menu
MobalyticsUse your favourite features in-game with our Desktop App
Borderlands 4 Build

Bloodsucker Vex - Use ANY Gun - Generalist Vex Build Level 60 True UVH6

presentationVex
presentationIncarnate
End Game
Creator
Updated on Apr 16, 2026
Apr 16, 2026

Build Overview

This Vex build aims to be able to do it all while having the ability to use it all.

Through a mix of Vex's Red and Green skill trees, this build utilizes a mix of Kill Skills and Vex's powerful bonus elements to get a wide array of stats with some impactful ways of further amplifying our guns.

While on average a bit less powerful than more focused set ups for fire rate, one shots, or other specific weapon types, this build easily makes up for in sheer diversity of usable weapons and bossing methods. Along with that, this is a build that will scale incredibly well with level cap increases and will likely outpace others later on.

This guide is going to get technical at times, though feel free to ignore any of that unless you too enjoy the inner workings of builds. That being said, the rest of this section will be a quick reference for relevant formulas that will be elaborated on further in this guide. If you are interested in other formulas, you can check out my Deadeye Vex guide to learn more about Blood Shot or Ratore's Vex Damage Formula Guide for all of them in even more depth.

Basic Gun Damage Formula
Base * (1 + Amp) * (1 + Enhancement Gun + Enhancement Weapon Type + High Caliber Tier 2 Gun Damage) * [(1 + Gun Damage + Elemental Damage + Damage dealt + Splash + Debuff) + (1 + Card Crit + (2 * (Crit))] * Elemental Effectiveness

From this point onward,
(1 + Gun Damage + Elemental Damage + Damage dealt + Splash + Debuff) will simply be shortened to (1 + Scale)
(1 + Enhancement Gun + Enhancement Weapon Type) will be shortened to (1 + EnScale)

Bonus Element Formula
[(Base * (1 + Amp)) x Bonus%] * (1 + EnScale) * [(1 + Scale) + (1 + CardCrit + 2 * {CritScale})] * Elemental Effectiveness

Strengths And Weaknesses

  • Weapon Diversity
  • Very tanky through lifesteal and the Teen Witch
  • Mobbing
  • Bossing
  • Somewhat weaker than more focused builds (though still more than viable)

Build Variants

This is the most simple and widely-applicable version of this build.

Skill Tree

Points Spent 0 / 59
LMB Allocate
RMB Unallocate
Incarnate
5/5
5/5
3/3
5/5
5/5
3/3
5/5
5/5
5/5
3/3

Blood Is Power, Essence Leech
Blood is Power is an incredibly strong skill, giving 300% of our lifesteal as a kinetic bonus element. Bonus elements are additional elemental damage added as another instance on top of our base damage. For example, if you deal 300 shock damage with 10% additional kinetic, your damage total would be that 300 shock with an additional 30 kinetic. The damage formula for bonus elements is as follows:
[(Base * (1 + Amp)) x Bonus%] * (1 + EnScale) * [(1 + Scale) + (1 + CardCrit + 2 * {CritScale})] * Elemental Effectiveness
Essence Leech is of course taken to buff this bonus element directly. It scales off 300% of our total Lifesteal. Essence Leech gives 10% overall, doubling to 20% while an action skill is active This alone already gives us 60% bonus kinetic damage.
Note: Lifesteal from Repkits do not benefit Blood is Power.

Using the Teen Witch allows us to get 5 points into Grave Thirst, granting 7.5% lifesteal per stack increased to 9.75% through Mourning. Stack count also gets boosted from 3 to 6 through Grave Power for a total of 58.5% lifesteal or 175.5% bonus kinetic damage.

Enchantment gives another 37.5% bonus kinetic damage while our action skill is active. Enchantment, unlike Blood is Power, scales with Skill Damage bonuses.

This is a total of 273% Bonus Kinetic Damage!

Grave Sights, Grave Implements, Grave Power, Mortal Terror, Mourning
These are all of our Kill Skill related skills.
Grave Sights and Grave Implements are the two kill skills that we grab, Sights giving us 30% (Skill tree crit is double card value. Learn more here) Crit Damage per stack with Implements giving 20% Gun Damage per stack. At base, these two skills stack up to 3 times for a total of 90% Crit Damage and 60% Gun Damage.
Grave Power allows us to add more stacks, meaning each point in Grave Power effectively gives us an additional 30% Crit and 20% Gun Damage, making those points very effective.
HOWEVER
Each Kill Skill stack has a separate timer from one another. The timer starts on activation and at base, lasts 10 seconds. Activating another Kill Skill in this time does not reset this timer, simply adding another stack with it's own timer on top of the previous. This means stacks decay at different rates from each other and makes it harder to upkeep higher numbers of stacks without specific set ups. Higher fire rate or high pellet count guns can generally upkeep 6 stacks decently well, but overall it can be difficult to upkeep 6 stacks consistently. This is more so a problem when mobbing, though can also make itself apparent in some bossing. Due to this, a single point here is all that's absolutely necessary if you would rather spend them elsewhere if you feel you aren't upkeeping Kill Skills consistently enough. But keep in mind that will heavily nerf your potential damage from Grave Thirst, which is both the biggest recipient of these additional stacks as well as the easiest to upkeep due to having the longest duration.
Mortal Terror simply allows us to activate and upkeep our Kill Skills without needing to kill things. Nice for mobbing, incredibly helpful for bossing.
Mourning is a new addition with level 60 and MAN is it a big one. 30% buff to our Kill Skills, giving us more Crit Damage, more Gun Damage, and more Lifesteal/Kinetic Bonus.
This totals our damage from Kill Skills to 234% Crit, 156% Gun, and 175.5% Bonus Kinetic.

Target Prescience
Auto crit to help activate Kill Skills more often through Mortal Terror. Great for enemies with tricky crits or for less accurate guns. While not necessary, it greatly increases bossing consistency.
Note: If you're willing to use the crit knife, you can completely forego these points. Mobbing is fine without it and the crit knife pretty much invalidates the need for this against bosses. These 5 points can be used for some value elsewhere. See the Crit Knife variant.

Drink Full
Very nice fire rate buff, stacking up to a total of 30%. Fire rate is an incredibly solid stat on just about any gun and this is a pretty big source of it.

Ars Arcana, Blood Is Magic
Skill damage is nice as it allows us to boost up Enchantment. Not strictly necessary and Grave Vitality is an alternative to Ars Arcana, but Ars Arcana is the slightly higher damage output option and I do like me my damage.
NOTE: This still doesn't benefit Blood is Power and I am still mad about it.

Grave Sustenance
One point here just to help out with action skill uptime during bossing. This is kind of just a comfort point as almost any boss dies long before your skill would run out, but this is kind of the most bang we can get for the final point. Other good options are to put it into Guns and Needles, Fiendish Invigoration, or using it to max out Blood Is Magic.

Phase Pocket
This is another new addition, offering just generally nice stats for most weapons. The most important thing to note with these points however is the potential wiggle room they represent, because they can really go anywhere if you would like to further min/max your build to your specific uses. (MAN I LOVE LEVEL 60 WHY DID IT TAKE THIS LONG)
Here are some suggestions of where these points can go:
Guns and Needles - Only one point would really be necessary here due to how much we spam Kill Skills most of the time. Fantastic for Repkit uptime.
Fiendish Invigoration - Another stat just offering generally fantastic all-around stats. Either dump all 3 into here or 1 point into Guns and Needles and the other 2 here.
Blood Shot - Another single pointer, nice to throw in if you plan to be using more high-damage one-shot type weaponry like snipers or the Spread Launcher.
Bloodletter - Dump into here for a nice bit of extra bleed damage.

Skill Choice & Augments
Incarnate is chosen almost solely for the fact that we get more damage through Essence Leech while it's active. It's an additional 30% to the Blood is Power bonus element just from activating our skill, so it's pretty impactful.
Grave Harvest This is our mobbing augment, keeping Incarnate up 100% of the time as long as you're killing enemies and picking up orbs.
Witchy Trigger Finger gives gun damage when we deal damage with Eldritch Blast, stacking up to 45%. This also refills our mag/resets heat, which is incredible for bossing. This lets you literally never have to reload.
Vibe Check is always what I run for capstone mostly due to the cooldown reduction from dealing damage being doubled. This lets us spam it even faster during bossing to keep up with higher fire rates far better.

Equipment

Weapons
Repkit & Ordnance
Utilities

Gear

Class Mod:
Teen Witch
All that lifesteal we have? Now it applies to shields and gives us overshield! As you'll see in the Shield section, this also translates directly into giving us another bonus element and a multiplicative damage buff through nearly-perpetual amp uptime.

Skill Rolls:
Grave Thirst is our major focus for points with the Teen Witch. at 5/5, we get 7.5% lifesteal per stack up to a base of 3. But since it's a Kill Skill, that goes up to 6 through Grave Power and 9.75% lifesteal through Mourning for a total of 58.5% lifesteal. Blood Is Power of course converts this to 175.5% bonus kinetic damage. Happy farming!

Blood Is Magic is another good option, giving action skill damage based on the fullness of Vex's health. Considering we're pretty much always full, this is almost always active. And while it lists specifically action skill damage, this does still apply to the bonus element from Blood Is Power.

Corporeal is pretty solid, giving us increased overshield capacity and duration along with a bit of a damage buff while we have overshield active. It's nothing too crazy and definitely overkill considering how fast we generate overshield, but not bad.

Conjunction gives up to 30% gun damage based on the fullness of Vex's shield. Another decent damage buff, but nothing too crazy.

Of course as mentioned, Grave Thirst is easily the focus. Luckily, the rest of the skill rolls are pretty great across the board so it doesn't matter too much where those other 2 points go.

Repkit:
Triple Bypass
Most often best in slot option for Repkit. It gives us near constant action skill uptime with Now With Caffeine while also being very spammable during combat to get its buffs.

War Paint
A very long CD repkit, though you're likely to be in the fray with this build so the passive effect will bring it back reasonably quick. This repkit provides fire rate and movement speed, both incredibly nice stats for this build. The fire rate stacks nicely with Drink Full while the movement speed feeds into Bullet Train. This is a far more offensive repkit option.

Repkit Passives:
Ideally you want some sort of damage buff on your roll. Fire Rate (Spasmodic), Enrage (Experimental), Speed (Caffienated) (being a damage buff through Bullet Train) are your best options. Unfortunately, Leech (Parasitic) does not work with Blood Is Power. Amp (Amplified) is also great though more specific with its use case.

Shield:
Watts 4 Dinner
Another bonus element to buff up our damage, though being shock also gives us some added coverage for shields. This bonus elements is only active while Overshield is, but Teen Witch and all our lifesteal keeps that overshield capped almost constantly, giving constant shock damage.
The Watts 4 Dinner also has the advantage of being able to roll with AMP Synergized. Amp is one of the few multiplicative damage bonuses we have access to, meaning it's incredibly impactful. And with the Teen Witch letting our Lifesteal apply to our shields, we can utilize amp very effectively even with higher fire rate weapons to spam out amped shots.
Note: Amp on shields can roll as 50%, 100%, or 150%. Of course you ideally want that 150%.

Protean Cell
This shield is a very solid alternative to the Watts, actually providing an even larger shock bonus element at 40%. Unfortunately, the Protean Cell ends up generally weaker than the Watts due to not being able to roll with amp. And as mentioned, amp is a huge damage buff. If you do not have a Watts 4 Dinner with an amp roll, then the Protean Cell wins out. Otherwise, use the Watts.

Enhancements:
Being a very general build, your enhancement should match whatever you're currently using or what matches a majority of your part rolls. The following will be my most commonly used enhancements currently, though I recommend taking a look through the Enhancement Database to look through all the Enhancement abilities and legendary Enhancements.
Note: Gun Damage and Weapon Type Damage (SMG Damage, Sniper Damage, etc.) passive rolls on Enhancments are an On-Shot buff, being additive with other On-Shot buffs but multiplicative with most other general damage buffs. They're very big damage buffs and therefore ideal passives.

Vladof Bullet Hose - Guns with Vladof-licesnsed parts have a 30% Chance to add an extra Projectile per shot
Vladof Box Magazine - Guns with Vladof-licensed parts gain +20% Fire Rate and +20% Magazine Size
Jakobs Piercer - Guns with Jakobs-licensed parts have a 20% Chance to grant a Critical Hit
Jakobs Sequencer - Guns with Jakobs-Licensed Parts grant consecutive Critical Hits a stacking +5% Bonus Damage for a Maximum of 8 Stacks
Studfinder - Amazing for bossing with Torgue impact and stickies. This is generally what I use for Bloomreaper paired with the Linebacker and the Hardpoint for easy plats. Linebacker takes care of the initial crystal phase while Hardpoint stickies does the rest.

And pretty much all the Atlas & COV Enhancements slap.

Ordnance:
Jakobs Grenade
A Penetrator Jakobs knife is easily the best in slot ordnance, though it's quite boring and no longer as strong. Having an additional 30-90% auto crit (as currently it does stack with itself) does mean much more consistent Kill Skill activation during bossing, though it's definitely not necessary if you don't want to use it.

So for some more fun options:

Sho Kunai
This is likely the second best in slot. This isn't an Ordnance build, so we don't have much in the way of buffing Ordnance damage. Sho Kunai isn't good because of it's damage, but rather the utility, giving us 10% movement speed on hit stacking up to 70% which we then translate into damage through Bullet Train.
Note: You can also stack this movement speed buff by throwing the kunai at interactable objects like ammo crates. This means you can prestack movement speed before many bosses.

Jelly
Truly a for fun option, I'm just a fan of the Jelly. You can pick up some kills with this on squishy enemies, and I'm happy enough with that to run it sometimes. Pretty solid for knocking off crystals from Vile enemies, though.

Countermeasure
Great option for some aggro control while mobbing. It's a little bit short, but still decent utility if you're being overwhelmed. Which effectively means... it can be useful during Ordonite Processors?

Barb'ara
A recent addition to my roster, but a very welcome one. This is likely the highest damage grenade this build has available to it due to scaling with Action Skill damage. We have a decent bit of that through Ars Arcana and Blood Is Magic as well as I Am A Gun. Hits pretty hard, spawns tentacles, cool stuff.

Bottled Lightning
Dishes out some serious damage even without Ordnance investment. Has a massive AOE on it, so it can be super effective at taking out an entire group.

Heimdahl
This is an absolute favorite from DLC1. VERY fun to spam with Witchy Trigger Finger, dishes out a hell of a lot of damage automatically since it summons pets, as well as offers some actual utility as well since the skulls deal gun damage and trigger gun-damage-related effects like lowering Eldritch Blast CD and activating Mortal Terror.

Weapons:
I said this can use anything, and I mean it. This section is gonna be long and is not going to be all-encompassing. I highly recommend experimenting with whatever guns you might think are gonna be fun. I'll give some notes on some stand-outs, list additional guns that I've really enjoyed, and leave you to play around with more.

Mobbing:
Whiskey Foxtrot - A newer love of mine. Got a roll dealing 10k DPS, not sure I need to say more, but I will. The Whiskey Foxtrot can roll with one of two alt-fires. One of them is a shotgun firing arcing projectiles that debuff enemies on hit while the other lets you swap between burst and full auto. Both of these variants are incredibly good, but my favorite is by far the shotgun. Currently I've been running a Whiskey Foxtrot with a Ripper mag and it absolutely shreds.
Wombo Combo - Just a crazy AR that can be a great option for elemental damage. While generally we want to be attuned to kinetic due to Leeching Attunement giving us Blood Is Power damage, the Wombo Combo is more than strong enough to make up for it.
Star Helix - A favorite of mine in BL3 that unfortunately returned a bit weaker in 4. However, a bit weaker than the GOAT is still pretty damn good especially considering all 3 projectiles fired from this thing gets Amp applied to them.
G.M.R. - A very simple yet powerful AR for those that just wanna point and shoot. Highly recommend a Jakobs part.
Bonnie and Clyde - The Blanc from 3 returns in a way cooler form, now swapping between being an AR and a shotgun. Very fun combat loop, super strong gun. Can boss.
Goalkeeper - The GOATkeeper. The only charge Order AR I've enjoyed using so far.
Crow-Sourced - The GOAT-Sourced. Quickly became my favorite Pearl. Second Order AR I've enjoyed using. CAW CAW!!!!!!!!!!!!!
Fleabag - Kinda just fun as hell and pretty strong.
Laser Disker - SHOUT OUT TO MY GOAT! TPS REPRESENT!
Laser-Cutter - Just feels great to shoot. I love this thing.
Lumberjack
First Impression

Hardpoint - One of my personal favorite weapons in the game overall. Plays similarly to the Devil's Foursum from 3. Sweet spot almost handcannon that pairs incredibly well with Headringer/Studfinder. See more in Bossing.
Scoot'n'Shoot - Absolutely insane with Witchy Trigger Finger, allowing you to summon effectively infinite phantom guns. This is easily one of the top sticky applicators in both effectiveness and fun. Also still really good as impact.
Handcannon - Not at all a handcannon, just the Echo from BL3. Still really damn good, though.
Seventh Sense - No idea why they buffed this thing. Absolute slapper.
Rangefinder - Very simple pistol option. Nothing super spectacular, but good enough if you just want a very simple pistol to slot in.
Queen's Rest - Actually a very solid option, enough so that I was surprised to see it get buffed. Only issue is that sometimes enemies straight up move faster than the bonus projectiles.
Sunspot - Kinda mid but it looks really cool. Effect is written stupidly and it actually deals more damage the more full it is, giving good synergy with Witchy Trigger Finger.
Bully
Lucky Clover
Roulette

Darkbeast - Great gun, especially with Shotgun alt fire. Great for taking care of Ordonite-infused.
Flash Cyclone - Probably my new favorite SMG if not gun overall. Cross between the Blood-Starved Beast and Free Radical from BL3 and every bit as crazy as that makes it sound. Ripper Jakobs if you too want this to be your new best friend!
Mercurious - Completely ridiculous? This thing just utterly wrecks anything you point it at and does so harder the faster you move.
Prowler - Weird but I like it. No more.
Falke - Spinny
Luty Madlad

Linebacker - VERY good gun and pretty damn fun. Feels like the Flakker from the previous games, though functions a bit different. Fantastic for just wiping a group of enemies off the face of Kairos.
Hot Slugger - Big damage slug shotgun. Satisfying as hell to use.
Convergence - DPS machine. Great for mobbing, also pretty damn solid for bossing. Another one I question the buff of considering it was still strong as hell prior, but I'll take it!
Bod - Just straight busted. Very simple shotty.
Hellwalker - I'm Hellwanking!!!!
Doeshot - This thing just tickles my brain. Reload cancel to conserve ammo and look like a badass when you figure out how many shots in the burst you need for each enemy before cancelling.
Crazed Earl - POWPOWPOWPOW *SMACK*
Sweet Embrace

Stray - Sniper go BRRR
Boomslang - Sniper go BOOM
Truck - Sniper go BANG
Hemorrhage - Sniper... bleeds?
Fearstalker - Man this thing is cool. Auto crit lets you just brain off body shot everything and watch it explode.
Tankbuster - Haven't played around with this enough, but I'm pretty sure the potential here is insane. From my brief testing, it's at least very fun.

Bossing:
Complex Root - Makes very quick work of large hitboxes. Less effective against smaller bosses. Comes in all elements, letting you match bosses. A Jakobs part roll is very nice to have.
Kaoson - Witchy Trigger Finger lets us just spam any boss full of stickies and watch them quickly melt. This is easily the most consistent gun to boss with, though boring.
Hardpoint - Since its addition, this is actually a significantly better option for sticky spam with Witchy Trigger Finger over the Kaoson. Stacks faster, higher damage, and easy Bloomreaper platinums.
Scoot'n'Shoot - Alternative to the Hardpoint. I do thing Hardpoint is still better, but the Scoot'n'Shoot has a higher peak if overkill is your thing. It's also just awesome.
Wombo Combo - Also a very solid bossing gun. Dishes out tons of damage very fast, can melt pretty much anything.
T.K's Wave - Get an Atlas tracker part. It's a gamechanger. Track a boss and start spraying. Keep in mind, actively reloading lets you reload quicker, so spamming 'R' while firing will let you DPS faster.
Convergence - As mentioned, absolute DPS machine especially against larger hitboxes. A bit weaker than other options, but super fun and usually consistent.
Various Underbarrels - Of course, you also have a wide array of underbarrels you can choose from to boss with. Beam Tossers, Spread Launchers, any of the 10-20k base damage underbarrel crowd, really.
Bonnie and Clyde - Because since the buff it for some reason got, it's been able to just DO IT ALL! If you can get a kill in shotgun mode and turn the AR mode onto a boss, it and Witchy Trigger Finger will melt it down in no time.

Firmware

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

Deadeye just simply provides the most raw and widely applicable damage.
High Caliber fills out the last 2 slots. The tier 2 gun damage is another On-Shot, being multiplicative with other damage types meaning it can be an incredibly potent damage buff. The pierce can also be incredibly nice with some specific weapons for bossing if you would instead choose to go for a tier 3. Not a huge fan of the increased projectile speed with some guns, but we suffer for damage around here.

Other Options:
Skillcraft - Actually an INCREDIBLY good option, giving a total of up to 65% Skill Damage and 10% Skill Crit Chance. A nice bit of damage for Enchantment and while Blood Is Power doesn't benefit from the Skill Damage, it does still benefit from the Skill Crit Chance which can help with Mortal Terror.
Trickshot - Reload speed and more crit. Simple but alright.
Bullets to Spare - More fire rate and mag size. Great for using more brr-type guns.
Daed-dy O - Great if you're running guns that swap modes a lot like the Bonnie and Clyde.
God Killer - Increased damage to Badasses and a general buff at 3/3.
Heating Up - Some nice buffs if you're running guns with COV mags.
Oscar Mike - An option if you want both damage and fire rate.

Specialization

Specialization 1Now With Caffeine
Specialization 2Riddle You This
Specialization 3I Am A Gun
Specialization 4Bullet Train

Now With Caffeine works differently than most other cooldown reduction, directly cutting 25% from your current cooldown on Repkit activation. This means if your action skills ends and you pop 4 Repkits, it would be back. 3 Repkits instantly refunds 75% of your action skill CD. This is what makes the Triple Bypass so valuable for getting our action skill back up quickly and lets us completely avoid the need for cooldown reduction elsewhere.

Riddle You This is just the biggest free damage buff we can grab, stacking up to 50% gun damage while you're dealing damage. Synergizes very well with I Am A Gun

Bullet Train lets us run and gun while also giving a damage buff based on how fast we move. Currently we don't have access to very many movement buffs, but even still this Specialization is pretty helpful and can give a decent chunk of Gun Damage just through what we do have. Synergizes very well with the War Paint, Speed (Caffienated), Sho Kunai, and I Am A Gun

I Am A Gun gives us more Skill Damage from our Gun Damage. My GOAT Enchantment appreciates the shout out.
This means 50% of the Gun Damage gained from Bullet Train and Riddle You This is now ALSO giving us Skill Damage.

Gameplay

General

Mobbing gameplay for the most part is incredibly simple. Keep your health and shields up while you commit atrocities against the denizens of Kairos in whatever manner you deem fit. This effectively just means keep shooting and killing, keeping your Kill Skills up and your health full through your lifesteal. Sometimes you might want to back away if you take a big hit, but otherwise, your lifesteal will do the heavy lifting.
You can either choose one repkit or cycle them as you need them. Both the War Paint and Triple Bypass can be great options for mobbing, it mostly depends on how you feel about swapping mid combat or how badly you want minimal action skill downtime. I usually just stick to the Triple Bypass almost always with the War Paint coming out for speed kills on bosses, as otherwise it does tend to be a bit overkill.

Bossing

Bossing can vary heavily depending on the method you're going with. The only general advice is to still try to aim for crits at least a little so as to more consistently get your Kill Skill stacks. If you're using the crit knife, disregard.

Complex Root - Element match, shoot through the largest part of the enemy or most overlapping hitboxes. For example, when Radix crouches down you can shoot through his face to hit almost his entire body with the additional Root projectiles. This means more hits, more potential auto crits, more damage.

Kaoson, Hardpoint, Scoot'n'Shoot, Handcannon - Just spam shots into your target while spamming your skill button to throw Eldritch Blasts constantly and perpetually refill your magazine. You really don't need to dump that many stickies into a boss to kill. Play around and eventually you'll get a feel for it.
Note: Bullet Train applies while stickies are popping. After you stack your stickies and reload to pop them, start running around as fast as possible for the most damage.

T.K's Wave - Once again, getting an Atlas tracker on this can be a pain, but it's an absolute gamechanger. It makes it a much more consistent option. Track the boss, start running, shooting, and spam reloading. As in, literally spam the reload button while firing to reload and fire faster. Great option for bosses with annoying movement patterns.

Bonnie and Clyde - Kill something with Shotgun mode, swap to AR, hold left click and spam Witchy Trigger Finger. Profit.

Changelog

REJOICE! Grave Thirst can now roll with +5!

Guide has now been fully updated to Level 60 with exception to the Dead Ringer Variant. Working on it.

Video Guide

Table of Contents

Featured Builds

A.M.O.K. lvl 60
Updated on Apr 25, 2026
Speed Demon Rafa - Use ANY GUN - LVL 60 TUVH6
Updated on Apr 25, 2026
B0tSh0t - INFINITE DAMAGE Gun C4sh - LVL 60 TUVH6
Updated on Apr 25, 2026
G5M3BR34K - Never Reload Gun C4sh - TUVH6 LVL60
Updated on Apr 25, 2026
Rigged Deck C4SH Build | TVH 6 Card Build
Updated on Apr 24, 2026

Become a Creator

Want to earn rewards by sharing your builds with your community?