Builds - She-Hulk - She-Hulk Cosmic Trial Guide (Tahiti) - Video included

Durability6 Strength7 Fighting4 Speed3 Energy1 Intelligence3 Level60 Damage Reduction0 Damage0
She-Hulk Cosmic Trial Guide (Tahiti) - Video included by mikwuyma Last updated 2025-06-03 15:58:30
Types: Cosmic
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Hello! This is a guide to help you clear the cosmic trial on low IP and with common gear you can easily find anywhere. The guide is based on my Tahiti AOE clear build. Please look at the build linked if you want an endgame bulid.

 

Video, some of the gear is different than what's in this guide to show you don't need great gear to beat the trial:

 

Set Up

I followed the guidelines Lil set in his guides, which is a cap of 150 infinity points, and nothing that requires a ridiculous amount of grinding. 150 infinity points does not require too much grinding. To quote Lil.

 

I capped myself at 150 Infinity Points for these trial guides. It won't take too long to build up that many. By the time you've leveled up a few characters for synergies and farmed some Heroic (Red) Challenges and terminals for some gear you may even be past 150 IP when you try the trial. Worst thing that can happen when you try the trial is you fail there is no punishment. So give it a shot and see if you're missing damage, survivability or both.

The purpose of this build is good aoe clear while maintaining decent single target damage. This is not the top dps build, that would use closing argument, but that finisher has tiny range and no aoe.

Synergies

I used typical synergies for a physical damage hero, including +1 to Strength and Durability because She-Hulk scales off those stats. Human Torch and Magneto are chosen because every single skill in this build is area-tagged. Other good synergies are anything that provides physical damage (Psylocke, Thor), melee (Nightcrawler), or X-23 (bury in paperwork is a bleed power).

Infinities

I dumped points into Durabiity for more damage and the +1 all stats bonus. Durability is slightly better than Strength because it's slightly better survivability per point.

Gear

- She-Hulk is pretty tanky with her damage reduction from signature, so I just used the best ilvl 70 dps legendary. If you are dying, then using is fine.

 

Artifacts: The artifacts I used are all common easy to find ones that don't require target farming.  , and  all raise crit rating and/or brutal rating so you can get some nice orange and red numbers. gives you health and a damage shield while adding some damage rating. If you have boss artifacts such as and , use them because they're better dps.

 

Slots 1-5: I mostly used She-Hulk's own uniques, but for slot 2 I used because all of your powers are area tagged. A well-rolled Doc Ock arms add 1500 damage rating and 900 crit rating, which is ridiculously good for a slot 2 unique. Pay more attention to the area damage and crit rating rolls than the stats, because there is a huge range. The arms can drop anywhere, but if you're having trouble finding one with a decent roll you can use .

 

Ring: I used a health cosmic to tank me up. A  is BiS but that either requires a shield supply box luck or target farming the Kaecelius terminal.

 

Medallion: > > =

 

Catalyst: The only thing you need is shield on medkit use. Ideal is health on hit, +3 Durability or Strength, and the burst heal, but none of those are necessary.

Team Up

Jessica Jones and Quicksilver are best for grouping up enemies. I used Deadpool the Kid because I was leveling him. He's also a good team up because his signature stuns everyone.

Playstyle

Most characters are hold left-click, then fire everyting off cooldown, She-Hulk is a little bit different, you want to fire off as many (her signature) as possible, taking advantage of Punishing Verdict talent. After each signature, She-Hulk wants to build maximum combo points ASAP and use to reduce the cooldown on .

- This power is used to build combo points and clear out weak enemies. It builds one point per enemy hit.

- This is her dash/dodge. You can easily get back to dishing out damage after dodging using , , or .

- This power will always brutal because it's currently bugged. It's decent trash clear too. Against a single target, use this power at zero combo points, then follow it up with , and  to instantly fill up your combo points.

- This power applies vulnerability, it also gives you 3 combo points if you're at zero, so make sure you use this power at zero combo points for the most efficient usage.  It's also a good mobility tool and decent aoe.

- You always use this power after for the damage bonus. To instantly get to full combo points from zero, the order is , , .

- This is your finisher, it's good aoe and good mobility too. Make sure you use this power at full combo points to reduce the cooldown on .

- This is your dot. It's good aoe and trash clear. Against Madame Hydra and Red Skull, make sure you cast this after your signature for the damage bonus.

- This is your biggest damage and aoe skill on 10-ish second cooldown if you play your rotation properly. You want to fire this off as soon as it's off cooldown. It's great for clearing mobs.

 

NOTE:  can be finicky and hard to aim, and some people don't like using it. Instead, you can replace it with and use the Legal Team talent on the 4th row.

 

Hopefully this guide helps you clear the cosmic trial with ease so you can get big loot drops and those sweet cosmic artifacts. Thanks to Lil for the other Cosmic Trial guides and the format. He's doing great work helping out beginners and getting them into the end game.

Thanks for reading!