Borderlands 2

Borderlands 2

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Turret Grenades; How to Exploit Nukes+Dual Turrets
By Captain No-Beard
The first Ultimate Vault Hunter Upgrade Pack added eleven new levels to the level cap, meaning that you could spec into the final skills into two trees. The bottom skills in the gunpowder and survival trees respectively are a nuclear blast when you deploy your turret and the ability to deploy two turrets. When combining those skills with longbow tech, it is possible to throw one turret at enemies, the nuclear explosion killing them, and then throwing the other at your feet. You can then pick up the turret at your feet, reducing the cooldown time of your turret. Do you see where this is going? With a relic that reduces cooldown time, you can spam nukes at enemies. This is a guide of how to do this the best, what skills to use, and what weapons work well, so read on for more.
   
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Wait! Before you try this yourself...
READ THE ABOVE DESCRIPTION THINGY FIRST! IT'S IMPORTANT!

There are a few things you should know.
  • This requires the first Ultimate Vault Hunter Upgrade Pack, which inecreases the level cap by 11.
  • The nuclear blasts will not damage you.
  • There are certain relics and class mods that can make this a lot more viable.
With that all through, on to the show!
The Skill Build

I'll now go over the individual skills, starting with the left tree and moving to the right.

NOTE: I left the build very flexible to be molded to your playstyle.

Guerrilla:
Sentry: Increases the number of shots fired by your sentry per burst.
1 Point.
This skill was added in after the others, and the point in here can be moved to any other skill you want.

Ready: Increases your reload speed.
1 Point.
Just a good skill to have to improve your combat effectivity.

Gunpowder:
Impact: Increases gun and melee damage.
5 Points.
This is to unlock later skills and improve combat effectivity.

Expertise: Increases weapon swap speed, aim speed, and movement speed while aiming.
2 Points.
Essentially a filler skill, I would actually reccomend that you move these 2 points into the metal storm skill.

Metal Storm: Killing an enemy increases fire rate and reduces recoil for a short period of time.
3 Points.
Because you are going to be getting nuke kills, why not take advantage of those kills for a fire rate boost?

Steady: Reduces recoil and increases rocket launcher and grenade damage.
2 Points.
While I don't know if this boosts nuke damage, I do know that actually being able to aim is a good thing, which makes this skill a good choice, although you can move these 2 points to other locations.

Longbow Turret: You turret can be deployed with longbow technology, also increases turret health.
1 Point (the max).
THIS IS AN ESSENTIAL SKILL. The longbow tech enables you to lob your sentries a greater distance, which makes this entire build possible. If you can't throw your nukes far, what's the point in having them?

Battlefront: While your sabre turret is deployed, you deal increased damage.
5 Points.
Whether or not you put points in this skill all depends on how you want to play this build; if you want to use strictly grenade spam, then this skill is wasted. If you also want to take advantage of your actual turrets, this skill is great. If you're going for spam, DO NOT TAKE THIS SKILL. It is all a matter of preference; I included points in this because not spamming as much is easier for a beginner to do.

Duty Calls: Increases the damage and fire rate of non-elemental guns.
1 Point.
This all depends on your loadout. Because Axton naturally favors assault rifles, you're going to want the highest damage output assault rifle, which means a non-elemental or torque. Torque assault rifles are elemental but do have their flaws. This, once again, depends on your playstile.

Do or Die: Allows you to throw grenades while downed and increases rocket and grenade damage.
1 Point (the max).
Just a good skill to have, that simple.

Ranger: Makes you better at just about everything.
5 Points.
The description tells it all; being better at everything is always a good thing.

Nuke: Deploying your turret creates a small nuclear blast.
1 Point (the max).
One of the essential skills for thsi build.

Survival:
Healthy: Increases your maximum health.
4 Points
Having greater max HP is a good thing. So, why not give that to you?

Preparation: Increases shield capacity, and you regen health while your shield is full.
5 Points.
I love health regen. Obviously, that becomes rendered less necessary with a Miss Moxxi weapon or a transfusion grenade, but it's the main idea of this skill that is the most important. You want your shields to be as high as possible. That way, you can run in with your shields which will regen much faster than your health and toss nukes at enemies. If your shield absorbs all the hits, you won't have to worry about buying health vials and whatnot.

Last Ditch Effort: Increases gun damage and movement speed while downed.
3 Points.
I hate going into fight for your life and not being able to catch up to a low health enemy that's running away. This skill changes that and makes it easier to get second winds.

Pressure: Improves your reload speed and shield recharge delay based on how much health you have.
2 Points.
This synergizes really well with Preparation, because, since your health will be full, you will have a much shorter recharge delay. This is a good skil to help your longevity.

Forbearance: Reduces duration of status effects on you.
1 Point.
It's a good skill. Nuff said.

Phalank shield: Your turret projects a shield.
1 Point (the max).
With the phalank shield, both the turret you drop at your feet and the turret you throw will have shields. So, if an ally is getting mobbed, you can throw a turret their way which will clear out the area and provide them with a shield. Good skill.

Quick Charge: Killing an enemy causes your shields to regen.
1 Point
This ties in with all the previous shield skills, making your shield last longer and perform better.

Resourceful: Improves cooldown time on your turret.
5 Points
Better cooldown=more nukes. More nukes= more carnage. More carnage= happy happy joy joy.

NOTE: I SKIPPED MAG-LOCK FOR A REASON. I'LL GET TO THAT LATER.

Grit: You gain a chance to ignore fatal damage.
5 Points
This is just a good skill, no question. It prevents you from dying, how cool is that?

Gemini: Allows you to deploy two turrets.
1 Point (the max)
I'm pretty sure I already explained this like 3 times. Just scroll up.

A Note About Mag-Lock
Mag-Lock is a good skill in all circumstances except for this one. It's really easy, if you have Mag-Lock, for your turret to hit a wall or ceiling before reaching its destination and then just staying there, wasting your nuclear blast. You want to be efficient here, and Mag-Lock is a detriment to your efficency in this build.
Tips and Tricks
A few Tips:
  • Wait for the nuclear blast before picking up the turret you dropped near you.
  • Throw the turret you mean to use at a distance first, then switch to the one on the ground. That way, your accuracy won't suffer in the quick swipe between positions.
  • Aim for large crowds. This may seem obvious, but every time you're about to throw your turret, run this filter through your head; which is more efficient, a few bullets or my thrown turret? Then make your decision.
Hope You Enjoyed!
I hope some of you respec to try this build yourselves, because it's really quite fun and quite effective. A number of people already know about this, but it's always good if more people know about a cool trick like this.

I currently only have one other guide produced, and that is a rough rider commando guide (funnily enough, I don't play commando as much as some of my other classes, and yet both of my guides are for commandos. Huh.), though you can expect more to come.

If you enjoyed the guide, please leave a like or favorite to let me know I'm on the right track.
If you disliked the guide, please leave a comment telling me why.

This is Captain No-Beard, signing off.
13 Comments
Captain No-Beard  [author] 15 Jun, 2015 @ 6:20am 
Thanks, I'm glad you found this guide helpful.
Zhalo 14 Jun, 2015 @ 11:37pm 
this is an epic guide and i believe this is probably the best commando build i have seen
Captain No-Beard  [author] 7 Dec, 2013 @ 12:03pm 
Almost a whole month so far at top of the list for popular Borderlands 2 guides! Thanks so much!
CrazyCanuk 6 Dec, 2013 @ 2:44pm 
nice
Viranisco 6 Dec, 2013 @ 7:25am 
nice :D
Captain No-Beard  [author] 1 Dec, 2013 @ 9:11am 
@bino: you need the 7 points from the previous line so that you have 10 cumulative points. That can't be done in any random order.
binoDK 1 Dec, 2013 @ 1:53am 
I cant get it to work problery. You are just putting 3 point in metal storm, but is still able to go to next line aka longbow. I need 5 point in every line to contiue, to the next. Hope you understand what i mean :)
Captain No-Beard  [author] 22 Nov, 2013 @ 2:32pm 
@Tuning Tunic: Lol yeah, I've tried this a bit on terra; if you slag him, then throw a nuke at him, and hide behind that one rock so his projectiles are blocked, terra becomes much easier to fight solo or on a team.
Balzamik sirke ve turşu sahibi 22 Nov, 2013 @ 8:29am 
Dude, this will make terramorphious think twice going agenst a soldier with this skill tree.
Captain No-Beard  [author] 19 Nov, 2013 @ 3:37pm 
@djr2325 and DaFahzha thanks, I put a fair bit of work into this and I am happy to see that it has been well received.