Unstoppable melee tank build with ludicrous amounts of damage, resistance, and sustain. This build is designed to hold chokepoints and give your teammates time and space to take out the specials.
Key Points
* 75% damage resistance (if taking Hunker Down)
* 99% explosive resistance
* Fire/Acid ticks for only 1 damage
* Ludicrous horde slaying ability
* Can be incredible at killing specials, especially Tallboys, Fatboys, and Breakers
This build consists of 11 core cards. The other 4 slots are up to personal preference. By default, I've listed the cards for "The Carry" variant. I'll go over some example builds below. Not all builds include 4 specific cards, so feel free to fill in empty slots with whatever you like. For anyone who can't make up their mind, Breakout and Vanguard are NEVER bad cards. When modifying this deck, take care to maintain 99% explosive resistance. This requires you to have at least 65% damage resistance and Bomb Squad for 35% explosive resistance. These resistances stack additively and cap at 99%.
*The Executioner*
Add Mean Drunk, Berserker, and Batter Up somewhere in the first 7 slots in whatever order you prefer. Ignore The Pain is currently bugged, but will be an excellent choice to fill the 4th slot when fixed. Get yourself a Fire Axe asap and execute specials with the fury of Vikings!
*The Tank*
Add Heavy Hitter in your second slot. Add Hunker Down and True Grit towards the end of the build. You usually only take one swing from specials (if at all) before you end their life, so True Grit can recover a significant portion of lost health in this way. Alternatively, you could take support cards such as scavenger cards. Heavy Hitter is the only mandatory card for this. Down In Front should also be considered, as you'll be in melee range of specials while your teammates shoot at them.
This build is designed to handle commons and to stun lock specials while your teammates deal big damage. You'll want to use a Bat for the increased stumble damage and range, so avoid Machetes, Hatchets and Axes.
*The Carry*
Add Batter Up in your 2nd slot. Add Down In Front and Breakout towards the end of the build. Berserker can be added for additional damage against specials mid-horde. This is designed for use in less coordinated groups where you need to be more self-sufficient, and can't count on your teammates to kill all the specials for you. Get a Fire Axe asap. If you're new to playing melee, I recommend this build as a starting point.
Primary Weapon
* Use a Tac14 as your primary. High single shot damage causes high amounts of stumble, which is extremely effective against rushing specials, especially exploders. Get an AA-12 if you can't find a Tac14. There's not much need to focus on upgrades for this, although I do recommend grabbing a laser sight attachment if no one else on your team needs it. Let your teammates get their upgrades first.
Accessories
* I like to use Stun Guns, Pain Meds, and Grenades. Since you're on the front line, Stun Guns are a godsend when your teammates get surprised by a special from behind, and aren't standing by to save you from that Hocker stun that just knocked you over 3 walls and down a well. Pain Meds are excellent, as the temporary health procs Numb, and prevents trauma at the start of a fight when you haven't had time to stack temporary health from Face Your Fears. Grenades are nice and synergize with Bomb Squad. The extra 100% explosive damage really comes in handy when dealing with bosses.
Characters
* Holly - This build is designed for Holly. The extra damage resistance means that you will reach 99% explosive resistance faster. The extra stamina per kill means that you can be careless with your melee swings without worrying about stamina. She's tailor built for this build.
* Evangelo - Evangelo is a decent alternative to Holly, and can effectively use this build. His +25% stamina regen is severely penalized by Adrenaline Fueled, but it DOES help a bit. Move speed is ALWAYS nice, and his breakout skill is fantastic, especially if you aren't running the Breakout card. Using Evangelo does require you to select take Hunker Down to achieve 99% explosive resistance, as you will not be able to take advantage of Holly's innate 10% damage resistance.
Bait/Trap Cards
* Heavy Attack - This card is 100% bait, and will completely ruin your build. Without this card, you can simply hold down your mouse button to repetitively swing your weapon. WITH this card, holding down your mouse button will simply power up your attack, and you have to let go to actually swing it. This means you swing when you release, not when you click. This is the single most miserable card you could ever add to this deck. DON'T USE IT.
* Brazen - The stamina efficiency is unneeded, the attack speed is already in the build via Berserker, and the -5% damage resistance penalty can cause downtime on your 99% explosive resistance.
* Slugger - same issues as Brazen.