing and good for mobbing, with access to good licenses. Combinations between Atlas/Daedalus and Ripper and are excellent for bossing, while Jakobs + Torgue is great for mobbing.
    • This weapon can still cause hangups/potential crashes due to the many instances of damage.
  • Convergence has excellent damage for both bossing and mobbing.
    • The default Shotgun Mode roll without anything else can actually have more bossing DPS with From Gloam Till Glow, but I still recommend having an SMG mode handy in case of ammo running out. Jakobs is also good if you want to mob with it, or clear adds while shooting a boss and stack Groundbreaker.
  • Bod is actually a great weapon here. Ripper mag + Daedalus SMG Mode, or even Torgue Impact + Daedalus SMG mode for High Caliber + Torgue Enhancements. It is genuinely good.
    • Remember the Bod can benefit from potentially double/triple weapon type fire rate rolls on Enhancements.
  • Acey May has high pellet count for From Gloam Till Glow and performs excellently. Ripper has the best DPS. You can also go for just a Jakobs rolls on a version to mob with it.
  • Complex Root with Daedalus Shotgun Mode and optionally Jakobs. Can have great damage against certain bosses, including Child of Terramorphous.
  • Wombo Combo has great single-target performance. Ripper for maximum DPS.

Others

  • Hard Dark can range from meh to great to quite excellent as long as you get the hang of its usage.
  • Swan Song is excellent while ammo lasts. Jakobs + Torgue or Ripper.
  • Falke is top tier all around for any activity. Any combo of Jakobs, Ripper and Daedalus.
  • Darkbeast is a great choice in general. Jakobs, Ripper or both, up to you.
  • Flash Cyclone with Jakobs and/or Ripper is a very good gun.
  • Scoot'n'Shoot with Ripper is a great option on either Impact or Sticky modes.
  • Herald is pretty decent against big targets.
  • Handcannon has pretty good bossing performance.
  • Screwstonian is fun to mess around with.
  • Jail-Broken is pretty powerful.
  • Raiden is fun and the special effect has good synergy with Gloam.
  • Rainmaker with Shotgun Mode has extremely high DPS, but can't be sustained well through prolonged fights.
  • Laser-Cutter with Jakobs does some slick mobbing.
  • The list goes on...

More Weapons...

  • Check out Borderlands 4 META Weapons Tier List for a general list of weapons. From there, pick weapons based on the build's strengths and match an adequate Enhancement. That way, any weapon with decent From Gloam Till Glow synergy will play well.

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 orCountermeasure with the Lingering + Alchemic + Exacting/Overflow rolls, or any other Legendary/Epic grenade with the same. Good for quickly stacking Fortune through Alchemy.

Slippy can be nice for using CQC.

Countermeasure and Firepot with damage-oriented rolls can be decent offensive options since they are gun source can benefit from From Gloam Till Glow.

SHIELD

Hopscotch

  • Main choice. With x2 Turtle Chitinous parts. Very tanky and helps protect From Gloam Till Glow procs.
  • Other defensive shields, like Onion, Cindershelly and Pandoran Momento are also alright.

Super Soldier

  • The best offensive choice. Any augments you like.

Firewerks

  • Great option for mobbing.

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
    • Excellent From Gloam Till Glow synergy.
  • Gun Crit Damage | Gun Type Crit Damage
    • Crit boosts are great soup, which is what From Gloam Till Glow wants the most alongside fire rate.
  • Gun Mag Size | Gun Type Mag Size
    • The Mag Size rolls are niche and only really useful for specific guns or if you want to play around with 3/3 Bullets to Spare.
    • Example: I like a mag size roll for mobbing with SMG Mode Stray, since it lets me shoot more without accidentally reloading.
  • Gun Equip Speed
    • Nice QOL and good for using Heavy Ordnances.

Quintain | Bounce Pass Jakobs Enhancement

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

Binger | High Roller | Short Circuit Ripper Enhancement

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

Accelerator Daedalus Enhancement

  • Great for Daedalus and Daedalus-licensed weapons. Since many of our weapons have Daedalus mode access, this Enhancement is excellent overall.

Bullet Hose Vladof Enhancement

  • The effect is essentially a Pure Multiplier to single-pellet Vladof Guns like Wombo Combo.

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.

Firmware

Repkit & Ordnance
Repkit FirmwareDeadeye
Ordnance FirmwareDeadeye
Utilities
Class Mod FirmwareHigh Caliber
Shield FirmwareDeadeye
Enhancement FirmwareBullets to Spare

3/3 Deadeye or Bruiser | 1/3 High Caliber or God Killer | 1/3 Bullets to Spare

  • Comfy default setup that works for any gun.
  • 2/3 Reel Big Fist can be added in place of High Caliber and Bullets to Spare if using Groundbreaker.

3/3 Bullets to Spare | 2/3 Deadeye

  • This works as a setup oriented to weapons that have high weapon card magazine size which you can further scale with Mag Size boosts.
  • A good example is grabbing Magazine Size boosts from enhancement and using this with a Wombo Combo to max out rocket frequency, or even a super-high mag Aegon's Dream can be fun.

3/3 High Caliber | 2/3 Deadeye

  • If a projectile has splash and works with the piercing effect, then you can use High Caliber for doubled hits. Examples: Torgue Bod, Broken Wings, Wombo Combo.
  • The Air Burst Torgue Enhancement has nice synergy with this due to allowing a lot more room for missed hits to still cause damage.

Specialization

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

The Best Defense | Groundbreaker | Riddle You This | Bullet Train

  • The Best Defense is nice soup for From Gloam Till Glow and all our damage.
  • CQC or Contamination or Groundbreaker or In The Zone
    • For usual play, Contamination or CQC (+ Slippy) are nice.
    • For more sweating and raid bossing, Groundbreaker is a welcome swap.
    • For even quicker gun melts, In The Zone is great if you can manage it.
  • Riddle You This is just free gun damage while also scaling From Gloam Till Glow.
  • Bullet Train is some nice added QOL due to the amount of sliding and sprinting.
    • In The Zone can be a valid replacement for quick boss melts. I usually wouldn't lose the Bullet Train QOL for that, but depending on the situation it is definitely a benefit.

Gameplay

Mobbing

  1. Throw your Status Effect Grenade for Alchemy (ignore if using another grenade)
  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 Angry Totems since during it you can only roll unique dies. Stop spamming totems and just kill enemies to sustain those Angry Totems through Bonemeal Ticket.

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.

Bossing

The bossing loop is pretty much the same. On Takedowns, drill sites and such, you can reach bosses while your Angry Totems are still going, giving you absurd damage.

For traditional boss farming, you can consider equipping Heavenly Sevens for a DPS boost if you don't already have it, since you won't realistically be upkeeping Angry Totems.

From Gloam Till Glow Mechanics

  • Nepta and myself were responsible for pre-"nerf" From Gloam Till Glow testing.
  • wrw713 and Madeleine were responsible for post-"nerf" From Gloam Till Glow testing.

From Gloam Till Glow

  • Is not Skill Damage;
  • Is Gun Damage;
  • Formula placement: Post-Add Amp;
  • Tries to apply itself fully to every valid gun damage instance, including source-inheriting bonus elements and multi-projectile hits.
    • This means it does not split its boost between pellets, and rather applies fully to each.
  • It drains Overshields by 50% of the final damage dealt of the instance it applied to;
  • Nothing Beats Lead now grants only one bonus instance;
  • Being Gun Damage, it can now contribute to Groundbreaker buildup;
  • Inherits Elemental Type of the instance it applied to;
  • Applies to Crossfire.

Gloam Formula

[ (Card Damage x On Shot Gun Damage x Amp) + (Overshield x Gloam%) ]

x

(1 + Soup + Crit)

x

Elemental Match

=

Final Damage

Overshield Drain Formula

Final Damage

x

0.5

Order of Operations

To understand why Gloam might not be working for you, and how you can properly build it now, the following order of operations must be considered:

  1. Your bullets hits an enemy and deals Gloam Damage;
  2. Your Overshield is drained;
  3. Each source-inhereting Bonus Element consecutively tries to apply Gloam to itself. most of the time they fail because your Overshield at this moment is 0;
  4. Turn of Fate then heals your Overshield (and is now 100% mandatory skill);
  5. Nothing Beats Lead applies after, making it the only source-inhereting Bonus Element that is calculated after Turn of Fate. This means that when it tries to apply Gloam it succeeds, due to Turn of Fate having filled your Overshield;
  6. Turn of Fate heals you, again.

Hopefully this makes it easier to understand how Turn of Fate is a necessity. Merely having Siphon parts on a Shield will not be enough. Ever.

In fact, the most important thing to keep Gloam up is protecting your HP so that Turn of Fate can Overshield Steal. Siphon parts are a cool benefit at best, and an ok failsafe or mostly useless at worst.

Usage Tips

1. SPEC Turn of Fate. MORE THAN 2 POINTS IF YOU WANT TO BE SAFE.

  • Gloam Drains overshield based on final damage, which means we need to sustain it somehow. Turn of Fate allows exactly that.

2. PROTECT YOUR HP. IT MUST BE AT MAXIMUM FOR TURN OF FATE OVERSHIELD STEAL.

  • Defensive shields like 2x Turtle Hopscotch are a much more effective pick now.
  • For pure offensive power, Siphon/Preference Super Soldier. But do keep in mind your HP is more vulnerable this way, so if you notice Gloam failing, you might be taking health damage.

Generally, simply abandon Watts 4 Dinner on this build, and any other bonus damage shield like Protean Cell too.

3. ELEMENT MATCH. USE THE APPROPRIATE ELEMENT VS. THE HEALTHBAR YOU'RE FACING.

  • This will help your Overshield heals and overall Gloam sustain.

Video Guide

Table of Contents

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