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  • Amara Builds by Stone Swan | AmaraBuilds.com

    Your one-stop-shop for every kind of Amara build imagineable.

  • Questions & Comments | AmaraBuilds.com

    Get in touch with Stone_Swan about Amara builds. Questions or Comments? There's a lot of info on this site. I try my best to explain things thoroughly, but if something isn't clear, feel free to reach out: Catch me live streaming (albeit infrequently) on Twitch at: twitch.tv/stone_swan Join my Discord server and ask a question in the bl3-general channel . I or someone else in the community will do our best to answer.

  • Amara's Red Tree Tips | AmaraBuilds.com

    Tips for understanding and building with Amara's Red Tree at endgame. Red Tree This guide will help you understand the quirks and uses of each of Amara's skills, so that perhaps you can do some build crafting of your own. In this section, we cover the red (Fist of the Elements) tree. ANIMA A skill with many uses. On builds that utilize damage over time (dots), this skill is invaluable. It's what makes Amara the strongest character with the Fish Slap grenade and Unleash The Dragon artifact. It has two often overlooked properties in that it further boosts status damage of your action skill element, and when attuned to shock it gives shock status damage an even longer duration increase. Even on gun builds that don't focus on damage over time, but still use guns with high damage over time (Free Radical, Kickcharger, Plasma Coil), investing into Anima means dots will help finish off enemies. And if you have radiation damage in your build, stronger radsplosions. A common class mod for gun builds, the Phasezerker, can roll extra points into Anima. When self dotting for various buffs, whether it's with the Spiritual Driver class mod or directly shooting your foot, Anima will keep that dot on you longer. Unfortunately, Anima breaks in all respects when your action skill element is set to cryo. It does not buff anything at all in this situation, as if you never specced it. STEADY HANDS Often taken for granted, I would recommend 3 points into this skill on nearly every build that shoots a gun. INFUSION Another skill with many uses. The most basic use is to fully invest in it so that you can diversify the elements of an element-locked gun (such as the Free Radical), non-elemental gun, or to tackle content where enemies have multiple HP bar types. For example, against creatures in the Guardian Takedown, which are armor and flesh, it can be used to infuse a corrosive gun with fire, or the other way around. Whatever percentage that you have Infusion convert, that percentage of your gun's damage becomes a bonus element, and bonus elements do not get increased by splash damage. So if you're using a splash gun and have any increased splash damage, that splash damage bonus is effectively reduced by the same percentage you have invested into Infusion. This is not necessarily a bad thing, because using Infusion for a better elemental matchup can result in more damage than what you've lost from your splash bonuses. The second use for Infusion is to put one point into it to create another damage instance for the Face Puncher, which, when specced into Body & Mind, doubles the amount of Body & Mind novas that get procced. And Body & Mind is a very strong skill when invested into. A third use for Infusion is another one point wonder when shooting your feet to dot yourself, which you may do for various reasons. For example, you want to proc Elemental Projector with a low level Sellout, but you want shock damage, and the Sellout only has fire and corrosive. Attuning yourself to shock and having 1 point into Infusion means a portion of those Sellout projectiles are shock and will shock dot you. You can also use Infusion to diversify the Sellout's dot on yourself, so that you get multiple dots and therefore multiple stacks when using the Golden Rule class mod. E.g., you're attacking with fire phasecasts, so you set the Sellout to corrosive and Infuse it with fire so that you get fire and corrosive dots when you shoot your foot, increasing the effectiveness of the Golden Rule. Infusion can also be used to change your gun's elemental output when you don't want to swap weapons, such as having a buffed Lucky 7 or Sleeping Giant or Anarchy. You can, for example, have a corrosive Lucky 7 that you Infuse with fire while fighting the creatures in the Guardian Takedown, and then you switch your action skill element over to shock when you move onto the Guardians. And then corrosive when you drop down to fight Anathema, and so on. Lastly, investment into Infusion can be useful for true melee builds. It's common to get knocked backwards, especially in the Guardian Takedown, and not be able to melee for lifesteal for a few seconds. Shooting an element-infused Psycho Stabber can allow for enough life steal to regain healthgate before closing the distance again. TEMPEST Very important elemental damage increase. Very hard to pass up. A requirement for nearly every build. ILLUMINATED FIST Extremely important for true melee builds, as it allows your punch to also be increased by elemental damage boosts and to Sustain you. Outside of that, it's just a flat 75% melee damage to all forms of melee damage. It can also be specced so that, even on non-melee builds, when you punch an enemy to deliver Groundbreaker you also get healed by Sustainment. Beware that attuning your punch to an element will make you unable to Sustain off of or deliver Groundbreaker to enemies that are immune to that element. This comes up most often in the Maliwan Takedown. (Use ground slam as an alternate method of Groundbreaker.) WILDFIRE Mostly a low value utility skill that can be specced to help spread around status effects, which, when also specced into Violent Tapestry, can help gain you Rush stacks. On a more dot-focused build, whether it's Unleash The Dragon or gun dots, this skill becomes much more valuable. It also has value on cryo-focused builds, because it can spread the frozen status effect from one enemy to another. It doesn't have the greatest range, though. DREAD Very useful skill on grasp gun builds, mostly for the mag refill upon killing a grasped enemy. It does not matter how the grasped enemy dies, you will get the mag refill. This aspect is very useful for managing the ammo in your mag on, for example, a Lucky 7 build. It is also a generally good DPS increase, because you can skip a reload. One odd situation where it is detrimental is if you're running Terror Ammo Regen and trying to sustain a Sand Hawk in semi-auto mode for a long activity, as Barbie Dahl can do. Dread pulls from reserves, so even with ammo regen, it will eventually run your sniper ammo stock dry. Other than that, it's a good skill. The gun damage aspect of it will also stack with each newly grasped enemy when using Eternal Fist. INDISCRIMINATE Very, very powerful skill, and most gun builds take it. Turns any gun into a multi-target gun, at least the guns that it works with (which is most of them). Also extremely useful for getting up from FFYL. The card says damage of ricochets is reduced, but on Mayhem 10 or 11, it also gets about a 5.5x mayhem multiplier, making your ricochets stronger than your original shot. DEEP WELL 1 point wonder for a slightly significant mag size boost. No reason not to take it on a gun build that goes this far down the tree. CATHARSIS Mostly bad for a few reasons: it has an unnecessary cooldown, it deals self damage, and it can be tough to get all of the investment needed for it to be any good, which is all 5 status effects and lots of action skill damage investment. The only case I've found for it is on a grenade build , as it helps increase area clear. You avoid the self-damage of it because you also want to be out of range of your own grenades, and going down blue tree to get Laid Bare and Avatar gives you plenty of points to dump into action skill damage. Because it's not like there's much else in the blue tree that benefits grenades. SUSTAINMENT Very valuable life steal skill. Not as necessary as most people believe, because of the power of Samsara and Clarity for healing. But still highly recommended, and required on almost all true melee builds on this site. CONFLUX Useful only as a way to get 1 or 2 more status effects for greater debuff from the Harmageddon Guardian Rank perk. FORCEFUL EXPRESSION Decent value increase for both guns and grenades. It can be hard to justify the extra points required to get here on some builds, though.

  • Amara's Purple Tree Tips | AmaraBuilds.com

    Tips for understanding and building with Amara's Purple Tree at endgame. Purple Tree This guide will help you understand the quirks and uses of each of Amara's skills, so that perhaps you can do some build crafting of your own. In this section, we cover the purple (Enlightened Force) tree. TRUST IN YOURSELF Very effective boost for reload speed, swap speed, and charge speed. This skill can stack twice, and when using a shield with Action Skill Start, after activating that anointment, all you need to do is take damage against your shield for this skill to proc. When stacked twice, some of these speeds become almost comical. The swap speed in particular is useful for builds that do a lot of swapping, such as Emerald Swan. NO MISTAKES IN NATURE A basically always-on melee damage increase. Further down the tree is Joyful Freedom, which has a bit more melee damage and can be stacked by multiple action skill uses, however it cannot be activated while in FFYL, which is one benefit that this skill has. HEAVY RAIN Great splash damage increase, and the projectile speed increase is wonderful for many weapons. However, the speed can make some guns such as the Plaguebearer and the Nukem harder to use. GO WITH THE FLOW Minimal speed and gun damage increase. On a build that does a lot of freezing of enemies, this skill can be justified. Otherwise, it doesn't have much value. Note that it also procs on any cryo self damage. UNWEAVE THE RAINBOW Very good cryo synergy skill, whether you're using something like a Frozen Heart shield, or freezing enemies with your gun or melee attacks. It can be applied, for example, to Tandava in conjunction with an Action Skill Start Frozen Heart. Basically, if you're freezing things, you probably want this skill. It is increased by action skill damage. EBB AND FLOW Good but mostly redundant life steal skill. You can grab this if you're not getting Sustainment, but then you're probably attacking with the Stinger or Fish Slap or Blade Fury or Kensei, because true melee without Sustainment is asking for trouble. If you are specced Sustainement (or are using a Knife Drain), this skill is redundant, because your elemental melee damage that you used to kill the enemy will heal you to full anyway. COMBO BREAKER Not entirely reliable, but very helpful when it procs. This skill is somewhat bugged in that it doesn't reset your action skill correctly if its still active, such as when a grasp or Phaseflare is active. But it's not a waste if you have a decent form of melee damage on your build. Like Ebb and Flow, this skill can proc from Kensei damage. JOYFUL FREEDOM Stackable melee damage increase. It also works on fakegrasping, although it is rather inconvenient to do so and the stacks don't go too high before they decay. BURN BOTH ENDS This skill has its own section here. BODY & MIND Very strong skill, when invested into with action skill damage, both as a supplement for true melee damage and for the Face Puncher. The FP will proc a B&M nova for every pellet. It'll proc twice as many novas if you also have at least one point into Infusion. FREE THE SOUL With lots of action skill damage, this skill is like Remnant 2.0, but it can hit multiple enemies and it acts much faster. Of course, you have to be cryo focused to take advantage of it. However, despite what the skill says, an enemy doesn't need to be fully frozen when they die in order for this skill to proc. They only need to be 75% of the way to being completely frozen. ATMAN Decent flat action skill damage increase. If you're investing into action skill damage and this far down the tree, it's a great place to dump points. CLEAR THE MIND Very strong in some situations, however, its strengths are often devalued by the fact that you can often element match. Not every kind of attack can, though, and for those, Clear The Mind is valuable.

  • Sulphur Swan | AmaraBuilds.com

    Peak single-target true melee. High survivability (for a true melee build). Radsplosions. What else can you ask for? Sulphur Swan SYNOPSIS Peak single-target true melee. High survivability (for a true melee build). Radsplosions. What else can you ask for? INTRO Can true melee defeat a raid boss? Can the White Elephant hit for billions of damage after being applied by a punch? It's kinda surprising, but the answer to both of those questions is: kinda... yeah. Here we have the first build added to this site after the site's launch. And oh boy does it challenge all of the existing true melee builds. Perhaps it's not a crown jewel of my true melee builds, but instead the crown itself. (Although this is now contested with the creation of Steel Swan .) This build emerged when I tried to build around the Zheitsev's Eruption. The Eruption's reload debuff effect is extremely powerful. And being a debuff, it is a damage multiplier that is double-dipped by any double-dipping effect. Like, say, the White Elephant or the Static Charge. The White Elephant was heavily nerfed a long time ago, but if you throw enough damage formula at it, the double-dipping effect overcomes that nerf. The Static Charge has always been strong, and this build uses it very effectively, but its strength shines more in multi-target scenarios. Perhaps most importantly, this build fills in a gap that the other true melee builds on the site have left: it has radsplosions. Lots of them. And pretty great survivability. And it can boss, too, so what's the catch? Just a slightly odd gameplay loop as you work with the Eruption's effect. But don't worry, it'll only take a run or two to get used to. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Max Do Harm, one point into Infusion, but no Body & Mind? You don't need it, and it can even be detrimental if you're trying to see if your punch stuck a White Elephant bomb to your enemy. Personal Space on a melee build? Personal Space applies to guns/bullets, and the ASE 50% bonus element anointment that you'll have on your grenade always counts as a "bullet". ASE 50% bonus elements apply to Groundbreaker. With all of your buffs going, your total Groundbreaker damage (including the bonus element) is going to be 7+ times as strong as the damage that built it up in the first place. That's right, this build can take Groundbreaker from 10% of the initial damage to 700+%. So, very indirectly, Personal Space is actually quite a large damage increase for your punches. Do Harm is to buff Phaseslam a bit, and Infusion is for a little bit of lifesteal when using the Face Puncher. Max swap speed is important, but no extra reload speed beyond that (no Alacrity). You want to swap to and from your Eruption often, but you also don't want it to complete its reload animation. ACTION SKILL Phaseslam. Technically, any action skill can be used. But Phaseslam will be the most effective because it will: kickstart your damage, stack Samsara, immediately proc your bonus element anointment, keep your Terror anoints cycling, proc a bit of Expedite, and stagger/ragdoll enemies. ACTION SKILL ELEMENT Whatever is suited to the content you are facing, except Cryo. It's a Driver build. DEBUFFING GUN The Zheitsev's Eruption, in radiation only , with Terror Dmg/Fire Rate anointment. The work horse of the build. The Terror Dmg anointment will get double dipped by your White Elephant (and Static Charge). Upon starting its reload/repair animation, the Eruption sends out 8 homing splash projectiles at nearby enemies. Each projectile debuffs an enemy for 20% increased damage from all sources for 6 seconds. The animation can be cancelled by the typical means: meleeing, throwing a grenade, using your action skill, swapping, mantling, etc. When the animation begins again, the projectiles get sent out again, except if you cancelled it via melee. All other cancellation methods will reproc the projectiles. So the easiest and most consistent way to reproc the projectiles is by swapping to and away from the Eruption. This is totally fine, because then you get to swap to your punching gun... PUNCHING GUN The Guardian Angel, with Terror Dmg/Fire Rate anointment. No, not the Psycho Stabber, although it's not half bad. The Guardian Angel will add another multiplier for the White Elephant (and Static Charge) to double dip. It's also the gun you hold if you want Phaseslam to do some damage and get you Expedite stacks (you generally want this). FFYL /FLYING ENEMY GUN Face Puncher, with Terror Dmg/Fire Rate anointment. You can also shoot the Guardian Angel at enemies if you're down, and Indiscriminate will have a good chance of getting you back up. CLASS MOD Spiritual Driver, mostly for proccing Elemental Projector with your action skill element. Mindfulness points are also useful for maneuverability and closing the gap. Recommended passives: action skill cooldown, action skill damage, melee damage, splash damage, splash damage radius. Getting a large splash radius means Phaseslam hits more enemies and White Elephant stickies can hit more than just the enemy they're stuck to. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. You can actually run lots of other class mods, though they will be less effective than the Driver: Golden Rule with points into Laid Bare and Mindfulness for a bit of damage and faster cooldown, Stone with points into Awakening and Do Harm, Muse with any skill points, Breaker with Find Your Center and preferably no points into Personal Space, Dragon with a point into Remnant. All of the same recommended passives. SHIELD Red Suit, preferably with two Roid augments, with ASE Apply Terror anointment. The Eruption reload projectiles are splash, and would down you without this shield, especially since you're following the projectiles toward the enemy and ideally boosting splash radius. ARTIFACT Elemental Projector White Elephant. You can also use an Elemental Projector Static Charge for pretty similar results most of the time. However, the White Elephant is what's needed to take down big bosses. The Static Charge will provide more consistency in mobbing and for bosses with lots of adds (like Wotan). The only time the Static Charge truly outshines the White Elephant on this build is when mobbing with Guardians in the Guardian Takedown. Recommended passives: action skill cooldown, area-of-effect damage in the 2nd or 3rd slot (so it also increases area radius), melee damage, elemental damage, move speed. GRENADE Fish Slap, in radiation, with ASE 50% radiation damage anointment. Both aspects are pretty important. Radiation element Fish so that it gets boosted by Elemental Projector. You will almost always have a radiation dot on you (that won't damage you thanks to the Red Suit) from the Eruption projectiles. The Red Suit will also protect you from your Fish, as long as you have the White Elephant and not the Static Charge equipped. Your ASE 50% radiation bonus element will get added to your Groundbreaker when you punch, and it will be even further boosted by Elemental Projector. You're building Groundbreaker all the time via your Red Suit's aura, your White Elephant stickies (or Static Charge chains), Phaseslam, and the Eruption projectiles. This bonus element, when coupled with the Driver self-dot, will also stack Burn Both Ends for you. GAMEPLAY LOOP Before engaging in combat, shoot your Eruption until it overheats, then swap away to your Guardian Angel before the repair animation gets any further. Now it's primed for debuffing. Whenever you swap back to your overheated Eruption, a set of projectiles will get sent out and debuff enemies. (No projectiles will proc if there are no enemies around.) When entering combat, Phaseslam into some mobs while holding the Guardian Angel. Swap back to the Eruption briefly one or two times to send out one or two sets of debuffing projectiles. Then punch 1 or 3 enemies to death. Back to the Eruption again, then back to punching. Keep in mind, the debuff lasts 6 seconds, so you do need to be swapping back to the Eruption pretty often. Luckily, your relatively short window of actual punching will be very productive. Phaseslam with the Guardian Angel in your hand when it's available. Throw a Fish at enemies that are immune to your action skill element. Face Puncher annoying flying enemies. Feel free to follow your Eruption projectiles to the enemy. You want them to proc a radiation dot on you for your Elemental Projector. Standing directly next to an enemy and sending projectiles into them isn't the craziest idea. You have great survivability with the Red Suit aura and Eruption projectiles giving you steady healing with Sustainment. Samsara will pull its weight if you Phaseslammed effectively. You will sometimes get jostled around with this build. Both because you're true melee and because the Eruption projectile explosions can push you a little bit. Just persevere and punch when you can; you'll be fine. NOTES - GUARDIAN TAKEDOWN There are a few areas in the Guardian Takedown where piloting a true melee build can be very risky, for various reasons. For this build, during both crystal phases and during the last mobbing section before Scourge, take a break from the true melee for a while, lest you get overrun and/or knocked off. Instead, continually jump while alternating between reloading the Eruption and shooting the Guardian Angel at enemies. Phaseslam when available. Throw Fish if you feel like it. Maybe when you're on your last crystal you can start punching again, if you want. NOTES - RAID BOSSING The setup for raid bossing with the White Elephant is as follows. Set your action skill element appropriately and make sure the Eruption is overheated. Start with a volley of projectiles from the Eruption, then immediately follow it up with your action skill. You can use Phaseslam or base Phasecast or base Grasp. All you really need it to do is to proc your Elemental Projector and anoints. Once the Eruption is back in your hand, another set of projectiles will proc. Immediately swap to your Guardian Angel, punch 2 or 3 times, and step away. Hopefully, you attached a White Elephant sticky or two. If a sticky of a favorable element gets attached, there's potential for massive damage. If a sticky of massive damage procced, run back up again and punch for Groundbreaker. If not, or after you have punched for Groundbreaker, repeat the process, except your action skill is now on cooldown. Swap to the Eruption a couple times for a couple sets of projectiles, then punch 2 or 3 times again and back away. When your action skill is done cooling down, repeat the whole process. White Elephant is chance-based, of course, but this build is still able to take down raid bosses in a reasonable time frame, in my opinion. NOTES - HEMOVOROUS If you have patience, you can actually punch/White Elephant Hemo to death. Problem is, he's very hard to land a punch on. You have to go for his legs. Keep in mind he will move his legs to both face you and attack you as you approach. It's tough, but doable. You will need to Fish him during his flying phase, though.

  • Overkill Upkeep Tips | AmaraBuilds.com

    Tips for how to best utilize the Overkill Guardian Rank perk. Overkill Upkeep A few builds on this site greatly benefit from the Guardian Rank Perk Overkill. This perk basically increases the effective base damage of your gun by 5x for your next shot. If you miss the shot, you lose Overkill. If you land the shot and Overkill the enemy again, you keep Overkill. Here are some tips for maintaining Overkill. OVERKILL FROM ANY DAMAGE Even though Overkill only applies to you shooting your gun, you can gain Overkill for your gun from any form of attack. It doesn't matter if you Overkill with an action skill or Groundbreaker or Remnant or Hollowpoint. Each of these will give you extra damage for your next gun shot. This is important for informing your gameplay loop. Let's say you Overkill an enemy, and Remnant spawns. You have Overkill for your next shot, and Remnant is flying through the air, homing in on an enemy. You take aim at another enemy and shoot, but you miss. You have lost your Overkill, and your killing momentum has stalled... But then Remnant lands and erases the enemy it was targeting. Suddenly, you have Overkill again. You line up the shot, but miss again. Overkill lost. However, there's yet another enemy close by, and you're within 5 seconds of Remnant landing, you can quickly run over and Groundbreaker that nearby enemy. Overkill achieved again. You take aim for a third time, and finally land the shot, Overkilling the enemy, keeping your damage train going. All of this to say, if you're aware enough of your surroundings and cognizant of the fact that any damage can build Overkill, you can actually have more than once chance to shoot your Overkill shot. CHARGING WEAPONS Overkill is expended upon firing your gun, whether you land the shot or not. This means you can put yourself in a bind if you start charging a charge weapon and your original target is no longer available. Such charge weapons include the Major Kong or the Kickcharger. Let's say it was the last enemy in the area, and Remnant got to it before you could kill it with your Kickcharger, but you already began charging the Kickcharger. The easy way to get out of your commitment is to simply hit the melee button, and during your melee animation, let off of the trigger. Your gun will no longer be charging, no longer forcing you to expend your Overkill.

  • Hidden Tiger | AmaraBuilds.com

    An easy-going aggro-relieving amp-focused build made for snipers and launchers. Hidden Tiger SYNOPSIS An easy-going aggro-relieving amp-focused build made for snipers and launchers. INTRO A deep green tree gun build in order to pick up the Glamour augment. Glamour, when paired with Ties That Bind, will basically de-aggro the whole battlefield, and any enemies that aren't turned into allies will instead target other enemies. Free to approach the fight without any interference, you can carefully apply a few very strong damage buffs: amp shields, Toboggan, and Overkill. While this build can create leisurely gameplay, there's a lot to understand about it. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Going deep green tree for Glamour isn't actually that much of a loss for gun builds. We still get nearly all of the strong skills. Restless is maxed in blue tree because we are not using Expedite and because Glamour actually lengthens our cooldown. Restless is not a huge boost to cooldown but having Ties That Bind back that little bit faster is very nice. You can take a few points away from Heavy Rain and lose cryo as an action skill element and instead pick up Sustainment. Personally, I don't find Sustainment necessary. ACTION SKILL Ties That Bind. Optionally, base Phasegrasp for some bosses so you can double proc Transcend and so your action skill can begin cooling down while your anoints and other effects are still active. ACTION SKILL ELEMENT Whatever element complements your gun vs the content you're facing. Shock if using Spiritual Driver for bossing (see Notes - Bossing section below). GUNS Snipers and Rocket Launchers. My absolute favorite is the Bird of Prey - highly underrated and very effective, especially with Indiscriminate and Infernal Wish. Others that I use: Masterwork Crossbow, Love Drill, Hive, Major Kong, Hellwalker, Recursion, Yellowcake, Globetrottr, Backburner, Kickcharger, Sand Hawk (in semi-auto), Monocle, Ionic Disruptor. Other strong single-shot weapons such as the Kings/Queens call also work (I prefer the long scope so I can use them like snipers). The Lucky 7 can be made to work by having Dread refill your magazine. All guns either with a gun damage anointment (Killstack, Consec Hits, ASE 100, even Grasp Active 150%) or a Next 2 Mags anointment. 125 Splash can also be used on launchers. When bossing with Spiritual Driver, use N2M on a launcher where both the gun element and the N2M element match vs whatever boss you're facing. CLASS MOD Phasezerker and Spiritual Driver. For the Phasezerker, skills don't matter; instead look for good passives: action skill cooldown rate, sniper damage, heavy weapon damage, pistol damage, weapon damage, splash damage, splash radius, weapon crit damage, Jakobs weapon crit. Driver is recommended for bosses, especially raid level HP bosses. Look for +3 into Mindfulness, and similar passives to the Phasezerker, leaning more towards heavy weapon damage and splash damage. SHIELD Best-in-slot is a double-amp Infernal Wish. But even without amp parts, a Wish is recommended. One-Shotter shield would be recommended for multi-pellet weapons such as the Hellwalker or Globetrottr or Sand Hawk. A "poor-man's" shield would be the 0.m, but make sure you stick to 1-2 pellet weapons with that. Anointment: ASE 50% bonus element. ARTIFACT Toboggan, with ideal passives being weapon-type damage, action skill cooldown rate, and Area of Effect in the 2nd or 3rd slot. A well-rolled Company Man could be a good substitute, if you don't like sliding between shots. Keep a Cutpurse on hand in case you run out of rocket ammo. GRENADE Mesmer with ASE 50% bonus element. This grenade is great for aggro relief between grasps. GAMEPLAY LOOP To begin, grasp an enemy, and immediately all surrouding enemies will be linked and de-aggro to you. Make sure you've slid for Toboggan amp, and your amp shield is topped up. Fire at your grasped enemy. If that enemy didn't die, it's very likely a linked enemy did, granting you Overkill and triggering Shield Reboot so your amp shield is quickly filled for your next shot. Slide again and shoot again. Now your grasped enemy is dead, you have your ASE 50% bonus elements procced, and you have Overkill. Rinse and repeat. I'd recommend brushing up on your Overkill Upkeep if you aren't familiar. This meticulous playstyle is made possible because Glamour controls the field. There are some very weird Glamour interactions, though. Grenades do not make contact with Glamoured enemies. If a Hack Hound or Anointed Militant is Glamoured, your shots will pass right through them - you have to either kill them through a TTB link or splash a surface next to them. The flying Sera Guardians, when Glamoured, will fly very high up while fighting each other. You will also see some Indiscriminate projectiles come towards you. Don't worry, in almost all cases they can't hurt you. Just don't use the Headsplosion :) Glamour and Ties that Bind is strong enough that I've taken this build through the entire True Maliwan Takedown bridge area with the Monocle while taking zero damage from enemies. NOTES - BOSSING Equip the Spiritual Driver and switch your action skill element to shock. How does one use an amp shield with the Driver? By simply waiting 3 seconds for the shock dot to wear off, after which you have 5 seconds with your Mindfulness stacks to slide very fast and shoot a rocket launcher buffed by a ton of Driver gun damage, your Toboggan amp, your shield amp (or simply a second projectile from the Wish), and all of your anointments. ASE anointments are activated immediately upon grasping a boss. Yes, this forces you to have a small amount of shock Infusion (16%) against an armored or flesh HP boss, but that's worth the tradeoff for being able to get your shield amp. There are a couple scenarios where you want to switch your element to corrosive, and that's during boss fights where it's impossible to keep your shield topped up anyway. Notably, vs Hemovorous where there's so much being thrown at you, and vs Anathema where the radiation bubbles dot you. Switching to corrosive lets you keep up your Mindfulness stacks longer, because it's a longer dot. Use the Infernal Wish and you're set. As mentioned above, you may also want to consider switching to base Phasegrasp for some bosses so you can double proc Transcend and so your action skill can begin cooling down while your anoints and other effects are still active. The tradeoff is that any adds that spawn will be aggro to you, and may make it hard to keep your amp shield full.

  • Stone Swan | AmaraBuilds.com

    Non-DLC true-melee focused build. Stone Swan SYNOP SIS Non-DLC true-melee focused build. INTRO This build is meant to give the true melee experience to everybody, no DLC required. There's a lot of true melee tech with DLC items and the DLC skill tree, but there's still a lot of fun options with base game items. This build allows several different gameplay styles, some easier, some more challenging. It goes back to basics, calling on tech I've used throughout my time crafting true melee builds. It's the Stone Swan. Hey, that's me! Hopefully the name won't lead to any confusion... GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Typical green tree melee skills, red to Sustainment, and blue increases action skill damage and cryo efficiency. Remnant is a very helpful skill, but that will be picked up through your class mod. ACTION SKILL Phaseslam or Ties That Bind. Which of these you choose depends on how much challenge you want. Ties That Bind makes killing groups and controlling the field very simple, and is recommended for harder content such as true takedowns. Phaseslam is more thematic, and gives you Samsara stacks as a bonus. Either one of these action skills will proc Glamour on every enemy affected, allowing you to punch without much trouble. ACTION SKILL ELEMENT Whatever is suited to the content you are facing. PUNCHING GUN Psycho Stabber, with Terror Cryo anointment. The cryo bonus element will help freeze enemies through punching. It will also apply to Static Charge chains and your action skill (Phaseslam or Ties That Bind links). SHOOTING GUN Face Puncher, with Terror Cryo anointment. For flying enemies or anything else that seems out of reach or annoys you. This is a true-melee focused build, but do not feel bad about using tools such as the Face Puncher; true melee has a lot of obstacles. ALTERNATIVE PUNCHING GUN Psycho Stabber, with 150/90 anointment. This is for using with the Unleash The Dragon artifact. CLASS MOD Dragon, with at least one point into Remnant, and preferably the rest into Do Harm. Recommended passives: splash damage, splash damage radius, melee damage, action skill cooldown rate, action skill damage, weapon damage (for Face Puncher). Whenever you melee kill an enemy, all nearby enemies will have Glamour procced on them, basically taking all aggro off of you. The ability to get Remnant through this class mod is also very important. Remnant helps clear enemies and, after it lands, gives you lots of Groundbreaker damage for your next punch. Alternative class mod is the Phasezerker, with as many points into Anima as possible, for use with the Unleash The Dragon artifact. SHIELD There are a few options here, but the most important one is the Stinger, with ASE Apply Terror anointment. The Stinger is kind of a cop-out when it comes to true melee builds, but at least you're not using Action Skill Start on it. It will help you out when it breaks naturally, which occurs less often than you may think. Glamour controlling the battlefield means your Stinger is full, most of the time. The 50% melee damage increase that the Stinger gives while full is multiplicative with regular melee damage. Another option is the Nova Berner, preferably with Nova parts. The novas on this shield are quite strong, and when they go off they will either kill nearby enemies or at the very least give you lots of Groundbreaker damage. A third option is the Frozen Snowshoe. With this shield, you can slide into an enemy and proc a large nova, freezing enemies in the area. Not only is this a form of aggro relief and healing, it allows for a very powerful punch against those frozen enemies - great for pairing with the Unleash The Dragon artifact. The last option is the classic Brawler Ward. Pair with any artifact. Make sure to turn off Shield Reboot and Emergency Response when using this one. ARTIFACT Elemental Stone Static Charge. Cryo Stone is recommended, for more frequent freezing through punches, but you can also element match. Recommended passives: melee damage, action skill cooldown rate, area of effect damage (in the 2nd or 3rd slot), elemental damage, move speed. Alternative artifact would be the Unleash The Dragon. Use with the Phaseerker (that has Anima points) and a 150/90 Psycho Stabber for the greatest effect. Any of the shield options will work except the Nova Berner. GRENADE Fish Slap, with Terror Dmg/Fire Rate anointment. This is your bossing tool, or just something to throw at a lone badass you don't feel like punching several times. This build is meant to be easy-going; don't be afraid to Fish. GAMEPLAY LOOP Start off using your action skill and then punch whatever is the most convenient target. Enemies will be affected by Glamour for a while, allowing you to basically roam freely. Throw a fish at extra tanky enemies. If you're using a Stinger, occasionally it will go off, obliterating anything near you. Face Puncher flying enemies. Note that Glamour has some weird effects. Grenades do not make contact with Glamour'd enemies, so if you grasp one and try to throw a Fish at it, the Fish will just pass right through. Either splash a linked enemy on the ground, or wait for Grasp to end and splash the original enemy. Or just punch the grasped enemy. Glamour will also cause some flying enemies to initiate an aerial battle with each other, making them fly high up and far apart. You may have to use the Face Puncher to take them out.

  • Ragebow | AmaraBuilds.com

    A thematic Blade Fury build. Ragebow SYNOPSIS A thematic Blade Fury build. INTRO The goal for this build is to deal every type and element of damage possible for Amara. Literally, there are damage types in this game, and it's the reason why, for example, grenade damage doesn't increase the damage of the Fish Slap. Despite the adherence to this theme, this build is not weak at all. It's a simple, set-it-and-forget-it, point-and-shoot build. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES It's kind of all over the place, but this build could make use of so many skills that choices had to be made, and some things had to be left out. Burn Both Ends normally does not proc on self-damage or self-dots. However, if you have an active bonus element while self-dotted, that bonus element "ticking on top of" your dot (it doesn't actually deal extra damage to you, but it's there) will stack Burn Both Ends for you. That way, you don't need to always be taking damage to benefit from Burn Both Ends. This build self-dots through the Infernal Wish, and one of your bonus element anointments will almost always be active. It's also notable that Body & Mind is action skill damage, along with being splash damage. These are your first two damage types. ACTION SKILL Ties That Bind. Optionally Phasecast for using an appropriately anointed Blade Fury. ACTION SKILL ELEMENT Cryo. This is element #1. GUNS Blade Fury, single projectile, with Consecutive Hits, Killstack, and/or 250% Phasecast gun damage anointments. The Blade Fury deals both gun (or "projectile") damage and melee damage, giving you damage types 3 and 4. It is also non-elemental: "element" #2. CLASS MOD Muse, with as many points into Laid Bare as possible, and hopefully also an Illuminated Fist point. The Muse orb is grenade damage, believe it or not. Damage type #5. Recommended passives: grenade damage, action skill cooldown rate, melee damage, weapon damage, assault rifle damage, mag size. SHIELD Infernal Wish, with ASE 50% Incendiary bonus element anointment. These ASE 50% anointments are technically "bullet damage", and yes, that's a thing in the code, separate from the damage type that comes from your gun. Damage type 6, and element 3. ARTIFACT Corrosive Stone Static Charge. Elements 4 and 5. Note that the corrosive here, the fire on your shield anoint, and your cryo action skill element all can be swapped around. But in order to keep the theme of the build, they all must be separate elements. Shock is always taken care of by the static charge. Recommended passives: assault rifle damage, area of effect damage, action skill cooldown rate, melee damage, elemental damage. GRENADE Anything you like, with an ASE 50% Radiation bonus element. Element #6. Fish Slap does decent work. If you want to make things really interesting, a Moxxi's Bouncing Pair could be put to use. It will regen your Infernal Wish if it damages shielded enemies. However, the explosions are huge, and it'll likely kill you. GAMEPLAY LOOP Activate your action skill and start shooting. Beware that the Infernal Wish dot will grow in strength as you play. Just don't kill the last enemy in the room with a strong dot on yourself. Remember that going down resets the Wish, so you can always just let it happen before killing that last enemy. Don't be afraid of FFYL; the Blade Fury is very strong. Or if there's no enemies left and you're about to burn alive, look around for health vials. For bossing, a 250% Phasecast gun damage anointed Blade Fury is strongly recommended. Consecutive Hits is your reliable mainstay. Killstack is for less dangerous areas, as going into FFYL will make you lose Killstacks. Gun damage, bullet damage, grenade damage, action skill damage, melee damage, splash damage, non-elemental, fire, shock, corrosive, rad, and cryo. All in one very simple package.

  • Leeloo Dallas Multi-tap | AmaraBuilds.com

    A Multi-tap-only Ties That Bind gun build. Leeloo Dallas Multi-tap SYNOPSIS A Multi-tap-only Ties That Bind gun build. INTRO The Multi-tap is pretty consistently underrated, so this build is simply meant to optimize and showcase it. The dang thing can get up to nearly 100K damage per bullet with 7 shots per second fire rate, with a mechanic that can make it do extra damage on reload, plus Atlas Critical Hit Damage can roll on class mods. These upsides outweigh the downsides of it being non-elemental and non-splash. Yes, the build name is a Fifth Element reference. Atlas guns sort of look like the guns they have in that movie, too. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Typical red/blue Ties That Bind gun build. However, Dread is avoided and as many reload speed skills are specced so that you can take advantage of the Multi-taps cryo projectiles on reload. This occurs every reload when at least one enemy is tagged with the tracker grenade. ACTION SKILL Ties That Bind. Phasecast for bossing with the 250% Phasecast gun damage anointment. ACTION SKILL ELEMENT Whatever is suited to the content you are facing. This build has 5/5 Infusion to allow for some element matching (and lifesteal with Sustainment). GUNS Multi-tap, with Killstack anointment. An additional Multi-tap with 250% Phasecast gun damage anointment. There are perhaps other weapons that can take advantage of the fast fire rate and reload speed of this build. The Prompt Critical is not bad. You can experiment and find others. CLASS MOD Phasezerker. Skill points don't matter much. What's most important is an Atlas Critical Hit Damage passive. Other recommended passives: action skill cooldown rate, pistol damage, weapon damage, splash damage radius (for larger hollowpoints). SHIELD Re-Volter, with Action Skill Start anointment. The boost to fire rate is key for depleting the mag quickly and getting to the cryo reload. The shock bonus damage, of course, is also good. ARTIFACT Atlas Company Man, with any top rolls except Magazine Size. Recommended bottom passives: area of effect damage, reload speed, action skill cooldown rate. Avoid mag size here as well. If you set your action skill element to cryo and use a cryo bonus element on your grenade, an Ice Breaker Victory Rush would be a good substitute. GRENADE It's Piss, with various ASE 50% bonus element anointments. Change out the elements to suit your content. GAMEPLAY LOOP Grasp an enemy, shoot the tracker grenade at them, and fire away. Tracker grenade enemies between grasps, too, or don't. Using the tracker can make it hard or impossible to hit crits, but having those cryo projectiles is great for some bosses such as Anathema and the Valks. There's not much to this build. The Multi-tap melts.

  • Amara Builds Index | AmaraBuilds.com

    The big list. The Builds READ OR DIE. Well, kind of. A lot of these builds require lengthy explanations in order to be properly understood and played. Playing a build improperly may result in a bad time. Most of these builds require intermediate to expert level experience with the Borderlands 3 endgame. If you're not quite at that point, perhaps head over to the Tips section for help. It is assumed that you know how the anointments function, that you have all Guardian Rank perks unlocked, and have a basic understanding of the damage formula. All gameplay footage of Takedowns are in True Takedown mode. Gun Builds Acidwolf Hidden Tiger Queen Mida s Inferno Amara Nightmare Amara Leeloo Dallas Multi-tap Amara Dot Gun Amara Dot Crit Barbie Dahl Phasewalker Cold Hearted Ragebow Beeg Badaboom Agent Amara Mother Chuckin' Amara Action Skill Builds Supernatural Amara Meteor Amara Sorceress Queen Hybrid Builds Fission Amara Oblivion Amara Lame Faker Amara True Melee Builds Emerald Swan Ruby Swan Sapphire Swan Golden Swan Sulphur Swan Steel Swan Amber Swan Antimatter Swan Stone Swan Slam Builds Gone Fission Amara Icicle Amara Magmamara Teslamara Other Builds Phase Yeet Boomfist Amara Dot Com Unreal Amara

  • Acidwolf | AmaraBuilds.com

    Beginner-friendly Ties That Bind gun build that is very Ties That Bind gun build. Possibly even the most Ties That Bind gun build. Acidwolf SYNOPSIS Beginner-friendly Ties That Bind gun build that is very Ties That Bind gun build. Possibly even the most Ties That Bind gun build. INTRO When facing off against raid bosses, most Amara gun builds change something, like switching to a Phasecast action skill and Phasecast anointed gun. Or a Phaseflare action skill and a Psychostabber. Or swapping to the Guardian Angel and throwing a fish, perhaps also with Unleash the Dragon. Or whatever else. In contrast, this build leans so hard into Amara's multi-target abilities that it *becomes* the raid bossing solution. Using Ties That Bind to kill a boss through a second enemy isn't anything new. What's new is the strength with which this build does it. This isn't just: "Ties That Bind Wotan as he splits to kill both halves instantly." This is also: "Ties That Bind True Hag of Fervor (and a tink) and a single Beacon projectile produces a Remnant that hits Hag for hundreds of billions." This is: "Every Indiscriminate ricochet hits for hundreds of millions instead of just 10 or 20 million." If you're a real OG, the damage philosophy is very similar to Pain Amp Amara , even though that isn't a gun build. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES This skill tree isn't too far off from a typical red/blue TTB gun build. However, there are a few very deliberate omissions and inclusions. Remnant, Ties That Bind, and Indiscriminate are all double-dipping skills. That means that their damage is based on a different, initial source of damage, and then they get their own damage increases as well. (That initial source in this build is our guns.) So to increase the effectiveness of these three skills, we need to choose damage increases that affect both the initial source and these skills directly for maximum double-dipping effect. All three skills double dip elemental damage, for example, if you're using an elemental gun. If you use a non-elemental gun, then it's just a single dip, a normal damage increase. Remnant and Indiscriminate double dip splash damage if you're using a splash gun. That's why we spend the five points in Arms Deal - for more splash damage. It's why there's zero Infusion points - the Infused portion of a gun's damage does not get splash bonuses. Action skill damage is maxed through Do Harm and Awakening, because Ties That Bind link and Remnant damage is increased by action skill damage. ACTION SKILL Ties That Bind. ACTION SKILL ELEMENT Always Corrosive. This is a single element build. As for why, see the artifact section. GUNS Anything splash and corrosive that can roll the ASE 125% splash anoint. Effective weapons that fit that criteria: Beacon, Recursion, Trevonator, Gargoyle, Major Kong, Anarchy, Contained Blast, Fearmonger, Hive, Plaguebearer, Backburner. Those last three don't really Indiscriminate, but they're strong enough that it doesn't matter. You can use some other strong corrosive splash guns that can't roll the splash anoint: Kaoson, Soulrender, Sand Hawk, Hornet. For these, use the Killstack anoint. CLASS MOD Phasezerker, ideally with points into Anima for that extra dot damage, but it's not too important. Prioritize passives: splash damage, splash damage radius, cooldown, weapon damage, weapon critical damage. That splash damage passive will make Remnant and Indiscriminate double dip harder. The Phasezerker is ideal for this build because it will stack up a lot of Do Harm for our TTB links and Remnant. It does this by its special Rush stacking nature, and because the cooldown it provides will keep our TTB cycling quickly. It also provides some much needed gun damage. SHIELD Corrosive Old God, with ASE Apply Terror anoint. The corrosive elemental damage increase provided by the Old God will get double dipped by our three important skills. ARTIFACT Flesh Melter Victory Rush. This is why we only use corrosive guns and corrosive action skill element. The Victory Rush part isn't essential. A purple Flesh Melter with great passives will beat an average Flesh Melter Victory Rush. The passives you're looking for are corrosive damage and AoE damage, with cooldown closely behind those two. The Flesh Melter is an absurd amount of corrosive damage when fully stacked up. This, of course, makes us lean even harder into the "need more than one enemy" linchpin of this build, but we're already in too deep. The only way out is through. Turns out, there's hardly any relevant end game fights where you have just a boss and no mobs to work with. GRENADE Fish Slap, in radiation, with Terror Dmg/Fire Rate anointment. Because all of our other damage is pure corrosive, we need something to take out those corrosive immune Maliwan heavies. Even if it's just to deliver Groundbreaker. (You could also just switch elements on your Beacon, but whatever.) The Terror Dmg will get double dipped by our skills. GAMEPLAY LOOP You grasp. You shoot. You destroy. Indeed, that's the gist of it. The whole idea here is to make it simple to raid boss. There's no elaborate setup or anything; you just wait. You grasp the boss and wait for an add to get linked up, then you shoot the boss. Remnant kills the boss. Ok, there's a *little* more to it. One important thing to know is that Remnant targets the enemy closest to you. So before shooting that raid boss with a mob linked, make sure you're kinda close. But not close enough to splash yourself, of course. You'll find the same sort of thing happening often during regular mobbing. You grasp and shoot an enemy, then all other nearby enemies die, and Remnant drifts toward the original grasped enemy and obliterates it. In scenarios where waiting a few seconds gives you extra enemies, then wait. Notable example here is the first few phases of Wotan. Wait for him to spawn some adds before you attack his shields. That way, you can utilize TTB and get Flesh Melter stacks. Versus the Seer, step in the water and wait for guardians to approach. You get the idea. Otherwise, this doesn't play much differently than a normal red/blue TTB gun build. But you will see tons and tons of large damage numbers. It will definitely be weaker in single target scenarios and/or when your buffs have worn off. But that's what strong guns like the Plaguebearer and Backburner and Beacon are for. Or, if you're quick enough, Groundbreaker can be utilized on that lone enemy. If the somewhat weaker single target damage is too frustrating for you, consider the alternative loadout... NOTES - ALTERNATIVE LOADOUT Swap out your Phasezerker for a Spiritual Driver (with points into Mindfulness, same recommended passives) and your Flesh Melter for an Elemental Projector. Again, the artifact doesn't need to be a Victory Rush, but it helps. Prioritize passives: corrosive damage, AoE, cooldown. This setup will have less reliable raid bossing ability when utilizing Ties That Bind and Remnant, but it will have much better single target damage. NOTES - HEMOVOROUS Indiscriminate and Remnant make this fight pretty fun. You can pew pew at Vermi, and Indiscriminate will chunk Hemo if he's nearby. Or just spam a Recursion. Stay somewhat close and Remnant will track them, although there's still a chance it gets thrown off by all of the little bugs in the fight. Their red HP phases are probably the only time you might consider switching your action skill element to fire, using a fire weapon, and using the Driver/Projector loadout. NOTES - OTHER BOSSES As mentioned above, there's hardly any relevant end game fights where you have just a boss and no mobs to work with. Bosses like Anathema and Scourge initially start alone, but just wait 5-10 seconds and mobs will appear and you can begin doing work. Spawn mobs in the Seer arena by walking in the water. Spongeboss can be lured out by the Spiderants. Etc.

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