The Ascent – Dealbreaker Endgame Build

The endgame build that I personally use and managed to get great success with it.

Guide to Dealbreaker Endgame Build


You can max out all stats by the end of NG+. The following are just the stats you want to focus on first.

  • Tactical Sense – Faster Tactical recharge.
  • Critical Hit Rate – Higher DPS.
  • Weapon Handling – Faster reload. Miniguns reload speed is exceptionally slow.
  • Balance – So that you can walk normally while using miniguns.

You also need a few points for the following. Around 5 points each by the end of the main campaign is enough.

  • Vital Signs – Your health pool.
  • Body Battery – Your “mana” pool.

Dump stats. Stats that you don’t really need to care about.

  • Aiming – You are using a minigun! You are gonna hold down the trigger 99% of the time.
  • Evasion – Who needs to dodge when you are tough as a nail and with overwhelming firepower?


Yes, you don’t need an energy weapon. Instead, you will rely on I/O Converter to deal with robotic enemies. I will explain why this is a better choice in the Augments section.

  • Dealbreaker – highest DPS
    • Can only be accessed towards the end of the main campaign.
    • Use MG1000 Strikebreaker before you have access to that.
    • Dealbreaker has a very long windup period, much longer than standard minigun-type weapons. If that bothers you, then you might want to stick to MG1000 Strikebreaker. Just to note that doing so will cause you to lose a lot of DPS when in a long fight.
  • Overwhlemer – for dealing with enemies with shields
    • There are certain enemies that carry front shields, making them immune to incoming frontal damage. Overwhlemer solves this problem. It deals mini AOE damage and can practically ignore front shields.
    • Can in theory be accessed in the early game. Yet the weapon itself is surrounded by high-level enemies.
    • Use Astromaster before you have access to Overwhlemer.


It is simple. Just pick the ones which offer the highest overall protection

  • Head – Hydrocat Helmet
    • Automatically given by completing NG+
    • Use ED-60 Whisper Heavy Rig Helmet before you have access to that
  • Torso – Custom Flatliner Rig
    • The wiki suggests it has the same stats as Custom SEC-5 Rig. It is incorrect and outdated. Custom Flatliner Rig has better overall stats.
  • Legs – E-60 Trackstomper Leg Rig


  • Pocket Mech
    • Don’t worry about the high charge. You have a very high tactical sense and the Tactical Charge module to compensate for that. Your Pocket Mech will always be available when you need it.
    • The mech has some synergy as well as a breaking bug with the choice of augments. I will expand that in the Augments section.


  • Overclock
    • It has a hidden passive health regen which actives when you are NOT taking damage for a few seconds, making it the single best supportive augment.
    • Important: Do not jump into your mech when Overclock is active. There is currently a bug in the game causing you to lose the mech damage resistance if you do so, making you a slow, fat, vulnerable target
  • I/O Converter
    • Turn your Dealbreaker into a robot shredding monstrosity
    • You can make your mech weapons deal digital damage as well if you activate I/O Converter BEFORE jumping into the mech.
    • Some players will suggest swapping I/O Converter with Lockon Fire and swap Overwhelmer with an energy weapon. It is true that Lockon Fire is extremely effective when paired with miniguns. And you will find yourself killing organic targets much faster than my build. Yet, you will also find yourself struggling when dealing with robotic enemies. Because energy weapons generally have lower DPS than ballistic weapons of the same type. Not to mention comparing them against Dealbreaker.

By using this build, I can comfortably deal with 2 Megarachnoids (i.e. the Spiderbot boss) at the same time. As well as farm through Scrapland in NG+ like a walk in the park (in case you didn’t notice, Scrapland always has 3 – 4 bosses spawned, all robotics).


  • Speedheal Mod – More heals = Good.
  • Tactical Charge – More mechs = Even better.

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