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Builds - Mr. Fantastic - Ballin'
Ballin'
by Nessrocker
Last updated 2025-06-24 07:59:09 Types: Cosmic, PVE, EndGame, Terminals, DPS, AoE, Melee, Physical, TTK | |
Description Comments (0)
This is an endgame build for Reed Richards that is mostly for patrols and terminals but it does just fine in raids as well.
POWERS/ROTATION
Just a caveat, I play with a controller most of the time so my bar and rotations take that into mind. Here's how I set it up:
Basically you have two sets of rotations:
>
/
/
(any order)
>
x4
/
/
All lower the cooldown(CD) on
and deal more damage if one of them is on CD. You want to use them whenever they are up and
is on CD.
have a very low range, so I usually use
to get in a good position to use them.
has a very low cooldown when you are in ball form, so you want to
to get into ball form then inflate, use any remaining charges on
and inflate should be off CD or close to it.
is your filler to be used in ball form. It makes your ball bigger, faster, more durable, and deals damage. If you're feeling lazy like I do sometimes, you can just roll around using this and kill enemies. Just remember to use
on CD when you do to keep up spirit and stacks of Tactical Analyasis.
is your dash and can be used in Ball Form, gets rid of Crowd Control (CC) and knocks down people it passes through.
TALENTS
No real options here to swap talents. The first row looks tempting with its increase to CD Synergy Damage but that's only 3 of your skills and it's less damage to boot. (+15% vs +25% at full buff stacks). You could swap some of the ball form synergies for more cooldown power and get off CD faster, but ball is life, and it's why we're here. I tried it and it's just not as fun for me.
GEAR / ALTERNATIVES
Slot 1: is good if you don't have the raid gear yet.
Slot 2: N/A
Slot 3: N/A
Slot 4: is good if you don't have skrull uniform.
Slot 5: You REALLY need the this build has no other way to inflict vulnerable.
Artifacts: should be fine for slots 3/4 but I'd probably keep the gem and teachings if you can.
Medallions: is fine if you don't have Dark Dimension. Power duration isn't that great for this build but it's great for a build using
Relics: I feel like you really need Atlantis on this, but you can use if you want more defense
Legendary: could be good I haven't done much testing with it, the stats on axe are really good for this build.
Uru: is fine if you want more defense.
The Power Doop is basically a must for all physical based characters, and you get the added energy bonus proc from
Slot1/5 Enchants: or
. If you don't have or want to spend the
you can go for the cheap versions.
Slot 2/3/4 Enchants: is good but I went with
since he doesn't have a ton of health.
Artifact Enchants: is hard to beat, you could try
, or a mix of both if you feel like you need more base damage
INFINITY POINTS
I like to nab most of the useful passives in all the different stones (150 points) as long as it makes sense. It's hard to justify going any into the Reality Gem because the only good one in there is signature damage and while you'll be using it a lot, it's just better to go straight intellegence to double dip on damage and crit damage. The passives aren't that great either imho.
After you have a comfortable baseline like displayed in the build, it's up to you what to go for really. You could get more crit hit or brute strike, more attack speed/move speed, or just go straight intellegence.
TEAM UPS
For grouping up in patrols, pretty tanky herself.
For max DPS.
Great Passive stats if you didn't want to have someone running around with you.
As an frequent member of the fantastic four, She-Hulk is thematic team up!
TTK
I showcase set up at the beginning, I have a few more IP than what is listed in the build. Timestamps in the description.
Kurse TTK: 2:04
Ultron TTK: 2:39 (I died lol)
Cosmic Raid Dummy TTK: 3:12