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Coda Hema

Multi Gunco Coda Hema (Mecha/Hunter 13/14 status build)

by last updated 2 months ago

1740

The Technocyte virus did nothing but increase the Hema’s thirst for blood. With increased Fire Rate, Magazine Size, Critical Chance, Critical Damage, Status Chance, and Damage.

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ITEM RANK

40

80 / 80

APPLY CONDITIONALS

KUVA ELEMENT

ACCURACY
20.0
CRITICAL CHANCE
20%
CRITICAL DAMAGE
2.3x
FIRE RATE
6.15
MAGAZINE
72 / ∞
NOISE
ALARMING
RELOAD
2.0
RIVEN DISPOSITION
0.80
STATUS CHANCE
30%
TRIGGER
BURST
DAMAGE
 VIRAL (❄ + 🕱)
52.0
TOTAL Damage
52.0
AVERAGE HIT
65.5
BURST DPS
403.2
SUSTAINED DPS
344.3
Guide
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Coda Hema builds
Builds by Wulfyre

Multi Gunco Coda Hema (Mecha/Hunter 13/14 status build)

This is to be used with my Status Overload Citrine Mecha/Hunter build, but can be used as a standalone build due to damage multiplier that allows it to scale well into endgame.


Mod choice

  1. Hunter set.
    A. [Hunter Munitions] works well with guaranteed crits from [Citrine]'s 4th ability. THIS MOD IS MANDATORY.
    B. [Hunter Track] extends duration of the 4 statuses you're applying from [Coda Hema]. You can replace this with [Vigilante Fervor] or [Primed Shred].

  2. Multiplicative Scaling (mandatory mods)
    A. [Galvanized Aptitude] is status chance+has multiplicative gunco scaling with statuses. Because we're using Citrine and a predasite, we'll be getting 13/14 statuses.
    B. [Primary Acuity] is another multiplicative scaling beast that includes lifesteal on headshots from this weapon.

  3. [Serration]: You can use either Amalgam or regular [Serration] here.

  4. [Terminal Velocity]: [Hema] is a projectile weapon. This is practically mandatory. [Vigilante Supplies] isn't needed because this weapon has infinite ammo, and you'll be getting crits from Citrine's crystals anyways, despite the vigilante passive.

  5. Status/elemental damage mods.
    A. [Radiated Reload] is due to the 2 second reload speed. It removes the need for 2 other mods to make the element.
    B. Riven mod; this must be a Combo mod, specifically being either BLAST (heat+cold) or CORROSIVE (electricity+toxin).
    C. Primed element: Due to there being no other primed elements, you'll want a Corrosive riven. If you have a Blast riven, replace this with either the Toxin or Electric 60/60 mods for a higher status chance, or just use a 60/60 mod anyways.
    D. Valence element: Opposite combo for the singular element mod. Preferably Heat due to the only primed mod being Cold. You can change this with the Valence element item if you don't have primed cryo, and if you'd prefer to run a 60/60 mod.

Arcane

Primary Deadhead rank 5 provides +30% headshot scaling, to be multiplied with [Primary Acuity].
If you end up swapping out [Primary Acuity] for [Galvanized Chamber], also replaced Primary Deadhead with either Primary Crux or Primary [Frostbite].

END RESULT

MANDATORY
1 [Serration]
1 Galvanized Aptitude
1 Hunter Munitions
3 Element mods (Radiated Reload, blast OR corrosive riven, & Primed Cryo Rounds OR 60/60 mod)
for a total of 4 elements (Viral, Radiation, Blast, Corrosive)

Optional

Precision or multishot

  1. Replace [Primary Acuity] with [Galvanized Chamber] (multishot)
  2. Replace Primary Deadhead with either
    A. Primary Crux (status chance+ammo efficiency)
    B. Primary Frostbite (Multishot+crit damage)

Hunter/Vigilante

  1. Hunter Track can be replaced with
    A. Vigilante Fervor (fire rate, 5% crit upgrade)
    B. Shred / Primed Shred (fire rate+punch through)
    C. Faction/bane mods if you're a heretic, but at that point just make single loadouts for specific factions like *im not going to the effort to swap loadouts for each faction every single time what the actual fu