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Gamebase Guide

How to Build Retcon - Deep Rock Galactic: Rogue Core

Updated on May 24, 2026
May 24, 2026

Intro

Rock and Stone!

Today, we take a look at one of the 5 Miners from DRG Rogue Core, the Retcon.

Retcon is another more selfish character that doesn't really contribute much to the team. Her abilities all benefit her besides her passive, which can save games.

Let's go over her abilities and then go in-depth on how to build her.

Other DRG Rogue Core Classes:

Spotter Abilities

Retcon, as I mentioned, is a pretty selfish character, but she can dish out a lot of damage because of that and has very high survivability.

RedconUI

Primary Ability: Rewind Time (75-second CD)

You first activate the ability to select a point to travel back to when you want. Now, you have 20 seconds, within which you can decide to travel back to that point, gaining back any ammo, HP, or armor you lost during that time.

Passive Ability: Contingency Plan (Triggers once per mission)

When all dwarfs fall down on the floor, you get revived with full HP and armor, gaining a second life.

Ultimate Ability: Rage (no CD, but you need to take damage to charge rage)

When your rage bar is full, activate to deal 100% extra damage for 20 seconds.

Bio Booster Upgrades

Retcon has two active starting decks. Recklessness, which is more centered around doing melee damage. And Prowess, which is centered around gun damage.

Both are great decks, but it really depends on your playstyle and build, which cards you want to pick.

The only card that is not worth picking up is Two Steps Ahead. This gives 50%+ damage to your next grenade after hitting a power attack.

Workbench Upgrades

Retcons workbench upgrades can be very solid, but at the same time, they don't make or break your build.

They are all solid, so if you don't like the gun or gun upgrades, just pick one of the personal upgrades instead.

workbenchredcon

What Upgrades to Prioritize

Every time you get enough experience to upgrade, an important choice awaits. Here are some of the types of upgrades you should prioritize.

Retcon can go two routes, either gun or melee. So we will have two lists to give you insight into what to build for each. For melee:

  • Melee Damage or any melee upgrade for that matter is solid here.
  • HP and Armor are needed for survivability if you want to go melee as Retcon.
  • Movement Speed is always very nice when doing a melee build.

For gun builds:

  • Any gun-enhancing upgrade.
  • Upgrades that reduce ability cooldown are solid since you get better survivability from them for a build that prioritizes lower survivability.
  • Crit Upgrades are solid for any gun build.

Artifacts

Artifacts are always good, but some are better for Retcon than others. Here is a priority list from best to worst for her.

  • Brawler. +250% Power Charge Speed. Dealing melee damage also now awards 2-18 stone skin. It's the best Artifact if you plan to go for a melee build, making you deal more damage and making you a lot tankier.
  • Glass Cannon. You gain 150% extra damage but lose 90% max HP. It's the best damage Artifact for her gun builds.
  • Frenzy. Every enemy you kill gives you 20% extra damage dealt and +5% damage received for 6 seconds, this effect can stack. This gives you a ton of extra damage, and the downside is not really there.
  • Ceramic Defense. Gain 40% damage reduction but lose 1% for each 1% of missing HP. Very good if you have Glass Cannon, otherwise it's not that good.
  • Safety First! +50% max health. Just makes you very tanky.
  • Extreme Vigor. +50 Health Regeneration Threshold, -2s Health Regeneration Delay, +1000% health regeneration rate. This Artifact makes you into a drain tank, almost to the point of how tanky you can become. Especially if you get a second artifact and are allowed to combine it with the next artifact, it will make you immortal.
  • Fountain of Youth. Recover +1 HP every 2 Seconds. Standalone, this perk is super strong, especially during boss fights. But combined with Extreme Vigor, this is arguably the strongest perk/artifact combo in the entire game. I will say you will very rarely get both, if even 1, but getting both can easily give you a win.

Best Weapons

Weapons for Retcon depend on what build you are going for. If you go melee, you want short-range shotguns, if you go gun, you want carry guns. So we list 2 lists below, one for each of these playstyles.

For the gun playstyle, you want weapons that, when upgraded, can single-handedly melt bosses.

  • By far the best gun when upgraded is the Bolt-Tec Decker SMG. When upgraded, especially the magazine, which is its only weakness, this weapon is a monster and should be nerfed with how good it is.
  • The Deepcore GK2 is a weapon that was already very good in DRG, but with the ability to upgrade it now, it's on a different level.
  • Lead Storm Powered Minigun is another gun that's solid at a base, but when upgraded is on a different level, especially when it has armor penetration.

For when you go melee, as I mentioned, we want shorter ranged guns that are better up close:

  • Warthog Auto 210 is a close-range shotgun that can really complement your close-range playstyle.
  • Jurry Rigged Boomstick is the same case as the Warthog.
  • Stubby Voltaic SMG. Only take this weapon if you have the Arc Lunge Upgrade(makes your melee hits to electrified targets deal splash damage).
  • Zhukov NUK17 is a fast-firing submachine gun. Very handy in close quarters since its inacurate but fires very fast.

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