The top five scout builds in Deep Rock Galactic

Deep Rock Galactic’s Scout class is primarily a character built around being a fast attacker, rather than the big, nearly invincible walking tank, gunner, or driller. However, Scouts also make excellent solo classes due to their mobility and arsenal of build weapons. They sometimes pair well with an Engineer in groups for plenty of terrain traversal opportunities. But a Scout’s strongest trait is its ability to engage enemies from long range. With two different rifled weapons that can be used simultaneously, Scouts can land high-damage critical shots on enemies, making them great for dealing with high-priority targets while in a group. Here are the top five Scout builds listed from best to worst.

The M1000 “Hipster” build

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This build uses the M1000 rifle along with the “Hipster” overclock ability, which is considered one of the strongest overclock powers in the game. It mainly relies on the M1000 rifle firing from the hip, quickly dealing as much damage as possible to individual targets. Abilities like Hardened Rounds and Super Blowthrough Rounds give the M1000 extra penetration against armored targets. Other abilities like Killing Machine and Extended Clip give you more ammo and fast reloads, keeping downtime to a minimum.

Your secondary weapon will be the Zhukov NUK17 submachine gun. Make sure to use Expanded Ammo Bags twice to get the most ammo possible when your M1000 goes down. For the best possible damage potential, use Conductive Orbs in combination with your Inhibitor Field Generator, as enemies take additional damage from the Zhukov while they are Shocked. Embedded Detonators as your Overclock ability give you some area damage effectiveness. Note, however, that embedded detonators behave slightly differently than dreadnought enemies, as it won’t work on them unless there’s an exposed hardpoint to shoot at.

As gear, you can use whatever is appropriate for your role, whether alone or in a group. Most prefer the lightweight scouting suit, which has the Improved Generator, Supercharger, Shock Absorber, and Static Discharge perks. Choose the Inhibitor Field Generator for your Throwable as it pairs well with Zhukov’s secondary perk, Conductive Bullets, and deals additional shocking static discharge damage on your Scouting Suit.

The M1000 “Focus” build

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This build also uses the M1000 rifle, but instead leans more toward focus shots rather than firing as often as possible. While much of this build can be customized to suit your playstyle, the key perks to keep are Hardened Rounds and Minimal Clips as your Overclock ability. Precision damage over the sheer number of rounds going down is how you want to use the M1000 in this case.

Your secondary weapon will be the Jury Rigged Shotgun. Most of the weapon’s perks can be shifted, but mostly you want Special Powder as an overclock. This special ability allows you to move in the air in the opposite direction that you are aiming the weapon, effectively performing a rocket jump. Mobility is key with this weapon, as it allows you to quickly close gaps between you and the enemy, allowing you to use the M1000 while aiming down the sights.

As far as throwables and gear go, your choices aren’t critical in this build as it’s all about weapon choice. This allows you to meet your needs in these categories depending on whether you play a specific role alone or in a group. There’s a lot of flexibility in these areas, so experiment with different combinations. The main goal here is for this build to be a sniper and highly mobile raw damage class, despite the M1000 being an incredibly powerful primary weapon.

The DRAK-25 “Plasma Splasher” build

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This build uses the DRAK-25 Plasma Carbine primary weapon with the Impact Deflection Overclock ability. This will make your shots ricochet once between targets, potentially allowing bullets to hit twice. Plasma splash allows bullets to deal a small amount of splash damage even where they stop. Finally, the thermal feedback loop increases your rate of fire as the weapon heats up, allowing for more damage to be steadily accelerated. While you can experiment with perks in the other tiers, it’s recommended that you stick with Plasma Splash in Tier 4.

Your secondary weapon in this build will again be the Jury Rigged Boomstick. First and foremost, this is your melee weapon. Again, you can play around with certain perks, but you’ll want the overclock to be Jumbo Shells and your tier 5 perk to be White Phosphorus Shells for huge bursts of damage and lots of spread.

For your gear slot, the Flare Gun can be an unexpectedly good choice due to its many synergies with Fiery and AoE damage. The best perks would be Thicker Core, Charged Feed Mechanism, and Magnesium Core to increase burn damage longevity. Or, for solo players, switch to the Scouting Suit with improved Generator, Overcharger, Shock Absorbers and Shockwave.

The DRAK-25 “Shocker” build


Another build for the DRAK-25 Plasma Carbine, but this one uses Overtuned Particle Accelerator as the overclock. This one is primarily for more damage via splash and spread damage, and will use electrocution damage and stunning enemies. Make sure you select the enhanced thermals and Gen 2 cooling system in tiers 1 and 3 for longer periods of time before the weapon overheats. Go for Overcharged PCF in Tier 4 to spread electrocution damage and get good crossover with other devices that deal this damage type.

Your secondary will be the Zhukov NUK17. Perks are largely your preference, but ideally you’ll want to use conductive bullets in Tier 5 and gas recycling for overclocking. So if you’re switching between the DRAK-25 and the Zhukov, any electrocution damage that faints will constantly trigger conductive bullets.

For gear, select the Scouting Suit and make sure you select Static Discharge for synergy with the rest of the kit in this build. Use the Inhibitor Field Generator for your throwable object. This way you have up to four sources of electrocution damage and something will always trip each other up. Keep in mind that while this is a dedicated Element build, some things might not be as vulnerable to electrocution damage. So prepare accordingly.

The Deepcore GK2 Bullets of Mercy build

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This build will make the most of status effects and use the Bullets of Mercy Overclock on the Deepcore GK2 to increase its damage. Focus more on damage than rate of fire, but make sure you select stun at level 5, which counts towards the Bullets of Mercy effect. Now remember that Bullets of Mercy’s proc only triggers once per status effect, so it doesn’t stack. So applying any other status effect will only reset the time Bullets of Mercy deals more damage.

For your secondary weapon, use the Zhukov NUK17 similar to the “Shocker” build and use the Conductive Bullets perk in Tier 5 to dish out additional status effects. Use Cryo Minelets for overclocking in this build as it thrives best around passing status effects. The more status effects you get, the longer Bullets of Mercy can be used.

Gear in this build is to your liking, but remember that anything that has a status effect is to your advantage. What you want to make sure is that whatever happens, you have a status effect as part of your damage kit. The top five scout builds in Deep Rock Galactic

Curtis Crabtree

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