Dauntless Ostian Repeaters Guide: list, the best, builds, tips and combos

In Dauntless there are different weapons to finish with the Behemoths, the Ostian Repeaters is one of them and we have created a complete guide explaining in detail how it works. You’ll also find the complete list of elements that make up the weapon that currently exists in Dauntless so that you can find the one that best suits your way of playing.

Repeaters are currently the only distance weapons in the game. From the beginning they are blocked but in only a few missions we can get them (How to unlock ostian repeaters guide). They are the most customizable in Dauntless.

Ostian Repeaters Features

Standard shots are an easy way to attack from afar, but they have a decent damage drop if you try to attack from afar. You also have customisable attacks that can be used to launch mines, provide buffs or fire long-range charge attacks. All of this can be modified, choosing the way you like it best, so they give you plenty of flexibility when it comes to building your combat style.

The Repeaters have a special feature and that is that they are the only weapon that changes its characteristics depending on the parts that are equipped.

Ostian Repeaters Combos

ostian repeaters guide dauntless

  • Light attack: basic shot. If you have loaded powered bullets (see at the end of the list), you shoot three times in a row.
  • Heavy Attack: shot that marks a part of the Behemoth. A bull’s-eye will appear over the specific part and, as long as the effect lasts, you will do more damage to it.
  • Special Attack (Captain’s Grip): You throw an item that can be picked up by any player and apply an attack buff and speed. If you do this after recharging with powered bullets, the buff affects all players.
  • Special Attack (Saboteur Grip): You throw a mine that explodes when a Behemoth approaches. If you do this after recharging with powered bullets, the damage is higher and you can interrupt the Behemoth.
  • Recharge (away from a Behemoth): Normal replenishment of the Repeater.
  • Recharge (near a Behemoth): Recharge with boosted Repeater bullets.

It is worth mentioning that the Skillshot Ability and the Thrown Ability take a little bit of time to recharge.

Parts of Ostian Repeaters

Repeaters are not only unique by damage range, they are also highly customizable. It is made up of four parts that make up these weapons, and they are easily modifiable to change the way you play.

ostian repeaters parts

  • The barrel determines the element of your attacks.
  • The chamber changes your skillshot ability.
  • The grip sets your thrown ability.
  • The prism controls your passive bonus.

On the other hand there is the power recharge. Here’s how it works: Being close to the Behemoth when you recharge your weapons, you can divert part of that creature’s ether to boost your next shots.

You can make as many combos as you want. But first you have to make part of the repeaters by hand, just like the rest of the weapons you have to craft them.

Admiral Zai is the one who will help you to create the parts. Although it’s blocked at the beginning of the game, you’ll only need to complete the Slayer, Get Your Guns mission to unlock the weapons.

Ostian Repeaters builds

In this section (which we will update little by little) you will find the best builds selected by players.

Close Range Part Breaker Build

ostian repeaters build 1

Full DPS High Fire Rate Build

ostian repeaters build high fire dps

Speed Atack Build

ostian repeaters build 2

Ostian repeaters Guide

List of Barrels

Standard Barrel
  • Name: Standard Barrel
  • Power: 28-153
  • Elemental Power: None
  • Unique Effects: Shots and abilities deal physical damage
Blaze Barrel
  • Name: Blaze Barrel
  • Power: 28-153
  • Elemental Power: +80 Blaze
  • Unique Effects: Shots and abilities deal blaze damage. Also applies On Fire status effect to behemoths with frequency based on total team blaze damage dealt.
Frost Barrel
  • Name: Frost Barrel
  • Power: 28-153
  • Elemental Power: +80 Frost
  • Unique Effects: Shots and abilities deal frost damage. Also applies Chilled status effect to behemoths with frequency based on total team frost damage dealt.
Shock Barrel
  • Name: Shock Barrel
  • Power: 28-153
  • Elemental Power: +80 Shock
  • Unique Effects: Shots and abilities deal shock damage. Also applies minor stun to behemoths with frequency based on total team shock damage dealt.
Twilight Barrel
  • Name: Twilight Barrel
  • Power: 28-153
  • Elemental Power: +80 Umbral
  • Unique Effects: Shots and abilities deal umbral damage.
Dawnstar Barrel
  • Name: Dawnstar Barrel
  • Power: 28-153
  • Elemental Power: +80 Radiant
  • Unique Effects: Shots and abilities deal radiant damage.
Sylvan Barrel
  • Name: Sylvan Barrel
  • Power: 28-153
  • Elemental Power: +80 Terra
  • Unique Effects: Shots and abilities deal terra damage.

List of Chambers

Salvo Chamber
  • Name: Salvo Chamber
  • Power: 28-153
  • Cooldown: 15s
  • Skillshot Ability: Fires an explosive missile in a line, dealing 400 damage in an area upon impact. Empowered: Fires 3 missiles in a spread.
Marksman Chamber
  • Name: Marksman Chamber
  • Power: 28-153
  • Cooldown: 20s
  • Skillshot Ability: Fires a shot in a line, dealing 250 damage to the first Behemoth hit. If a part is struck, that part takes 40% more damage from Shots for 10 seconds. Empowered: Damage bonus increased to 80%, and 25% to all allies.
Full-Bore Chamber
  • Name: Full-Bore Chamber
  • Power: 28-153
  • Cooldown: 15s
  • Skillshot Ability: Fires a piercing bolt in a line, dealing damage that falls as it travels. Empowered: Deals greatly increased damage and pushes the slayer backwards.

List of Grips

Captain’s Grip
  • Name: Captain’s Grip
  • Power: 28-153
  • Cooldown: 20s
  • Thrown Ability: Launches a collectible buff a short distance, granting 20% increased attack speed for 15 seconds when collected. Empowered: Grants the same buff to all Slayers.
Saboteur’s Grip
  • Name: Saboteur’s Grip
  • Power: 28-153
  • Cooldown: 25s
  • Thrown Ability: Launches an explosive mine that deals 400 damage. Mine charges after a short period, increasing damage to 700. Empowered: Deals 900 damage when charged and can interrupt Behemoths.

List of Prisms

Eclipse Prism
  • Name: Eclipse Prism
  • Power: 16-91
  • Passive Bonus: Dealing damage has a chance (based on damage dealt) to generate a Shadow Orb that increases damage dealt by 2.5% for 5 seconds.
  • If 5 or more Orbs are present, the bonus doubles.
Stoneheart Prism
  • Name: Stoneheart Prism
  • Power: 16-91
  • Passive Bonus: Dealing damage has a chance (based on damage dealt) to grant a stacking, refreshing 40 health shield that lasts for 12s.
Brilliant Prism
  • Name: Brilliant Prism
  • Power: 16-91
  • Elemental Power: Once charged, your next attack will deal 550 bonus Radiant damage. Charge rate increases with current health.
Searing Prism
  • Name: Searing Prism
  • Power: 16-91
  • Passive Bonus: The tenth hit in quick succession deals 250 bonus Blaze damage
Snowdrift Prism
  • Name: Snowdrift Prism
  • Power: 16-91
  • Passive Bonus: The last 4 shots in your magazine generate a Frost Sprite that cause your next attack to deal 50 bonus damage and minor Frost damage. Max 4 Sprites.
Glacial Prism
  • Name: Glacial Prism
  • Power: 16-91
  • Passive Bonus: Evading drops a trio of Ice Mines on a 30 second cooldown.

 

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