
DJIRA BALL LEAGUE
Inferno Amara
SYNOPSIS
Hellfire build. It's actually pretty good!
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INTRO
This build started as a meme, a proof of concept, the concept being just how far theorycrafting and optimizing can take you. The Hellfire is widely considered to be a very weak, very terrible gun. But it can still be built around to make it kill True Guardian Takedown enemies, even without Ties That Bind. It's also, actually, a pretty fun build, because the Hellfire has a great feel to it, as do most Dahl SMGs. The core interactions that make this build work are down toward the bottom in the "Notes - Hellfire Advantages" section.
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GAMEPLAY VIDEO
SKILL TREE


SKILL TREE NOTES
Note no Sustainment. Samsara is your sustain. Unweave the Rainbow is your damage. Violent Tapestry allows you to access that damage.
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ACTION SKILL
Reverberation, usually. Tandava can also be used, but beware the longer cooldown.
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ACTION SKILL ELEMENT
Almost always cryo, but you can experiment with matching your element to your content. Even against Guardians in the True Guardian Takedown, I tend to stick to cryo for the faster freezing, even though shock makes for much stronger Unweave damage. When bossing with Reverberation, element match the boss (cryo can often be used in place of corrosive, unless you're fighting Wotan).
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GUN
Hellfire, with Phasecast 250. I recommend going for max dot damage, single projectile. Get as low of a mag size as possible, because mag size passives are preferred on your artifact to make up for this.
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FFYL GUN
Free Radical with Consecutive Hits anointment. Even though you can often get up from FFYL with the Hellfire on this build, sometimes it just isn't enough to cut it.​
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UTILITY / BOSSING GUN
Guardian Angel with 200% Astral Projection anointment. This is for big bossing Reverb/Tandava damage.
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CLASS MOD
Phasezerker. Skill points aren't too important, but lots of points into Clarity does help your survivability. This, and also the artifact, are where optimization really goes a long way toward raising up the Hellfire. Passives such as SMG Damage, Action Skill Damage, and Dahl Weapon Critical Damage, Weapon Damage, and Mag Size really make a difference. Splash Damage Radius is very helpful for Hollowpoints, which greatly help with area clear. Action Skill Cooldown Rate is also not a bad passive.
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SHIELD
Re-Volter, with Action Skill Start anointment.
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ARTIFACT
Dahl Company Man, with damage, crit damage, and mag size top passives. Good passives for the bottom: mag size, action skill cooldown rate, area of effect damage, cryo damage, cryo efficiency. Mag size passives are highly preferred because you don't want to spend precious time reloading while an enemy is frozen.
Backup artifact, until you get a good Company Man, would be a Pearl of Ineffable Knowledge with a mag size passive.
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GRENADE
Whatever grenade you want, with ASE 50% bonus cryo damage anointment. It's Piss, Mesmer, Hyperion Quasar are all good utility. Fish Slap if you want to incorporate it into your bossing strategy.
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GAMEPLAY LOOP
Cast Reverb at enemies, then shoot them in the face. That's the basics. Always be casting as soon as you can, because the more you cast, the more Violent Tapestry and Do Harms stacks you build (because of the Phasezerker's Rush stacking method). I often cast twice in a row whenever it's available. See the "Notes - Hellfire Advantages" section to learn why both Do Harm and Violent Tapestry are critical to this build.
Always be aiming for crit spots. Unweave the Rainbow can crit, making it obscenely effective. A nice bonus to killing with Unweave critical hits is more Hollowpoints.
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NOTES - HELLFIRE ADVANTAGES
So how does Amara make the Hellfire kill True Guardian Takedown enemies? By dealing damage to them via Unweave The Rainbow. Unweave The Rainbow is a form of action skill damage, and it gets mayhem scaling and is increased by Do Harm stacks. UTR requires two things: splash or melee damage, and for the enemy to be frozen.
The Hellfire is actually a splash gun. But why does this build go this route for damage when the gun is fire-locked? Because the Hellfire has a very high cryo efficiency. A gun's dot damage listed on the card divided by its projectile damage listed on the card is its cryo efficiency. You can confirm this if you have two versions of a gun, one cryo and one of a different element. The Hellfire has an extremely high listed dot damage relative to its projectile damage. The one in this save file lists 90,786 dmg/second with a projectile damage of 7,205. If this gun were cryo, it would have over 1,200% cryo efficiency!
So how about we just add some cryo? And Amara can make any gun cryo, through Infusion. It's only 40% of the damage at 5/5 points, but that still makes for an effective cryo efficiency of about 500%. The 50% Cryo ASE bonus element also inherits the Hellfire's efficiency. The Hellfire freezes very fast for as little damage as it does. And when the freezing occurs, Unweave The Rainbow kicks in to finish the enemy off.
This is why constantly Phasecasting is recommended in the "Gameplay Loop" section above. More stacks of Violent Tapestry means greater cryo efficiency and faster freezing. More stacks of Do Harm means stronger Unweave The Rainbow damage. Beware that going into FFYL makes you lose all stacks for both of those skills. So don't act like you're invincible or anything. Remember: no Sustainment.
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NOTES - BOSSING
The Hellfire is not a bossing gun, even with this build, because bosses cannot be frozen. That's why we have the Guardian Angel and use powerful action skills like Reverberation (learn more about Phasecasting technique here) and Tandava. Add on the Fish Slap if you want. You can even get an Orb Damage anointed Guardian Angel and use the Shooting Star variant of Phaseflare. Equip a Snowdrift when bossing, if you like, because it's not like a Dahl Company Man or Pearl are going to help your action skill damage.
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