A fast-paced and brute force playstyle of "True Melee" Vex with a heaping side of
Phase Phamiliar.
After the second round of buffs to Melee/Action Skills as well as the changes to Groundbreaker, we can reliably kill most bosses and excel in mobbing.
A few other similar builds I will recommend:
Hexblade by Ratore: Melee Focused but with Dead Ringer Reapers
Black Cat Mystic by Boombumr: FL4K Pet guy with a Trouble-focused Kindread Spirits build
Double Infused, Flaming Trouble by Kathenz: Similar Infusion + Reverb build more focused on Trouble damage
Catscratch | "True Melee"/Pet Vex
Build Overview
Strengths And Weaknesses
- Fantastic mobbing with great damage from Vex and Trouble
- Great survivability thanks to Teen Witch COM
- Fun to play!
- Struggles against certain enemy-types and bosses because of game mechanics and hitxboes
- Bossing can be inconsistent and reliant on Groundbreaker procs.
Build Variants
I really wanted a spec with
Double Trouble to work out but I think this rendition just ended up better for all purposes. Go check out Kathenz build above for his rendition!
Skill Tree










Tons of melee damage for Vex and Trouble between
Claw and Bang,
Fell Inscriptons, and
Recurrence and an extra bonus fire damage with
Reverburnations will leave any grounded flesh bar enemy in bruised ashes.
I choose to take 3/5 Reverburnations to give myself less problems against Fire Elemental Eater enemies. Usually a Cryo/Rad Infusion plus Slippy into Groundbreaker proc is enough to deal with the more tedious of enemies.
Trouble receives twice the Melee benefit from skills like Claw and Bang and Fell Inscriptions, but not Recurrence sadly.
Blood Is Magic also helps provide extra damage for Trouble and for our Reverburnation procs considering we'll often be at full HP.
Infusion is a great bonus element to have in all situations, mainly because you have full control over its element. Can double down your damage for bosses or help strip through shield bars during mobbing.
Grave Current exists too but it can help out Trouble during mobbing.
Grave Command and
Grave Sustenance are both useful for action skill uptime and utilizing our command skill as frequently as possible.
The respawn time reduction is also very nice whenever Trouble takes a bath in some elemental hazards.
The one point in
Guns and Needles helps us get our Repkit cooldown back faster and helps our Infusion uptime during mobbing.
Vorpal Fang has kinda become my favorite augment overall. Really good damage that can proc both Reverburnation, proc damage from
Cursed Blade, benefits from Infusion and Grave Current, and helps feed into Groundbreaker for our bossing. Has a cool synergy with
Unsealed since Trouble tends to "target" most enemies he throws knives at, meaning you'll get 2-3 easy stacks per Attack Command, presuming that he doesn't shoot most of the knives directly into a wall.
Hexus Nexus is also hilarious to use for the large singularity and beefy damage on impact. Vorpal Fang ends up being very very "fire and forget."
Unsealed provides great Damage and Health Regen to keep Trouble active during most mobbing sections.
Equipment




Weapons
You ideally want a gun in each of the primary elements for mobbing.
For when you need to shoot, you want a gun with either multiple projectiles or fast fire rate for the
Cursed Blade damage proc. Shotguns tend to work best for this.
- Be wary, certain guns have slower melee attack animations. Hadn't worked out which ones or why but please be cautious about it if you feel your melee looking slow to reset between swings.
- To my knowledge, guns that have bladed parts on them do NOT boost melee damage. The animation will look different and cool, and may even have a lower reset time, but it does not boost damage.
Shield
Synergy between
Teen Witch and
Heavyweight allow us to constantly keep re-proccing the extra melee damage effect and maintain our specialization boosts as long as we can keep Overshield active.
A weird quick with this synergy include "breaking" when your shield is at partial intervals and you try to melee. I'm not quite sure if this is a sort of internal cooldown or just a byproduct of how shield steal works.
Missile Swarm and Mini-Nova are two both fantastic options to have.
- Mini-Nova works great with mobbing for the extra elemental damage to help shred through Shield bars. This also makes the build feel like you're using the Love Thumper from BL2.
- Missile Swarm works wonderful on bossing, especially when combined with the
Slippy. Some extra tech with the Missile Swarm is that it counts as gun damage, which means it stacks Recurrence. They also proc the Cursed Blade damage and benefit from
Infusion.
Class Mod
Because this build relies on constantly refilling
Heavyweight, our COM Slot is very locked to the
Teen Witch legendary class mod.
I prefer having as many points in
Corporeal as possible for the better Overshield max capacity but also the damage bonus.
Good passive rolls include Melee Damage, Melee Crit Chance, and All Damage Dealt.
Both Melee and Melee Crit chance apply to Trouble. Melee Crit chance is funnier.
Ordnance
The
Slippy is our get out of jail free card for flying enemies and bulky bulkheads.
It is also our prime way to stack Groundbreaker against large bosses. With a good throw, you can get many Slippy procs in a short amount of time and then unleash a huge Groundbreaker punch/slam.
Works great against larger flying bosses and Vile Kratches since the Slippy can get stuck in their big stupid hitboxes.
A cool bit of tech is that Vex's
Phase Covenant converts Slippy's element to the element of your current attunement.
Repkit
Triple Bypass has the best spammability for our needs of proccing
Infusion for our's and Trouble's melee hits.
For rolls, use one with Heavy Hitter for melee damage, but you can also use Enrage for soup or Accelerator for more CDR.
Enhancement
No Enhancements provide any practical bonus for melee damage.
Gun Equip speed is still extremely useful to have and should be the main passive you're looking out for. You are able to get generic and specific gun-type equip speed on the same COM.
Firmware





Action Fist works best to fully lean into that hybrid playstyle between you and Trouble. At 3/3, your melee kills will buff Trouble's damage.
Reel Big Fist is the only other one that interests me because of the high amount of melee damage.
The choice between your 3/3 bonus is whether you want the Consistent Trouble damage or you want the Bloodsplosion-like chaining novas from Melee kills with
Reel Big Fist (of which Trouble can also proc too).
Airstrike can also be used alongside 3/3 Reel Big Fist and Mini-Nova Heavyweight to give all of those novas a much larger splash radius. Since we can't really benefit from either 3/3 effect in bossing, this also becomes helpful for consistency for Slippy damage and Groundbreaker slams.
Specialization
With the
Groundbreaker change to not recursively loop into itself, we can reliably use this specialization for bossing. Refer to the bossing setup down below.
The Best Defense is really good all general damage.
Now With Caffeine with Triple Bypass is a great way to passively lower our cooldown in chunks. We do not fully rely on this for Cooldown but it can be helpful for extended mobbing. With this in mind, you still want to pace out your Triple Bypasses for Infusion moreso Cooldown.
A Honed Mind is a nice little boost of damage for Trouble. With Crit Chance COM and Vorpal Fang it works out to be around 25% crit chance for Trouble which is delightful to have.
Gameplay
Mobbing
Mobbing is very free-flow without any real structure other than trying to keep Phase Phamiliar active and using your Attack Commands as needed.
Infusion will be a lot of your damage for Shield/Armor bars with the right elements. Be wary about using another Triple Bypass too soon, while the Infusion buff refreshes with the new element, any passive buffs like Hard Hitter do not refresh. Keep an eye out on the buff-bar or the VFX on your screen to not waste any valuable damage.
Slippy will be you go-to for big beefy badass enemies.
Bossing Rain Dance
1.) Activate Phase Phamiliar and activate Infusion
1.5) If you can, weave in a punch here to apply
Cursed Blade
2.) Activate Vorpal Fang Attack Command and throw both of your Slippies at the boss, trying to get it "stuck" under their hitbox.
3.) Wait for damage effects to play out for a quick bit, then unleash Groundbreaker via a Punch or Slam
4.) Wait and repeat as needed, most bosses won't need more than two total cycles.
Notes
This build intentionally does not take
Haruspex because I find it interferes too much if you're trying to melee enemies frequently. Ratore's Hexblade listed above does use Haruspex and Pincushion.
Changelog
1.0 Build Published on request of LazyData :)
1.0.1 Added Slippy because I forgot it existed and I just fished one up and it, namesake giving, slaps.
1.0.2 Changed the primary augment because Hexus Nexus really impressed me.
1.0.3 Played around with shield parts because I farmed some more.
1.1 Updated video to show max level bossing gameplay
2.0 October 6th | Final Update for now
2.1 October 20th | Haha yes! This build is finally good now! Video coming soon TM
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