Builds - She-Hulk - Tahiti AOE Terms, Patrols, and Danger Room build - With Videos and Now Updated for Cr...

Durability6 Strength7 Fighting4 Speed3 Energy1 Intelligence3 Level60 Damage Reduction0 Damage0
Tahiti AOE Terms, Patrols, and Danger Room build - With Videos and Now Updated for Crafting! by mikwuyma Last updated 2025-08-07 00:16:50
Types: PVE, Cosmic, Physical, Danger Room, Terminals, AoE, Video, TTK
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Update August 7: Updated now with crafting!

 

 

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 good single target dps. In fact, the TTK video on the bottom has a very good time, 1:23. 

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. 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. 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:  Now that crafting is available,  is best in slot on 95% of heroes, and guess what, She-Hulk is in that 95%  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

I'm now using because it's a ton of flat damage and crit rating. 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. There's a chance a cosmic or  is better, but I haven't found a good cosmic for testing, and the Skull Coat needs to be extremely high-rolled. All of my Skull Coats have a bad roll in one stat or another.

 

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: So  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:

She-Hulk, being a hero in the game Marvel Heroes, uses  because it is a ridiculously OP artifact. 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 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:  ,

 

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 strength/durablity  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 you want to 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.

 

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 both up to 1000 infinity.

 

  • 0-150 - 150 points into Mental Focus in the Mind Gem 
  • 150-300 - 75 points into Strike Through in the Power Gem. 
  • 300-450 Pump up Potency (Reality Gem) to 150 points. And yes, it's spelled incorrectly here in the item base.
  • 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 give you +1% critical and brutal 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.

 

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...

 

  1. Squirrel Girl beat Thanos, therefore super duper BiS.
  2. 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

 

The following three videos were performed at 1393 IP with a Level 20 Ult

 

1:23 TTK

 

Cosmic Kurse Full Clear 1:04

Cosmic Ultron Full Clear 1:32

NOTE: The Danger Room Scenario clears 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