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Borderlands 4 Build

Undead Eye/Blood Shot Sniper Build - MASSIVE One Shots - UVH5

presentationVex
presentationIncarnate
End Game
Creator
Updated on Nov 11, 2025
Nov 11, 2025

Build Overview

This build aims to maximize damage through the use of Bloodshot and amp on repkits, leading to the ability to annihilate anything you point your crosshairs at. If you're a fan of classic sniper builds and popping heads, this is the build for you.

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, I will also use the rest of this section as a quick reference for relevant formulas that will be elaborated on further in this guide.

Basic Gun Damage Formula
Base * (1 + Amp) * (1 + Enhancement Gun + Enhancement Weapon Type + High Caliber Tier 2) * [(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)

Bloodshot Formula
[Base * (1 + Amp) + Bloodshot] * (1 + EnScale) * [(1 + Scale + Skill) + (1 + CardCrit + 2 * {CritScale})]

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

Bonus Element With Bloodshot
[(Base * (1 + Amp) + Bloodshot) * Bonus%] * (1 + EnScale) * [(1 + Scale + Skill) + (1 + CardCrit + 2 * {CritScale})]

Strengths And Weaknesses

  • Bossing
  • Mobbing
  • Beefy
  • Low Gear Requirement
  • No auto crit in skill tree. Gotta hit your shots.
  • No automatic Kill Skill activation.
  • Somewhat restrictive in gear variety. This build works best with hard hitting, often slow firing weapons.

Build Variants

This is the basic build and the absolute best version of it. If you just want to hit the hardest, this is the one to do it.

Skill Tree

Points Spent 0 / 49
LMB Allocate
RMB Unallocate
Incarnate
5/5
5/5
5/5
5/5
5/5
1/3
5/5
5/5
5/5
3/3

Blood Shot
As mentioned, Bloodshot is our major focus here. Almost all damage in BL4 is additive, however that additive damage is adding percentages together. Bloodshot is unique in that it is adding a flat value, with this flat value being based on our current HP value at the time of the shot. At 5/5 this is 50% of our current HP.
Bloodshot also converts the shot into kinetic damage and additionally scales from skill damage buffs. This means we gain another modifier on top of our formula. When active, our damage formula looks like this:
[Base * (1 + Amp) + Bloodshot] * (1 + EnScale) * [(1 + Scale + Skill) + (1 + CardCrit + 2 * {CritScale})]

Blood Is Power
This skill provides a bonus element based on our current lifesteal percentage. At 3/3, this is 300% of our lifesteal total. Leeching Attunement gives us 10% and Essence Leech is another 10% doubling to 20% when an action skill is active. This means, while an action skill is active, we get a total of 30% lifesteal providing a 90% kinetic bonus element. The formula for a bonus element with Bloodshot active looks like this:
[(Base * (1 + Amp) + Bloodshot) * Bonus%] * (1 + EnScale) * [(1 + Scale + Skill) + (1 + CardCrit + 2 * {CritScale})]

All the lifesteal we get here is also incredibly helpful as we have a large HP pool and we want to keep it topped up as often as possible.

Bloodletter
Bleed is incredibly helpful for extending the damage of our one shots. It scales from damage that we deal, and we're dealing a lot of damage. This means we can hit some pretty nasty bleeds. Currently, I think the highest I've seen is around 250k per tick of bleed.

Ars Arcana
As mentioned earlier, Bloodshot and Blood is Power are scaling with skill damage. We take Ars Arcana over Grave Vitality because that skill damage is far more effective to us than more flat damage from HP. We already have a lot!

Blood Is Magic
Same as Ars Arcana, Blood is Magic is giving us skill damage. It scales up to 35% depending on how full our health is. Alternatively, you could also use Enchantment which gives a 37.5% bonus element while our action skill is active and does actually lead to higher damage overall. However, it's only slightly higher and Enchantment is only active while our action skill is. Both are viable choices, but I find Blood is Magic to feel more consistent.

Everything Else
Grave Sights, Grave Implements, and Material Components are pretty self explanatory. They're simple, just providing more damage. To note with Grave Sights and Grave Implements, they do make a big difference even in bossing. We unfortunately don't have a way to automatically trigger Kill Skills with this build, however a huge majority of bosses do have other mobs in their arena that you can trigger off of.

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.
Witchy Trigger Finger is a nice bonus as well, giving gun damage when we deal damage with Incarnate and stacking up to 45%.
Grave Harvest is an amazing alternative to Witchy Trigger Finger, specifically for mobbing. Grave Harvest lets you sustain your skill duration for longer, drawn out fights quite well.
Heartpiercer is specifically NOT taken as it sacrifices our health to cast Eldritch Blast. We want our health. Our health gives us damage.

Equipment

Weapons
Repkit & Ordnance
Utilities

Gear

Class Mod:
Undead Eye
Very helpful for keeping up Blood Shot without having to spam repkits as much. It can also roll with Blood Shot on it, which is ideal. I haven't seen it yet, but theoretically rolling 5 points into Blood Shot should allow it to convert 100% of your health into damage. Which sounds ridiculous.
The other two points can be anywhere, though both Guns and Needles or Infernal Sum are great options.
Passives are less important than points in Blood Shot, but more damage never hurts.

Repkit:
The ideal repkit is a purple Order with Amp and Enrage on it.
Enrage is a 30% damage boost while making you take slightly more damage for a duration. This isn't super impactful, but it's the most widely applicable damage boost to the weapons we're using. Not as necessary as getting Amp.
Amp is a multiplicative damage boost, which is a huge damage increase considering most other damage types are additive. Worth noting, amp ONLY multiplies off your base damage and NOT Bloodshot damage.
[Base * (1 + Amp) + Bloodshot] * (1 + EnScale) * [(1 + Scale + Skill) + (1 + CardCrit + 2 * {CritScale})]
This information is only relevant for running calculations as regardless of that fact, amp makes you hit incredibly hard and is super worthwhile to this build.

An alternative to that repkit is the Triple Bypass, a repkit with 3 charges and a 30% chance to recharge one of them on kill. This is actually going to just be significantly better of an option for mobbing, giving you a much higher ability to spam amp. *I have no yet been able to confirm that it is able to roll with amp, will update when I do.

Shield:
Timekeeper's New Shield is our best option a majority of the time. It gives a bunch of health, constant health regen, and 33% damage resistance. This is giving us more damage through Blood Shot while also giving very solid defensive stats to keep our health full.
The rest of this shield section is wildly niche information. It's also likely explained poorly. Feel free to skip to Enhancements.

When Timekeeper's New Shield isn't always the best is incredibly specific. The other option is a normal amp shield, giving 100% amp which stacks additively with the 200% from the repkit, meaning 300% amp total. With this not scaling off Blood Shot, it means that we would go from 200% of our base damage to 300%, so the difference in value that Blood Shot is providing with vs without Timekeeper's New Shield has to be higher than the base damage of the gun.
That being said, a huge note here is that this only matters for bossing and very few guns. Timekeeper's is always providing value with a constant uptime while an amp shield needs to be full.

Enhancements:
This section will have to be updated more as I've really not gotten a wide variety of Enhancements to drop yet. So right now, we're gonna stay general and update from there.
Jakobs enhancement is the best option given the guns that I've been using. Specifically the Jakobs Piercer which gives Jakobs parts a 20% chance to auto crit.
Ideal passives would be anything Gun, Crit, or Sniper damage related. Keep in mind, as of currently, Gun Damage and Weapon Type (Sniper, Pistol, etc.) Damage are MULTIPLICATIVE damage boosts. That makes those rolls VERY impactful.
Mag size can also be beneficial.

Ordnance:
As mentioned, we are lacking auto crit in our trees and so the Penetrator Knife is very useful to carry around. Now that it no longer infinitely stacks and applies Bleed, it feels much less cheesy. Keep in mind as of right now as well, the 30% crit damage stacks with itself, allowing you to get up to 90% auto crit by chucking 3 knives into an enemy.

Other than that, use anything else that you find good. Or fun. Or both. The crit knife is not at all necessary for this build.

Weapons

Borstel Ballista is an incredibly strong sniper, splitting into a bunch of pellets that swirl around the center projectile after a certain distance. This is easily the best gun at our disposal for bossing, able to stack so much bleed and just hitting like a truck.

Truck is for when you really want to hit like a truck. Overall, it's worse for bossing simply due to the significantly lower projectile count than the Ballista, but it has a much higher base damage and can hit significantly harder if we ignore bleed potential.

Boomslang is just a really fun option. Doesn't hit as hard as the other two, but has some better AOE for mobbing. It also looks really REALLY cool and will give you style points.

Stray is a very fun mobbing option, especially if you don't feel like having to aim. It can also roll with some licensed parts, of which I'd recommend Daedalus for better ammo upkeep or Jakobs for even better mobbing potential.

Complex Root still requires some more testing, but definitely an incredibly good option for larger hitboxes. Blood Shot converting damage into kinetic also means you don't really have to worry about farming the correct elements!
Apparently the Root can roll with a Jakobs part. Makes it even more effective for both mobbing and bossing!

Stop Gap gives you up to 750% damage the longer you fire it, at the cost of the fire rate scaling down to 20% over time. This is a VERY strong option and can come in every element. Can be great for both mobbing and bossing, though easily better as a bossing gun. You can less than one mag most bosses with this gun.

Finnity XXX-L is effectively the Lyuda of this game. An absolute DPS machine to just spam into the crit of an enemy, proccing a bunch of Blood Shot through the Undead Eye and just melting down health bars. While it is incendiary locked, it can still be used against any health bar time due to Blood Shot converting to Kinetic.

Other weapons will be added as I find and test them.

Firmware

Repkit & Ordnance
Repkit FirmwareDeadeye
Ordnance FirmwareTrickshot
Utilities
Class Mod FirmwareDeadeye
Shield FirmwareDeadeye
Enhancement FirmwareTrickshot

3/3 Deadeye
2/3 Trickshot
Both of these are taken to just let us stack more crit damage. I would likely prefer something a bit more utility-focused than just raw damage, but there really isn't anything else that would benefit this build too much.


God Killer is an alternative option and likely still good, but doesn't give as much damage overall or for as much of an uptime. It's also almost entirely geared towards mobbing.
High Caliber is a very intriguing option, but unfortunately Gearbox hasn't figured out how to make projectile speed not suck with weapons that have particular firing patterns. For most of the guns I use this isn't a huge deal, however it very negatively impacts the usage of the Borstel Ballista.
I've been running 2/3 High Caliber over Trickshot recently as the 10% gun damage is multiplicative against most of our other damage, only being additive with Enhancement Gun and Enhancement Weapon Type damage. This is a very easy and consistent source of an additional multiplier. While the projectile speed is a bit bunk, it's a very strong damage buff.

Specialization

Specialization 1Down But Not Out
Specialization 2Contamination
Specialization 3One Shot, One Kill
Specialization 4In The Zone

Down But Not Out isn't strictly necessary, but is incredibly nice for if you ever go down. I really don't go down much with this build as it's shockingly tanky, but if I ever do, I appreciate having my scope available to me. If you were gonna swap out a specialization, this would be the one to do so.

Contamination is incredibly helpful for increasing your odds of applying huge bleeds.

One Shot, One Kill can be helpful for bossing, especially considering you have to kill arena enemies to get your Kill Skills stacked. It's not game changing, but it can make boss kills a little more consistent.

In The Zone is actually surprisingly nice. It can be a bit annoying to play around with, but getting stacking this has made a bigger difference than I thought it would in boss kill consistency. Again, it's not a necessity for bossing, but is quite nice.

Gameplay

Mobbing
Mobbing is pretty straightforward. Undead Eye makes spamming repkit not super necessary, however it'll still help against tougher enemies due to the amp. Most trash mobs will not require the amp, but if you're playing a one shot build, why not one shot everything as hard as you possibly can? Repkit often. It's cool.

Bossing
Bossing can be a bit more tricky, but generally it's the same idea. Repkit, activate incarnate, blast the boss in their crit. If there's enemies in the arena (and there likely will be) you may want to stack your kill skills first before taking your shot. This isn't needed on a majority of bosses, but any of the tougher ones that do require kill skills likely will have arena mobs.

If the boss doesn't have a crit spot? Uh oh.
This is where the auto crit knives can be useful.

Changelog

Added the Bod variant. (Thanks to Tay from my discord for bringing this to my attention!)
Added Firmware.
Updated formulas to reflect the multiplicative nature of Enhancement Gun and Weapon Type damage bonuses. Credit to LazyData and his video showcasing this.
Added more weapon options.
Updated info regarding the place of High Caliber in damage formulas.
Updated info regarding the Crit/Penetrator Knife updates.

Video Guide

Table of Contents

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