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Antimatter Swan

SYNOPSIS

Giving love to the unloved, this true melee focused-build uses Fist Over Matter and the Dragon class mod.

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INTRO

In my quest to find a use for the Fist Over Matter action skill, I got lucky and also ended up with true melee and the Dragon class mod. It doesn't get much further off-meta than that. This isn't the most powerful or efficient true melee build, but it is well-synergised, and it will steadily carry you through your content.

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GAMEPLAY VIDEO

SKILL TREE

antimatter swan skill tree.png
antimatter swan action skill.png

SKILL TREE NOTES

This is heavily over-specced into purple tree, but it still picks up two true melee essentials: Sustainment and Find Your Center. It gets a third important skill from the class mod.

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ACTION SKILL

Fist Over Matter.

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ACTION SKILL ELEMENT

Any of the four, although there's some really nice cryo synergies in purple tree, so it's recommend to try staying on cryo. If you're fighting vs Guardians, for example, you can stay on cryo because you get shock damage from Re-Volter and Static Charge, and even Shock Stone if you're so inclined.

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PUNCHING GUN 1

Guardian Angel, with Terror Cryo anointment. This gun is necessary in order to get the most out of Fist Over Matter. You can punch with it while FOM is active, letting FOM kill all enemies in the vicinity while also giving you great Groundbreaker damage for your punches.

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PUNCHING GUN 2

Psycho Stabber, with Terror Cryo anointment. Swap to this when FOM is on cooldown.

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BACKUP GUN

Face Puncher, with Terror Cryo anointment. Use this to take out flying enemies or whatever else may be annoying you from a distance.

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FFYL GUN

A separate FFYL gun may not be necessary when you have the Face Puncher, but you have an extra weapon slot, so might as well. A Free Radical with Consecutive Hits anointment works well.

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CLASS MOD

Dragon, with at least one required point into Remnant. Remnant is going to greatly help you in nearly all situations. Extra points into Do Harm are also highly recommended, as you have a lot of things that benefit from action skill damage: Remnant, Fist Over Matter, Unweave The Rainbow, Body & Mind, Free The Soul. Recommended passives: melee damage, action skill damage, action skill cooldown rate, splash damage, splash damage radius.

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The special effect of the Dragon class mod, where your augment is procced upon a melee kill, occurs only once with this build. Yes, unfortunately, the Dragon only procs Expedite on the first melee kill, not any subsequent melee kills. Still, it's basically a free 30% cooldown, and you'll get plenty more Expedite procs from all of your action skill damage skills.

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SHIELD

Re-Volter, with ASE Apply Terror anointment. It will proc naturally, no need for the Action Skill Start anointment. After it breaks, killing an enemy will let it begin charging again via Shield Reboot, and taking another instance of damage will likely break it again. This loop keeps the Re-Volter effect going, without losing an anointment slot.

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ARTIFACT

Elemental Stone Static Charge. Match the element prefix to the content you are facing. Recommended passives: melee damage, area of effect damage in the 2nd or 3rd slot, action skill cooldown rate, move speed, elemental damage.

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GRENADE

It's Piss, with Terror Dmg/Fire Rate anointment. The extra damage you get from the debuff really helps Fist Over Matter, and even your punches for that... ...matter. Utility grenades are also an option, such as the Hyperion Quasar (non sticky) or Mesmer. You can put on a Fish Slap if you're a degenerate :)

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GAMEPLAY LOOP

Select an action skill element and Elemental Stone suited for your content. First enemy you encounter, grasp them with Fist Over Matter and find something else to punch. The further away you are from Fist Over Matter, when holding the Guardian Angel, the more damage it will deal to the grasped enemy and any others near it. Keep an eye on your action skill active yellow icon, and when FOM is over, swap over to your Psycho Stabber and continue punching. When FOM is done cooling down, repeat the above. It's actually pretty straightforward.

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While FOM is active, it will grant you healing through Sustainment, making you pretty hard to kill. It will also spawn Remnant orbs from the enemies it kills, creating further destruction and giving you tons of Groundbreaker damage.

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NOTES - HEMOVOROUS

Without recommending Fish Slap or Phaseflare, especially on a true melee build, you might wonder how a build like this can make it through a fight like Hemovorous. But trust in the chaos that Fist Over Matter and Remnant create. Hold the Guardian Angel, grasp at Hemo/Vermi, and run around shooting the Guardian Angel at them for lifesteal while you wait for Remnant to do something. Once you hear or see some Remnant action, slam or Face Puncher Hemo/Vermi to deliver all of that Groundbreaker.

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This is basically how it goes for all boss fights: wait for Remnant and capitalize on it. This is a slow and steady and patient build anyway, so it fits the playstyle.

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NOTES - MAYHEM 10/11

For nearly all true melee builds, it's recommended to play on Mayhem 10 for the Speed Demon modifier. You can roll Healy Avenger, Drone Ranger, and Not The Face for your other modifiers and have basically zero downsides.

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