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Builds - Green Goblin - Doin Flips n Sh't (1:57 TTK, 1:09K, 1:48U, Movement, TAHITI)
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Doin Flips n Sh't (1:57 TTK, 1:09K, 1:48U, Movement, TAHITI)
by jubite
Last updated 2026-02-13 22:53:27 Types: Raid, All, EndGame, TTK, Video, Cosmic, Terminals | |
Description Comments (0)
= PLEASE READ = ![]()
This is a movement build that only works with Salvaged Alien Weapon. I would not recommend playing this without SAW
Goin' Gobbo Mode
This is a shorter writeup as most of the GoblinTech is just hitting the buttons as they come around. With SAW, we'll be keeping a very tight rotation so there should nearly always be something rotating in. Goblin Sparks is used as a filler in longer boss engagements where you have some time to build stacks and turret, but otherwise it's not used too often over the other abilities.
Why Power Duration?
We're extending Nitrous Boost to have infinite uptime. This is less a TTK/DPS choice, and more a gameplay choice for terminals. Permanent Nitrous means our base movement is as fast as our travel power, so we are literally blitzing through terminals tossing skills out without issue. Note: Carpet Bomb's Buff does not apply if you have more than 0.5% attackspeed, because #gazthings, so PD is not helping in this case.
Why keep a dash?
Despite moving as fast/faster than a dash, having a CC break and a way to push through crowded hallways of enemies is still important. If there is ever one thing I preach, is always have a dash. Even on Gobbo.
Rotation +
Hit buttons as they come up. The prio is to keep the nitrous dot on target (by flipping your butt around if needed on stationary targets) and try to never cap out on Oscorp Laser. Goblin Spark buff isn't big enough to warrant slowing down on the flips n shit.
In the TTK I just clip into the dummy so I dont have to wag my butt for Nitrous, but in normal scenarios just wiggle.
Gear Alternatives
The Salvaged Alien Weapon is a must. No alternative legendary for this build.
Artifact Alternatives: 

>>

Gear Alternatives:
Slot 1: Earth-1610 Fireballs
Slot 2: Iron Patriot Armor
Slot 3: Bag of Tricks
We really value Power Duration, so when you can pivot to Darkhawk and Coat its best to do so.
Insignia:
The priority for insignias is less the base, and more the rolled affixes. We really value CritDam and CritHit, since we want our stuff to crit as much as possible (crithit gatekeeps critdam/brutstrike/brutdam) and then Critdam is one of the best stats-per-affix on that slot. Overall, we want to prio CritDam>CritHit>BrutStrike.
Brutal Damage isn't great for insignias due to how low it rolls compared to its usual stat weight. 1000 CritDam is worth twice the weight of 1000 BrutDam.
Talents
Row 1: Only related talent. Adds very little to the overall picture but helps.
Row 2: This lets us have a constant 100% uptime Nitrous while we can spam other abilities. Huge QOL and term clear aid.
Row 3: Wing Clip buff is good.
Row 4: With the amount of cooldowns we're slinging due to SAW, this is an always up buff.
Row 5: Controversial! Why not 5:2??!?! That buff sounds insane right?
Well yes. But it also doesnt work. None of them work. Or should I say, they do as long as you dont have any attack speed at all in the build. #GazCoding didnt account for animation speeds and if you have any attack speed the 'When Power Ends' buffs from all the row 5 talents do not apply, making them dead talents. In which case, we go for only option that does something on top of the dead buff, 5:1 for revive. wow. great talent. Can also do 5:3 if you want (no kidding) 300 more ehp.
IP Priority
150 ip -> Speed Node (SPE)
150 ip -> Mental Focus (INT) - Cost reduction means faster sig
150 ip -> Strike Through (STR) - Brut does more Brut.
152 ip -> Temporal Loophole (SPE) - Attack speed and movement are QOL
What IP node you aim for first is up to some preference, but I'd highly recommend the crit and brut multipliers found in Mental Focus and Strike Through. Normally when evaluating 40%+ Crit Damage vs 6 Main Stat (24%+ Base Damage), it really depends on your crit rating and overall gear setup.
If you notice, I sprinkle IP in small amounts in various other nodes. the 6 points in crit and brut chance is because 0.6 rounds up to 1% in #gazmath, and then the single points in the Gem Infusions scale with your base damage, so worth the one pointer. While gaining IP, I would use the Gem Infusions as temporary IP storage until you can hit larger thresholds.
Videos & Gameplay
Goblin v Ultron 1:48 (1224ip)
Goblin TTK 1:57 (1224ip)
Goblin v Kurse 1:09 (1224ip)


