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Rakk Attack

by Ratore, SSpyR and Dakquan

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/fl4k#abcb_005503133051_1311150000000_535530033131_00000000000000

About

This setup can provide support for both gunplay and maximizing the damage and utility of Rakk Attack, as level 72 gives enough points to combine both builds.

Augments: Falconer’s Feast + Flock’N’Load for the best healing. You may find Rakkcelerate useful for some slower weaponry, or if you decide to go with less points in Head Count. Cryo Rakks can be useful in areas with Armored enemies, and Rakks in general can hit pretty well if using Splash anointments.

Alternative Skill Setups:

  • Red/Blue Gun Rakk – Has comparable damage while not dependent on health thresholds. Gains Dominance as a powerful source of aggro reduction. Also the main recommendation if willing to use URad as primary anointment Skill Tree(click here)

Skill Flexibility:

  • Head Count points can be played around with, you may find yourself not needing three points depending on your weapons. 
  • Two F4ng is great for single/few/unlisted pellet weapons. The points from Second Intention  +  Hunter’s Eye (whatever mix you have) are free to be moved into this when you use such gear.
  • Hunter’s Eye – Check Resources for information on this. These points can go into Two F4ng or Ambush Predator depending on your choices.
  • Pet: Spiderant Scorcher for survival and best FL4K damage.

Playstyle: What will define your playstyle is pretty much your own preferences as far as how to play this goes, since Rakks are pretty much on-demand anointment triggers. There are things you should keep in mind though, like how Rakks can heal you for a bit (or quite a lot if using R4kk P4k), and that you should get a good feeling for the anointments so you can cycle them well. With most weapons you’ll be able to spam Rakks to a certain extent, but with slower ones you should keep the anointment cycling thing in mind.

You should be considerably aware of your positioning and try to eliminate the most dangerous enemy types as quickly as possible, since you will be lacking meaningful ways to divert aggro. The shields with ASS anointment are an immediate recommendation if you feel like survival is too much of an issue.

Another tip is that you can use Rakks for a reload cancel by casting Rakks as soon as the magazine size from your current reload comes in, skipping the final part of the reload animation. This way you can cycle your anointments while also optimizing reload time.

If your pet goes down and you don’t want to manually revive it, you can go into the skill menu, equip another pet, go back into the game and then back into the skill menu to re-equip the desired pet. Alternatively, you can skip the last step and just swap to the next best pet each time one goes down. Another way is swapping to a Friend-bot class mod and killing an enemy, or using a Res pistol.

Augments

Weapons

If you use the alternative Red/Blue setup, URad also becomes a possible main anointment choice. It’s worth noting that Splash bonuses and URad both boost Rakk damage. Next 2 mags bonus elemental anoints are very versatile and easy to maintain. 100 ASE, Killstack (12.5% reload speed and gun damage per kill stacking up to 10 times) or Consecutive hits are high uptime options for your guns. Killstack anoint excels for prolonged mobbing but does notably fall off in bossing and when not given time to ramp.

Shields

Anointment is a choice between 50% ASE or ASS Break/Fill Effect on some shields. The ASS anointment can provide great survival and utility on some shields.

  • Old God – 50% ASE. Main overall DPS choice
  • Re-Volter – ASS. Grants a 200% global shock bonus element that properly scales on mayhem scaled damage sources, most notably rakks. Also gives 50% fire rate. This is a DLC6 item.
  • Transformer – 50% ASE. Great defensive choice, especially for Maliwan Takedown
  • Plus Ultra – 50% ASE. Double Health or Reflect rolls. Good survival and utility
  • Frozen Heart – ASS. Crowd control, survival and respectable damage
  • Rico – 50% ASE. Double Reflect roll. Good survival and damage
  • One-Shotter – 50% ASE. Great for burst/multi-pellet weapons and boss one-shots
  • Front Loader – 50% ASE. Only if using the alternative setup with URad

Grenades

Anointment is a choice between 50% ASE or 25% On Grenade Throw. 50% ASE has higher potential when element matching properly, while OGT is not ASE dependent and can provide a slightly higher damage multiplier in theory. If using OGT, you might want to consider running the “Okay Boomer” modifier for grenade sustain.

  • Mesmer
    • Converts any affected enemies to fight for you for a short time. This not only forces them not to target you, but also forces nearby enemies to target them. Enables faster potential clears of Guardian Takedown’s crystals sections, and overall greater survivability. This is a DLC6 item.
  • 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 
  • Not as quick as Hex for stacking Consecutive Hits/Pearl, but more universally useful
  • Mirvtacular/Recurring Hex
  • Can naturally crit for Leave No Trace and Head Count procs
  • Great for quickly stacking Consecutive Hits and Pearl
  • It’s Piss
  • Reliable and powerful debuff for extra damage
  • Fish Slap
  • Groundbreaker delivery
  • Good choice for Peregrine Class Mod
  • Vindicator/Roided Ghast Call
  • Good option for actual grenade damage, but can’t come anointed
  • Good choice for Peregrine Class Mod

Class Mods

General stat boosts to look for on all class mods are:

  • Weapon Type Damage, Manufacturer Crit, Weapon Crit, Weapon Damage, Splash Radius, Splash Damage, Action Skill Cooldown, Reload Speed, Magazine Size
  • Bounty Hunter, +3 Dangerous Game +2 Hunter’s Eye/Frenzy
    • Seamless for mobbing/bossing. Main choice for bossing. Can feel better than Cosmic Stalker for True Guardian Takedown due to the tankier nature of enemies making the kill skill proc effect more valuable.
  • Cosmic Stalker, +3 Big Game +2 Interplanetary Stalker
    • Supreme choice for mobbing in most situations. The extra duration and effectiveness to Hunt Skills provide massive fluidity to mobbing, alongside a higher potential damage multiplier.
  • R4kk P4k, +3 Pack Tactics +2 Head Count/Grim Harvest
    • Good mobbing choice that allows Raks to contribute more to combat , especially if using either Splash or URad anointments 
    • Falconer’s Feast will become more effective with this Class Mod
    • Won’t outperform the other choices for pure gun performance
  • Peregrine, +4 Interplanetary Stalker (current best available roll due to “bug”)
    • When paired with the Fish Slap or other mechanically friendly grenades (i.e. not Hunter-Seeker) it can provide some great bursts of damage
    • Won’t outperform the other choices for pure gun performance 
  • Red Fang, + Any rolls
    • Can quick swap to Gamma Burst with this to make Crystals easier on Guardian Takedown.

Artifacts

  • Company Man
    • Lot of flexibility here. Magazine Size, Crit Damage, and Weapon Damage tend to be the goal for top rolls. AoE damage, Magazine Size, and an element for the bottom. This is a DLC6 item.
  • Pearl Of Ineffable Knowledge 
  • Magazine Size + Fire Rate/Reload Speed/Health Regen 
  • Last Stand/Snowdrift/Ice Breaker Otto Idol/Victory Rush
  • Magazine Size + Weapon Type Damage, Elemental Damage, Area (Splash) Damage, HP Regen, Reload Speed, Movement Speed
  • Last Stand/Knife Drain White Elephant/Static Charge
  • These are options if using the Peregrine Class Mod paired with a Fish Slap, or if using Face-puncher as a primary choice
  • Cutpurse Launchpad 
  • In case you run into any ammo issues. If yours isn’t a Launchpad, you can just go invisible and slap something

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