top of page

Search Amara Builds

Found an interesting piece of gear that might fit into a build? Curious about an Amara skill? Search the site and find out!

Search this site

62 results found with an empty search

  • Eridian Crystal Map | AmaraBuilds.com

    All possible locations of breakable crystals in the Guardian Takedown, useful for eliminating enemy knockback.

  • Nightmare Amara | AmaraBuilds.com

    Dark Army-focused build. Nightmare Amara SYNOPSIS Dark Army-focused build. INTRO The Dark Army is one of the strongest guns on Amara, if properly set up and built around. The core interaction with this build is the fact that Dark Army drones, when summoned (i.e., when you swap to the gun), retain all of your gun damage bonuses you have at the moment of the swap and summoning. Coupled with the Spiritual Driver class mod and lots of movement speed, you can make the Dark Army drones permanently, hugely buffed. Credit to Skkra on the Borderlands 3 subreddit for informing me of this interaction. More details on setting this up are in the "Gameplay Loop" section below. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES This is a fairly basic Driver setup, with a couple notable omissions of Dread and Deep Well. You want to be reloading as quickly and easily as possible, and those two skills delay your reloads. ACTION SKILL Ties That Bind. ACTION SKILL ELEMENT Whatever element is suited to the content you are facing, which must also match the Dark Army in your hand. Fire, shock, or corrosive. No cryo - this is a Driver build. GUNS Dark Army in fire, shock, and corrosive, with Next 2 Mags anointment matching the element of the gun. Look for a low mag and high damage version. This is your main gun, your FFYL gun, your bossing gun, your everything. It will carry you. CLASS MOD Spiritual Driver, preferably with as many points in Mindfulness as possible. Recommended passives: SMG damage, splash damage, action skill cooldown rate, splash damage radius, weapon damage, reload speed, fire rate, crit damage. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. SHIELD Re-Volter, with ASE 50% Radiation damage anointment. Preferably a low level one, but it's not necessary. The Action Skill Start anointment is not necessary because it will break naturally as soon as enemies are engaging you. And you can let them engage you; nothing matters with the Dark Army at your side. ARTIFACT #1 Elemental Projector with Otto Idol or Victory Rush. Recommended passives: SMG damage, area of effect damage in the 2nd or 3rd slot, action skill cooldown rate, reload speed, movement speed. ARTIFACT #2 Snowdrift. Rarity or passives don't even matter. This is for pre-buffing the Dark Army drones by sliding very fast. See the "Gameplay Loop" section below for details. GRENADE It's Piss with ASE 50% Cryo damage anointment. With cryo and radiation as your bonus elements, you get 2 more stacks of Harmageddon, you slow enemies so that the Dark Armies can better aim at them, and you get some very strong radsplosions. GAMEPLAY LOOP To get maximum damage out of your Dark Army drones, you must pre-buff them after every fast travel or map load. As noted in the Intro, the Dark Army drones, when summoned (swapped to), retain all of your gun damage bonuses at the time of summoning. With the Spiritual Driver equipped, you can swap to your Dark Army of choice when moving very quickly, and the drones will retain all of that Driver gun damage. Here's how you prebuff: equip the Snowdrift, swap to Phasecast, and do *not* be holding the Dark Army you want to use. Cast at the ground. This dots you via the Spiritual Driver, and because your action skill ended, the anoints on your grenade/shield allow you to get 25 stacks of Mindfulness. Make sure you have plenty of space in front of you. At 25 Mindfulness stacks, run and slide. At the beginning of your slide when you are moving fastest, swap to your Dark Army of choice. Now your drones are permanently buffed, as long as you do not swap away from them. Change the Snowdrift out for the Elemental Projector and select Ties That Bind. Make sure your action skill element matches the Dark Army you are holding, and you're ready to obliterate things. If you need to swap or re-buff your drones in combat, you can get a slightly less powerful setup: after your grasp on an enemy ends, make sure you have 25 stacks, then simply run up to top speed and swap. Note that after you've buffed your drones, you do not need to keep moving fast. You can stand still, and they will still do massive damage. The Dark Army that's actually in your hand will do much, much less damage than your drones. There's two things you need to do while in combat. 1. Fire the Dark Army in your hand and reload it. It must be a full magazine depletion, not a manual reload with some ammo still in the mag. This makes the drones deal elemental damage for a short time, which is important because... 2. Always be using your Grasp in order to keep yourself dotted and keep Elemental Projector procced. This gives the drones a massive damage boost if they're firing elemental shots that match your action skill element. NOTES - GUARDIAN TAKEDOWN There are times you need to switch Dark Army elements between facing creatures, Guardians, armor phase of bosses, and shield phase of bosses. You will also need to re-buff your drones between each Scourge teleport, because they don't teleport with you. At nearly every point you need to swap, instead of redoing the whole gear change and slide setup, you can utilize the speed boost provided by a jump pad. Simply swap as soon as you hit the pad. Of course, you can choose to do the long setup if you prefer. Between the first room and the first Guardian encounter, there's a pad. There's no pad before Anathema, but you can use your falling speed to swap to corrosive. During the fight, you can switch from corrosive to shock on the jump pads. After the fight, you can still use the jump pads to switch to fire for creatures. After creatures, there's another jump pad before the second set of crystals. You will need to manually buff and swap after teleporting into Scourge's arena and before triggering the cutscene. In the first teleport area, there's a jump pad below where you spawn. When going back to Scourge's arena, there's a jump pad to go up and smash the crystal. You'll have to manually run and swap during the second teleport.

  • 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.

  • 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.

  • Groundbreaker Tips | AmaraBuilds.com

    Tips for best utilizing the powerful Groundbreaker Guardian Rank perk. Groundbreaker Groundbreaker is a kind of damage just like any other, and therefore can receive some bonuses and be buffed, beyond whatever damage you used to build it up in the first place. Groundbreaker can be delivered by melee or slam, and the only method by which it can be applied to multiple targets is via ground slamming. Even the Stinger nova, if it hits mulitple enemies, will only deliver Groundbreaker to one of them. Bonus elements apply to Groundbreaker, such as the ASE 50% bonus elements and Urad and Re-Volter. Since there is no mayhem scaling involved with Groundbreaker, all of these bonus elements properly scale. The Guardian Angel's damage bonus also applies to Groundbreaker, which is a very strong synergy when applying Groundbreaker at a distance and to multiple enemies with a ground slam. Other global bonuses apply, such as V1 from Victory Rush and the bonus from Burn Both Ends.

  • Boomfist | AmaraBuilds.com

    The try-hard grenade build. Boomfist SYNOPSIS The try-hard grenade build. INTRO Want to see the Fastball hit for hundreds of millions of damage? Want to make the Lightspeed seem like it's double dipping as it chews through raid boss HP bars? Want to be a little try-hard about making grenades really strong? This is the build for you. Unlike the other grenade build on this site, Phase Yeet , this build is very active. Also unlike that build, this one is rather easy to understand. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Over-specced into blue, nothing in green. Don't worry, Blight Tiger is not necessary. Max Violent Tapestry for the occasional freeze via Terror Cryo. ACTION SKILL Fist Over Matter. Grenades go *boom*, Fist Over Matter goes.... *fist*? But also *boom*. Whatever, don't think too hard about it. ACTION SKILL ELEMENT Either fire or shock. The actual element you need to worry about is that of your grenade, which will be either fire, shock, or corrosive. If you can match your action skill element to your grenade (i.e., fire or shock), then great. If your grenade is corrosive, then your action skill element should be whatever is second best for the content you're up against. Fire is almost always gonna be second best, the exception being when you're fighting Guardians. Action skill augment is either Expedite or Allure. The former for more Fist Over Matter activations, the latter for more aggro-control / defense. Dealer's choice. MAIN GUN Guardian Angel, with Terror Cryo anointment. SWAP GUN 1 Face Puncher, with Melee Apply Terror anointment. You'll be regularly swapping to this to keep terror stacks up (and sometimes deliver Groundbreaker). SWAP GUN 2 Low level Sellout. Anointment not necessary. You will also be regularly swapping to this to keep yourself dotted, which activates Elemental Projector, Burn Both Ends, and the Golden Rule class mod. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. FFYL GUN Free Radical with Consecutive Hits or Terror Cryo anointment. CLASS MOD Golden Rule, with points into both Laid Bare and Mindfulness being very helpful. Normally, Fist Over Matter is a clunky action skill because of its duration and long cooldown. This class mod (and self-dotting with the Sellout) help shorten that cooldown substantially. Recommended passives: grenade damage, splash damage, action skill damage, mag size, splash radius, grenade radius, action skill cooldown rate, Hyperion weapon critical hit damage (for when the Lightspeed crits while you're holding the Guardian Angel). SHIELD Re-Volter, with Terror Health Regen anointment. Even though this build has Sustainment, and plenty of elemental damage instances with Fist Over Matter and your grenades, it's still a bit squishy. Burn Both Ends makes enemies *very* angry. Additionally, your Sellout self-dot will be steadily eating away at your HP and shield, because holding the Guardian Angel will boost that damage x6. I very highly recommend finding a Re-Volter with at least one shield charge augment. That way, you can keep reactivating its effect by picking up a shield charge, which allows your self-dot to immediately deplete the shield again, refreshing the Re-Volter bonus. This is as opposed to relying on the Shield Reboot Guardian Rank perk, which requires a kill. ARTIFACT Elemental Projector Victory Rush. The Elemental Projector is the more important part, here, so a purple one with good passives will be much more effective than a Vic Rush with bad passives. This artifact will boost the damage of your grenade's element, your Re-Volter bonus element, and the element of your Fist Over Matter. Recommended passives: grenade damage, area damage in 2nd or 3rd slot, fire/shock/corrosive damage, mag size, move speed, action skill cooldown rate. GRENADES The only downside to this build is that the grenade options are somewhat limited. The upside is that the options we do have are extremely strong. Any of the following grenades in fire, shock, and/or corrosive, with the Terror Dmg/Fire Rate anointment: Fastball, Lightspeed, double or triple sticky Hyperion Longbow, Ghast Call, Doc Hina's Miracle Bomb. A purple grenade with just a single sticky part can raid boss if you keep your distance well enough for max Guardian Angel bonus. A shock Hex can do low level content. GAMEPLAY LOOP Choose a grenade of the appropriate element for the content you are facing. Match your action skill element to it if you can, otherwise choose the 2nd best option between fire and shock. Set your Sellout to corrosive (it should *always* be set to corrosive on this build). Then, in any order, grasp an enemy, shoot an enemy with your Face Puncher to generate terror, and dot yourself with the Sellout. At that point you're ready to swap to the Guardian Angel and start chucking grenades. In the midst of battle, do whatever needs doing - if your self-dot is running out, swap to the Sellout and re-up it. If Fist Over Matter is cooled down, go ahead and grasp something. Shoot the Face Puncher regularly to keep up terror. You get the idea. Whenever you aren't doing those things, you should be chucking grenades with the Guardian Angel. The chaos created by your grenades, Fist Over Matter, and Remnant should start wiping everything out. Even vs raid bosses, you don't need to switch off the Lightspeed if you don't want to, despite the Ghast Call and double/triple sticky Longbow being stronger. Hemo, for example, is totally pwned by Fist Over Matter. The constant re-depleting of your shield as you pick up shield charges may be a little jarring and make you think you're being attacked when you aren't. You'll get used to it. NOTES - MAYHEM 10/11 This build requires you to play on Mayhem 10 with the More Than Okay Boomer easy modifier, so you don't run out of grenades.

  • Mother Chuckin' Amara | AmaraBuilds.com

    Tediore chuckin' Amara. Mother chucker. Mother Chuckin' Amara SYNOPSIS Tediore chuckin' Amara. Mother chucker. INTRO Inspired long ago by LessHandsomeJack's Yeetbot build, this is a Tediore chucking build that went through many iterations and many failures, especially after the undeserved 50% nerf to Tediore chucks. This is as consistent and strong a Tediore Amara can be. It's mostly the Anarchy show, at least for high end content. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES This is a radiation only build, so Clear The Mind is essential. This is also a Spiritual Driver build, so Mindfulness is essential. Sustainment is necessary to stay alive, and that leaves not much room for blue tree. Tediore chucks can crit, though, so Transcend is a good investment. ACTION SKILL Light Fantastic. Optionally Shooting Star to help with bossing. The long duration of Phaseflare-type skills is important for anointment uptime. ACTION SKILL ELEMENT Always corrosive. This is mostly because a corrosive self-dot from the Spiritual Driver will last the longest and therefore keep up your Mindfulness stacks the longest. Further, most strong enemies are armored, and that's radiation's worst matchup. MAIN GUN Anarchy, x18, in radiation, with either Consecutive Hits or 150/90 anointment. The highest chuck damage rad Anarchy is 3185x18 with a mag size of 11. The per-shot damage is a little less than a x20 Anarchy, but the higher mag size means more chuck damage, especially when factoring in mag size increases. The base of the chuck damage formula is card damage * pellets * ammo left in mag. Keep in mind the Anarchy's quirks. Interrupting your reload animation in any way makes you lose your stacks. If you've started and haven't fully finished your reload and interrupt it with throwing a grenade, using your action skill, mantling, getting downed, etc., then your stacks are gone. You can build up your stacks again while in combat, but just be aware of what might cause your damage to suddenly drop off. OTHER RADIATION TEDIORE GUNS Needle Gun, with Consecutive Hits or 150/90 anointment. This is the second best chucking gun, after the Anarchy. The Horizon, x9, 5 mag, with Consecutive Hits, is noticeably weaker, but very fun to toss around enemies with. Shoot the reload bubble while it's soaring through the air and it will create a huge singularity, then explode. Bangarang, with Consecutive Hits anointment. Also somewhat weak, but fun to use if you don't mind lots of flashing lights. Purple Keenfire and Sureshot Tediores, with Consecutive Hits anointment. Look for homing MIRV parts, as other parts on Tediores have much weaker chuck damage. The Handsome Jackhammer is really strong, and in a corrosive variant is great for bossing if you keep your distance from it. Deviating from Tediore a little bit, a couple other guns that work decently with this build are a radiation Backburner, Plaguebearer, and Slow Hand with Consecutive Hits anointment. FFYL GUN A fully stacked Anarchy could get you up from FFYL, but there are reasons you may not have that available. A Free Radical or Plasma Coil with Consecutive Hits is a reliable FFYL weapon. CLASS MOD Spiritual Driver, with as many points into Mindfulness as possible. Recommended anointments: grenade damage (Tediore chucks get grenade damage), splash damage, splash damage radius, action skill cooldown rate, weapon damage, mag size. Tediore chucks get gun damage bonuses at the time the chuck occurs. So if you run fast and chuck, the Spiritual Driver will greatly increase the damage of the explosion. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. SHIELD Red Suit, with ASE 50% radiation bonus element. This shield will prevent you from dying to your own Tediore chucks, and will allow you throw them with reckless abandon and increase their radius through splash radius passives. It will also shield you from your own Backburner and Plaguebearer shots, if you're using those guns. A Power Charge augment or two on this shield is beneficial. ARTIFACT Cutpurse Victory Rush. Throwing a Fish Slap with a Cutpurse will keep up your ammo reserves, allowing you to chuck endlessly. Recommended passives: grenade damage, area of effect damage in the 2nd or 3rd slot (which will also increase area radius), action skill cooldown rate, radiation damage, mag size, move speed. A second recommended artifact is an Elemental Projector Victory Rush. This can be swapped in for boss fights where you plan on killing the boss before running out of reserves. Throw a Fish at your foot to dot yourself and proc it. If you do run out of ammo before the fight is over, you can always briefly swap in the Cutpurse to refill. In the gameplay video above, all footage was taken with the Cutpurse equipped, except for the Hemovorous fight, for which the Elemental Projector was used. Or you can run the Elemental Projector most of the time by equipping a different weapon type in each slot, and simply swap when you run out of ammo for one type. Just remember that if you swap away from the Anarchy, it is no longer stacked. GRENADE Fish Slap, in radiation, with ASA 150% grenade damage anointment. This anointment will greatly increase your chuck damage when Light Fantastic is active, as chucks get grenade damage. The Fish itself will be used to proc Cutpurse and restore your ammo reserves. It can also be thrown at your feet to dot yourself and get stacks of Mindfulness outside of an action skill activation. The Fish in radiation will not be able to hurt you, because of the Red Suit. If running the Elemental Projector, something like a radiation Lightspeed for throwing at your feet will more reliably proc a radiation dot. GAMEPLAY LOOP Summon Light Fantastic, shoot your gun once, make sure you're moving really fast, and then chuck. Shoot your chuck's target bubble if it has one. Chuck again. The faster you move while the gun leaves your hands, the more damage it will do when it explodes. Throw Fish at enemies every so often to replenish your ammo. If you've lost Mindfulness stacks, throw Fish at your feet until you're dotted. Light Fantastic is often not used for damage. Just activate it and forget it; go about chucking. Occasionally, though, it will find a way to kill some enemies and become very strong, in which case you can pay attention to it and direct it around. For tankier bosses such as Scourge, the Shooting Star variant of Phaseflare can help you out, provided you buff it up with a few punches. There's also the Elemental Projector. As long as you're chucking, Sustainment will do a great job of keeping you alive. You can be very aggressive with this build if you keep performing actions. If you're using the Anarchy, pre-stack it at the ammo vendor. Be careful not to ever interrupt its reload animation until it is fully complete, otherwise you lose your stacks. You can rebuild stacks while in combat, if necessary.

  • FFYL Tips | AmaraBuilds.com

    Tips for recovering from Fight For Your Life (FFYL) as Amara at endgame. FFYL Amara loses a lot of her buffs when going into FFYL, including Do Harm stacks, the Killstack anointment, and self-dots. Here are some tips to help you get up if you've gone down. HAVE A GOOD FFYL GUN This is the most important measure against death. Good FFYL guns for Amara are basically guns that are powerful on their own. Prime examples are the Free Radical and the Plasma Coil. Other strong contenders are the Backburner, the Plaguebearer, and the Sand Hawk. The Backburner and Plaguebearer both have a vortex/singularity effect, which can be useful for keeping enemies in place, preventing them from running away. Another less-well-known gun is the Ember's Purge. This gun works well for grounded enemies. When shooting an enemy, there's a random chance a fire puddle will appear beneath them, and this puddle does massive damage to anything standing in it. If you're a melee build and have a Static Charge, a Face Puncher is a great FFYL weapon. (It's even better if Body & Mind is active.) Static Charge will chain to nearby enemies, building up Groundbreaker for every Face Puncher shot. SHOOT THE GUARDIAN ANGEL Lots of builds use the Guardian Angel to buff their attacks, and this gun is actually an amazing FFYL gun if you're also specced Indiscriminate. The Guardian Angel's damage bonus will get double dipped by Indiscriminate. So you can repeatedly fire at a single enemy in front of you, and the ricochets will find enemies off to the side and obliterate them. The Guardian Angel is also useful if you have any decent strength dots on enemies when you go down, as it will increase the damage of those dots. You can get decent dots even without building for them if you're using high-dot weapons like the Free Radical or Plasma Coil or Kickcharger. FFYL GUN ANOINTMENT Take care in choosing the anointment for your FFYL gun. Most of the time, it's between Consecutive Hits and Urad. Consecutive Hits is useful because Amara won't have a lot of gun damage while in FFYL. But Urad can be just as effective. If you're specced into Sustainment, beware that you can lifesteal while in FFYL. Your health might not be visible, but it's still there, and you can lifesteal out of Urad, deactivating the anoint while you're still in FFYL. In general, I choose Urad, unless I'm specced Sustainment, in which case I choose Consecutive Hits. USE GROUNDBREAKER When shooting an enemy while in FFYL, if you have Indiscriminate specced, you often don't need to finish an enemy off with your gun. Indiscriminate builds lots of Groundbreaker damage from the other enemies. You can get the enemy in front of you most of the way down, and punch your way through the rest. Be careful, though: if you have to crawl to close the distance to connect a punch, you may inadvertently decrease your time in FFYL by losing the Dead Man Walking Guardian Rank perk. It's a balancing act. USE YOUR MINIMAP The instant you get put into FFYL, check your minimap for the most likely target. You should not be spending time in FFYL looking for an enemy to shoot. This can save you precious seconds. Ping the enemy you want to kill to highlight them, so you can follow them in case they become obscured. PREDICT YOUR FFYL If you know you are in a sticky situation you can't get out of, pre throwing a grenade or Fish Slap or grasping an enemy can set you up to recover quickly. For example, if you're mid-reload and a group of enemies starts attacking, but your Ties That Bind is availble, don't wait to finish the reload. Instead, grasp an enemy, then go down. The Lead Or Alive Guardian Rank perk will reload your guns for you, and you'll have an easy time killing enemies caught in Ties That Bind. There's also the old Borderlands trick where, in a tough encounter, you leave a weak enemy or two alive for easy Second Winding.

  • Amara's Green Tree Tips | AmaraBuilds.com

    Tips for understanding and building with Amara's Green Tree at endgame. Green 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 green (Brawl) tree. ROOT TO RISE Mostly useless. Is sometimes taken just to get to the next tier after maxing Personal Space on a Deathless build, because while Clarity is also useless on a Deathless build, at least Root To Rise doesn't take up a buff bar slot. In the rare instance that you have lots of points to spend in green tree, the trifecta of Root To Rise, Samsara, and Helping Hands makes for noticeble tankiness increase. PERSONAL SPACE 54% V2 damage that only applies to guns/bullets, with quite a forgiving range. Very valuable skill for gun builds. Note that this does not apply to the Face Puncher. It does apply to ASE 50% bonus elements on shield or grenade, because those are technically a bullet damage source, no matter how they are applied. CLARITY Good general health regen. Worth taking if you have the points, and very strong at 10/5. Not only is there a bonus for using your action skill, but it can stack twice if you've also specced Avatar. The recommended choice for moving down the tree on non gun builds. ARMS DEAL Decent amount of splash damage. The damage reduction is negligible. SAMSARA Very strong healing and a little bit of gun damage. This is specced for its healing. Note that it recovers missing health as opposed max health like it says in game. It is still very good, though. It does not proc with Phasegrasp, Eternal Fist, or Ties That Bind. It does proc with the Ice Spiker artifact, however, because the Ice Spiker is basically another Amara action skill. The Ice Spiker can be a way to get Samsara stacks on a Ties That Bind build, if you were so inclined. HELPING HANDS Minimally impactful damage reduction, it's not a bad take if you have leftover points or need to get further down the tree and don't need the splash damage from Arms Deal. MINDFULNESS Very useful skill, mostly for the movement speed, which is survivability and, if you're using a Spiritual Driver class mod, damage. The shield recharge delay aspect of it can help with Topped Off uptime. FIND YOUR CENTER A very good boost to melee damage, and a required take for true melee builds. Trying to punch things as a main form of attack can be very frustrating without Find Your Center. VIGOR This kill skill stacks, and it procs from any kill, not just action skill kills. Useful for builds that need a lot of speed, and a good take if you need to get further down the tree. ONE WITH NATURE Mostly useless. Not even in a good place to get down the tree, because there are better skills above it you can fill out if you need to go down further. DO UNTO OTHERS Very weak skill. At most it can be a source for Sustainment healing once every 8 seconds. JAB CROSS Very good skill for increasing action skill damage, very bad skill for increasing gun damage. Good synergy on a melee build that also has Body & Mind in the purple tree. GUARDIAN ANGEL Self explanatory, excellent defensive skill. BLITZ Wonderful and powerful skill for true melee, when it works. Not only is it a good melee damage increase at all times (100%), but when it procs it is a fresh 83% increase (at level 72) to your base melee damage. It can be buggy and fail to connect to enemies. It can also make you fly through your Phaseflare when trying to punch it at an enemy. But it can also allow you to fly up and punch airborne enemies, which is very fun.

  • Supernatural Amara | AmaraBuilds.com

    The original action skill build, moves quickly, decimates everything, but with a jarring playstyle. Supernatural Amara SYNOP SIS The original action skill build, moves quickly, decimates everything, but with a jarring playstyle. INTRO This build was originally made to make the Downfall action skill viable, shortly after Gearbox introduced mayhem scaling in the summer of 2020. Downfall is 10/10 cool, but 2/10 in usefulness relative to Phaseslam and Tandava and Reverberation. Regardless, this build uses all of those action skills. And Downfall is actually somewhat strong, all things considered. The main problem is its cooldown, a whopping 47 seconds. In order to get around that, you need to self-dot and use the Golden Rule classmod. Yep, at heart, this is a Downfall Golden Rule build. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES The single point into Infusion is so that you always have a dot on yourself of the same element as your action skill element. More on this later. The three points into Unweave the Rainbow are there if you choose to use the Terror Cryo anoint and/or the Frozen Heart shield. ACTION SKILL Phaseslam or Tandava or Downfall. Reverberation for bosses if you use the Reverb technique. ACTION SKILL ELEMENT Whatever element is suited to the content you're facing, except for cryo. Because of the 1 point into Infusion, when you shoot your foot to dot yourself, you will cryo yourself and get slowed if you choose cryo. MAIN GUN 1 A low level Sellout pistol, anointed with either the Astral Projection 200% or Slam 300% anointment, depending on which action skill you have selected. Often, you will be swapping to the Guardian Angel to activate your action skill, but you don't need to; with these anoints on the Sellout, you can cast or slam without swapping and still do great damage. With this gun, you'll shoot your feet once or twice to dot yourself, triggering both the Golden Rule class mod and the Elemental Projector artifact. You can get a low level anointed Sellout by finding one in Earl's vending machine on Sanctuary, after completing the quest. I was able to get to the Sellout mission on Eden 6 at level 21 by killing as few enemies as possible, meaning the Sellouts I found in Earl's vendor were also level 21. You can find an anointed one in the vendor as low as level 10, if you have a level 10 friend that is willing to come and shop the vendor for you after you've completed the quest. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. MAIN GUN 2 Guardian Angel, with the same Astral Projection and Slam anoints mentioned above, but optionally also one with a Terror Cryo anoint. This is for holding while you cast/slam if you want big, big damage. MAIN GUN 3 Face Puncher, with a Urad anointment. This is for delivering Groundbreaker from a distance. Our action skills will be building up tons of Groundbreaker, and you can make a quick swap to this gun to erase another enemy. The Urad anointment is sort of a last ditch effort to give you more Groundbreaker if shooting the Face Puncher while in FFYL. FFYL GUN Free Radical, with either Consec Hits or Urad anointment. CLASS MOD Golden Rule, preferably with points into Laid Bare first, Mindfulness second. Probably the most essential passive to have on it is splash damage radius. Other good passives: action skill cooldown rate, action skill damage, splash damage. The Golden Rule stacks a cooldown rate increase whenever you take damage, and this includes self damage and even self applied dot damage. So when you shoot your feet with the Sellout and dot yourself with multiple elements, you can loop your action skills fairly quickly, getting even Phaseslam to a total cooldown of about 3 seconds. SHIELD There's a few options here, but the strongest is a Re-Volter with the Action Skill Start anointment. Other fun options are the Frozen Heart and the Stinger, both with the same anoint, the latter when paired with the Static Charge artifact. If you want to use Downfall, an Action Skill Start Stop Gap is necessary so you don't get downed in mid-air. ARTIFACT Elemental Projector Victory Rush. Optionally, an Elemental Projector Static Charge if using the Stinger shield. The most important passive is an Area of Effect roll on either the 2nd or 3rd slot, which will also increase area radius. Other recommended passives: elemental damage, action skill cooldown rate, movement speed, melee damage (with stinger). GRENADE Mesmer or Hyperion Quasar with ASE 50% radiation bonus element. These are both great utility grenades if you need an extra second or two for your cooldown to end. The 50% radiation element is important, as that's another element to dot ourselves with when shooting the Sellout. This 50% damage will also get added to Groundbreaker. If using the Terror Cryo Guardian Angel, then have one of these grenades with ASE Apply Terror anointment. GAMEPLAY LOOP First, set your Sellout element (between fire and corrosive) to a different element than your action skill element. Why? Because if your action skill element is, say, fire, and your Sellout is also fire, when you shoot at your feet you'll only get a fire dot. But if you changed the Sellout to corrosive, you'll get both corrosive and fire dots, the first from the gun and the second from fire Infusion on the gun. That's two dots, doubling the effectiveness of the Golden Rule's cooldown. When your ASE 50% radiation anoint is procced, that's a third dot. If you're using the Re-Volter, that's a fourth dot. The Sellout WILL dot you within a shot or two, because it fires three projectiles, each with a base 72% status effect chance, which gets further boosted by Violent Tapestry. So don't spam it at your feet. Anyway, start off your encounters by firing a shot or two at your feet. If you want big damage, swap to the Guardian Angel and activate your action skill. If you don't care that much, just keep holding the Sellout. After your action skill, find a target for your Groundbreaker and either punch, slam, or Face Punch it. Repeat these steps as necessary - just make sure you stay dotted with the Sellout. Anima will keep those dots on you for a decent length of time. Remember, the dots are not only for your cooldown, but also for lots of Elemental Projector damage. NOTES - HEMOVOROUS None of the action skills used in this build make direct contact with Hemovorous. You can see this by trying to Phasecast at him; it just passes right through. Instead, splash him with Phaseslam. Go wild with it, actually. If you slam while there's a bunch of pods/eggs out, they'll explode and deal lots of damage to Hemo. Remnant will also do some work. If you notice Hemo or Vermi getting instantly phased by a huge chunk of damage, that means Remnant hit something; immediately swap to your Face Puncher to deliver all of that Groundbreaker damage somewhere. NOTES - GUARDIAN TAKEDOWN CRYSTALS This build has Glamour unlocked, so you can Tandava at Guardians during the crystals phase and they'll keep themselves occupied and let you charge your square. Just don't do this while swapping to the Guardian Angel, because you'll just kill them. Stay on the Sellout. NOTES - GUARDIAN ANGEL Believe it or not, you can actually do quite a bit of damage to your health with a dot from a level 21 Sellout. That's because the Guardian Angel increases all self damage by 6x. Don't linger holding the GA for long after using your action skill. You should be swapping to the Face Puncher and/or Sellout to keep your gameplay going anyway.

  • Teslamara | AmaraBuilds.com

    A very strong Spark Plug slam build. Teslamara SYNOP SIS A very strong Spark Plug slam build. INTRO The ultimate evolution of the original Amara Spark Plug build , it has grown almost too strong. It can speed through nearly any content. And it's very simple to play. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES There are some gun-related skills for your the Face Puncher, your FFYL weapon, or shooting the Guardian Angel (see "Notes - Shooting the Guardian Angel" section at the bottom). Transcend also is beneficial for the Spark Plug, because the Spark Plug can crit. Burn Both Ends can be self-stacked by the Spiritual Driver self-dot and an active bonus element (Terror Cryo). Normally, self damage does not stack Burn Both Ends, but a bonus element "ticking on top of" a self-dot will. ACTION SKILL Ties That Bind. Optionally base Phasegrasp for bosses for the lack of duration and shorter cooldown. You can actually use any action skill you want, just be aware that waiting too long between activations will make you lose damage. ACTION SKILL ELEMENT Always corrosive. Nothing of importance changes if you change your action skill element, so corrosive is chosen for the longest dot length. The longer the dot is on you, the longer you have Mindfulness movement speed and the longer you have Burn Both Ends damage. MAIN GUN Guardian Angel, with Terror Cryo anointment. Hold this, slam, and move away for increased Spark Plug damage. FFYL GUN If you have any still going, your Spark Plugs will get you up from FFYL most of the time, but it may be wise to carry something like a Free Radical or other strong gun. Anointment possibilities: Consecutive Hits, Terror Cryo, Terror Crit. BACKUP GUN Face Puncher, preferably x14, with Terror Cryo anointment. With Body & Mind active, this gun can help you quickly take out distant flying enemies or get you up from FFYL. CLASS MOD Spiritual Driver, with as many points into Mindfulness as possible. Movement speed is quite important for slam builds. Otherwise, it's used to self-stack Burn Both Ends, in conjuction with an active bonus element. The most important passive is Splash Damage Radius, as that will increase the radius of your slams, and thus increase the area over which you can apply Groundbreaker. Other passives: action skill cooldown rate, splash damage, action skill damage. SHIELD Re-Volter, with ASE Apply Terror. Your Re-Volter will break naturally, and reproc every time you kill an enemy, via the Shield Reboot Guardian Rank perk. This frees up an anoint slot instead of using Action Skill Start. Another favorite of mine with this build is a corrosive Messy Breakup, with the same ASE Apply Terror anoint. Like the Re-Volter, this shield can re-break over and over again with Shield Reboot, giving you lots of drones. The drones are very helpful for bossing, distant enemies, and shock-immune enemies. ARTIFACT Spark Plug Static Charge. The Static Charge bonus element applies to the Spark Plug. The most important passive is Area Of Effect in the 2nd or 3rd slot, as that will also increase your splash radius and the radius of your slams. Other passives: action skill cooldown rate, shock damage, cryo damage, movement speed. GRENADE Fish Slap in various elements, with Terror Dmg/Fire Rate anointment. Use the Fish if you want to more quickly deal with immune shock heavies or dispatch a boss. GAMEPLAY LOOP Grasp immediately when it's available, then slam with reckless abandon. Move away from your Spark Plugs to increase damage from Guadian Angel. When out of combat, get into the habit of swapping away from your Guardian Angel, perhaps to something like the EMP5. The Guardian Angel increases all self-damage by 6x, so with the Driver self-dot active, you can actually down yourself while running between fights with no enemies around. NOTES - SHOOTING THE GUARDIAN ANGEL Guardian Angel with Indiscriminate makes the Indiscriminate ricochets double-dip the Guardian Angel bonus damage. The ricochets are very powerful. Randomly shooting the Guardian Angel at an enemy will sometimes clear all of the enemies around you and give you huge Groundbreaker damage for your next slam. This is a great technique for speeding up the Anthema fight: as you approach Anathema to slam a Spark Plug, shoot the Guardian Angel at his face. The bullets will ricochet and kill the mobs all around the arena, and your next slam will take a huge chunk out of Anathema. NOTES - SPECIFIC BOSSES The Spark Plug can completely meme on some bosses: Scourge, Rampager, Tyrant of Instinct (even the True version). Try and and see for yourself. Beware that during the Scourge fight, slamming a Spark Plug too close to the center of the arena can automatically chain-kill the Diadems that he spawns. Instead, place the Spark Plugs near the top of the center diamond on the side you enter the arena. The Spark Plug does not work at all against Hemo and Vermi. For that fight, equip an Elemental Projector Static Charge, and corrosive Fish Slap, and just Fish them to death. This build has a great damage formula, and this will make very quick work of the fight.

  • Amara's Blue Tree Tips | AmaraBuilds.com

    Tips for understanding and building with Amara's Blue Tree at endgame. Blue 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 blue (Mystical Assault) tree. DO HARM Very powerful action skill damage increase. It gets further increased in effectiveness by Awakening further down the tree, and the capstone Avatar allows you to stack more Do Harm at a time. This increases all things that are action skill damage, not just your action skills themselves. This includes Revelation, Remnant, Ties That Bind links, Unweave The Rainbow, Body & Mind, Free The Soul, Catharsis, and Ice Spiker. FAST HANDS Very useful, always-on reload and swap speed. Always take this if you're doing anything with guns at all. VIOLENT TAPESTRY Great utility skill, at the very least useful for 1 point simply for the ability to gain Rush stacks by applying a status effect. Even with a Phasezerker class mod, you can keep your stacks topped up very easily with this skill. If you need to be applying status effects in general, whether its to enemies or to yourself, it's worth investing some points into this skill. It is further increased in effectiveness by Awakening. Violent Tapestry also increases cryo efficiency, making it an extremely important skill for cryo-focused builds. Amara does have a lot of synergy with cryo, either directly or indirectly through melee-related skills. ALACRITY Always worth at least 1 point in a gun build. A good place to dump points if you need to go further down the tree. TRANSCEND Very strong critical hit damage increase, especially because it can be stacked twice with Avatar. Great for boss melts when the boss has an accessible crit spot. A purple Mantis class mod can give you an extra three points into this skill making those boss melts go even faster. This skill can also be taken for builds that crit in unconventional ways, such as Ruby Swan or any Spark Plug build. RESTLESS When Expedite is available, this skill is pretty low value. Otherwise, it can be a points dump if you don't need the reload speed from Alacrity or anything above it. ASCENDANT Always taken if you're going at all deep into blue tree. Increasing the effectiveness of augments like Glamour, Expedite, and Stillness of Mind is game changing for how a build can play and flow. FROM REST This skill is hit or miss, depending on the type of guns you are using. If going for a conventional gun build, I would always recommend putting at least 2 points here. Lots of Maliwan weapons feel sluggish without this skill, because of their charge time. If you're strapped for points in this tree, usually Wrath is taken over this skill, but if you have plenty of other gun damage sources (such as Spiritual Driver or a 250% Phasecast gun damage anointment), this can be prioritized over Wrath. LAID BARE Very powerful damage increasing skill. Always taken if you're this far down the tree, and some builds go into blue tree simply to get Laid Bare , because it applies to everything. WRATH Good gun damage increase, nothing more to it. REMNANT Extremely powerful skill. Always take it if you're this far, and you never need more than one point into it. Some builds even require you to get this skill on a class mod. Remnant gets your overkill damage as its base, then gets a x31 multiplier on Mayhem 10/11, and then gets action skill damage, elemental damage, splash damage, etc. It will always target the enemy closest to you, if that enemy is reachable and still existant by the time it gets there. You may have seen some raid boss 1 shots with Remnant. Yes, it's that powerful. AWAKENING If you need to be investing in Do Harm and/or Violent Tapestry, then you also need to be investing in Awakening, if you get this far down the tree. This skill also increases the effectiveness of the damage reduction on the Stone class mod. Having 6/3 Awakening with the Stone gives you significant tankiness. AVATAR Perhaps the most important skill in all of Amara's skill trees. The ability to get twice the amount of Do Harm or Violent Tapestry when you use your action skill can make or break many builds. It also refunds you half of your converted Rush stacks if your action skill activation killed an enemy. And of course, the ability to activate your action skill twice in a row is huge.

bottom of page