Tiny Tina’s Wonderlands’ customization is a huge improvement from previous Borderland titles. Although they had their fair share of customization, none hold up to what Tiny Tina’s Wonderlands offer with its various starting classes and some of the best legendary weapons. Therefore, if you picked the Spellshot class to start off with and are looking for a great build, you’ve come to the right place. Here is the Best Tiny Tina’s Wonderlands Spellshot Build.
With the Spellshot class, we are not purely focused on either spells or purely on gunfire. Instead, we need to find a good blend between the two. That is why the two best weapons that work the best with Spellshot are the SMGs. SMGs, in general, are extremely strong in Tiny Tina’s Wonderlands. Perhaps even too strong. They may get nerfed in a future patch, but as of now, everyone should try to leverage their capabilities.
The main advantage of SMGs is that they have a fast fire rate. Although this does mean fast depletion of ammo, it also means you will have to reload often. And with the Spellshot’s Feat that activates every time one reloads, we can make good use of the all-too-often reloading.
Of course, we want to aim for the epic or higher variant for the SMGs. But the manufacturers we want to aim to get are Dahlia or Hyperius. These manufacturers are good as their firearms tend to have multiple shooting modes.
But to get even more specific, we want the purple cryo SMGs with 4 times pellet damage for our Tiny Tina’s Wonderlands Spellshot Build. With the cryo SMGs, you get to shoot out 4 individual pellets per shot. And when you hold down, they shoot as a burst of projectiles. This firing method is quite different from the other variants that shoot out as a single beam. The multi-pellet shots ensure that you deal a ton of damage in a short period. Not only that, but they increase your chance of getting critical hits.
Two SMGs that fit the mentioned description are the Chilling Nightshade of The Peak and Burgeoning Spriggan of Clear Expanse. They both have the x4 pellet damage on them. However, if you are struggling to find the purple/epic variants of any cryo SMGs, there are still uncommon variants for them. You can use them as a temporary substitute till you find the higher variants.
You can have the legendary Dahlia SMG for your other main weapon, aka the Burgeoning Live Wire of the Skies. As this is not a cryo weapon, it shoots out in a beam. However, its high damage combined with the enchantment of increasing damage by 15% per spell cast makes it a good fit for Spellshot. Additionally, the “lightning” damage of the weapon does make it, so the nearby enemies also get affected by it. That makes it great for dealing with large crowds.
Although players are still discovering methods of confirming item drops by studying the loot pool, there is one method of increasing your chances of getting this legendary weapon. That is through farming Zombos. In the Shatter Grave Barrow, there is a section at the end that you can drop into. Over there, you will be able to farm some Zombos. Just make sure to save at the save station right before the drop. That way, you can reload your save if you do not get the weapon.
As for the melee weapon, the Glittering Goblin Pickaxe of Blistering would be an appropriate choice. The weapon has a passive buff that activates anytime you pick up money. The buff increases your movement speed and decreases the spell and action skill cooldown rate by 6% for 5 seconds. The melee weapon is more so for the use of getting useful buffs rather than actually going in for melee attacks. That is because, with Spellshot, the entire purpose is to rely on guns and spells.
In Tiny Tina’s Wonderlands, you can have other gear besides just your main weapons. The items in the gear section can be things like rings or amulets used to enhance your weapons’ capabilities. Additionally, you can equip a shield and spells to aid you in battle further. Therefore, this section will look at the best gear for Tiny Tina’s Wonderlands Spellshot Build.
Wards are the item that act as your shield in Tiny Tina’s Wonderlands. Their purpose is to protect your main health bar from any incoming damage. Once the Shield Capacity is drained, you will need to recharge your Ward as it will break.
Although it is great for survivability, we will actually not be using any Wards with our Spellshot Build. Now, this is a choice. You can still choose to skip this decision if you think you need the extra defense. However, using a certain Wit and one of the skills in the Spellshot’s skill tree, we can actually increase our damage output by leveraging the lack of Ward/shield.
The Wit in question is the Gloomy Cursed Wit. While the Ward is depleted, you will gain 17% damage reduction and gain 100% increased damage dealt to any nearby enemies. You will also get a 10% fire rate while Ward is depleted. Now that is a lot of damage and something worth using. It will not leave you totally defenseless as you will have damage negation to a certain degree. But the damage output will make the curse worth it. We will elaborate on the skill further, but when combined with the Glass Cannon skill, we will make sure that we can use the effects of Gloomy Cursed Wit permanently.
You might be wondering if we are going to remove our Ward, then how will we make sure our health does not deplete too often? And that answer for that is the Jacketed Buffmeister dark magic spell. It increases damage dealt by 185 and lasts for 9.6 seconds. Furthermore, it has a 32% increase in spell damage and a 19% reduction in the spell cooldown, making it great for any spell casting build.
However, that is not all. When you activate it, you actually get an increase in speed as well as fire rate, allowing you to traverse around your enemies with ease. If played right, you can become untouchable for the time being.
But, again, that’s not all! As you know, the Spellshot comes with its Action Skill, “Ambi-Hextrous.” Ambi-Hextrous allows Spellshot to do something that no other class can: equip an additional spell.
With that in mind, we can equip the Furious Concentrated Magic Barrage. It will allow us to increase our damage outputs by a ridiculous amount. Here are its stats:
Jacketed Buffmeister actually has a current ability to combine the two spells together. It could potentially be a glitch, but basically, whenever you activate Jacketed Buffmeister, you will indirectly be activating the perks of Magic Barrage as well.
By combining Magic Barrage with the Jacketed Buffmeister, instead of adding 185 base damage, we will be able to dish out 4299 base damage to all of our weapons. Combining these two spells increases our damage by a tonne, making it a worthwhile investment. But as mentioned, this could be a glitch and could potentially get patched. However, as of now, make the most use of it.
Many of the elements are suggested by Moxsy on YouTube and he’s the one, along with Depriesticles and Badkarma, who brought the Buffmeister spell “glitch” to light, so credits go to him/them.
Although we’ve touched on the subject of Enchantments briefly, we would like to highlight them specifically. With the right enchantments, you can take your damage up to 750k. That is a number bigger than what you can achieve through scaling the gun or spell damage alone. For the purpose of getting a damage output that high, you need to use the On Spell Cast enchantment. The enchantment will allow you to increase your dark magic, elemental and overall damage dealt by around 15-30%, depending on the item it is applied on.
As for the armor piece, they work to buff our class skills. Therefore, we can use something like Spellword’s Layered Leather of Unnatural Swiftness to give us an additional boost in damage. Specifically:
What makes this even better is that it has +17.1% Spellshot Power and +34.3% Stabbomancer Power. Stabbomancer will be the secondary class we will use in the Spellshot build. Therefore, it is quite useful.
However, you can also use any other mod that basically increases Spellshot Power.
As for the Amulet, you can use Infused Bloodstone of the Honest Acolyte, giving +20% Gun Magazine Size and +10% All Damage Deal. It also increases Spellshot and Dark Magic Power by 25% and 30%. But of course, you can interchange this with any Amulet that gives Spellshot Power.
For the Rings, you can equip two rings. The second one is unlocked after you progress in the main story. But following a similar trend, we will be using the Rings to increase our overall damage dealt. But additionally, we can actually make use of the lack of Ward by using the Magic Mood Ring of The Cataclysm. This ring gives:
But more importantly, it gives us a 100% increase in the effects while Ward is not full. The ward effect combined with the SMG critical damage increase compliments the Spellshot Build nicely.
You can combine this with your second ring, Magic Annulus of the Foretold, which also increases SMG critical hit damage. Furthermore, it boosts your chance of getting a critical hit as well.
Each class in Tiny Tina’s Wonderlands comes with its own unique skill tree. However, some of those skills are quite useful, whilst others may not suit the build that you’re currently working with. Therefore, this section will cover the stats you need to invest in and the skills that work with our current gear set.
The exact point distribution is as shown in the image. However, here is the explanation for each of the skills that we will be using.
For the Spellshot skill tree, we want to use the Ambi-Hextrous action skill as it will allow us to equip a second spell. This is especially good, considering we are using the Buff Meister with another spell to buff our damage.
Then we want to invest in Magic Bullets. It will allow us to increase our gun damage. Make sure to max it out with 3/3 for a total of 60% of spell damage for our gun damage.
Then we can max out Prestidigitation as it will increase our reload speed. The increased reload speed is especially useful with Spellshot’s Spellweaving feat. The quicker we can reload, the more time we’ll have to use the buff.
Next, you want to max out Just Warming Up. It will allow us to increase our Fire Rate per every stack of Spellweaving. There is a +4% increase in the fire rate per stack. As you know, we get a new stack every time we reload or use a spell. So, we can potentially get a 32% increase in the fire rate.
Now you need to invest one point into one of the first 6 skills to be able to move down the tree. You can either invest in Font of Mania or Spell sniper; the choice here is yours. We simply need to get to the next set of skills. Just make sure to not get Mage Armor as we want to keep our Ward depleted. Mage Armor will begin to restore our Ward per stack of Spellweaving, which will reduce the effects of our Cursed Wit.
In fact, we will be investing in Glass Canon to make sure our Ward does not recharge automatically. Doing so will allow us to get +30% spell damage from the skill itself. But, combining it with the buffs from all of our gear, especially the Cursed Wit, we can get an insane boost to our damage dealt.
Imbued Weapons will allow us to deal with elemental damage according to the spell that we use. It will be useful for dealing with various enemies using our same SMGs, thus worth investing in. You can max it out to deal 10% bonus elemental damage. Additionally, as we are capable of using two spells, we will get twice the buff.
High Thread Count will allow us to increase the number of Spellweaving stacks that we get by +3. Spellweaving is Spellshots’ feat and having more of it is always useful.
War Caster is more of a quality-of-life skill, and you can go about with only investing one point into it. However, if you do need additional points to move down into the tree, investing additional points is not a bad idea. It will give you a chance to auto-reload your weapon every time you kill an enemy. Doing so will also give you a chance to activate Spellweaving and initiate all the other buffs that we have on Spellshot.
You can spend points into Double Knot, but as we are using our spells for buffs rather than inflicting damage, it may seem redundant.
One Slot One Kill will allow us to increase our gun damage anytime we get a stack of Spellweaving.
And the last skill that you can invest in is Sever The Thread, which gives you a chance of resetting any spell cooldowns—as of right now, landing critical hits in Tiny Tina’s Wonderlands is not too difficult. You do not always need headshots to land criticals, and even with a 10% critical chance, you can still get criticals quite often.
When you get the option to choose a secondary class with your Tiny Tina’s Wonderlands Spellshot build, then you mainly have two options that work well. That is either the Stabbomancer or the Graveborn. If you are following the build that we have discussed as of yet, then Stabbomancer is the ideal choice here.
However, if you customized and went for a more spell-focused build, then Graveborn will be better for you. If you are confused on which classes are the best, consider reading our class tier list: Tiny Tina’s Wonderlands Class Tier List and learn about the best classes in the game.
But as the build has been more focused on increasing gun damage through various buffs, we will commence with the Stabbomancer class as our secondary.
You can max out Arsenal to increase your spell, melee, and gun damage by 21%. We are not utilizing melee with our Tina Tina’s Wonderlands Spellshot build, but the spell and gun damage will be handy
Haste will allow us to increase our movement speed anytime we cast a spell. It will be useful as our Ward will be 0 all the time and will need all the speed to dodge incoming attacks. Our movement speed will get a +12% increase. You can max it out with 3 points.
Swift Death ties in nicely with the previous skill. It allows us to increase our damage dealt with an increase in our movement speed. The fact that we have so much movement speed in our Tiny Tina’s Wonderlands Spellshot Build, we can leverage Swift Death to get a lot of damage buff.
We can max out Exploit Their Weakness to make use of status effect damage. Our weapons are capable of leaving status effects on enemies, so having increased damage through the status effect will be useful.
Then you can invest points into any other skills to move down the skill tree. There are a lot of melee skills like Nimble Fingers that we do not actually need. That is because they use melee damage, and our Spellshot build does not rely on that. Just invest 1 or 2 points, however much is required to move down the skill tree.
Elusive is a great skill for our combat movement. It will allow us to sprint as we shoot and give us a chance to evade incoming damage while moving.
Then you can put a point into Sneak Attack that simply increases your critical hit damage. It is your last point, so you can choose to invest it anywhere else if you wish.
As for our stats, you can follow these to create an ideal Tiny Tina’s Wonderlands Spellshot build:
As our Spellshot build is heavily reliant on damage, we want to increase our strength and dexterity as much as possible. Doing so will allow us to increase our crit chance and crit damage. Another stat worth investing in is Intelligence as it will reduce our spell cooldown.
With that we have the Tiny Tina’s Wonderlands Spellshot build. It makes use of all the spells to get a buff in dealing damage. With the increased movement speed, we’re able to leverage the skills that provide perks with the lack of Ward.
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