Borderlands: The Pre-Sequel

Borderlands: The Pre-Sequel

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The Jackass- A Doppelganger Build
By Sickologist
Hey everybody! Uncle Sicko here, back with the third guide in my Borderlands: The Presequel character guide series!

Despite his descent into evil, along with his employer Jack, tiny Tim Lawrence started off as an innocent, young college student. But with a Hyperion nose-job and a personal digistruction device, it didn't take him long to become the stalwart hero that Elphis needed.

Does mercenary work seem like the appropriate way to pay off student loans? I think it does, too. Read on...
   
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Sick-O Presents- Jackass: Extreme Elphis Edition!
Ever walk into a room and think, "Golly gee, if only there was someway to jack up this entire place without any personal risk!" or, "It'd sure be swell if I could relax while someone who looks like me gets their teeth kicked in and shoots complete strangers!"

Well look no further, resident of Awesometown! We're going to be using Tim's finer perks to turn our digistruct cosplayers into handsome bodyguards while we run around flinging enough grenades to turn any moonscape into a gib garden and get super rich.


*Not sponsored by mTV
The Build-
The build, sans mod-


With Celestial Doppleganger equipped-


You may have already noticed a few dubious- at- best choices, but I have everything set up like this because it works best for me, and I'll explain why. I'm not gonna send the Gestapo after you if you personalize it, so have some fun with it and feel free to respond with any questions, concerns, or tips you may have.
The Hero of this Story-
We'll get started with five points into Best Foot Forward, which does two important things. The first is the obvious increase in time per kill. The second is its synergy with Leadership. Running around constantly respawns the Jackasses, nearly maxing your duration. This means that when you despawn them, your cooldown thinks that you only had them out for a second, and reduces your cooldown by a significant margin. The next five go into Bolster. Our jackasses might not be out for very long before cycling to the next spawn, but even five seconds means a 50% damage boost, so your badass jackasses will hit really hard with their Digi- Missile Barrage.

The next level unlocks You Have My Shield. Having a shield effectively doubles their lifespan, letting Bolster stack a little higher. This also means they get your shield effect. Here, it'll be the Rerouter effect, potentially making their first blast the last blast they'll need. Five more points go into Just Compensation. This is part of the combination of skills that makes us truly dangerous, because it not only increases the damage of our grenade spam, but it increases our mag size exponentially. This means that we'll have shots left by the time we throw a grenade, and when we do, Marginal Benefits will refill our magazine, so we rarely ever need to reload, and rarely need to switch weapons. This is a contributing factor to our lack of points in Incentives.

With Just Compensation up, we don't want to have grenades in our pockets. But, we don't want to be without a kaboom, so for a single point into Jack's Cache, we get infinite grenades. Not only do we get a free grenade every four regular kills, but we also get cache stacks from our Jackass's frequent respawns, thanks to Leadership.

For the same reason we pick up jack's Cache, we grab On My Mark. Once per ability, we get two free grenades from our Jackasses, that get bonus damage from our (hopefully) empty grenade ammo pool. I pick up Hero Pose here, because we'll be using the Rerouter, an amp shield, so an improved recharge delay means we can abuse its damage bonus more, while the increased capacity means we won't be so weak when it does fire.

We skip over Persistence and Resolute. Persistence sees very little use, due to Best Foot Forward keeping our ability either running, or very close to running. Resolute is nice in theory, but the bonuses are just too low to merit a five point sink. If we were more prone to taking damage, combining this with Delegation and the appropriate mod will make you even harder to kill, but you'd have to sacrifice some damage output for it.

We pick up the capstone here, Promote The Rank. While a 33% spawn rate sounds middling, we'll be spawning so many Jackasses during Expendable Assets that we're guaranteed to see a lot of badasses popping up. They'll all get boosted by our amp shield, Collaborate, and usually survive long enough to see some benefit from Bolster.
Greater Good-
We'll sink five points into Collaborate, and forego Integrity. While it's an upgraded version of Reaper, I don't I don't often play with partners, so enemies will never get the quad damage Integrity bonus from being damaged from non- Jack sources. What we will get is a damage bonus for ourselves and our Jackasses for just running around letting them respawn, while you all kill things.

In the next tier, we put five points into Synergy. Leadership will keep our kill skills constantly up, so we'll have a 30% damage boost, with a 30% crit boost, nearly nonstop. Paired with the Fatale's crit effectiveness, this ability gets a lot of work done. If you think this bonus is too small, sink one more point in Teamwork to continue up the tree, and put four points into Believe or Optimism. We put one point into Diversify. Our Jackasses constantly respawn close to us, and close to our enemies, so this will give them a nice gun to work with, instead of that pea shooter they were forced to use before. This tier gets one last point into Teamwork, mostly for the Celestial Doppelganger bonus. I didn't really use it because the Rerouter's healing does the job, but this did refill health between fights, so I won't complain.

The next tier unlocks Commitment for us. These raise pretty quickly, so that 2% fire rate bonus starts looking more like a 20- 30% bonus. There's also a reload bonus, in case your grenade reload doesn't proc for some reason.

The next tier unlocks Winning. Since our kill skills will almost always be up, we'll always be nice and quick. As an added bonus, we'll get a cozy 25% shield restore on kill, meaning that Rerouter gets to be full more often, so we can get a consistent damage bonus from this, a non- damage dealing perk.

The next to last tier unlocks Potential. While their shock novas won't deal much damage, being able to send out your Jackasses during FFYL is important, because they can sometimes die faster than you can kill an enemy, meaning you're already back up and ready to roll.

We pick up the capstone here, Leadership. Without this ability, this whole build starts breaking down. Anything that benefits from an enemy kill (Just Compensation, Jack's Cache, Collaborate, all kill skills, Commitment, Best Foot Forward, etc.) gets instant use. It's beautiful, and we'll be abusing it like a cheap hooker.
Free Enterprise-
While the other trees have amazing synergy, and take quite a bit of thought to blend properly, this tree is the old battleaxe that ignores most of those complicated interactions, in favor of just killing things outright.

We don't switch weapons often enough to validate the bottom abilities here, High Frequency Trading and Incentives, but we need them to continue up the tree. We'll put four into High Frequency Trading so we don't have to worry about reloading in FFYL, and one token point into Incentives to get a coincidental 12% fire rate boost, thanks to Celestial Doppelganger.

The next ability is the reason we don't do much reloading or weapon swapping. After modifiers, Marginal Benefits has a 90% chance to reload all of our guns, instantly. This includes refilling the extra few shots you'll add to your magazine from Just Compensation.

The next tier gives Anarchy... er, Money is Power. If you plan to play for an afternoon, pick this up and get powered up just by doing the same looting you'd be doing anyway. This can be tough to use when you're lower leveled, since you'll lose your stacks if you buy ammo, or that Marcus' shiny new Weapon of the Day.

The next tier gives us Taxation of Trade Routes. Our magazines will be huge after Just Compensation modifiers, so we'll be spending a lot of time chewing through magazines, and this will make that process even more efficient. Our last five points go into Company Man. I opt to equip all eight of my item slots with Hyperion for just this ability. Before any modifiers, it gives us 60% increased accuracy, even before our reverse recoil joins the party, and then an 80% crit boost. For just five points, that's a pretty efficient killing machine. I forego Merger for two reasons. The first is that I rarely melee anything, since I have a gun. The second is that it prevents me from sprinting, which has gotten me killed more than once.

Rant 1-
You'll notice that, despite having it open, I don't unlock Sponsored By..., and you may be thinking I'm crazy for it. But I'm using all Hyperion gear, so this point would mean I'd only ever see a 30% accuracy boost. It's not bad, though it is redundant after all my other accuracy increasing measure, including Hyperion reverse recoil. After some thought, I began seeing this ability as a gimmick. The other two capstones give fitting, impressive bonuses that contribute to the well- being of Tim, but this just lets us add regular manufacturer bonuses that we'd probably already be using if we favor those gun mechanics. If you do want to use this, I recommend foregoing Company Man and placing your points into Absolute Advantage or Compound Interest to take advantage of multiple manufacturer types and weapon switches.

Rant 2-
Free Enterprise can be very powerful with its weapon switching mechanics. Without the automatic reloading and grenade spam that we use, this would be helpful. That said, it's difficult to work Compound Interest into this build because the guns that we have equipped are for specific purposes. If we start C.I. on a flesh target with a fire gun, even if he has a shield, he's probably dead before C.I. matures. By the time C.I. is ready to pop, we've wasted time, and we still need to hit him with a less effective gun. All this means is, if I couldn't kill it with the guns I'm using in that time span, the extra explosive damage will rarely matter, let alone get a kill. C.I. does have its place, however. Hitting fast moving targets with one bullet may not be able to kill it, but if it's that fast, it probably has low health. Instead of wasting more ammo trying to shoot it down, just wait the few seconds before firing up a couple shotgun blasts. One of those pellets are bound to hit, letting you finish off the quick little guy without burning through a too much ammo.
The Weapons-
Firstly, the b!tch is back. Renamed the Fatale for no discernible reason, this gun still performs non- elective rhinoplasty. If you're here, you probably know that enemies who are frozen take additional melee, crit, and explosive damage. Ol' Tim don't care 'bout no melee, so we'll just take the gun that gets a ridiculous crit bonus, and then adds on more by bringing its own cryo to the party.

My second weapon is a Hyper Iterated Blaster. Since this spot needs to be both Hyperion and a laser, you're probably thinking Excaliboo or the Longest Yard, but boo is out since we already have a cryo wep, and the Yard's shrill whining got old quickly. So after playing with the purple Hyperion lasers, I decide Hyperion barrels were too slow, Maliwan barrels were too uncontrollable, Tediore barrels... yeah no. But Dahl barrels offer supreme accuracy, don't lock us into burst fire, and maintain a fire rate that deals damage quickly, but doesn't kick hard enough to throw shots away at range. I went with a glitch version because their stats are slightly better, and I like them occasionally switching mechanics completely.

My third weapon is a corrosive Practical Development, glitch again. With all our accuracy bonuses, this is still a tough weapon to use, at times. I prefer corrosive here because armored targets can be tough, and a Louisville slugger like this, boosted to an ammo capacity upwards of 50 (~12 shots, realistically), will knock them out of the park, and still leave you with a shot or two at maximum reverse recoil to finish off their friends. Bonus points for throwing a grenade, getting a full reload, and continuing the process.

As we are the Hyperion poster-child, it would be a blasphemy to not bring a sniper rifle to the party. My two favorite rifles here are the ones that pretend to have other makers. The first is the Invader, the lovechild of Dahl and Hyperion. While middling in Borderlands 2, it works here because of our B!tch, freeze a dude, and if he's too far away for her impressive range to finish, a super accurate burst cycle will happily supply a fistful of unavoidable crits. The second is the Omni- Canon, Hyperion's lovechild of Torgue. Instead of hitting with a burst cycle, Om nom hits with one shot that gets its damage, as well as an additional hit with explosive damage, letting you take advantage of the cryo+ explosive/ crit shenanigans. All it needs now are tiny fists on the bullet and it'll be unstoppable.
The Kit-
The Shield- Rerouter
An odd choice for a build that focuses on fire rate over burst damage, but decent Hyperion shields are few and far between. That said, Tim doesn't have many reliable means of health gaiting, so having a full restore whenever your shield fires its amp is invaluable. Also, its damage amp is often more than a double or triple damage booster, letting our first shots hit like One Last Thing or Money Shot, despite not being of CL4P-TP or Truxican descent. Any amp shield that isn't called Bee carries a stigma on its face, but the Rerouter isn't a gimmick that really only works well against bosses and badasses, and can honestly contribute to your survivability. For perspective, it did to amp shields what the Bekah did for assault rifles. Bekah proved that Gearbox was capable of making a decent Jakobs assault rifle, they just don't feel like it 9 times out of 10.

The Grenade- Quasar
As with the shields, decent Hyperion grenades aren't exactly dropping like green weps. But the Quasar (Pronounced K-way-zar, not Kay-Sar. Google it, pleb.) has been one of my favorites since the days of Borderlands 2. It crushes shields, staggers enemies, and groups them neatly together to make their impending massacre that much easier. The only other Hyperion that I know of is the Nasty Surprise, and Quasar is 100% better in every single way. Bonus points for your grenade spam pinballing enemies around while they get staggerlocked and can't fight back until you give them permission.

The Mod- Celestial Doppelganger
I wanted to continue the tradition in these guides of not using the Celestial mods, but the Doppelganger mod is so much better in every way than the other mods that it seemed ridiculous to just settle for the other legendary mods and shoot myself in the toe. Gives the B!tch additional crit and cryo damage, gives a small boost to accuracy, and boosts four abilities that we use quite a bit. And one that we would rather not use. I wish it had a Company Man boost, due to our selling out to Hyperion, but c'est la vie.

The Oz Kit- 3DD1.E
What? The greatest kit in the game is also coincidentally Hyperion? I'll take that with a side of fries. This little guy contributes quite a bit to our survivability. Aside from its other abilities, it occasionally refills our Rerouter, letting us get more damage, more health, and boost to Blaster. Don't resist, give in and join the cult of 3DD1.3... Just don't drink the punch.
Alternate Weapons-
Focus on fire rate and damage. The only reason I have all Hyperion weapons is for the Company Man bonus. Hyperion pistols, even the rarer variants, are pretty disappointing at the moment, and probably will be until they officially release the Lady Fist. So, as soon as you unlock Company Man, you'll want a three or four barrel corrosive Hyperion shotgun, cryo smg, fire Hyperion Laser (Dahl or Maliwan barrel), and a Hyperion sniper rifle (Fire, or electric if you don't have an electric grenade).

If you'd rather go for Sponsored By...; You'll want a Maliwan Thorny Ol' Rosie or Vibra- Pulse, Dahl Fridgia or Scav Cryo Fast Talker, Torgue Ravager and Tediore Dispatch. I recommend the Maliwan laser and Dahl SMG combo here because the SB bonuses from either support the other, Maliwan laser with Dahl recoil reduction for sustained fire, and a Maliwan elemental buff for Fridgia to freeze things better with. For the other two, a Torgue bonus on Dispatch will give decent synergy, in addition to Just Compensation's massive magazine size boost that would make Tediore launcher reloads leave a crater where once a mighty badass stood. This also works out well for the Ravager, as it is likely to run through its magazine quickly, and adding a Tediore reload boost will get it rolling much sooner.
Alternate Kit-
Mod-
Celestial Doppelganger is pretty easy to farm for, but it's still an end- game item. Until you have the opportunity to grind for one, just stick with the best mods you come across. I had the best luck with a blue rarity Accented Antagonist, as it boosts Collaborate, then improves cool down rates, letting your Jackasses spawn often, and drown Elphis in a sea of chiseled jaws.

Shields-
It's difficult to find a decent Hyperion shield for a Company Man boost, so just go with the best shield you come across. Amp shields that aren't named Rerouter are pretty bad, so I mostly just stuck with the tried and true Nova, Turtle, or Absorb shields.

Oz Kits-
Tranquility and Hyperventilator are always safe bets, but Bomber kits get a lot of use with Tim, since he has so many abilities that benefit from grenade spam. A decent Duality kit can work here too, but those are few and far between.

Grenade-
Electric or cryo transfusion grenades work well here until you find a Kiss of Death. You'll be nigh immortal with the health return from spamming. If you have Just Compensation maxed, the more you spam, the more damage those little guys will do. It's pretty glorious.
Build Update- Bigger Jackass, Cooler Toys!


After much gameplay, in between everything dying in a split second, I noticed that my digi- jacks were taking way too many seconds to kill things. So I pulled almost every point away and left them destitute. This left me with more points to mess around with Free Enterprise, and lo and behold, a way to kill things even faster! We'll be health gaiting with Rerouter, so I didn't use any points in healing via perks, so mo dakka can be had. I sold out and picked up Sponsored By... because adding Maliwan elemental to Jakobs power, is delightfully overpowered.

The weapons-
Flayer, or your favorite quad- barrel shotgun
Absolute Zero, or your favorite Rosie
Fast Talker, or your favorite corrosive wep
Invader, or your favorite Longnail

The kit-
Rerouter, for health gaiting and some coincidental bonus damage
Quasar, or Storm Front if you're too cool for science
CEO of all CEO Class Mod, for infinite ammo and token crit buffs
EDD1.3, because you're special and you deserve it. Go you.
Level Guide-
Level 1 through 3- Get a gun and don't die.
Level 4 through 8- 5 into Collaborate, because they'll die a lot, and you like damage.
Level 9 through 14- 5 into Synergy, because damage, and 1 into Diversify. Save this point for Merger if you're a fan of the wrist lasers. I pefer my jacks to be more effective in the close range they'll always be at.
Level 15 through 25- 5 into Winning, then Believe, then 1 into Leadership. The faster you get there, the better, since it's basically dehydrated immortality, just add minion blood.
Level 26 through 31- 5 to Optimism and 1 to Potential, to ease the transitions between FFYL and your current massacre. You could put these points forward to get Free Enterprise done faster, but I like the idea of completing ones transcendence to godhood before spreading the good word, one bullet at a time.
Level 32 through 36- 2 into High Frequency Trading and 3 into Incentive. I'm not huge on either of these abilities, but you can pull more points to the one you prefer.
Level 37 through 41- Marginal Benifits, so you can avoid ever reloading, thanks to grenade spam and weapon switch speed. Woe be to anyone who wasted their points on reload buffs.
Level 42 through 53- Money Is Power for those long sessions where you can get a few hundred stacks, Taxation of Trade Routes for all of the fire rate buffs, Absolute Advantage to literally cheat the game out of charging you for ammo, and Sponsored By... because even it's random, I am totally cool with giving Jakobs guns an elemental buff, or giving Hyperion crits a Jakobs damage buff.
At this point, the core build is where you want it to be, so put those spare points wherever you think they'd be the most appropriate. For me, it's 17 points towards The Hero of this Story, for the free grenade shenanigans.
Level 54 through 70- Best Foot Forward to infinity and beyond, Just Compensation to grenade spam for great justice, Jack's Cache to play pinball with Quasars, On My Mark for more redundant spamming (really, just put that point anywhere. You'll be swimming in grenades anyway due to the drop rates in Borderlands, and the weight it gives to empty ammo pools). Then put your last five points in Lean On Me for free fire rate bonus, or into Integrity for that reaper bonus.
Questions & Answers-
This is the part where I compile good questions, and subsequently answer them, so you don't have to waste time rifling through comments and such.

I have an idea to improve this build. Should I add you to talk about it?
Na bruv, just comment it. If it's cool, I'll add you and we can spitball. If you plan on being insulting, at least be funny. If you make me laugh, I won't delete it.

Why did it take you so long after the games release to start this series?
Long story short? Life just happens, m8. But I'm rolling now, so hopefully it won't be too long before I finish up the other classes.

I'd really like to try this build, but I don't have time to farm all that gear. Would you mind duping for me?
As a matter of principle, I'd rather not, sorry.

How does this build fair against bosses?
Well, since it can safely rely on its kill skill bonuses. Here's a quick video-










Do you have any other guides?
Yes I do, ta very much for asking. A link to them should be in the notes by now. Be sure to leave in the comments which class you'd like me to write about next.
Notes & Changelog-
Thanks for reading, everyone. I hope you enjoy this build as much as I do.
If you'd like, check out my other guides here: http://steamproxy.net/id/opheliologist/myworkshopfiles/?section=guides

Feel free to post any questions, tips, or comments below.

7.5.2015
- Guide finished and posted
- Several spelling, grammar, and continuity fixes

10.24.2015
- Updated levelling guide and Iwajira video added.

01.21.2019
- Fixed a grammar error that I'm still cringing from. (Special thanks to Fort Knight)
47 Comments
phrog 15 Jun @ 7:14pm 
how did u get the halloween skin?
MainKiller7 27 Jun, 2022 @ 1:09am 
Now...how do I get a body double to wreck a place without any personal risk to myself?
Chiya 7 Sep, 2020 @ 9:56am 
Cool
hjk321 17 Mar, 2020 @ 10:31am 
Time to follow this guide like a bible lol
Sickologist  [author] 21 Jan, 2019 @ 10:31am 
@Fort OMG I can't believe those slipped past me. Thanks, lol. Credit added in the changelog.
Patapon 14 Jan, 2019 @ 12:47am 
it's -> its
speedglass 13 Jan, 2019 @ 9:50pm 
thumbs up fo:steamhappy:r your effort and hard work.
ccccnss 31 Jul, 2018 @ 9:25am 
thats the joke gordon
Gordon Freeman The Annoyance 25 Jul, 2018 @ 2:31pm 
More like JACK-Ass! AmIRiteBros?
Raida 6 Jul, 2018 @ 2:25am 
Are you able to build something for your own charcter instead clones? Like idk... better player stats or the clones are really that good after all?