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Necromunda: Underhive Wars - Guide to Goliath Builds

Written by Carth   /   Sep 20, 2020    


Goliath Builds Guide



Goliath Is All The Rage



These are some pretty solid Goliath builds I put together. They have high survivability and of course high melee damage.

Brawler - Leader

Any 2h weap

Active Skills

  • Heroic Onslaught
  • Iron Will
  • Preparation
  • Readiness
  • Heroic Rally

Passive Skills

  • Bravado
  • Rage Stim
  • Survival Stim
  • Lead Through Pain
  • Vengeance

This guy hits like a truck. The highest crit I've had on him is 673 with a 2h axe.

Heavy - Leader

Any 50m gun I prefer plasma

Active Skills

  • Aura: Weapon Check
  • Tune up
  • Preparation
  • Heroic Barrage
  • Heroic Rally

Passive Skills

  • Reinforce
  • Heavy Footed
  • Guardian
  • Weapon Barrier
  • Lead Through Pain

I didn't test any other leader builds since brawler and heavy seem to be the best suited because of Heroic Onslaught and Heroic Barrage.

Brawler 1

Duel wield Chainswords

Active Skills

  • Preparation
  • Readiness
  • Chain Hit
  • Iron Will
  • Unbalancing Strike

Passive Skills

  • Bravado
  • Self Preservation
  • Survival Stim
  • Fury
  • Melee Prowess

Great for dealing with Iron Will hit resist buff.

Brawler 2

Dw Axes

Active Skills

  • Preparation
  • Readiness
  • Chain Hit
  • Iron Will
  • Unbalancing Strike

Passive Skills

  • Bravado
  • Self Preservation
  • Survival Stim
  • Fury
  • Rage Stim

High crit, can easily knock out an enemy in one turn.

Heavy 1

Any 50m gun I prefer plasma

Active Skills

  • Aura: Safeguard
  • Tune up
  • Preparation
  • Iron Will
  • Delay

Passive Skills

  • Reinforce
  • Heavy Footed
  • Survival Stim
  • Weapon Barrier
  • Self Preservation

Death from afar.

Heavy 2

Plasma pistol and spud jacker

Active Skills

  • Aura: Weapon Check
  • Tune up
  • Preparation
  • Iron Will
  • Delay

Passive Skills

  • Reinforce
  • Survival Stim
  • Self Preservation
  • Melee Trained
  • Bravado

Haven't really tested this build that much, but clearly the long range version is superior. The idea behind this build is that you're in the thick of things and giving out the AP buff every turn. Problem is usually your team is scattered making the aura pointless.

Deadeye 1

2h ranged of your choice, I prefer Lasgun

Active Skills

  • Advanced Aim
  • Preparation
  • Grapnel Shot
  • Field Scan
  • Iron Will

Passive Skills

  • Repositioning
  • Defensive Landing
  • Awareness
  • Survival Stim
  • Self Preservation

Death from afar 2.0.

Deadeye 2

Bolt Pistol and Spud Jacker

Active Skills

  • Intuitive Shot
  • Preparation
  • Battle Advice
  • Delay
  • Iron Will

Passive Skills

  • Repositioning
  • Defensive Landing
  • Melee Trained
  • Survival Stim
  • Self Preservation

High Crit up close and personal.

Saboteur 1

Duel wield weapons of your choice

Active Skills

  • Chem Synth
  • Preparation
  • Iron Will
  • Homemade Nade
  • Readiness

Passive Skills

  • Dynamic Mobility
  • Self Preservation
  • Bravado
  • Survival Stim
  • Adrenaline

Can potentially knock out in one turn but not as well as a brawler. The sabo is a utility/support class anyways.

Saboteur 2

Laspistol and Axe

Active Skills

  • Chem Synth
  • Preparation
  • Iron Will
  • Homemade Nade
  • Reaadiness

Passive Skills

  • Dynamic Mobility
  • Self Preservation
  • Bravado
  • Survival Stim
  • Rage Stim

I actually prefer this sabo over the duel wield one. Good melee damage after 3rd turn.

Mechanic 1

Power Saw and 1h ranged of choice

Active Skills

  • Preparation
  • Readiness
  • Iron Will
  • Hydraulic Slam
  • Build Health Dispenser

Passive Skills

  • Bravado
  • Bulwark
  • Melee Prowess
  • Survival Stim
  • Self Preservation

Good for taking out high hit resist enemies.

Mechanic 2

Saw blade thrower and axe

Active Skills

  • Preparation
  • Readiness
  • Iron Will
  • Daring Strike
  • Build Health Dispenser

Passive Skills

  • Bravado
  • Bulwark
  • Rage Stim
  • Survival Stim
  • Self Preservation

Dido but from afar. Can potentially deal out some serious damage after the 3rd turn.

The basic strategy is you spend the first turn buffing up while they beat up on each other (if more than 2 gangs) then nuke the hell out of them as they go for the carry items.

The brawler, heavy, and deadeye are your main damage dealers. The sabo and mech deal with tinkering and sabotaging then help clean up later in the mission.

Written by Carth.