I like
BIG NUMBER and I like glass cannons. So I made a ninja hammer build with
BIG MP and
BIG AP, which allows it to attack up to 7 times a turn and deal the
BIG DMG with its
BIG HAMMER. No passive defenses whatsoever and barely any HP.
Perfect.
Max Strength, Balor's Hammer build. A bit of a gimmick build.
Except for Newton and The Beast, no traps, damage dealing grenades or smoke bombs were used.
Played on Dominating. Did all of the content – Apogee, Faceless Commander, Black Crawler, native bosses, 4naga etc.
Fun as fuck to play. Can pop a locust hive in two hits. Enough MP to travel from Core City to SGS in one turn and have some to spare. Nice, nice, nice.
As far as glass cannons go, has a very smooth power progression. No crits because I didn’t want crits this time. Robots were an ass to deal with, tho.
BIG MP (over 200, 270 at endgame with all the bells and whistles) comes from:- 10 (11) Agility.
- Sprint. With Infused Hopper Tabis, Sprint CD is 5 turns. With LTI, I will only spend ~1 turn not sprinting.
- Hit and Run and Fancy Footwork. Hit and Run is a lackluster feat for the most part, but it manages to work here and performs surprisingly well. One neat little detail, is that the bonus MP from Fancy Footwork gets added after the MP from Hit and Run. Meaning, that later in the game, once the hammer reaches one-hit territory, it is possible to pop out of stealth, kill an enemy in one hit and gain 33 MP from both Hit and run and Fancy Footwork. This allows me to move from enemy to enemy and kill them one by one without having to waste Sprint/Contraction MP. This also works to refresh my MP after I use Blitz.
- Contraction. Always on. Never off. Blessed be.
- Strider. End game. Good for screenshots and to dab on Faceless Commander.
BIG AP (110 or 115) comes from:- Contraction. Always on. Never off. Blessed be. 150 effective Temporal Manipulation to minimize the chance for it to backfire. LTI spam and Future Orientation means it’s always off cooldown once duration runs out.
- Blitz. 5 spec points and LTI spam for greatly reduced cooldown. Decent MP generation does not leave me stranded after use. Not a very good feat, but works well enough here.
- Adrenaline or Vitality Powder.
The BIG AP is used efficiently:- Tranquility and spec points into Future Orientated means that LTI costs 0 AP to cast and thus saves me 10 AP every second turn.
- Hammers need to wear lifting belt, so it costs 10 AP to use a psi booster. Therefore Muffled Psi headband cuts down on psi cost, which reduces psi booster usage.
- Premeditation ensures that I can spend 100% AP of my alpha strike turn attacking, without having to use any AP on Stasis.
- Pummel specialization reduces its cost to 0 AP.
- The “up to 7 attacks per turn” part comes with an asterisk. It’s only possible with Vitality powder and most of the time I prefer to use Adrenaline, as the damage from Vitality Powder after-effect will break Tranquility. 6 full AP attacks and one free pummel costs 114 AP. 115 AP with Vitality Powder - 7 attacks.
The BIG DMG comes from:- MAX STRENGTH – BEST STRENGTH . +120% damage bonus additive with skill point bonus. 18 Base, +1 food, +1 Rathound Regalia.
- Balor’s Hammer. 100-200 base damage. 20 STR requirement. Usable from level ~20 with Adrenaline.
- Opportunist. Flasbangs apply Incapacitation. Dealing any damage to an incapacitated enemy removes Incapacitation status effect. But get this, the build excels at dealing single, BIG DMG hits. +25% damage.
- Taste for Blood. Forget Bleeding wounds. That’s not how this build uses TfB. It’s a kill streak feat now. The more shit I kill, the better I kill. +5% damage for each kill, up to +50%.
- Blindsiding. +15% damage after I exit stealth. Meh. I then cast Stasis with Premeditation to extend the damage bonus for another turn. Better. Stasis comes off CD in the middle of the fight and I have 10 AP to spare? Enter stealth, get the damage bonus, cast Stasis, still have the damage bonus after stasis ends. Good. Well, not really, but I’ll take it.
So, with the damage increase from skill and STR alone, Balor's Hammer deals 484-968 damage.
With 10 stacks of Taste for Blood it's 726-1452 damage.
And with the all the situational damage bonuses active it sits at a whopping 919-1839 damage per hit. And these aren't critical strikes, just regular attacks.
BIG DMG.
A couple of videos of the build in action:The 4naga fight under the Lighthouse. Against Nagas, Balors > any electro hammer.
https://www.youtube.com/watch?v=Lik3zKsWtRATchort OTK
https://www.youtube.com/watch?v=uypLhRTDtxwThe Faceless Commander fight. One of the hardest fights in the game and my favorite part of DC.
https://www.youtube.com/watch?v=f_NTeRwsiPIØyensørm and friends get clobbered
https://streamable.com/59ax6r
The build:https://underrail.info/build/?HhADCgMDBQYAcADCoCgAwqAAAAAAU20PQ1MAACPCiABcTysZOS0mEsKHR8KIPxMqPMKFwoHCtsKmKOKjkwXip5YF4rGgBd-_Brutality and Intimidation are unnecessary. Paranoia is for the Initiative bonus, to get closer to 35, for the Faceless Commander fight.
I'd post some screenshots too, but there's no spoiler tag or anything like that to colapse big images, so they take up a whole lot of space.