DJIRA BALL LEAGUE
Emerald Swan
SYNOPSIS
Formerly the hardest hitting true melee build I've ever made (since eclipsed by Sulphur Swan). This one is for the purists.
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INTRO
Emerald Swan is one of my three crown jewels of true melee builds, along with Sapphire Swan and Ruby Swan. Emerald Swan is designated as such because it uses a green action skill, Phaseslam. This is my magnum opus, so to speak. I've always wanted to make a true melee build that plays like they did when the game launched: using Phaseslam, the Brawler Ward shield, and speccing down to Blitz. Back then, Phaseslam didn't even kill things most of the time - it was all about punching hard, and Phaseslam only facilitated that. There weren't overpowered melee items like the Stinger and the Fish Slap, and we don't rely on those here.
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Beware: this principled true melee style will make apparent just how frustrating true melee can be to play, especially in places like the True Maliwan Takedown. You must be very deft with your movement and decision making. This build is very challenging, but also very rewarding. Blitz chaining might be the coolest thing in this game. There are items and skills available to make life easier, even though the build isn't meant for them. Do not feel ashamed of using them.
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GAMEPLAY VIDEO
SKILL TREE
SKILL TREE NOTES
There are no wasted skill points here - everything about this spec is important and has a use.
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ACTION SKILL
Phaseslam. Optionally, to make harder areas or bosses easier, you can use a Phaseflare variant. I would recommend Light Fantastic or Shooting Star. When you dot yourself (see "Swap Gun" below), Light Fantastic will "attach" to you, which is quite convenient, if a bit weird looking. Ties That Bind is available, but that strays too far from the principle of the build.
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But Phaseslam is recommended in most cases because of ease of stacking Samsara and keeping uptime on Find Your Center and your Terror anointments. It will occasionally kill some enemies; more if you decide to swap to the Guardian Angel when slamming.
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Glamour is an optional augment, if you need some aggro relief at the expense of a longer cooldown.
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ACTION SKILL ELEMENT
Fire, shock, or corrosive depending on the content you are facing. Do not choose cryo.
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PUNCHING GUN
Psycho Stabber with Terror Cryo anointment. The cryo will occasionally freeze some enemies, but at all times it is a great damage boost.
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SWAP GUN
Low level Sellout pistol. Anointment not necessary. This gun is for shooting your foot to place a dot on yourself in order to proc the Elemental Projector artifact, giving you a huge increase to elemental damage. You only need to shoot once and then swap back to the Psycho Stabber. Each of the three projectiles from the Sellout has a 72% chance to dot you, so it's basically guaranteed.
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When you swap back to the Psycho Stabber with Terror Cryo, that cryo bonus element will start "ticking" on the dot you placed on yourself. It won't actually cryo you - it's sort of a hidden damage instance. But that bonus element ticking on a self-dot will stack Burn Both Ends for you, giving you even more elemental damage. Otherwise, self-damage and self-dots would not stack BBE. Since you can use an Ascetic class mod with up to +5 in Burn Both Ends, that combined with Tempest and the Elemental Projector means this build gets up to +309% increased elemental damage!
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See the "Notes - Low Level Sellout" section below for obtaining the lowest level Sellout possible.
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Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time.
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ALTERNATIVE PUNCHING GUN
Ionic Disruptor with Terror Cryo anointment. Swapping to this gun and punching with it will convert your punch to shock damage, even if you have it set to a different element via Illuminated Fist. This is convenient for punching an immune Maliwan Heavy, as opposed to switching your action skill element. This can also be a primary punching gun if you choose shock as your action skill element. The shock dot that this gun leaves on enemies will heal you through Sustainment.
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PHASESLAM / PUNCHING GUN
Guardian Angel with Terror Cryo anointment. Swap to this after the Sellout but before the Stabber if you want Phaseslam to kill things more reliably. When your action skill element is set to shock, this is also a great punching gun for mobbing, as your Static Charge chains will become very powerful. But beware, holding this also increases the strength of your self-dot by 5x.
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You can also shoot this gun at enemies between punches, which, if you land the shot, has 4 possible effects: 1. You can stun them by landing a crit. 2. You can knock them back with high-pellet-count shotgun physics. 3. You get lifesteal to keep yourself alive. 4. You can build up a lot of Groundbreaker and even kill nearby enemies - the Guardian Angel does some wild stuff with Indisciminate.
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FFYL / FLYING ENEMY GUN
Face Puncher or Blade Fury, with Consecutive Hits anointment. Blade Fury can take out multiple flying enemies at once with Indiscriminate, making life a bit easier. As punch-themed as this build is, these guns are still necessary to get rid of things out of reach and for some bosses.
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CLASS MOD
Ascetic (spelled incorrectly on the item card by Gearbox as "Acsetic") class mod with as many points into Burn Both Ends as possible. This purple class mod can only drop with 1 passive but that's fine. Recommended passives: melee damage, splash damage, splash damage radius, action skill cooldown rate, reload speed.
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Alternatively, until you can get a nice Ascetic, you can use a Muse class mod with 1 point in Illuminated Fist and as many points into Laid Bare as possible. Same recommended passives as above.
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SHIELD
Brawler Ward with ASE Apply Terror anointment. A low level one is recommended, but not necessary.
There are a couple other fun options: the Messy Breakup and the Shooting Star (if you use the Shooting Star Fix Mod). Make sure to match the element of these shields to your action skill element (which means don't use Messy Breakup if you're using fire action skill element, because it only comes in shock or corrosive). Same ASE Apply Terror anointment. The Re-Volter will also be very strong, even though it strays from the OG Mayhem 3 vibes.
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ARTIFACT
Elemental Projector Static Charge. The Elemental Projector will be procced by your Sellout pistol, granting you lots of damage. The Static Charge is not only a nice bonus element for your punches, but the chains will be very strong. The chains will double dip your massive elemental damage stat, and get the Terror Cryo bonus element on top of that. They will kill or freeze enemies and also give you lots of Groundbreaker damage for your punches.
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An Unleash the Dragon artifact works well with this build, even though the build isn't meant for it. That's Amber Swan's specialty.
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GRENADE
Mesmer, It's Piss, or Hyperion Quasar (non sticky) with Terror Dmg/Fire Rate anointment. These are great utility grenades. You can use a Fish Slap if you want to have an easier time with bosses.
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GAMEPLAY LOOP
Set your Sellout pistol to corrosive. This will do less damage to your health bar. You don't need to worry about element matching for Elemental Projector and Illuminated Fist - Infusion will make sure that you're always dotted with your action skill element. Swap to the Psycho Stabber or Guardian Angel and use your Phaseslam. Then start punching with the Stabber. Every several seconds, swap back to the Sellout to keep yourself dotted. Repeat, dotting yourself again before Phaseslamming again.
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This might seem like a lot of swapping that you don't have time for, but Amara has tons of swap speed. Even though you have a Brawler Ward that you want depleted, keep your Shield Reboot Guardian Rank perk enabled, so when you kill an enemy it begins recharging. It will deplete again immediately because you have dotted yourself. This re-depletion-upon-kill keeps Trust In Yourself stacked, giving you lots of swap speed.
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In dangerous places like the Maliwan Takedown or Slaughtershaft, you may find that enemies down you before you can reach them. You either need to dodge better or use one of the extra tools available to you: Quasar, Mesmer, Fish Slap, Face Puncher, Blade Fury. This is the pain of the true melee build. But you will have lots of movement speed, and you should use it your advantage. A good general tactic is to punch and then immediately back off a little bit and throw some lateral movement around before coming back in for another punch. This throws off the aim of distant enemies. You can also circle around an enemy bit by bit as you punch, forcing them to turn and delaying their attack.
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Shooting Star (action skill) and Light Fantastic are always there for you, even if they are a bit too strong and take away from the pure punching nature of this build.
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Blitz, when it works, is extremely useful for hitting flying enemies or enemies perched on top of boxes/terrain.
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NOTES - LOW LEVEL SELLOUT
A lower level Sellout means less chance of being downed by your own self-dot. Normally, completing the Sellout mission nets you a level 26 unanointed Sellout. There's a few ways to get an even lower one. First, before completing the mission, have a friend join you in the Ambermire with a fresh level 1 character. When you complete the quest, they will receive a level 8 unanointed Sellout in the mail.
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Second, after completing the mission, the Sellout appears as a mission reward in Earl's Vendor on Sanctuary. Have a friend join you with a level 10 character and shop the item from the machine for you. Level 10 is the lowest level it will appear for them.
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Third, after completing the mission and receiving your level 26 Sellout, discard it and shop for the item in Earl's Vendor yourself, where it will be your level. You can reasonably get one at level 21, if you go through the story up until that point killing as few enemies as possible.
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