Builds - Mr. Fantastic - Ballin'

Durability6 Strength3 Fighting2 Speed2 Energy1 Intelligence6 Level60 Damage Reduction0 Damage0
Ballin' by Nessrocker Last updated 2025-06-24 07:59:09
Types: Cosmic, PVE, EndGame, Terminals, DPS, AoE, Melee, Physical, TTK
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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