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Builds - She-Hulk - Tahiti AOE Terms, Patrols, and Danger Room build - With videos!
Tahiti AOE Terms, Patrols, and Danger Room build - With videos!
by mikwuyma
Last updated 2025-04-19 13:14:33 Types: PVE, Cosmic, Physical, Danger Room | |
Description Comments (0)
Update April 19:
I now an octobot controller because it's great dps and the medkit proc is nice. Also updated the Ultron clear video, it's now under 3 minutes.
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 and raid dps build, but if you replace assault with battery
, the build outputs decent single target dps. I was getting on average a 3:30-3:45 TTK on the cosmic raid dummy having a little over 500 IP. To put it in perspective, I've done some light testing with a single target dps build and I got a 3:15 on my first try. This is taking into consideration that currently combo points are bugged for She-Hulk and do not increase her finisher damage, so this build's damage will only increase in future patches!
Build Explanation
The purpose of this build is to have 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 it's 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.
Final Verdict is used over Closing Argument
as the finisher. While closing argument is better single-target dps, 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 it's interrupted (curse you cosmic vortex), you lose a charge even if the damage doesn't land.
As a result of using all of these skills, all damage is area-tagged, which makes itemization easier and a bit more interesting.
Items
I have conducted almost no item testing, the items I am using are not necessarily BiS, they are what I have access to and vibes. That being said, I do think I'm not too far away from currently available BiS itemization.
Uniques:
Slot 1: 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. I had similar results in TTK testing.
might be good too, I have not tested it yet. Obviously,
is BiS, but without crafting, it's not accessible for most people.
Slot 2: This is the cosmic slot 2 I'm using, I got super duper lucky.
has very similar or possibly better TTK, but I like the health on the cosmic.That being said, getting a well-rolled Doc Ock arms is way way easier than getting a cosmic with all the desired affixes + good rolls.
There's a decent chance a Doc ock arms and a cosmic slot 3 with might + brutal rating, crit damage, and spirit scaling is BiS, but I don't have the right cosmic slot 3 yet. If you've having trouble finding a well-rolled cosmic or 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. There's a chance a cosmic is better, but I haven't found a good one for testing.
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: your eyes are not deceiving you, that is an Octobot Controller. It has really good stats despite the fact She-Hulk is not a summoner (yet).
and
are both close and also good.
is probably BiS for this build, but there is no reliable way to obtain it without crafting.
Artifacts:
or
are likely better dps than
, but I like the health on the power cell, and it's one of my few cosmic artifacts with the signature cooldown reduction, which is essential for She-Hulk. In fact, the 10% signature cooldown reduction is the only must-have affix on a cosmic artifact. 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 the artifacts a definite must keep is , not only for the big chunk of brutal rating and damage, but also the shield proc is great for survivability.
Other good DPS artifacts: ,
If you want some more survivabilty without losing too much dps: ,
,
Good cheap starter artifacts: ,
,
,
,
Other Items:
Relics: unsurprisingly BiS,
and
are decent substitutes, in that order.
Ring: is not optimal DPS. Either a cosmic with brutal strike and crit damage or a midtown signet is best DPS. That being said, the sling ring still has good dps stats, and has a ton of health and the 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 when we can craft runewords, war plates are universal, whereas war gauntlets have to be used 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: Might be BiS, but I don't have one yet. That being said,
is a ton of damage rating and attack speed. Decent alternatives are
,
, and
.
Insignia: are all good too. I'm not even sure if She-Hulk is BiS, I'm mostly wearing it because equipping her own insignia just seems appropriate. There is also a good chance that area damage > crit rating.
Infinity and Synergies
Infinity:
I set infinity to 500 because I'm not far above that with 550 points. This is how I would recommend spending points both up to 1000 infinity.
- 0-300 - Dump into Strength (Power Gem) and Durability (Space Gem) until you reach 6 in each for the +1 all stats bonus. Alternatively, you can divert a point or two away from durability and put the points into the gravity well node for more health.
- 300-450 - Pump up Potency (Reality Gem) to 150 points. And yes, it's spelled incorrectly here in the item base.
- 450-600 - Mental Focus (Mind Gem) to 150 points.
- 600-750 - 75 points into Strike Through (Power Gem).
- 750-800 - Finish up Potency (Reality Gem).
- 800+ - There's two choices for dps. You can either max out Mind Over Matter (Mind Gem) and Strike Through (Power Gem) for increased crit and brutal chance, respectively, then dump into Durability for the flat damage and slight health increase. Or you can just start dumping into Durability and skip Mind Over Matter and Strike Through.
You might notice Temporal Loophole is conspicuously absent, despite being a must prioritize node on many heroes. She-Hulk already gets a crapton of attack speed from her uniques, anger mechanic, and evidence stacks. You will likely surpass 30% attack speed without even trying. The move speed isn't super useful on her simply because she has so many mobility tools between ,
, and
. Also,
is an extremely fast targeted power that will put She-Hulk right in a target's face in less than half a second.
Synergies:
Most of these should be self-explantory, 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 I am 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 to give you an idea how the build works.
Videos:
Cosmic Kurse Full Clear 1:42 - This time will definitely go down with better gear and more IP.
Cosmic Ultron Full Clear 2:58
NOTE: The Danger Room Scenario clears are not speed clears, they are proof of build and concept to show that this is a good build for doing all sorts of content in-game.
Challenge Rating 70 Danger Room deathless clear with Axe
Challenge Rating 84 A.I.M Lab deathless clear with Shield