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Builds - She-Hulk - She-Hulk Tahiti AOE Terminals, Patrols, and Danger Room build - With Videos!
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She-Hulk Tahiti AOE Terminals, Patrols, and Danger Room build - With Videos!
by mikwuyma
Last updated 2026-02-21 09:47:56 Types: PVE, Cosmic, Physical, Danger Room, Terminals, AoE, Video, TTK | |
Description Comments (0)
Update 2026-02-21: Updated post-Bandana fix. Bandana is still decent on She-Hulk, but it's no longer best in slot.
Hello! It seems like there's quite a few people who enjoy playing She-Hulk (moreso than when the game was live), so I decided to post the build I'm currently using. This is a general content clear build. It is not the optimal ttk or raid dps build, but if you replace assault
with battery
, the build outputs good single target dps. In fact, the TTK video on the bottom has a very good time, 1:33.
Build Explanation
The purpose of this build is good aoe clear while maintaining decent dps for solo bosses.
is the opener skill instead of
or
because it gains one point per enemy hit, which means Assault is faster at building up combo points if you're fighting more than one enemy.
Bury in Paperwork
is our trash clearing skill. You can throw it at almost any normal enemy with zero follow up damage and they'll die because it's a fairly strong dot, especially post-signature. If you're using this skill against a boss, always make sure you signature before throwing this for the damage bonus.
Speaking of signature, Conviction
is a huge chunk of She-Hulk's damage because of the Punishing Verdict and Always Another Case talents (rows 3 and 5) pushing the signature cooldown to below 10 seconds, and refreshing our cooldowns once the signature lands. It's also a huge aoe so it's great for clearing mobs. This skill is also what makes She-Hulk tanky. 22.5% damage reduction is a big TTL boost.
is another good aoe clear power because it auto-brutals.
is there for the follow up damage afterward. Move to strike has an almost non-existent aoe but it's great single-target damage as long as you connect with Objection before using it. At zero combo points, you want to do this combo to get full combo points quickly -
->
-> ![]()
Final Verdict
is used over Closing Argument
as the finisher. Closing argument is better single-target dps, but it has a small hitbox, whereas Final Verdict has a nice aoe that is great for hitting multiple targets grouped together.
is technically not necessary because of Cobra's Hood, and it's not the best single-target dps skill. However, opening statement is a great mobility tool and can dodge attacks while maintaining dps without needing to dash. It also has a pretty good aoe. One issue is if Opening Statement is interrupted (curse you cosmic vortex), a charge is lost even if the damage doesn't land.
As a result of using all of these powers, all damage is area-tagged, which makes itemization easier and a bit more interesting.
Items
Uniques:
Slot 1:
is best in slot on almost every hero, and guess what, She-Hulk is almost every hero! If you can't craft or find a Fragment, then
is a good option, and She-Hulk's own slot 1
is actually close or possibly superior dps because of the huge chunk of flat damage rating, but I like the crit rating and health on the rifle, and rifle gave me similar results when I TTK tested.
Slot 2:
is best in slot because it's a ton of area and crit rating, damage rating, and +5 strength. Also, getting a well-rolled Doc Ock arms is way way easier than getting a cosmic with all the desired affixes + good rolls.
If you've having trouble finding a well-rolled cosmic or Doc-ock arms, her own slot 2
is okay, it has a decent amount of flat damage rating.
Slot 3:
She-Hulk has a good slot 3 with solid offensive stats and a lot of health. I have tested
and it didn't perform as well, but if you want to fish for brutals, I guess you can use a Coat of the Skull.
Slot 4:
Nothing beats She-Hulk's own slot 4, it has attack speed, a ton of flat damage rating, and a nice chunk of crit and brutal damage.
Slot 5:
and
are extremely close. Cobra Hood is slightly better dps, but Octobot has more health and the medkit proc. Which one to use is really a matter of preference. Her own slot 5,
, is a decent starter.
Artifacts:
The 10% signature cooldown reduction is the only must-have affix on a cosmic artifact. Even with She-Hulk's talents reducing her signature cooldown, the cooldown reduction affix smoothes out the rotation and lines up the signature perfectly after a few full combo point Final Verdicts. After that you can go for +1 attributes for a little extra damage, or go for the ttl affixes, such as health, defense, deflect, and dodge.
Out of all of the artifacts a definite must-keep is
. The circlet not only provides a big chunk of brutal rating and flat damage rating, the shield proc is great for survivability.
Other good DPS artifacts:
,
,
,
,
,
, 
If you want some more survivabilty without losing too much dps:
,
,
. The Webbed Wings are actually a solid dps choice because of the 1000 damage rating for signature melee proc.
Good cheap starter artifacts:
,
,
,
,
. S.H.I.E.L.D. Medal of Valor is a very strong, underrated option, and is a reward for completing story mode chapter 10.
Other Items:
Relics:
unsurprisingly BiS,
and
are decent substitutes, in that order.
Ring:
might not be optimal DPS. Either a cosmic with brutal strike and strength/durablity or a midtown signet could be the best DPS. That being said, the sling ring still has good dps stats, a ton of health, and an invulnerable damage shield on signature use, which will proc a lot with She-Hulk's low signature cooldown, which is why I consider it BiS.
Uru: You can also use
, but I like
because it's a decent ttl increase and war plates are universal, whereas war gauntlets you want to exclusively use on physical damage heroes.
Isotope: Durabilty is a tiny bit better than Strength for the health increase. Also, the burst health and spirit restore isn't necessary, but I like it. If you want to min/max get physical damage instead.
Medallion:
is a ton of damage rating and attack speed. Decent alternatives are
,
, and
. I finally got
, but the lack of attack speed really held it back compared to Hydra medallion.
is also a good choice, not as much flat damage, but crit rating and a lot of health.
Insignia:
, 


are all good. If you are not using
then I would recommend crit rating over area damage. Crit damage is always the number one affix, but other good secondary affixes are crit rating, brutal rating, melee damage, boss damage, or if you want ttl, health.
Infinity and Synergies
Infinity:
I set infinity to 1400 because I'm a little under there at 1393 IP right now. This is how I would recommend spending points up to 1000 infinity.
- 0-150 - Pump up Potency (Reality Gem) to 150 points. And yes, it's spelled incorrectly here in the item base.
- 150-300 - 150 points into Mental Focus in the Mind Gem.
- 300-450 75 points into Strike Through in the Power Gem.
- 450-600 - 6 points into Durability in the Space Gem.
- 600-752 - 37 points into Temporal Loophole and one point into the infusion node in the Time Gem.
- 752-802 - Finish up Potency in the Reality Gem.
- 802-822 - Put one point each into the remaining infusion nodes, they're on the right side of each Gem.
- 822+ - Pump up the Durability stat in the Space Gem. You can also invest in Mind Over Matter in the Mind Gem and/or Superhuman in the Power Gem. If nothing else, invest 6 points in both of them because that will grant She-Hulk +1% critical and brutal chance thanks to weird rounding errors.
If you want to tank up a bit and not invest 100% into dps, dump 25-100 IP in the space gem node, Gravity Well, for more health.
Temporal Loophole is honestly not an optimal node for She-Hulk because she has so much attack speed already (She easily gets over 30% in combat), but it's a big quality of life upgrade for the move speed and extra dash. If you want the quality of life earlier, feel free to invest in Temporal Loophole with your first 150 IP.
Synergies:
Most of these should be self-explanatory, all of our damage is tagged area, so Magneto and Human Torch are very strong, and we get all the universal good nodes and some physical damage. There are two synergies that are not BiS, Squirrel Girl and She-Hulk. You're not always fighting bosses with this build, and there are a few synergies that deal more damage than She-Hulk's 3% physical damage. However...
- Squirrel Girl beat Thanos, therefore super duper BiS.
- This is a She-Hulk build, and why not She-Hulk synergy on She-Hulk.
If you really have an overwhelming urge to min/max then replace Squirrel Girl and She-Hulk with X-23 and Nightcrawler.
Hope you enjoyed the guide, and have fun slamming people with elbows, flips, and briefcases! Some videos below to give you an idea how the build works.
Videos
The following three videos were performed at 1614 IP with a Level 20 Ult
1:33 TTK
Cosmic Kurse Full Clear 1:02
Cosmic Ultron Full Clear 1:32
150 IP runs, also level 20 Ult. ilvl 70 legendary, no raid uniques, ilvl 69 gear, or event gear.
150 IP 3:21 TTK
150 IP Kurse 1:37
150 IP Ultron 2:45
NOTE: The Danger Room Scenario clears below are not speed clears, and they were performed before crafting was available in Tahiti. These are proof of build and concept to show that this is a good build for doing all sorts of content in-game. I don't remember how much IP I had when I performed these but it couldn't have been more than 500-600.
Challenge Rating 70 Danger Room deathless clear with Axe
Challenge Rating 84 A.I.M Lab deathless clear with Shield


