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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 2026-09-23 06:34:52 Types: PVE, EndGame, All, MM, Raid, Terminals, Cosmic, DPS, TAHITI | |
Description Comments (2)
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. I also highly recommend checking out my friend 4thBro's build here, he's pushing Laura in the Danger Room to some very impressive heights... and me to step up my game!
I also wanted to make this to document some tips & tricks I've picked up over time. This build is still a WIP as I continue to experiment with different combinations and build up my IP, but I hope you get something out of it!
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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.
Some notes that apply to both loadouts:
Loadout 1:
Loadout 2:
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. A helpful tech here - if you do find yourself out of combat and without a charge, repeatedly swapping to the Blade Rush talent and back (or even toggling it on and off) will give you 2 charges each time.
Loadout 2:
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. A helpful tech here - if you do find yourself out of combat and without a charge, repeatedly swapping to the Blade Rush talent and back (or even toggling it on and off) will give you 2 charges each time.
LOADOUT 1 - Primary
This used to be my alternate loadout, but the more I've used it the more I've come to love and rely on the cooldown resets for
and
. With the Cosmic affixes that restore a charge to your Movement Powers, this rotation synergises really well to maximise your Signature uptime.
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, throwing in
, so that you go into the Signature with 4 charges instead of 2.
While my testing so far points to Loadout 2 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. So, for actual combat, like in the hustle and bustle of Cosmic patrols (particularly when bosses won't stand still and take the beating like the Target Dummy does), Loadout 1 has become my preference.
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LOADOUT 2 - Alternative
This second loadout used to be my primary, and while it has given me my best TTK, the more I've played with the other loadout the harder it is to switch back to this one and deal with the unreliability getting the cooldown reduction on
. Still, until I rule it out a little more definitively, if you're chasing top times and are up for a bit more of a challenge, this alternative loadout is worth setting up and keeping in mind.
With the Final Technique Talent,
should always be used before
for the +50% damage bonus.
Talent Changes:
- Row 2: swap Deadly Grace to Final Technique
- Row 5: swap Footwork to Blade Trance
With the Final Technique Talent,
should always be used before
.
You also really want to try land
on a bleeding (Grievous Wounds) target to get the 4s cooldown reduction. There's a drop-off in DPS missing this reduction, because it nets you only 1 Signature recharge in the next rotation.
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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.
- Note: Item Base shows the Movement affix as "Your Movement powers have a 10% chance on use to refresh all charges and cooldowns on you Movement powers" - this is incorrect, and does not match the actual in-game effect listed in the previous dot point.
- 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). I still need to confirm which is the better swap, but
could also be used in place of
instead. I swap-in Starktech quite frequently, so it's one I carry in my Team Up inventory for easy access alongside the
. - 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 all great options. Cosmic Grim Reaper and Bullseye 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!

"Let's bring hell."




