Weapons:
Primary Weapons will be Purple Tediore gun and Purple guns with Tediore-Licensed parts. Because these world drop, there's currently no guaranteed way to farm for these other than the loyalty rewards for killing enemies with Tediore gear.
The best guns I've found have had that nice mix of solid card damage with highest mag size available, but you can always test it out by raw-reloading into the Target Dummies in the Bones of Sanctuaries.
As of the November 20th Patch, Tediore Shotguns are currently bugged to only count one of their pellets towards the reload damage, which drastically negatively affects how much damage they're able to put out. This has been reported to the devs already but in the meantime, keep your shotguns in your inventory.
This applies to other Shotguns with Tediore-Licensed parts as well.
Reload Types and You!
The best individual reload damage will come from Shooting parts. They will generally be harder to aim especially on mobile/flying enemies, but the damage is worth it if you can get both of your reloads to impact the large boss.
- So a bit of a Formula update I'm putting here, Shooting and Shooting Replicator reloads benefit 3x as much from Gun Damage bonuses compared to every other reload module. This ended up being the main reason why these reloads end up dealing some devastating damage compared to other options.
- I don't think this diminishes other options in general. Other reloads have their strengths during mobbing when the damage required to kill is generally lower.
- Gearbox if you're reading this, just make all reloads 3x Gun Damage instead of lowering these to match. Please, I need this :(
- Shoutout to Nepta Leijon who helped test this after his numbers weren't adding up. Please check them out, they do great builds on Harlowe, Rafa, and even Vex!!! Check them out on Youtube and Mobalytics!
Combo works fine for mobbing and damage, but the biggest drawback is that they don't explode on impact with the ground and will roll/bounce along the ground instead. This can be useful in mobbing but generally can also lead to more self-damage depending on the area.
Homing would be my next preferred reload because it excels at mobbing and certain flying enemies/bosses. The direct damage is lower but the application is fantastic. The projectile's velocity is very quick and they do a very good job of finding enemies around corners. Very effective "fire and forget" for mobbing.
Sometimes they'll have issues with certain boss attack patterns where they'll home onto a part of them that doesn't intersect with their current hitbox, such as Radix or Vile Lictor. Other than Radix, other bosses typically will have enough variation in their attack patterns for this to only cause delayed instances of huge damage as all the reloads stacked up hit the boss at once.
Javelin reloads are pretty useful I just haven't found too many good ones. They work well against large targets and for carpet bombing mobs. Definitely need more testing.
Still haven't found any good ones.
Replicator is a good option to utilize as well. I'd say their best use case is with Homing/Shooting reloads during mobbing for more damage application. I've noticed that Replicator causes the reload damage to be "split" between both of the chucks, so it's great if they both hit and not-so-great if one misses because of the off-set, of which Homing and even javelin both help with.
This also causes a poor synergy with
Grenazerker and
Tediore Digi-Divider because while you do get more instances of damage, the individual reloads will be doing less damage.
I did not like MIRV reloads since the MIRV damage feels too delayed to be useful while also lowering the direct impact damage to "compensate." Feels bad to use against mobile or airborne enemies.
Leg reloads are just... fine. I don't have many good ones but the whole "two max turret" limit does put a hamper on their synergy with additional-reload effects. More testing would need to be done but I can see them working well against grounded bosses for recuperating missed reloads.
Legendary Options:
- The Bounty Pass 1 has graced us with YET ANOTHER strong option in the
Inscriber. While the legendary gimmick has nothing to do for the reloads, it's just another statistically very very good Tediore chuck. You could call this a Murmur but in Pistol form. - The card damage is very high and ranges from around 2.5k to up to 3.7k with similarly variable mag sizes. The one I've been using has 2.9k and 26 mag, but we're still looking into the part variety and upper limitations.
- The Halloween "Mini-Event" has graced us with the fantastic new option of the new
Murmur Assault Rifle. This thing has a lot of part variance and can roll multiple kind of reload types, underbarrels, some licensed parts, and even elements. The biggest appeal is that it is just statistically really good. - You can get Card Damages of 1500+ and mag-sizes of 42+ which makes the damage already much better than purples. I managed to find one with 1503 card damage and 57 mag size and it absolutely destroys everything including bosses.
- As with usual, the preferred reloads are Shooting and Shooting Replicator
- Fun fact: the reload does crit when the enemy is below 35% HP, but it only calculates for the last HP bar. This is rarely useful but hilariously overkill.
- The
Divided Focus with the right rolls can be better than normal purple AR in terms of damage but it has decent card damage and mag sizes available. This build doesn't really utilize the bouncing piercing projectiles from the gun, but they're still amusing to use with a Shooting Reload. - I've come to appreciate the
Chuck for what it is. While the damage per individual reload isn't the highest, it does make up for it with good DPS and damage application, especially if you've got one with Homing and Homing Replicator reloads. Turns the gun into a very effective mobbing tool and even can boss well against flying/mobile bosses.
Ruby's Grasp is a fantastic option for mobbing since its buff on October 9th. The damage is very good for the amount of HP most enemies tend to have at UVH Rank 5. I still wouldn't consider it much of a bossing gun, but I can still see it being useful against large flying bosses.- This weapon got another buff on the November 20th patch. Why. It was already good.
Tediore-Licensed Parts
Non-Tediores with Tediore licensed parts I've enjoyed using include
Vladof SMG's and
Daedalus SMG's for the extra ammo variety for casual mobbing. Any Tediore Pistol or AR with Daedalus Alt-Ammo SMG is also just as nice and should minimally affect the chuck damage for mobbing.
A few Legendary options I have heard about but haven't personally had to test include
Rowan's Charge,
Whiskey Foxtrot, and the
Star Helix. Each of these options have great card damage to mag size ratios for reloads.
Most of these you will just want a basic or Shooting Reload.
Class Mods
Grenazerker is the go-to COM for doubling grenades and increasing Tediore reload count. I have not experimented with many other COM's because I've been having way too much fun.
You'll definitely want +3 in
Sinergia for extra Gun damage for our reloads.
Confeti is nice to help our Lance and grenades have some extra elemental damage in whichever element our gun is in (including kinetic) Confeti also helps our grenades/Lance stack Sinergia twice as quickly.
This COM also rolls points in
Arriba and
Abajo for more AS and Ordnance CDR.
Other decent COM rolls include Splash damage, Ordnance damage, and Assault Rifle/Shotgun damage.
Dancer Build Variant available!
Grenade/Ordnance
Your grenade slot is very open to what you need/want. This spec generally has enough damage to where your grenades are able to kill basic mobs and easily proc kill skills. I like any grenade that's able to quickly stack
Sinergia to 10 stacks.
Confeti and other bonus elements will stack up Sinergia twice as quickly.
A few good legendary options I've used include
Blockbuster,
Waterfall,
Chaumurky,
Firepot, and the Halloween "event" Skully.
Look out for Tediore Purples with Lingering effects, especially if you get one with Nuke parts on it. The remote detonation is both fun to play with and effective for dealing with enemies at any range, including flying enemies. Shock seems to be the best at quickly stacking Sinergia, but I've also enjoyed Cryo and Radiation as well. Pulsing and Fracturing augments seem to work the best as well for overall damage and utility, despite their additions to visual pollution.
Singularity grenades, especially throwing knives, also work very well to group together enemies so that more get caught in the splash radius of your reloads. You'll want one with the Gnawing augment to help stack Sinergia. Unfortunately, bosses don't seem to get affected by Gnawing's damage if they aren't being affected by the Singularity so it can be troublesome in that situation.
I also really like the Bouncing Blade throwing knife augment as well, but it weirdly seems much more rare compared to other Jakobs throwing knives.
Repkit
My favorite repkit for this setup is the
AF1000 with Reload Speed. Very good healing with low downtime plus 20 second buff of faster reloads when you remember to buff up before a boss melt.
I've also recently tried out the
War Paint and it's been a lot of fun. Biggest appeal being the increased movement speed allowing us to feed more damage into
Bullet Train.
Other options include
Triple Bypass,
Kill Spring, and any low-recharge rate Purple with reload speed and accelerator, enrage, or splash damage on it.
Shield
For the shield slot, we use the
Watts 4 Dinner for an 25% Bonus Shock Element while Overshield is active, which synergizes with Rafa's
Field Repairs skill so that we can start off strong in bossing and mobbing. Works wonders against shielded bosses like Origo. You can also just use one with Siphon like everyone else does.
Other options I've found you can utilize is the
Firewerks for insane mobbing and the
Onion for great defensive utility to those who are very self-prone to damage.
Enhancement
Tediore Banger is my go-to for consistent damage. It's a 50% mult on top of the rest of your damage so it's really hard to beat. Definitely needed on any legendary enhancement you find.
Tediore Recycler has become more useful since the buff to
Get Throwin. The damage fall off from not using Banger is not nearly as noticeable anymore and can be great if you're casually doing content like farming Vile Bounties, doing Dailies, or completing Ripper Drill sites.
As you lean into more mag-size bonuses on your enhancement or as we get longer-form content, this enhancement will start to shine even more. Also works very well with the
Chuck.
Tediore Digi-Divider is a mixed bag for me personally.
- At base, you have a 50% chance to do 100% extra damage, so that's on average 50% extra damage if both reloads hit.
- With Grenazerker, you have a 50% to do 50% more damage, so that's on average 25% extra damage if all three reloads hit.
- With Grenazerker and Replicator reload, you have a 50% chance to do 33% more damage, which is an average of 16.5% increase if all four reloads hit, on top of Replicator having lower reload damage to go off of.
The extra reload is fun and the synergy with Grenazerker and Replicator reloads is amusing, but the effect is also inconsistent. I think it's only practical with Homing or Javelin reloads due to the offset that the additional reloads are thrown by. Those reload modules will make it much easier to benefit from the extra reloads.
You'll want Gun Damage and Mag Size on your enhancement for the most damage per chuck. Assault Rifle and Shotgun will be the most ideal for Gun-Type Damage and Mag-Size bonuses as these are our best sources of bossing damage.
- 25% Gun Damage and 37.5% Gun-Type Damage on Enhancement are more mults for our damage. As I've mentioned multiple times, this bonus is additive with El Soltado's while charging damage.
- Mag Size itself might as well be another multiplier with Generic Mag Size at 50% and Gun-Type Mag size at 75% since our only other source is from our Firmware.
- You can also get Reload speed which is nice to have but not a priority over other passive rolls.