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Iceskull

by Quag

Table of Contents

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Brawl
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Mystical Assault
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Fist of the Elements
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Enlightened Force
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Under Cover
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Hitman
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Doubled Agent
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The Professional
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Bottomless Mags
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Demolition Woman
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Shield of Retribution
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Bear Mother
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Stalker
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Master
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Hunter
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Trapper
https://www.lootlemon.com/class/amara#ixa_00503000000000_5311350030131_1312030000000_5050311053111 https://www.lootlemon.com/class/amara#ifb_00000000000000_5351350030131_1314030000000_5051301053131

About

Amara has a wide variety of things that benefit from action skill damage, and this build aims to make use of most of them. With proper setup, chain reactions of homing action skill scaled skills can kill enemies without Amara lifting a finger.

Playstyle: 

After applying Terror (any stack count) via the Face-puncher, activating Phasegrasp/Eternal Fist will cause a volley of 3 skulls to home in on the grasped enemy per terror skull anoint (yes, this anoint stacks.) These skulls are cryo damage, action skill damage, and capable of crits. 

Ground slams will send out Ice Spiker projectiles, debuffing enemies via Laid Bare and killing weaker ones outright. If using the health regen spec, each enemy hit will also grant a stack of Samsara, greatly increasing health regen.

Shooting the Face-puncher to reapply terror will also deliver Body and Mind, another action skill damage source. The single point in Infusion combined with the x14 Face-puncher will deliver 28 instances of damage to an enemy, each getting any applicable bonus elements (Urad, Re-Volter, Terror cryo).

Enemies that die from Ice Spiker will send out Remnant orbs. Enemies that die while frozen will send out Free the Soul. Each of these are incredibly powerful, home in on targets, and can crit.

Wildfire can spread radiation dots for radsplosion chains, and also full freezes for potential Unweave the Rainbow and Free the Soul access.

Action Skill: 

  • The Eternal Fist – This Phasegrasp variant can grasp up to 4 additional targets after the first per activation. Each subsequent grasp will trigger all related anointments, meaning exceptional access to Action Skill Start/Action Skill End effects. In this particular build, this also means massively increased access to Terror skulls.
  • Phasegrasp (base version) – Fastest cooldown, ideal for bossing.

Extra notes:

  • If Avatar (blue capstone) has not been consumed yet, you will not benefit from Combo Breaker unless you use your AS as soon as it triggers. Otherwise the extra AS charge will disappear. If Combo Breaker does trigger after the 2nd AS usage, then it’ll work properly.
  • Setting the base element to Cryo isn’t recommended. It will disable Anima entirely (weaker radsplosions), and diversity in elements is more desirable. The healthtanking spec has access to Corrosive element instead, and even on the Urad spec other elements are more desirable.

Augments

Expedite

Weapons

  • Guardian Angel – Hold this for maximum damage. Crit parts will assist Terror Skulls/Remnant/Free the Soul. Blade will assist Fish Slap and Stinger. Anoints: Urad, Terror Cryo, Terror Skulls.
  • Ember’s Purge – Powerful FFYL escape option, provided the enemy is on the ground. Urad.
  • Face-puncher – Body and Mind delivery system, but also used to apply terror (necessary for skulls). Apply terror melee anoint, x14 and 8 mag size if possible.
  • Free Radical – Good for flying enemies while in FFYL. Also good for Schismatic Diadems in the Guardian Takedown. Urad.

Shields

  • Re-Volter: Maximum direct damage output for most of the main sources. Highly suggested for any bossing. Turtle parts increase survivability, especially for the Loaded Dice setup (lower max HP increases the value of flat health regen passives). Recharge rate parts improve Topped Off uptime. Anoint: Action Skill Start.
  • Frozen Heart: Maximum crowd control and Free the Soul access. Anoint: Action Skill Start.
  • Stinger: High potential cooldown rate due to Combo Breaker triggers. Anoint: Action Skill Start.
  • Void Rift: Extremely chaotic option for high damage potential. Anoint: Action Skill Start.

Grenades

  • Fish Slap – Absurdly high damage, can trigger Combo Breaker/Ebb and Flow/Body and Mind. 
  • It’s Piss – Solid damage increase to the kit.
  • Mesmer – Safety option for high-density mobbing areas (Maliwan Takedown bridge, Guardian Takedown crystals)

Class Mods

Phasezerker – Provides easy access to a variety of bonuses: action skill damage via Do Harm, reload speed via Alacrity, cryo efficiency via Violent Tapestry, and cooldown rate. Points in Clarity assist in health tanking on the health regen spec.

Stone – Provides significant damage reduction while maintaining solid action skill damage. Respectable cryo efficiency via Awakening/Violent Tapestry.

Artifacts

Ice Spiker ____ – Ice Spiker is an Amara action skill. Amara specifically. This means that on top of the action skill damage that all characters can take advantage of, Amara can also trigger Samsara, Laid Bare, and augments by hitting with the spikes from a slam.

Suffixes of choice:

  • Loaded Dice: Provides the most aggressive option of healthgating, increasing the value of flat health regen passives on class mod and artifact. Has Otto Idol’s effect built-in.
  • Otto Idol: For those concerned about their total HP pool with a Loaded Dice. Less powerful, but more room for error.
  • Victory Rush: High damage, high-risk option.
  • Deathless: For the Urad version. Enables the key damage anoint.

In a situation where Ice Spiker projectiles can’t hit the target, Spark Plug, Snowdrift, and Atom Balm become options.

Recommended passives for all artifacts: Action Skill Cooldown, AoE damage. 3rd slot can be Health regen if playing the main spec, otherwise, Shield Recharge Rate is ideal for Urad spec.

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