If you’re looking for a single build that will allow you to complete all of the end-game content with ease, you’ve come to the right place. This article will show you how to build an enemy-crushing Tiny Tina’s Wonderlands chaos 50 build. We’ll go over all of the skills, hero points, class options, and weapons.
We chose Stabbomancer and Spellshot as our classes. The combination of critical damage and spell damage conversion allows your weapons to deal significantly more damage while maintaining decent ward regeneration.
The main class feat Dirty Fighting gives you a flat 30 percent critical hit chance increase. The side class feat Spellweaving gives you stacks of Spellweaving. Your character automatically receives up to five stacks of spell damage when their spellweaving stacks increase. The Skill Tree and Armor boost it further.
Skill Points
No Tier III skills were added to this build. On the other hand, you can find some substitutes at the end of this section.
Action Skill – From the Shadows
This skill allows you to be invisible. Every attack you make is a critical hit, but your overall critical hit damage is reduced for a limited time. It has an 8-second cooldown and a 36-second cooldown by default. The damage reduction is 25%.
Tier I Skills
Arsenal – simple melee, gun, and spell damage boost – 5 points
Haste – move and attack faster – 2 points
Magic Bullets – a percentage of spell damage is converted into gun damage. – 3 points
Double Knot – spell critical hit damage – 3 points
One Slot, One Kill – gaining a stack of spellweaving increases gun damage – 1 point
Tier VI Skills – Capstone
Sever the Thread – shots from your gun have a chance of restarting your spell’s cooldown – 1 point
Alternate Skills
Additionally, you can redistribute some of your Contagion points by using them to upgrade Sneak Attack or acquire Glass Cannon for even more damage.
Hero Points
You can spend 49 Hero Points. Normally, you get one Hero Point per level, but at some levels, you get more than one. Choose Village Idiot as your background at the start of the game. It provides the most raw points and allows you to obtain the highest Strength value.
These points improve various attributes. You have the following options:
Attunement – action skill cooldown
Constitution – health and ward points
Dexterity – critical hit chance
Intelligence – spell cooldown rate
Strength – critical hit damage
Wisdom – status effect damage
In this Tiny Tina’s Wonderlands Chaos 50 build, you should prioritize Strength and Attunement. The remaining points can be allocated to Dexterity for increased damage or Constitution for increased survivability.
Weapons and Gears
The bunnies at the end of the chaos chambers can drop any item. Furthermore, if you complete a mirror from a specific DLC, the items will be added to the chaos bunnies as well.
Guns
Liquid Cooling – awesome synergy with From the Shadows – drops from Lissia in Crackmast Cove
Live Wire – a great SMG with a lightning chain – world drop only
Ruby’s Spite – one of the best pistols in the game – drops from Monsterous Shroom in Weepwild Dankness
Melee Weapon
Frying Pan – more survivability; you won’t be using melee in this build anyway – world drop only
Armor
Warped Paradigm – go for Melee Damage and Ability Damage is increased by 50% of your increased Spell Damage – drops from Kastor in Nagledrift
The best way to use this armor is to have Stabbomancer/Spellshot bonuses that increase All Damage Dealt, Spell Damage and Gun Damage. The best roll is a +2 into Arsenal and a +3 into Magic Bullets and
Amulet
Barboload – every weapon consumes a lot of ammo. This amulet allows for some ammo regeneration and can be obtained from Imelda in the Glutton’s Gamble DLC.
Rings
Sharksbane x2 – a ring with critical hit synergy, make sure to go for the Gun Damage rolls if you want a ring with critical hit synergy
Ward
Body Rune – a healing and damage boost – drops from Bunnidhogg, a Chaos Chamber secret boss
Spell
Buffmeister – adds more damage to your gun – world drop only
Enchantments
Guns
On Action Skill Start, increase Damage Dealt by 20% for 20 seconds
On Action Skill Start, increase Spell Damage by 40% for 10 seconds
Melee Weapon
On Action Skill Start, increase Gun Damage by 40% for 10 seconds
On Spell Cast, increase Elemental Damage by 20% for 5 seconds
Spell
On Action Skill Start, increase Gun Damage by 40% for 10 seconds
When using Spell Cast, increase Gun Damage by 30% for 10 seconds
On Action Skill Start, increase Damage Dealt by 20% for 20 second
Ward
On Action Skill Start, gain a stack of Spellweaving and +20% Reload Speed for 5 seconds
On Action Skill Start, increase Gun Damage by 40% for 10 seconds
When using Spell Cast, increase Gun Damage by 30% for 10 seconds