Builds - She-Hulk - Prosecutor Shulk Smash

Durability6 Strength7 Fighting4 Speed3 Energy1 Intelligence3 Level60 Damage Reduction0 Damage0
Prosecutor Shulk Smash by Barraind Last updated 2025-05-13 23:02:12
Types: PVE, EndGame
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Hello Friends,and welcome to a TAHITI-adjacent She-Hulk build for the private server enjoyer. 

 

This build is specifically for the COA server, and may not work the same way elsewhere, thanks in large part to the 50% cooldown currently enabled there.  We dont know exactly how this is going to end up in the final build, or what will/wont be available when all is said and done, so this will be updated, as will my other builds, as we go.   These are aspirational builds, a great guide series already exists for how to clear cosmic, and you should check that out if you're new. 

 

 

Talents

 

Level 32.  Intimiddte Opposing Counsel - Removes the combo point system in exchange for 100% extra damage on finishers and free Evidence stacks.  Evidence stacks to give us 20% base damage, deflect, aspd and mspd.  

 

Level 38. Legal Loophole - More Evidence generation. 

 

Level 44. Punishing Verdict - CDR for  when we use a finisher.  Outside utility, we will be using mostly finishers. 

 

Level 50. Legal Team - Activates  when we use , if Surprise Witness is off cooldown.  Also reduces surprise Witnesses' CD by 12 seconds when we press , which is one of the highest damage per use skills available.  This usually means we will always have a team-up running. This is by far the worst level for talents, though. 

 

OR

Level 50. Objection Sustained - +100% damage to .  This is also not great.  

 

Always Another Case -  reduces the cooldown of everything by 10 seconds. On COA, that means it refreshes everything on our bar, and, behind the scene, Surprise Witness. 

 

 

 

 

Powers

 

 - Our primary damage skill.  It hits like a truck, will be up every ~3-4 button presses, and maintains a 22.5% damage and damage reduction buff.  We hit just under 70% damage reduction with it running. 

 

 - A finisher (reduces the cooldown on Conviction when used; stacks evidence) with a crowd control. Both our finishers do less damage than Objection! and Bar Exam, but the secondary use makes them worth prioritizing. 

 

 - A finisher (reduces the cooldown on Conviction when used; stacks evidence) with a short duration crowd control.

 

 - Our source of Vulnerability, and a movement skill.  Our lowest damage power if not being used for those two things. 

 

 - Its ranged. It hits like a truck and will always brutal strike (it seems to increase TO 100% crit and brutal, not BY 100%, however, even without that bug, we are sitting on a base of 45% crit and 40% brutal before Rage and buffs, so it will always crit and have an 80% brutal chance even when/if fixed)

 

 - Its another button used mostly for its damage per use. It does lower the cooldown of , but until legal team members can also   for 500k non-crits every few seconds, theres not enough button presses in the world to use this enough. 

 

 - Our left click skill.  Moves you To your target, and Strikes them in the face.  Used for movement, though it packs a punch if you forego a legal team and take Objection Sustained as a talent instead.

 

 - Our level 1 movement skill, at level 60.  Dash in, dash away, avoid red circles, or dont, whatever.  Even if having another dash wasnt very good, we really dont have anywhere to put another damage skill anyway. 

 

 - This button also exists. At level 1, it does the damage of  ~3 convictions and has a cooldown somewhere in the neighborhood of "busy traffic court docket of people pleading no contest" numbers of convictions.  After pressing it, you get 20 seconds of only being able to be killed by 1 shot effects. So thats something.

 

 

 

Gear

 

Slot 1 - When crafting is a thing again,  is the best option.  It givs you every stat you want and then throws in a damage proc and a revive for free.

Until you get that,  is a solid choice, with being the incredibly easy to get option. 

 

 

Slot 2 -  is your best defensive option, from AXIS raid crafting.     is the best offensive option, and is easily available. 

 

Slot 3 -  is our best overall, and easy to obtain.    from Blue Boxes or Madamme Hydra's one-shot, has a more defensive stats, and we can keep both buffs up 100% of the time thanks to our trusty throwing briefcse, making it an incredibly solid option. 

 

Slot 4 -  are very solid. And slot 4 uniques arent great. 

 

Slot 5 -  from the Red Skull Raid, has a slow and weakness aura, and solid stats.  The other option is  , a drop from ny version of Mr. Hyde, with a bit less good stats, but a 10% damage taken debuff that stacks with Vulnerability. 

 

 

Uru-Forged -  800 defense beats 200 damage.  When enchanting is live,  The Power Doop is heads an tails above any other option. Its not particularly close. 

 

Ring -  Is it hard to get? Yes.  Does it give 20% uptime on invulnerability? Also yes. Can you play around it to invuln the most dangerous thing that can occur every 10 seconds?  Still yes, though this might be ovethinking your gameplan.       is a fine starter ring and is incredibly common.  

 

Legendary -  Savage Axe is your most consistent damage option.  Ypu could use shield if you wanted to play a bunker and not a bunker buster, but you lose a significant amount of offensive stats to do so, you'rejust better off running the defense options on your gear, or a defensive relic, or pressing medkit, or remembering to wear your gear (we have ~70% DR and procs going when hulking out, thats already a lot of not dying). 

 

Insignia -  Both  and  are solid picks.  Skrull requires mashing medpack on cooldown to pull significantly away from HYDRA, pick the one you're most comfortable using.  Red Skull (Attributes), Bullseye (Crit), and Grim Reaper (Brutal) are solid picks while working on uniques.  

 

Relics - Atlantis is the best for any build that doesnt auto-brutal on its primary skills, which isnt also trying to stack something else (we arent stacking spirit).  

 

Insignia - There are a number of things that are all very close to each other.   Taskmaster is the best option in terms of total stats, though  She Hulk Quake and Wonder Man are all solid.  For affixes:  Crit Damage is the best, then Crit rating and ae damage rating, then brutal rating and brutal damage. 

 

 

Catalyst - This is a great spot to prioritize defensive abilities.  The cosmic mod worth grabing is shield on medkit for the 15k bubble.  1k damage on signature is going to always be up, and thats not a bad option if you want more damage, but shield on medkit is a HUGE defensive tool, and not one you want to skip.   Other stats are 3 Durability, the 3k/1k medkit proc, then preferably health on hit and HP.   You can gain damage everywhere else in your kit, there are a lot of nice survivability options on this piece you cant easily get elsewhere. 

 

Artifacts - 

 

The best 4 are the CE versions of

 

 Gem of Kursed

 Crossbones Teaching Credentials

 Circlet of Cytorrak

  Sacred White Gorilla Necklace                  

 

Though until you have those, you can use the normal versions of any of those four, or mix andmatch with  Taskmasters Fighting Guide,  Edge of Infinity  Supercharged Power Cell ARMOR Nano-Poison  depending on what stats you need and/or which you find. 

 

Cosmic affixes should be the 1500 defense/deflect/dodge options.  They beat the impact of +1 stats. 

 

 

Pets - When these are in, its 3 durability, +2 Ultimate or 4% damage after moving, 10% brutal damage, 50 spirit (its slightly better than nothing, take item find if you want), and either HP or Defense. 

 

Blessings - When these are in, its Hela .  The best defensive options are Volstagg  and Heimdal  , and could situtionally be possible, but full Hela should be fine.

 

 

 

 

 

Infinity

 

Initial 900

 

Mind: Mental Focus  - 150    30% crit damage

Power: Strike Through - 75  75% brutal damage

Reality: Potency - 150   75% signature power damage

Soul: Inner Resilience - 25  Heal on hit

Space: Micro Warps - 150  +75% defense rating

Time: Chrono Shift - 38  3.8% dodge

 

Later

Time: Chrono Shift - 12 (50) 1.2 (5.0)% dodge

Space: Spatial Substitution - 50  5% deflect

Space: Gravity Well - 250    250% base HP

Mind: Mind Over Matter - 50   5% crit chance

Reality: Potency - 50(200)  25(100%) Signature power damage