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Build dossier

Hell Brute Ur-Sek

Plasma·Ur-Sek
Abyss #10Trending #2
TankFarming
777 Abyss levelWrangler difficulty
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01

The theory

Hell Brute Ur-Sek

Hell Brute is an aggressive multi-affliction bruiser built around close-range pressure, constant form swapping, and using Ur-Sek’s own kit instead of leaning on a traditional healing perk.

This Ur-Sek was originally just a test with a single-stat nature and was never meant to be the final version, yet he still reached Abyss 777 on Wrangler difficulty.

That is why I ended up treating him like the runt of the litter: smaller, technically weaker than his better-bred brethren, and somehow still forcing his way much farther than expected.

Why It Works

Ur-Sek gets much more interesting when you actually use his entire kit instead of relying on one form only.

UR handles most of the sustain and naturally applies Bleed, while SEK is faster, more aggressive, and helps increase overall damage output. Constantly swapping between them also triggers additional bonuses and crowd control, so the build is designed around both forms feeding into each other.

The offense comes from layering Bleed, Burn, Poison, and Disintegration while still dealing constant direct damage.

The Plasma primary also chains electricity between nearby enemies and triggers Immolation, which can hit the same target multiple times from a single attack while stacking Burn.

Fatal Wound then takes advantage of Ur-Sek’s natural Bleed access, making the entire package much more dangerous than the low raw stats might suggest.

Why Keep Strength?

The build sacrifices 69% of its Strength, so keeping Strength looks strange at first.

I kept it because even small amounts of Attack Power were still noticeable on Ur-Sek’s direct attacks, while Strength also preserves Critical Damage and contributes to other parts of the setup that appear to benefit from Attack Power.

The nature and some of the body pieces are also flexible, so there is room to tailor Hell Brute toward more damage, survivability, speed, healing, or cooldowns depending on how you want to play him. This is a major, but accidental, benefit and discovery for the build.

Playstyle

Hell Brute wants to stay aggressive and fight up close.

Charge into enemies, build armor, apply your debuffs and afflictions, then keep rotating between UR and SEK rather than camping one form.

There are quite a few smaller interactions involved in keeping his healing, armor, buffs, debuffs, and form rotation working together, so I go through the full setup and play strategy in the video.

02

Modules

MA
Mandibles
Feral Mandibles
+1 Strength
BA
Back
Spiked Back
+1 Strength
AR
Arms
Serrated Arms
+1 Strength
MI
Miscellaneous
Infested Paws
+1 Vitality
03

Abilities

Main ElementPlasmaEffective against all factions.
Status effects
Disintegrate

Up to 5 stacks with no damage over time; every stack beyond 5 triggers a Plasma overflow for massive damage.

Float

Floated enemies hover in the air for a few seconds before falling back down.

Signature kitfixed, inherits the main element
Tertiary
Roar - Screech

Ur roars, emitting a cone-shaped sound wave that applies Damage Reduction. Sek screeches and applies Armor Reduction in a wide area.

Defensive
Blind Charge

Ur and Sek rush down the field with a defensive barrier that stops incoming projectiles.

Ultimate
Ur - Sek Swap

Toggle between controlling Ur and Sek, each with a different ability set. First, Ur lunges, deals damage and applies Stun to nearby enemies. Then, Sek takes over, lunges and unleashes a swarm of locusts that damages nearby enemies, then Ur takes over.

Primary
Thunder Bash and Slash

Chain electricity to nearby enemies and apply Elemental Status.

Plasma
Status effects
Disintegrate

Up to 5 stacks with no damage over time; every stack beyond 5 triggers a Plasma overflow for massive damage.

Float

Floated enemies hover in the air for a few seconds before falling back down.

Secondary
Dissolving Bile - Swarm Out

Ur's puddles apply Elemental Status and damage over time.

Organic
Status effects
Poison

Up to 15 stacks of Organic damage over time: low per-tick damage, but it lingers the longest.

Slow

Slowed enemies move and attack slower, scaling with the number of stacks applied.

04

Perks

Fatal Wound
Morfang

Execute enemies with Bleed below 50% health.

Immolation
Morfang

Release a wave that applies Burn to enemies around your character when using your primary ability.

Proximity Shell
Kerapin

Gain up to 3 Armor stacks based on the amount of enemies in proximity.

05

Catalyzers · ordered

1 Strong Status Multiplier +2.0 Status Effect Damage Multiplier
2 Corrupted Massive Effect +250% Status Effect Damage Multiplier, -69% Attack Power
3 Strong Fire Rate +0.7 Fire Rate Multiplier
4 Strong Max Health +800 Health
5 Corrupted Lumbering Vitality +100% Health, -25% Speed
06

Comments

5 comments
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@Drachlex · 10 days ago
Quick question, you seem to be heavily emphasizing status damage in this build, so why is strength the cornerpin of the build? Like you are saying it would be strength + another attribute. Wouldn't it be better to have all those extra points in essence? You are even using a corrupted mod that lowers attack power?
Sorry I have just started playing the game this week, so Im legit curious how these interactions work and if I'm using them correctly. I commented on a youtube video of yours and followed too recently!
I tried this build with the catalyzers I had at hand and used an exceptionally Rugged Ur-Sek cause I figured it was dishing out so much damage I would focus more on survivability and it helped me breach the 200 mark for the first time!
@AzeilVerified Wrangler #1 Author · 9 days ago
Hey, man, thanks so much for the support. I’m always happy to talk shop about builds.

So, being completely transparent, this Ur-Sek originally started as a test build that I did not expect to perform very well. Because of that, he was never fully optimized, but he pushed so far that I felt like he deserved his own spotlight anyway.

I kept Strength on him to make his direct damage more reliable. Essence still increases his direct damage through Elemental Power, but his attacks scale more strongly with Attack Power. The increase from each individual point of Attack Power is numerically noticeable, and Strength also preserves more critical damage. That matters with his roughly 62% crit rate because his direct damage in both forms can crit, while status effects cannot. His fast attack speed amplifies those differences over time, and things like Immolation also seem to scale with his Strength and Attack Power.

On paper, going fully into Essence looks like it could provide roughly a 10 to 15% DPS increase, but that assumes perfect uptime on the full set and stacks of status ailments. The actual advantage drops whenever one of those effects is missing, and maintaining everything consistently can be tricky in some fights. Poison in particular is difficult or impossible to apply against certain enemies, especially flying ones.

There is also the practical issue that, aside from a few elites and bosses, most enemies die before you can apply and fully stack every status unless you are already pushing fairly deep into the Abyss. That makes some of the higher sheet DPS less useful through a large portion of a run. It is another reason I personally did not want to scale too heavily into Essence despite the higher theoretical DPS.

-I will add a second reply because apparently there is a limit lol-
@AzeilVerified Wrangler #1 Author · 9 days ago
I do not remember the exact diminishing returns for Essence off the top of my head. Going fully into it is absolutely a valid option for pushing the affliction and elemental side harder, especially deeper into the Abyss where enemies live long enough for the full setup to matter.

I suggested Strength and Essence because he would function exactly as he does here, just with more potential damage. Strength and Vitality would also work because he would function the same mechanically, but would be much safer and tankier.

And yeah, honestly, I think this might be my first build, albeit accidentally, that can genuinely be tailored around someone’s preferred play style. Any of his dual-stat natures could work here, and I think there is a good argument for each of them.

And you’re good, man. It is always worth questioning things because that is how we find ways to refine and optimize builds further, in my opinion.

Also, congrats on breaking 200 for the first time! Exceptionally Rugged can definitely work well here too. You would be much safer and tankier, with stronger healing and even better cooldowns.
@Beary · 11 days ago
This is definitely quality over the quantity lately. It's been awhile so glad to see you put a build up again. Apart from the bleed execute everything else is like counter to how Ur-Sek is usually built. Yet you push farther and get it to work. All this is reliant on seeing the video though. So looking forward to that.
@AzeilVerified Wrangler #1 Author · 11 days ago
Hey, thanks. Yeah, this one was really surprising because it wasn't supposed to be a serious test. I usually like to test the different abilities and scaling with whatever I have on hand and then decide what dual stat nature to go into. This actually works really well because it is Ur-Sek. All the synergies it has built into the Ur and Sek forms like passive healing, bleed apply built into Ur, healing based on max hp% makes it more like Ur-Sek starts with a bunch of mini perks. I still have to update the text of the build but I got the video up. I'll be making a build guide on it too soon.