Ogryn 101 - A comprehensive Guide to Ogryn

Ogryn 101 - A comprehensive Guide to Ogryn

Ogryn 101 - A Comprehensive Guide To Ogryn (30.03.2023)


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This guide is the work of months of playing and testing the Ogryn character on Damnation in pugs and premades of any kind. Anything in this guide refers to damnation as the basis of assessing somethings power or usefulness. The guide foremost represents my own opinion and testing in the field, but is also very much the result of ongoing discussions and opinions from the Ogryn Skullbreaker Discord Channel. Overall the work of a lot of people who spent tons of time testing, playing and discussing everything Ogryn went into this guide and I thank everyone who participated in any meaningful manner.

This guide attempts to keep things simple as it is supposed to be an entry point into anything Ogryn, but the basis of it is very much indepth testing of mechanics, breakpoints and effectiveness of any given weapon, blessing, feat, etc. If you want to know more about the more complicated and indepth things, I recommend visiting the Ogryn Skullbreaker Discord Channel on the official Discord Server.

1. FEATS

Baseline Feats

Bull Rush – An extremely useful ability that can be utilized in many ways, be it to control a situation with its CC, get to a downed teammate to get them back up, get out of a tight spot, quickly achieve a levels objective or just increase your attack speed for more damage or faster clear, the applications for this gem are pretty much only limited by your imagination.

Big Box of Hurt – The Ogryns “grenade” is extremely useful and the only downside to it is its limited amount. Most often used for muties and snipers, the “Box” can be applied to any number of situations to get a quick and important clutch kill on a high priority target.

Excessive Force – This feat is one of the reasons Ogryn is as strong of a character as he is, the abilitty to stagger enemies with basic attacks that cleave through countless enemies is gigantic to control situations, even elites and specials get knocked around by the Ogryn with ease, putting him in a league of his own to control and stabilize situations.

Thick Skin – Applying to both Toughness & Health Damage this feat gives the Ogryn IMMENSE staying power. Combined with his ability to generate toughness like no other character in the game and his gigantic health pool, if used right the Ogryn becomes basically immortal to normal enemies.

Loyal Protector – A great feat to help getting teammates out of trouble, not only does his enormous tankiness allow the Ogryn to survive going for hot revives or saves, this feat ensures that they will succeed as well, unless you get downed in the process. A guaranteed revive or save is a massive boon to have, as a full team is MUCH more effective in Darktide than a team with members missing.

Intimidating Presence – Not much of a game changer, this feat is still a very nice bonus to have for the Ogryn and his teammates. More damage never hurts, especially in melee 10% can often be another breakpoint for the Ogryn or his teammates.

Level Feats


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Level 5Lynchpin – This is very good. It allows you to recover toughness rapidly in between shootouts and even in melee situations after disengaging for a short amount of time. It's dependent on being in coherency with your teammates and gets better, the more of them are around you. It synergizes well with Towering Presence and Toughness Regeneration on Curios. Even though Lynchpin only boosts your passive toughness regeneration, weapon blessings like Momentum or Confident Strike allow you to have a source of active regeneration and can make for very well rounded build together with Lynchpin.

Smash 'em good – This is also very good on weapons which have a downwards heavy 1 attack, which makes it easy to hit single targets. This is not passive, but active regeneration, which means that you can regenerate a good chunk of your toughness with each swing of your weapon, even when taking damage. This talent is very good to keep your toughness up in situations where you are not with your team or getting peppered by gunners while fighting melee mobs. The downside is that it doesn't help in shootouts.

Best Form of Defence – This is similar to Smash 'em good and has the same upsides and downsides, but it applies to hitting multiple enemies, which makes it easier to use it against hordes, but doesn't work on single targets. Weapon that make continuous use of heavy swings (like the MKVI Knife) can make good use of this talent, but it's overall a little weaker than the other two, because the Momentum blessing is a viable replacement that doesn't gimp your Toughness Regeneration in pure shootouts.

Level 10 Heavyweight – This is currently an EXCELLENT choice as it does not only apply to melee but also ranged attacks and is a gigantic buff to your overall damage output and staying power against some of the most dangerous enemies in the game. → Top Choice

Bombs Away – This is an excellent crowd control tool and can save the day in a clutch situation, it also does tremendous damage on bosses. The downside of it, is that you need grenades to make use of it, so a game where you have problems picking up grenades severely limits the usefulness of this feat.

Blood & Thunder – Bleed doesn't boost your damage by a large amount overall, except against Bulwarks and Reapers, but this goes together with the feat Bloodthirst and enables you to get a VERY high amount of damage resistance, which can be beneficial on some weapons and builds.

Level 15 Towering Presence – This is an EXCELLENT feat. A lot of people only see this as a synergy to Lynchpin, but that would be very shortsighted. Coherency holds HUGE benefts for every single class,from getting higher toughness recovery to getting ammo on elite kills, to bonus damage on heavy swings,damage bonus against elite enemies, or toughness damage reduction and lots more, coherency is a MAJOR buff to everyone in it, so extending the range of your coherency radius will benefit you MASSIVELY over the course of a game and not only you but your teammates as well.

Lead the charge – This is straight up not worth taking over the other feats. There are plenty of situations where you could make use of that movement buff for your team, but close to none situations where it would have any kind of real impact on the game. The other feats in this tier are overall just much better choices.

Bullfighter – In theory this is a pretty decent feat, especially on higher difficulties there are plenty of elites around, so this feat comes into play a lot, but I find myself hardly EVER using bullrush straight off cooldown. Overall Towering Presence is a stronger pick in my opinion, which will benefit you and your team more over the course of a game. But if you LOVE to use your bullrush, this one might be for you.Level 20 Bloodthirst – This goes together with Blood & Thunder. The damage reduction is quite good, but the bleed only applies to heavy attacks and your enemies have to be ALIVE to give you the bonus. So this is best used with weapons that heavy swing anyways or that have great cc/knockback on their heavies, but no major killing power, so you can use them in between to ensure damage resistance uptime and go back to killing.

Hard as Nails – Excellent Choice to save the day and get a big chunk of damage resist for saving teammtes in peril, this can save you a lot of hp or even the run in dire situations. The downside of the feat is that it's only active when teammates are downed or incapacitated, so if nobody goes down, this feat would essentially be wasted. This should be seen as an insurance, Darktide is a dynamic game and things will go wrong and this can help immensely to right those wrongs.

Die Hard – Not a bad choice after the Toughness Regeneration Curio buff. 25% health on an Ogryn is also still a decent chunk to go through, especially if you're running health curios, so you can definitely get some use out of it. Not as big a life saver as Hard as Nails, but it can be good. If your teammates are very reliable and hardly ever go down, you might want to pick this one over Hard as Nails.

Level 25 Payback Time – This is now the best feat in this row for general use. The 20% bonus applies to both melee and ranged damage and only requires you to take toughness damage in melee to activate, which happens naturally all the time. Whenever this is active it is a BIG boost to your overall damage output and it will be active a lot. I recommend taking this feat over the other 2 in this row, unless you have a specific reason to prefer one of the others. (aiming for specific breakpoints for example without needing to take toughness damage, or utilizing the knock 'em stacks on a build)

Knock 'em down and smash 'em good – This is currently a good feat to go with every weapon. Because of the Ogryns innate ability to stagger you will build up charges very quickly on every weapon and can then use it with Ogryns heavy attacks. A lot of weapon use heavies anyways (Club, Shovel, etc.) and on some you will want to throw in the occasional heavy now (BB, Power Maul, etc. ) to “harvest” your build up stacks for a big boosted heavy.

Raging Bull – Raging Bull is a decent feat currently, that gives you a damage boost on every melee swing after the first, the boost is dependent on how many enemies your prior swing hits, so the bonus you can get depends on your weapon and what you are fighting. In a lot of scenarios the boost is very minor and it will not change breakpoints enough to make any palpable difference, but if you have a weapon that can spam lights and you have dense hordes, this can put in some decent work.

Level 30 Bull Gore – This feat is currently so weak that it is not worth taking. The applied bleed lasts way too short to have any kind of impact, not even worth taking when you are running a bleed build.

Unstopppable – This feat is quite good, the extra distance and ability to knock over multiple enemy Ogryns can come in handy to reposition or get breathing room on a wall of enclosing enemy Ogryns. It can also be used as a last resort out of a situation or to get to a downed teammate.

Non-Stop Violence – This feat is also excellent. The generated toughness can be used in a multitude of circumstances to keep you safe from harm and make you more effective after your charge. It also helps rushing down a gunner line as any enemy on the way will ensure you do not get staggered out of your charge from the gunners breaking your toughness on the way in, which can leave you stranded in a dire spot.

What a typical Ogryn Damnation Build could look like.

2. Weapons

Melee

Brunt Special” Mk I Bully Club

The club is a good generalist pick, it deals very well with armor and single targets and does okay against hordes. The killing potential on hordes is not as good as some of the other weapons, but together with its good stagger, it deals well with anything thrown at it. This general ability is reflected in desired perks and blessings, which can be tempered to your liking towards being more efficient at killing (armored) elites or clearing hordes. It pairs very well with Smash 'em good, because of its downward heavy 1.

Desired Perks: Flak, Unarmored, Carapace, Infested

Desired Blessings: Confident Strike, Momentum, Skullcrusher, Thrust, Haymaker

Noteworthy Combos:

H1 -> Weapon Swap Cancel -> H1 can be used for Maniacs and armored enemies for high dps

Standout feature: High to very high single target damage

“Brunt’s Pride” Mk II Bully Club

The Pride is a mid tier club, that struggles to shine because of its moveset and the target damage cap (same as shovel → maximum 3 targets can be damaged with a swing). The moveset is similar to the MkI Bully, but the heavies are reversed, which in theory would make it interesting to loop heavies with a cancel on hordes, but the target damage cap kills this. Overall this feels similar in performance to the MkI Bully Club, but not as good on armor and maniacs, because it can not loop its high damaging attacks on them via cancel. It does a good job against unyielding though, as the H1 is the sweeping, high unyielding damage attack and can be looped via cancel. Overall I'd recommend the MKI or MkIII clubs for their respective strengths over this.

Desired Perks: Flak, Infested, Ua, Carapace, (Maniac)

Desired Blessings: Thrust, Skullcrusher, Confident Strike, Haymaker

Noteworthy Combos:

H1 → Weapon Swap Cancel → H1 can be used on unyielding enemies for high damage

Standout feature: The special attack follow-up is a quick punch with very high unyielding damage and stagger. If you ever wanted to punch a plague Ogryn to death, here's your chance.

“Brunt’s Basher” Mk IIIb Bully Club

The basher is a great addition the Ogryns melee arsenal as it combines decent horde clear with good anti armor capabilities, giving it a place between very anti armor and single target focused weapons like the club and more horde focused weapons like the bull butcher. It does exceptional flak and unyielding damage and with the right perks and blessings also does very noteworthy damage on carapace as well as good horde clear. The biggest downside of the basher is its absolutely HORRIBLE maniac damage, which means you have to whip out your gun for every rager, mutie, flamer or trapper unless you want to spend a considerable amount of time wailing away on them.

Desired Perks: Infested, Carapace, Unarmored, (Flak->never wasted, but not needed as the weapon does great flak damage already)

Desired Blessings: Skullcrusher, Confident Strike, Haymaker, (Momentum)

Noteworthy Combos:

Push Attack → Light Attack against any type of armor does very good damage Standout feature: Very well rounded weapon with only 1 weakness, makes this great to pair with any ranged

H1 → H2 → Loop are both horizontal heavies, albeit slow and with a target damage cap, this combo is good if you are using the Haymaker variant of the clubAvoid this: Don't use heavies in normal combos against hordes, as their slow attack speed and Target damage cap lowers your DPS, just use the lights.

Melee 2

Achlys Mk I Power Maul

The Power Maul, lovingly called Paul by the Ogryn community is one of our best weapons. It is another generalist weapon that can handle anything the game throws at it and furthermore has one of, if not THE best CC in the game on its activated attacks. The Power Maul needs a bit of getting used to because of its varied moveset and slow special activation, but once you understand it, it will be a huge boon to any team.

Desired Perks: Flak, Unarmored, Carapace, Infested, Maniac

Desired Blessings: Confident Strike, Skullcrusher

Noteworthy Combos:

L1 → L2 ( →block cancel - repeat) can 2 shot shooters and bruiser type enemies and often provides very good dps even on elites without having to use the charge

Standout Feature: Charged attack with high single target damage and one of the best CCs in the game

Avoid this if you can: Thunderstrike → This will knock enemies around a lot and make it harder to actually kill by spreading them, also making them appear in your flanks and back after they get back up.

Brute-Brainer MK III Latrine Shovel

The good old pooper scooper. This is a generalist weapon with an excellent moveset, you'll immediately feel at home when using it. Its downward heavy 1 pairs well with Smash 'em good and the horizontal swings would be excellent at horde clearing, if only it wasn't hard coded to only damage 3 enemies on its attacks, which gives it serious trouble clearing hordes at higher difficulties and is a major detriment, because otherwise its fantastic moveset and good armor damage make it a joy to use.

Desired Perks: Flak, Unarmored, Carapace, Infested, Maniac

Desired Blessings: Thrust, Confident Strike, Skullcrusher

Noteworthy Combos:

H1 → Weapon Swap Cancel → H1 for very high single target damage against maniacs and armor

Standout Feature: Very good allrounder moveset and damage profile

Bull Butcher Mk III Cleaver

THE BEST Ogryn melee weapon right now. The bull butcher deletes hordes and any none carapace armored elites like it's nobodies business, while being incredibly easy to pick up and use. It still has great CC, because it is swung by on Ogryn and its special is fantastic to stagger dangerous enemies like Crushers, Maulers or Ragers out of their attacks. It's hard to overstate just how good this thing really is, especially if you get the best blessings on it. Use it, love it.

Desired Perks: Flak, Unarmored, (Infested)

Desired Blessings: Slaughterer, Confident Strike, Momentum

Noteworthy Combos:

H1 → Weapon Special → H1 can keep a crusher at bay, if you ever need to throw down with one with your BB for some reason

Standout feature: One of the best and easiest to use anti horde weapons in the game and very good all around with only 1 real weakness (Carapace)

Krourk Mk VI Cleaver

A decent knife for horde clearing, this weapon has excellent horizontal heavy swings which profit from the Ogryns own 10% damage bonus on heavies and synergizes well with talents like Blood & Thunder + Bloodthirst and Best Form of Defense. It clearly loses to the bull butcher in terms of overall damage output, but has its own merits with the bleed builds damage resistance and is overall a solid pick.

Desired Perks: Flak, Unarmored, Infested

Desired Blessings: Slaughterer, Momentum, Confident Strike, Thrust

Noteworthy Combos:

H1→H2→Loop are all horizontal heavies which makes a heavy focused build possible

Ranged weapon or grenade swap into heavy attack goes directly into H2 if timed correctly, making it possible to spam only the fast charged horizontal sweep, giving you enormous cleave and damage output on hordes (switch tech)

Standout Feature: The moveset enables a heavy attack focused build

Krourk MK IV Cleaver

A knife focused on fast single target hits, this weapon falls short with its impractical moveset, non armor piercing attacks and comparatively low damage output compared to other single target weapons in the Ogryns arsenal. Even though it has some swing combos that can be used to work with it, it's not worth picking up over any of the other weapons and should remain in your inventory until it sees some improvements in terms of moveset or damage.

Desired Perks: Flak, Unarmored, Infested

Desired Blessings: Slaughterer, Confident Strike

Noteworthy Combos:

Push Attack → H2 is the weapons best horde clear combo, outside of switch tech

Ranged weapon or grenade swap into heavy attack goes directly into H2 if timed correctly, making it possible to spam only the fast charged horizontal sweep, giving you enormous cleave and damage output on hordes (switch tech)

Standout feature: Single target focused moveset with good flak damage (for a cleaver)

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Ranged

Blastoom Mk III Grenadier GauntletThis is one of the best elite and special killers in the game, getting one and two shot breakpoints on a LOT of important targets with the right feats and perks. Adding to the great special and elite sniping abilities, the GG comes with a great deal of CC on both ranged and the special melee attack which excels in doing great damage, CC and horde clear at the same time in hot situations with big elite blobs (careful about taking hits on the attack though). This weapon pairs incredibly well with our BEST melee weapon (the Bull Butcher) and the quick weapon swap and anti armor capabilities will ensure that between those two you'll be able to deal quickly with any threat your team faces.

Desired Perks: Maniac, Flak, (Carapace)

Desired Blessings: Shattering Impact, Gloryhunter, Blaze Away

Standout Feature: The long range 1 and 2 shot potential on a lot of the most dangerous enemies in the game makes it extremely good and with a vet in your team, you have basically infinite ammo to keep specials and elites at bay

Foe-Rend Mk II Ripper Gun

One of our strongest ranged options. Ripper guns in general eat a lot of ammo, but they provide damage in spades in return. The MKII variant does this the best close up as it provides the best recoil and highest damage in close quarters. These things will straight up DELETE entire blobs of enemies in seconds flat and it is quite a sight to behold. This is a very strong option that pairs great with all kinds of melee weapons. If you do want to bring a knife, try to make sure your gun has Can Opener, so you have an option to deal with Carapace armored enemies.

Desired Perks: Unarmored, Flak, Maniac

Desired Blessings: Blaze Away, Can Opener, Fire Frenzy

Standout feature: Ridiculous close range dps and great spread make this the premier choice for maps with mostly close quarter engagements

Foe-Rend Mk V Ripper Gun

Another very good gun for Ogryn, the MKV variant of the ripper gun trades some close range damage for a higher rate of fire and long range capability. It deletes squads a bit worse than the Ripper MKII up close, but provides higher damage at longer ranges making it better to snipe specials and elites with. The higher ROF mostly results in much higher recoil and ammo consumption, so the long range capability comes at a cost.

Desired Perks: Unarmored, Flak, Maniac

Desired Blessings: Fire Frenzy, Blaze Away, Can Opener

Standout feature: The gun retains most of its damage on the burst at range even if not all its pellets hit, making it a great option to have both close and long range capabilities

Foe-Rend Mk VI Ripper Gun

In theory this is the mid ranged ripper gun, but this one falls a bit flat on every front. The 2 shot burst should be good to conserve some ammo on hipfire, but this does not translate into the actual game, as instead of 1 burst you'll often need 2 resulting in higher ammo consumption and lower dps. The braced fire feels somewhere in between the II and V variants, but is not fully automatic. Overall with the right blessings, still a viable choice, but it doesn't have anything that makes it stand out or worth picking over the other 2 rippers.

Desired Perks: Unarmored, Flak, Maniac

Desired Blessings: Blaze Away,Fire Frenzy, Can Opener

Standout feature: The duckbill shaped spread when braced makes it fairly effective against a spread out line of enemies

Gorgonum MkIV Twin-Linked Heavy Stubber

The Gorgo is one of our absolute best ranged options now. It's the BEST option to deal with enemy shooters consistently and puts out very high damage on everything that isn't carapace armored. The lower ammo count compared to the other stubbers doesn't effect it much, as its higher damage, slower rate of fire and higher accuracy, even at longer ranges makes it comparatively ammo efficient. It pairs well with every weapon that doesn't leave you defenseless against carapace and will work great on every map and in every team composition.

Desired Perks: Flak, Maniac, Crit, Unarmored

Desired Blessings: Charmed Reload, Death Spitter

Standout feature: The gun has very good unbraced accuracy, so you can move freely and still shoot very accurately, which is a HUGE boon.

Krourk Mk V Twin-Linked Heavy Stubber

One of the best choices in the Ogryns ranged arsenal. The stubber has some strong points that make it unique and highly valuable for Ogryn. The HUGE magazine size and ammo count guarantees an extremely high uptime over the course of a match where you'll never feel like you have to conserve ammo with it. This is especially beneficial if you have no veteran on the team. It is one of the most consistent guns for the Ogryn and deals with every threat in the game that isn't in carapace armor.

Desired Perks: Unarmored, Flak, Maniac, (Crit)

Desired Blessings: Death Spitter, Charmed Reload

Standout feature: The guns very high ammo count and versatile nature makes it a good choice if your team lacks a veteran

Ranged 2

Achlys Mk VII Twin-Linked Heavy Stubber

The Achlys is unfortunately a somewhat weak ranged option for the Ogryn, as it becomes too inaccurate too quickly to put out consistent damage at anything beyond close range and even up close the damage output just isn't good enough to make up for the lackluster performance at longer distances. The guns best features are its noteworthy mag size and quick swap time for a stubber, making it a decent option at closer ranges to spray down ragers, big blobs and the occasional shooter patrol. The gun will perform ok on close ranged maps such as Hab Dreyko, but I wouldn't recommend bringing it into maps that have lots of shooters at medium to long ranges.

Desired Perks: Flak, Unarmored, Maniac, Crit

Desired Blessings: Charmed Reload, Death Spitter

Standout feature: A huge mag and ammo reserve is able to let you shoot almost indefinitely with crit and Charmed Reload.

Lorenz Mk V Kickback

The kickback has some amazing traits that make it very good in certain compositions and situations. The immediate massice CC, the high spread and cleave make it amazing to control situations and shooting it down a hallway will result in carnage. Where it falls flat is at actually killing things at longer ranges, where it will mostly just become a CC tool. The immediate and highly controllable CC and the good killing potential against big stacks of enemies make it a good pick overall, as long as you don't have to worry too much about killing at long ranges.

Desired Perks: Unarmored, Flak, Maniac

Desired Blessings: Blaze Away, Expansive

Standout feature: The immediate and massive CC provided at even extremely long ranges gives this weapon a LOT of utility outside of its damage

Lorenz Mk VI Rumbler

The rumbler is an overall solid pick that goes with just about any melee weapon. It has decent range, anti armor, elite and special sniping as well as CC capabilities but isn't the class best in any category. It's ease of use and endless ammo supply, as long you have a vet in your team, enables a very relaxing playstyle where you can just cc and kill things at long ranges lobbing one grenade after another without putting yourself in harms way. For a more direct and consistent impact and higher killing potential other guns are preferrable, but the rumbler will still provide a lot of value over the course of a game. Be aware that the gun has a fairly significant difference in performance with and without veteran on your team, because of the somewhat lacking explosion damage on damnation, you will have problems killing shooters and quickly run into ammo problems without the regeneration of ye olde soldier boy.

Desired Perks: Unarmored, Flak

Desired Blessings: Adhesive Charge, Shattering Impact, Blaze Away

Standout feature: With a veteran in your team, this weapon has basically infinite ammo, enabling it to get a LOT of value at very little ressource cost

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Currently Known Bugs Regarding Weapons

Fire Frenzy (LvL 3) provides much more damage than the blessing states and stacks, making it extremely devastating on ripper guns

Haymaker does not give toughness on kill, which heavily affects the clubs toughness management on higher levels and is a big drawback until fixed

Pinpointing Target doesn't affect the Grenade Gauntlets Special Attack currently

3. Curios

In terms of curios Ogryns want mainly HP, Toughness, Toughness Regen and the meaningful damage resistance perks. My recommendation for Ogryn curios is as follows.

Blessing:

HP

ToughnessI'd advise to get HP until you feel you have enough HP to never go down, then you can get toughness for the rest. For some that means all HP, for some a mix and for some all toughness. Experiment with both to find the balance you are happy with.

Perks:

Toughness Regeneration

Sniper Resist

Gunner Resist

Toughness

HPToughness Regeneration is the only perk I'd recommend as necessary, followed by at least some sniper resist, as their shots do hurt and are not always avoidable. For the rest of the perks, feel free to mix and match to your liking, whether it's more hp or a toughness breakpoint you'd like to achieve is up to you and the RNG gods.

4. The Ogryns Role In A Team

The Ogryn is an extremely strong character on any difficulty, as he can do it all: mulch hordes, decimate shooters, kill specials and elites, provide cc and clutch out any given situation. There is no stronger single fighter than the Ogryn in Darktide, his ability to go anywhere and kill anything, while completely staggering everything around him is unmatched by any other class.

As such you should aim to be the center of the team, an anchor your teammates can flock to and feel safe around and when one of your little lambs gets lost use your strength and ability to freely move through enemies to get them back into the fold safely.

Your team and you profit a lot from each others coherency bonuses and the Ogryn is the perfect lynchpin to guarantee high coherency uptimes with anyone. It can be beneficial to leave the teams coherency radius to make a big play, but generally you should always aim to stick close to your teammates, as everyone profits greatly from it.

The biggest threat the Ogryn faces are enemy shooters and disablers, the threat of disablers can be negated by learning their pattern and telltale sounds, as well as just staying around your team and the threat of shooters can largely be negated by using cover and using your ranged options effectively to either support your teams ranged capabilities or suppress the enemy while pushing into close range where the Ogryns ranged arsenal is devastating or where you can just mop up the enemy shooters in melee combat.

The Ogryn isn't an indestructible tank by any means, but he is a highly durable bruiser that excels at putting out enormous amounts of damage into large groups of enemies, his speed and natural ability to stagger enemies are a huge boon to put this potential where it is most beneficial to the team.

5. Links And References

Ogryn Skullbreaker Discord Channel

https://discord.com/channels/727074276724965407/1046914161923334214

My own Youtube with (all) Ogryn runs of Hi Int Damnation and Meme Runs

https://www.youtube.com/@SchokoIadenonkel/videos

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2954839238					

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