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Builds - X-23 - X23's X23 - Endgame Movement with Laura - 1:36 ttk (WIP)
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X23's X23 - Endgame Movement with Laura - 1:36 ttk (WIP)
by X23_
Last updated 2026-09-06 21:06:51 Types: PVE, EndGame, All, MM, Raid, Terminals, Cosmic, DPS, TAHITI | |
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 the option of 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 - and with short cooldowns on these skills that means a very high uptime.
This build takes inspiration from both LukeFonFabre and mikwuyma's builds, and while there's certainly similarities between all 3, I've made (and will continue to make) changes of my own 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.
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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 highlighted 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. With the Final Technique Talent,
should always be used before
for the +50% damage bonus.
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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 
In this rotation, you use
and
before
as it has a chance of resetting the cooldown of those two recharge skills. If you get a reset, use the two skills again before
so that you go into the Signature with 4 charges instead of 2.
While my testing so far points to Loadout 1 doing more damage, the benefit of the skills Footwork relies on is there's no requirement to hit a bleeding (Grievous Wounds) target, and the skills seem less affected by server lag (often more reliable at registering input and quickly restoring a Signature charge) resulting in a more consistent experience. In the hustle and bustle of Cosmic patrols, particularly when bosses won't stand still and take the beating, Loadout 2 is definitely worth trying.
At the cost of some damage output I sometimes play this loadout without even paying attention to the Deadly Grace reset, going into the Signature with only 2 charges and essentially playing it as a snappier Loadout 1.
For a more in-depth rundown of this loadout, I highly recommend check out my friend 4thBro's great build: Institute for Multiversal X-23 Training
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GEARING
This build prioritises damage output, and while I've used it successfully across all content there's small substitutions I make - and you can too - 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.
- 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 aim for at least one Movement Cosmic with good 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 +150 Wrath in combat Cosmic artifact affix is that the "base damage to Physical Powers" affix nets you 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 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 on Laura. 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 strong option.
Ring
(phys/melee) and
have been very close in my TTK testing. My current best time was with
, but both will very much remain a part of my future tests. With how closely they've been performing, the extra comfort from being able to leverage the Sling Ring's defensive stats without noticeably sacrificing DPS is great for Cosmic patrols and raids.
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.
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VIDEOS
Bit of a rocky start so I'm sure this time can be improved. More to come!




