Builds - She-Hulk - Tahiti AOE Terms, Patrols, and Danger Room build - With videos!

Durability6 Strength7 Fighting4 Speed3 Energy1 Intelligence3 Level60 Damage Reduction0 Damage0
Tahiti AOE Terms, Patrols, and Danger Room build - With videos! by mikwuyma Last updated 2025-05-25 05:25:20
Types: PVE, Cosmic, Physical, Danger Room
  • 4
  • 0

Description Comments (0)

Update May 18: Updated clear videos now that combo points work, and updated the items I'm using. Also added a ttk.

 

 

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. In fact, I got a 2:36 TTK using assault in one try (video is at the bottom) and my best using battery with the same build was a 2:31, so the dps difference is small.

 

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, and rifle gave me similar results when I TTK tested.  might be good too, but I have not tested it yet. Obviously,  is BiS, but without crafting, it's not accessible for most people. I am very fortunate to have one.

 

Slot 2: This is the cosmic slot 2 I was  using, I got super duper lucky.

Cosmic 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 are searching for a cosmic, crit rating instead of brutal rating is good too.

 

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. might be BiS for this build, but there is no reliable way to obtain it without crafting.

 

Artifacts:

 I found a nicely rolled , which is really great for this build because all of our powers are area tagged, and opening statement is a movement power. 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 . 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 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: 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.

 

Insignia: , are all good. If you don't have a well-rolled doc ock arms then I would recommend crit rating over area damage.

 

Infinity and Synergies

 

Infinity:

 

I set infinity to 1000 because I'm a little under there at 925 IP right now. 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.
  • 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). Take the points out of strength and put them into durability.
  • 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.

 

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. Take the points out of durability accordingly.

 

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-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:

 

Cosmic Kurse Full Clear 1:26

Cosmic Ultron Full Clear 2:23

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

 

2:36 TTK with 923 IP.