loader image
0/5
0/3
0/5
0/5
0/3
0/5
0/3
0/1
0/3
0/5
0/1
0/5
0/1
0/1
Brawl
0/5
0/3
0/5
0/5
0/3
0/5
0/1
0/3
0/3
0/3
0/3
0/3
0/1
Mystical Assault
0/5
0/3
0/5
0/5
0/1
0/5
0/1
0/3
0/1
0/3
0/5
0/5
0/1
Fist of the Elements
0/5
0/5
0/5
0/3
0/3
0/3
0/1
0/5
0/5
0/3
0/1
0/3
0/1
Enlightened Force
0/5
0/3
0/5
0/5
0/3
0/5
0/1
0/3
0/3
0/5
0/5
0/1
Stalker
0/5
0/3
0/5
0/5
0/3
0/5
0/1
0/3
0/5
0/3
0/3
0/1
0/1
Master
0/5
0/3
0/5
0/5
0/3
0/5
0/5
0/3
0/3
0/1
0/5
0/1
Hunter
0/5
0/5
0/5
0/3
0/1
0/3
0/1
0/1
0/5
0/1
0/5
0/5
0/5
0/1
Trapper
0/5
0/1
0/5
0/3
0/1
0/5
0/1
0/5
0/5
0/1
0/1
0/3
0/1
Bottomless Mags
0/5
0/3
0/5
0/3
0/5
0/5
0/3
0/1
0/5
0/3
0/1
0/5
0/1
Demolition Woman
0/5
0/1
0/5
0/5
0/3
0/5
0/1
0/1
0/3
0/3
0/5
0/1
0/1
Shield of Retribution
0/5
0/3
0/5
0/3
0/5
0/3
0/1
0/5
0/5
0/1
0/3
0/1
0/1
Bear Mother
0/5
0/3
0/5
0/5
0/3
0/5
0/1
0/1
0/5
0/1
0/3
0/1
0/3
0/1
Under Cover
0/5
0/5
0/5
0/5
0/1
0/5
0/1
0/5
0/5
0/3
0/1
Hitman
0/5
0/3
0/5
0/5
0/1
0/5
0/1
0/3
0/1
0/3
0/3
0/1
0/3
0/1
Doubled Agent
0/5
0/3
0/5
0/5
0/3
0/5
0/1
0/5
0/5
0/3
0/3
0/1
The Professional
https://www.lootlemon.com/class/fl4k#abcb_500510133251_1311351051311_500532030000_00000000000000

Rakk Stab

by Quag and Ratore

This build centers around using the Stinger shield’s melee novas for massive damage by pairing it with Rakk Attack and the ASS anointment. Currently, the build also doubles down as a Fish Slap build, with a side of Face-puncher. The use of Splash boosts also makes it capable of great Rakk damage.

Augments: Falconer’s Feast + Flock’N’Load.

Alternative Skill Setups: This setup sacrifices some of the damage and utility of Master tree to gain increased cooldown from Rakkcelerate and access to Megavore for supplementary damage and access to some alternate cooldown and damage options.

Skill Flexibility:

  • If you’d prefer not to use Dominance, you may use the points from it (along with Shared Spirit and Mutated Defenses) elsewhere. Most Dangerous Game opens up Rakkcelerate for better cooldown. 
  • Pet: Spiderant Scorcher is a great damage increase for FL4K and boosts nearly all damage in this build. Several important interactions check this damage type multiple times, leading to double or even triple dipping. In niche scenarios, White Elephant use can incentivize Great Horned Skag.

Playstyle: Close the distance to nova range and start using rakks. This distance will vary based on whether you have 0/1/2 radius boosts, so get a feel for it when changing out gear. Close distance aggressively enough to keep novas hitting enemies. If this is no longer possible, prioritize Fish Slaps or switch to your Face-puncher.

If running Static Charge (generally the best mobbing choice) your damage will scale to a significant degree based on the number of targets in range of your nova, since each target will make a new lightning chain. Plan accordingly.

With Unleash the Dragon, you abandon nearly all survivability for absurd damage. This has the side effect of making your Face-puncher significantly weaker than it would be with White Elephant or Static Charge. Use caution.

White Elephant can be the arguably best choice for bossing, but you might find that almost anything works and in some cases might even outperform it.

If not using a Fish Slap, throwing out Hunter-Seekers/Hexes occasionally will give you a significant number of extra Rakk casts throughout longer fights (if specced into Head Count via tree or class mod) 

Occasionally shooting your non-Face-puncher guns at enemies to build Furious Attack stacks will help your Face-puncher’s performance should you anticipate swapping to it. 

In fast paced mobbing such as the Maliwan Takedown bridge, Face-puncher can often be your weapon of choice despite the lower nova damage, as having ranged healing and Groundbreaker access can be a serious advantage. Face-puncher is also your second wind weapon in all situations.

Shoot barrels from a very generous distance. If you have radius rolls on your gear, your novas are going to make you have a bad time around them. Always remember to switch away from your 150/90 weapon once the majority of available targets are below its threshold. It’s worth noting that matching altitude with enemies when using novas is somewhat important, so jump when casting if needed.

Mayhem modifiers of choice are Speed Demon/Healy Avenger/Drone Ranger/Buddy System. Speed Demon allows you to close the gap and keep rakks rolling more easily, Healy Avenger shield boosters can help keep natural shield break Stinger novas going, Drone Ranger is simply a non intrusive second wind source. Buddy System is a nonentity most of the time due to how novas work.

Slayer vs other modifiers is something of a personal preference issue, as it can actually make getting second winds harder due to Slayer damage not actually counting player damage. On the other hand, the shield boosters from Slayer kills can be very helpful for both Topped Off uptime and extra Stinger novas. Experiment to taste.

Post Mortem is an acceptable alternative to Buddy System for those who would prefer occasional FFYL annoyances over the potential hassle of particularly inconvenient immune enemies (and Buddy System drones getting stuck in walls).

  • Psycho Stabber with 100% Melee ASE or 150/90. This gets 120% melee damage from its card, but the other 220% doesn’t quite work how most melee boosts do. What it does instead is provide a 2x multiplier to all of your melee boosts. When using the 150/90 anointment, it is perfect for initiating fights with Unleash The Dragon, since the DoT damage is based on damage dealt.
  • Guardian Angel with 100% Melee ASE or 150/90. This gives up to 500% v2 damage to all of your sources depending on distance (caps out at 23.8 meters, which is about ¾ the distance between the Jack target dummy in Sanctuary and the far wall). Without the 60% blade attachment (get it if you can) this translates to less overall damage on the initial nova than the Psycho Stabber or Wyvern provide…..but the 3 core melee artifact effects double dip this bonus, meaning a greater overall potential damage number as long as you’re at least a couple of steps away from the target. Has the added bonus of buffing your Rakks to be able to reliably kill things, and will greatly assist the non Peregrine-friendly grenade options. This is a DLC6 item.
  • Heart Breaker (Fire) with 500% elemental crit – This anoint creates a nova centered on an enemy when FL4K or the pet score a critical hit on said enemy if that enemy has a status effect on them. In practical terms, this is useless…unless you’re using Unleash the Dragon. In that case, the anoint’s nova will calculate that extremely powerful DoT as its base damage and then use it in its own formula, meaning you’ll be triple dipping into your v1/v2/elemental bonuses, and double dipping your Splash bonuses. This nova can be made to hit for over visual damage cap in this way. Heart Breaker is the ideal weapon here as it has multiple projectiles that hit instantly (ensuring maximum control over anoint activation) and is a Moxxi weapon on top of that, meaning free lifesteal from its shots. Go for Redundant if possible, as 16 projectiles minimizes Megavore variance.
  • Res, to revive the pet remotely in emergency scenarios.
  • Face-puncher with 100% Melee ASE or 150/90 – You can also carry a second copy with URad as a powerful second wind tool. 

Stinger is the core of the build. The novas generated by the shield are both splash and melee, scale with mayhem level, apply melee effects (notably your Artifact and Groundbreaker), and can be made to do massive damage. Get as many Stingers of different elemental resists as you can with this anoint, as the nova element matches the shield’s resistance (and elemental Stinger novas will get elemental damage boosts). Cryo is the general mobbing pick due to melee bonus vs frozen enemies, and Corrosive has the most bossing applications, however you can switch when appropriate.

  • Stinger with ASS Break/Fill Effect. Mandatory.

Anointment is 50% ASE Radiation. This will ensure that nearly every enemy will cause a radiation explosion on death. 50% ASE can Megavore crit and properly scale with the damage of White Elephant/Static Charge. 

  • Fish Slap 
    • Scales with melee damage and applies melee effects
    • Groundbreaker delivery
    • Main choice for Peregrine Class Mod
  • Mitosis/Cloning Hunter Seeker
    • Can naturally crit and Megavore crit for Leave No Trace and Head Count procs. Stacks Furious Attack and can trigger Bounty Hunter’s kill skill mechanic 
  • Mirvtacular/Recurring Hex
    • Can naturally crit for Leave No Trace and Head Count procs
  • It’s Piss
    • Reliable and powerful debuff for extra damage
  • Power-Siphon Tran-Fusion Tracker
    • Can help at times with survival, but not extremely reliable
  • Mesmer
    • Provides easy aggro redirection on a single enemy, which can be useful for Hidden Machine access. This is a DLC6 item.

General stat boosts to look for on all Class Mods: 

  • Splash Damage, Melee Damage, Splash Radius, Action Skill Cooldown Rate
  • Radius boosts expand your Stinger nova, but the first two entries increase your damage and the third allows you to actually apply said damage. 
  • Action Skill Damage will benefit your Rakks, which are only a small portion of your damage, but are fully capable of killing weaker mobs or finishing off enemies and as with everything else they do stack towards Groundbreaker. 
  • Peregrine, +4 Eager To Impress, + 1 Interplanetary Stalker
    • This class mod has high synergy with Fish Slap and the build in general. Also one of the top 3 cooldown options for Rakk spam. This is the best in slot pick.
  • R4kk P4k, +3 Pack Tactics + 2 Head Count/Grim Harvest
    • Highest consistent damage option and highest potential healing per cast. Pairing this with a Hunter-Seeker will provide the most casts possible, only potentially behind Rakk Commander.
  • DE4DEYE, +3 The Fast And The Furryous 
    • This class mod’s passive effect is very powerful, and since the skill rolls don’t really matter, you can farm strictly for the stats. It adds great power to the Splash anointed weapons, but not much to 150/90 ones since the 35% bonus is additive to that anointment.
  • Cosmic Stalker, +3 Big Game + 2 Interplanetary Stalker: 
    • Simply a very high raw damage option at the cost of being a bit vanilla in comparison to the utility the above options provide. 
  • Rakk Commander, +As much Eager To Impress as you can find: 
    • Potentially grants you the most Rakk casts but doesn’t add much else, making it an okay non-DLC choice.

General stat boosts to look for on all artifacts (except Unleash The Dragon, which has limited rolls) are:

  • Area Damage, Melee Damage, Elemental Damage, Action Skill Cooldown
  • It is recommended to have Area Damage on the second or third roll, as that will also boost Splash Radius
  • Melee Damage can double roll for a higher value
  • Knife Drain White Elephant 
    • The safe bossing option. White Elephant will make your emergency Face-puncher use much more efficient, but the real draw is that one can apply the sticky bombs via Stinger melee novas. These bombs will then dip into v1/v2/elemental/splash bonuses again, and can crit.
  • Unleash the Dragon 
    • Absolutely ludicrous damage over time and can be applied in AoE fashion via Stinger melee novas. When paired with a bladed 150/90 weapon, the output is ridiculous, as the damage of the burn is based off of the hit that applied it. 500% ele crit anoint on weapon can be used to capitalize on this after application, as detailed above.
    • Melee Damage + Incendiary Damage is the best roll combination
  • (Knife Drain/ Snowdrift) Static Charge 
    • Essentially turns your Face-puncher (and your Fish Slap!) into a Brainstormer. These chains get bonus elements from your grenade and/or elemental anointments on Face-puncher. 
    • Gives not only a respectable chunk of bonus shock damage on hit to the main target, but also real ranged multi target mobbing ability due to chains, and adds burst damage in close quarters via chains sourced from Stinger novas.

Vault Hunter Hub