Builds - X-23 - X23's X23 - Endgame Movement w/ Laura 1:47 ttk (WIP)

Durability5 Strength5 Fighting6 Speed6 Energy1 Intelligence4 Level60 Damage Reduction0 Damage0
X23's X23 - Endgame Movement w/ Laura 1:47 ttk (WIP) by X23_ Last updated 2026-08-18 03:29:51
Types: PVE, EndGame, All, MM, Raid, Terminals, Cosmic, DPS, Physical, TAHITI
  • 0
  • 0

Description Comments (0)

Find me @ X23 on TAHITI X23's X23 an Endgame Movement Build for Laura

\\ X-23 is my favourite character in MHO! //

While some people say they find leveling her a chore (crazy, I know), those who stick it out to level 56 are rewarded with Laura's Blade Trance and Footwork Talents, boosting her damage output immensely and greatly improving the feel of her gameplay. With these Talents selected, the corresponding powers ( and  for Blade Trance or  and  for Footwork) restore a charge to your Signature.

This build takes inspiration from both LukeFonFabre and mikwuyma's builds, and while there's certainly similarities between all 3, I've made changes of my own (and will continue to make more) that through testing worked best for me. This build is still a WIP as I continue to experiment with different combinations and build up my IP.

\\ ——————————————————————————————————————— //
ROTATION & TIPS

I have two Power Specs I switch between depending on the content and my mood, but both center around Laura's Signature refresh mechanic, restoring charges for  from either the Blade Trance or Footwork Talents.

LOADOUT 1 - Primary

The first loadout is my primary, and the one detailed in this build. Any time you use , use all charges to get the Killer Trance buff, granting +10% bonus damage and critical hit rate for 10 seconds.

> > > > > > Repeat
 - Hold as filler during the rotation. You'll see in this note and others below I mention the effects of lag; sometimes if the server's beating me up I'll fill with this less, or let go during the Signature and resume afterwards.
 - I'll often throw in an extra one of these if the rotation is thrown off slightly (e.g by lag or missing hitting a bleeding enemy with ) if all other skills are on CD.
 - gives a 10% attack and move speed buff for 5 second, just something to be aware of. I don't spam it, but good to roll in to fights to start with the buff, and it's a nice bonus as you dodge attacks.
 - IMPORTANT: Always use at least 1 of these skills right after combat if your Signature has 0 charges to ensure you can start the rotation at the next fight and refresh charges from there
\\ ——————————————————————————————————————— //

LOADOUT 2 - Alternative

The second is similar, swapping:

  • The row 2 Talent from Final Technique to Deadly Grace
  • The row 5 Talent from Blade Trance to Footwork
  •  for 

The rotation is also similar, but you use  and  before  for a chance at resetting those two recharge skills (in case of refresh, I skip ), letting you go into the Signature with 4 charges instead of 2.

This can also be played in the same order as Loadout 1 (swapping the position of   and  , and otherwise following the same rotation). While Loadout 1 does more damage, the benefit of the skills Footwork relies on is there's no requirement to hit a target with Grievous Wounds and the skills seem less affected by server lag (noticably more reliable at registering input and quickly restoring a Signature charge) for a more laidback experience.

\\ ——————————————————————————————————————— //
GEARING

This build focuses on damage output, and while I've used it successfully across all content, there's certain changes you can make if Laura's feeling too squishy and you want to focus less on your medkit cooldown. I'm not providing a comprehensive list of alternatives here because I really just wanted to document my build, and it's an endgame setup so I'm assuming you have access to a lot of these items already. If you'd like - take what's here, tinker, experiment and share your results and we can all make X-23 even stronger.

GEAR

Slot 1 - BIS: 

Next question. (Her own Slot 1  isn't winning the matchup against a Fragment and other alternatives like   also don't reach the heights of this stat stick, so it's an essential item for this build)

Slots 2 & 4 - BIS: 2:1 Movement and Might Cosmics

  • This build really comes alive with well rolled Cosmic gear for slots 2 through 4. For slots 2 and 4, you want to hunt down gear with Movement (Movement powers have a 5-10% chance to restore 1 charge of your Movement powers [6 second CD] Including Signature!) or Might (5-10% chance when you hit to gain 8% attack speed, 8% movement speed, and 876 damage rating for 10 seconds) affixes.
  • In my current setup I have 2 Might and 1 Movement, but I'm trying to flip that ratio with Movement as the preferred affix (and get CDR instead of Health on the Bodysuit).
  • Her own slot 2 and 4 Uniques ( ) are valid placeholders, and you could give  a go, but to replicate this build I strongly recommend you get at least one Movement Cosmic with fine critical and brutal rolls as the affix generating charges for  - which the build is centered around - makes a difference.

Slot 3 - BIS: Cosmic

Testing so far has found a negligible difference between my Cosmic slot 3 and , so her own Unique is a great alternative. The nice synergy between the belt and the CE Crossbone's Teaching Credentials with +150 Wrath in combat is that the "base damage to Physical Powers" affix gives an extra 3%.

Note: the belt I currently have is critical hit / critical damage; I'm hunting for a brutal version to compare.

Slot 5 - BIS

 Excellent for all the usual reasons, but her own  is good if you don't yet have Cobra's. The critical/brutal damage rating rolls are nice, and who knows, maybe the ~15% RIF and SIF will help you get the other pieces of the build you're after?

Artifacts

  • With more IP to make up for the lost critical and brutal rates on ,  could be slotted in for even bigger red numbers. I'm not at a quantity where the Doomsaw is outperforming by a noticeable amount though, but I'll continue testing over time.
  • In raids and Cosmic patrols, if more TTL is required  can again be substituted, this time for  as the invulnerability proc is very helpful (in addition to its other great stats).
  • For Cosmic affixes, the 15% Wrath cost reduction and 10% Signature cooldown reduction rolls are wasted. With this build you'll always have at least one charge of the Signature, and using it restores your Wrath completely.

Medallion

There's a few good options for medallions with this build.  and   are both great options for brutal damage, and Grim Reaper in particular shouldn't be overlooked if you have no Uniques. I had maybe been overvaluing the crit damage on  too much in comparison to the high crit rate and damage rating on Sinister Six, however it's still a good option. Lastly, it's less potent but if you're somehow short on all the others in the endgame,  should work as a placeholder.

Ring

 (phys/melee) has for me proven to be a faster TTK over multiple tests in comparison to , but the Signet is still very strong (and easier to get) so will remain a part of my future tests.

Relics

 is BIS, but alternatives if you're short a stack of Atlantis relics are  and .

Legendary

 is BIS for TTK. I've done no testing yet with TTL alternatives, but  should work fine. That said, the reason I've done no testing with it is because I haven't felt the need for extra TTL.

 
\\ ——————————————————————————————————————— //