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Borderlands 2 Game of the Year eGuide
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Contents

  • About This Guide
    • Storytime With Marcus
    • About This Guide
  • Claptrap's Secret Vault
    • Hyperion's Most Wanted Mugshot Gallery
    • Challenges
  • Claptrap's Guide to Minioning
    • What's the Point, Traveler?
    • Getting Your Bearings
    • Body Movin'
    • Gunplay on Pandora
    • Longevity on Pandora
    • The Path of Most Resistance
    • The Spoils of War
    • Challenges & Badass Tokens
    • True Vault Hunter Mode
    • Ultimate Vault Hunter Mode
    • Ultimate Vault Hunter Mode 2
  • Hyperion's Most Wanted
    • Introduction
    • Axton
    • Maya
    • Salvador
    • Zero
    • Gaige
    • Krieg
  • Walkthrough
    • Path of the Most Resistance
    • Prologue
    • My First Gun
    • Blindsided
    • Cleaning Up the Berg
    • Best Minion Ever
    • The Road to Sanctuary
    • Plan B
    • Hunting the Firehawk
    • Bloodshot Ramparts
    • A Dam Fine Rescue
    • A Train to Catch
    • Rising Action
    • Bright Lights, Flying City
    • Wildlife Preservation
    • The Once and Future Slab
    • The Man Who Would Be Jack
    • Control Core Angel
    • Where Angels Fear to Tread
    • Toil and Trouble
    • Data Mining
    • Talon of God
  • Captain Scarlett and Her Pirate's Booty
    • Introduction
    • A Warm Welcome
    • My Life for a Sandskiff
    • A Study in Scarlett
    • Two Easy Pieces
    • The Hermit
    • Crazy About You
    • Whoops
    • Let There Be Light
    • X Marks the Spot
  • Mr. Torgue's Campaign of Carnage
    • Introduction
    • Highway to Hell
    • Welcome to the Jungle
    • Battle: Appetite for Destruction
    • Burn, Baby, Burn
    • Battle: Bar Room Blitz
    • ChopSuey
    • A Montage
    • Eat Cookies and Crap Thunder
    • Battle: The Death Race
    • Get Your Motor Running
    • Breaking and Entering
    • Knockin' on Heavens Door
    • Battle: Twelve O Clock High
    • Kickstart My Heart
    • Long Way to the Top
  • Sir Hammerlock's Big Game Hunt
    • Introduction
    • Savage Lands
    • Professor Nakayama, I Presume?
    • A-Hunting We Will Go
    • The Fall of Nakayama
  • Tiny Tina's Assault on Dragon Keep
    • Introduction
    • A Role-Playing Game
    • Fake Geek Guy
    • Roll Insight
    • Post-Crumpocalyptic
    • Denial, Anger, Initiative
    • Ell in Shining Armor
    • MMORPGFPS
    • Critical Fail
    • Lost Souls
    • Tree Hugger
    • The Sword in the Stoner
    • Dwarven Allies
    • The Beard Makes the Man
    • My Kingdom for a Wand
    • The Claptrap's Apprentice
    • A Game of Games
    • Loot Ninja
    • Winter is a Bloody Business
    • My Dead Brother
    • Pet Butt Stallion
    • Feed Butt Stallion
    • The Amulet
    • Find Murderlin's Temple
    • Magic Slaughter: Round 1-5
    • Magic Slaughter: Badass Round
    • The Magic of Childhood
    • Raiders of the Last Boss
  • Headhunter Packs
    • T.K. Baha's Bloody Harvest
    • The Horrible Hunger of the Ravenous Wattle Gobbler
    • How Marcus Saved Mercenary Day
    • Mad Moxxi and the Wedding Day Massacre
    • Sir Hammerlock vs. the Son of Crawmerax
  • Optional Missions
    • Introduction
    • 3:10 to Kaboom
    • A Real Boy: Clothes Make the Man
    • A Real Boy: Face Time
    • A Real Boy: Human
    • Animal Rescue: Food
    • Animal Rescue: Medicine
    • Animal Rescue: Shelter
    • Animal Rights
    • Arms Dealing
    • Assassinate the Assassins
    • Bad Hair Day
    • Bandit Slaughter: Round 1
    • Bandit Slaughter: Round 2
    • Bandit Slaughter: Round 3
    • Bandit Slaughter: Round 4
    • Bandit Slaughter: Round 5
    • Bearer of Bad News
    • Best Mothers Day Ever
    • BFFs
    • Breaking the Bank
    • Capture the Flags
    • Clan War: End of the Rainbow
    • Clan War: First Place
    • Clan War: Reach the Dead Drop
    • Clan War: Starting the War
    • Clan War: Trailer Trashing
    • Clan War: Wakey Wakey
    • Clan War: Zafords vs. Hodunks
    • Claptraps Birthday Bash!
    • Claptraps Secret Stash
    • Cult Following: Eternal Flame
    • Cult Following: False Idols
    • Cult Following: Lighting the Match
    • Cult Following: The Enkindling
    • Customer Service
    • Defend Slab Tower
    • Demon Hunter
    • Do No Harm
    • Doctors Orders
    • Get to Know Jack
    • Handsome Jack Here!
    • Hell Hath No Fury
    • Hidden Journals
    • Home Movies
    • Hungry Like the Skag
    • Hyperion Contract #873
    • Hyperion Slaughter: Round 1
    • Hyperion Slaughter: Round 2
    • Hyperion Slaughter: Round 3
    • Hyperion Slaughter: Round 4
    • Hyperion Slaughter: Round 5
    • In Memoriam
    • Kill Yourself
    • Medical Mystery
    • Medical Mystery: X-Com-municate
    • Mighty Morphin
    • Mine, All Mine
    • Minecart Mischief
    • Monster Mash: Part 1
    • Monster Mash: Part 2
    • Monster Mash: Part 3
    • Neither Rain nor Sleet nor Skags
    • No Hard Feelings
    • No Vacancy
    • Note for Self-Person
    • Out of Body Experience
    • Perfectly Peaceful
    • Poetic License
    • Positive Self Image
    • Rakkaholics Anonymous
    • Rock, Paper, Genocide: Corrosive Weapons!
    • Rock, Paper, Genocide: Fire Weapons!
    • Rock, Paper, Genocide: Shock Weapons!
    • Rock, Paper, Genocide: Slag Weapons!
    • Rocko's Modern Strife
    • Safe and Sound
    • Shielded Favors
    • Shoot This Guy in the Face
    • Showdown
    • Slap-Happy
    • Splinter Group
    • Stalker of Stalkers
    • Statuesque
    • Swallowed Whole
    • Symbiosis
    • The Bane
    • The Chosen One
    • The Cold Shoulder
    • The Good, the Bad, and the Mordecai
    • The Great Escape
    • The Ice Man Cometh
    • The Lost Treasure
    • The Name Game
    • The Overlooked: Medicine Man
    • The Overlooked: Shields Up
    • The Overlooked: This is Only a Test
    • The Pretty Good Train Robbery
    • This Just In
    • This Town Aint Big Enough
    • To Grandmothers House We Go
    • Too Close for Missiles
    • Torture Chairs
    • Uncle Teddy
    • Won't Get Fooled Again
    • Written by the Victor
    • You Are Cordially Invited: Party Prep
    • You Are Cordially Invited: RSVP
    • You Are Cordially Invited: Tea Time
    • You. Will. Die. (Seriously)
    • Creature Slaughter: Round 1
    • Creature Slaughter: Round 2
    • Creature Slaughter: Round 3
    • Creature Slaughter: Round 4
    • Creature Slaughter: Round 5
  • Marcus' Munitions Monthly
    • Overview
    • Gun Manufacturers
    • Gunder Construction
    • Elemental Effects
    • Gun Types
    • Bandit
    • Dahl
    • Hyperion
    • Jakobs
    • Maliwan
    • Tediore
    • Torgue
    • Vladof
    • Shields
    • Grenades
    • Class Mods
    • Relics
    • Gun Glossary
  • DLC Legendary Weapons
    • Introduction
    • Captain Scarlett and Her Pirate's Booty
    • Mister Torgue's Campaign of Carnage
    • Sir Hammerlock's Big Game Hunt
    • Tiny Tina's Assault on Dragon Keep
    • Pearlescent Weapons
    • E-Tech Relics
    • Premiere Club
  • Bestiary
    • Overview
    • Flora
    • Fauna
    • Flesh, Armor, & Shields
    • Bestiary Entries
    • Bullymongs
    • Psychos
    • Marauders
    • Rats
    • Goliaths
    • Nomads
    • Crystalisks
    • Rakk
    • Skags
    • Spiderants
    • Stalkers
    • Threshers
    • Varkids
    • Hyperion: Constructors
    • Hyperion: Engineers
    • Hyperion: Surveyors
    • Hyperion: Loaders
  • DLC Enemies
    • Captain Scarlett and Her Pirate's Booty
    • Mr. Torgue's Campaign of Carnage
    • Sir Hammerlock's Big Game Hunt
    • Tiny Tina's Assault on Dragon Keep
  • DLC Challenges
    • Captain Scarlett and Her Pirate's Booty
    • Mr. Torgue's Campaign of Carnage
    • Sir Hammerlock's Big Game Hunt
    • Tiny Tina's Dragon Keep
    • Achievements & Trophies
    • Easter Eggs

Borderlands 2 Game of the Year Guide › Hyperion's Most Wanted

Axton

AS THE COMMANDO

Okay, this Sergeant Axton jerk should’ve been dead. Official Dahl PMC reports say he was scheduled for summary execution, but he disappeared. Somehow, he managed to escape the firing squad by stealing one of Dahl’s transports. Now he’s here on Pandora - presumably to lay low, since Dahl isn’t exactly forgiving when you make them look like chumps. Though “laying low” is relative, since Axton’s a bit of a showboat—he just loves combat and adores letting his enemies know how much better he is than them. You know, if he wasn’t being such a pain in my ass, I might actually like this guy.

Action Skill: SABRE TURRET

Axton’s Action Skill deploys his Dahl Sabre-class auto-turret. While deployed the Sabre Turret automatically fires at nearby enemies for its duration. It can be attacked and even destroyed by foes—in fact, one of the nicest benefits of the Sabre Turret is the attention it diverts away from Axton and other Vault Hunters. The turret’s base cooldown after it deactivates is 42 seconds, though you can reduce this a few ways: by reclaiming the turret before it disappears, which reduces your cooldown interval; by investing in skills that reduce turret cooldown; and by equipping Relics and class mods that reduce Action Skill cooldown. In co-op games, your friends may also be wearing items that reduce cooldown for the Action Skills of the entire team.

Dahl’s Sabre Turret line is much more customizable and aggressively focused than the Atlas Scorpio Turret used by Roland during the events of the first Borderlands. Ultimately, the Scorpio was about defense and replenishment, and Roland himself was more of a medic than a gunner, but the Sabre is about pushing forward, and Axton is a straightforward damage-dealing character. Axton’s skill trees offer several different ways to alter the Sabre turret so that it’s more powerful in its armaments and more flexible in its deployment.

INTEL REPORT

CLASS: Commando

TRAITS: Determined, Deadly, Dickish

ACTION SKILL: Sabre Turret

Guerrilla

Axton’s green skill tree is mostly based around strengthening his Action Skill, the Dahl Sabre Turret. Axton’s Action Skill involves a deployable, and there are lots of ways to tailor it to your preference or to a specific situation. Buffing your Sabre Turret almost always involves going at least halfway up the Guerrilla tree so you can obtain the Sentry, Laser Sight, and Scorched Earth skills. This results in a Sabre Turret that fires more ammo, and more accurately, with rocket salvos to boot. After that, if you’re just going for the best possible Sabre Turret, you can continue to the Guerrilla capstone skill for a Slag-capable turret, or trudge up the Survival tree so you can deploy two Sabre Turrets at once, each with Phalanx Shields!

Apart from enhancing the Sabre Turret, there are also a few general performance boosts for Axton. Most noteworthy are the Willing skill, which grants gigantic boosts to shield recharge performance, and Onslaught, perhaps the most appealing kill skill in the game. (When capped, +30% gun damage and +60% movement speed after a kill? Potentially more than doubled through the right Relic? Sure, that sounds all right.)

Gamechanger: Scorched Earth

Scorched Earth affixes a rocket pod to the Sabre Turret, and every flurry thereafter from that turret gets accompanied by a rocket barrage. This greatly adds to the punch of the Sabre Turret, as you might imagine. The rockets deal Explosive damage, so they’ll pack a little more punch than the Sabre Turret bullets, and they’ll outright gib small, chump targets. It’s honestly hard to imagine an Axton build that doesn’t include Scorched Earth.

Capstone: Double Up

The capper for the Guerrilla tree adds another barrel to Axton’s Dahl Sabre Turret. That’s not all it does, though—it also equips both barrels with Slag rounds. So now, you’ll have a double-barreled turret with lots of performance bonuses from skills, which happens to Slag enemies, thus dealing doubled Explosive damage to them with the Scorched Earth rockets it is also firing. (You picked up Scorched Earth along the way, right? Of course you did.) It might not have as cool a name as “Gemini,” but is this a very serious upgrade for your turret and probably pound-for-pound Axton’s best skill point spent after the turret itself? You bet it is.

TIER 1
Sentry

Increases the number of shots your Sabre Turret fires in each burst. Also increases your Sabre Turret’s Duration.

Level 1

Shots fired per burst: +1, Turret Duration: +2 seconds

Level 2

Shots fired per burst: +2, Turret Duration: +4 seconds

Level 3

Shots fired per burst: +3, Turret Duration: +6 seconds

Level 4

Shots fired per burst: +4, Turret Duration: +8 seconds

Level 5

Shots fired per burst: +5, Turret Duration: +10 seconds

Ready

Increases your Reload Speed.

Level 1

Reload Speed: +8%

Level 2

Reload Speed: +16%

Level 3

Reload Speed: +24%

Level 4

Reload Speed: +32%

Level 5

Reload Speed: +40%

TIER 2
Laser Sight

Increases the Accuracy of your Sabre Turret.

Level 1

Turret Accuracy: +10%

Level 2

Turret Accuracy: +20%

Level 3

Turret Accuracy: +30%

Level 4

Turret Accuracy: +40%

Level 5

Turret Accuracy: +50%

Willing

Improves your Shield Recharge Rate and Shield Recharge Delay.

Level 1

Shield Recharge Rate: +15%, Shield Recharge Delay: -12%

Level 2

Shield Recharge Rate: +30%, Shield Recharge Delay: -24%

Level 3

Shield Recharge Rate: +45%, Shield Recharge Delay: -36%

Level 4

Shield Recharge Rate: +60%, Shield Recharge Delay: -48%

Level 5

Shield Recharge Rate: +75%, Shield Recharge Delay: -60%

TIER 3
Onslaught

Kill skill. Killing an enemy increases your Gun Damage and Movement Speed for a short time.

Level 1

Gun Damage: +6%, Movement Speed: +12%

Level 2

Gun Damage: +12%, Movement Speed: +24%

Level 3

Gun Damage: +18%, Movement Speed: +36%

Level 4

Gun Damage: +24%, Movement Speed: +48%

Level 5

Gun Damage: +30%, Movement Speed: +60%

Scorched Earth

Adds Multi-Rocket Pods to your Sabre Turret.

Level 1

22 rockets per volley

Able

Damaging an enemy causes you to regenerate health for a few seconds. This effect does not stack multiple times.

Level 1

Regenerates 0.4% of your Maximum Health per second. Duration: 3 seconds

Level 2

Regenerates 0.8% of your Maximum Health per second. Duration: 3 seconds

Level 3

Regenerates 1.2% of your Maximum Health per second. Duration: 3 seconds

Level 4

Regenerates 1.6% of your Maximum Health per second. Duration: 3 seconds

Level 5

Regenerates 2.0% of your Maximum Health per second. Duration: 3 seconds

TIER 4
Grenadier

Increases the maximum number of grenades you can carry.

Level 1

Grenade Capacity: +1

Level 2

Grenade Capacity: +2

Level 3

Grenade Capacity: +3

Level 4

Grenade Capacity: +4

Level 5

Grenade Capacity: +5

TIER 5
Crisis Management

You gain bonus Gun Damage and Melee Damage when your shields are depleted.

Level 1

Gun Damage: +7%, Melee Damage: +6%

Level 2

Gun Damage: +14%, Melee Damage: +12%

Level 3

Gun Damage: +21%, Melee Damage: +18%

Level 4

Gun Damage: +28%, Melee Damage: +24%

Level 5

Gun Damage: +35%, Melee Damage: +30%

TIER 6
Double Up

Adds a second gun to your Sabre Turret and changes both guns to fire Slag bullets. Slagged enemies take bonus damage from all non-Slag attacks.

Level 1

+100% more turret guns

Gunpowder

Building up Axton’s blue Gunpowder tree lets you enhance combat in general, while also making Sabre Turret deployment more flexible. Eventually, the Sabre Turret can basically become a Longbow nuke that happens to also drop a turret! Picking the Steady skill and the tier four gamechanger Do Or Die also lets Axton users focus on rocket launcher and grenade damage, if desired. (The Grenadier skill in the Guerrilla tree can enhance this end, as well.)

If you’re interested in kill skills, Metal Storm pairs magnificently with other Axton kill skills like Onslaught. The Ranger skill, the last you’ll have access to before the capstone, is like a free swatch of Badass Tokens—you get subtle bonuses to a lot of things, rather than focused bonuses on two or three categories.

And note that the Battlefront skill, located in the third tier of the Gunpowder tree, grants combat buffs to all damage types for Axton while his turret is deployed. In combat, the turret is more likely to be deployed than not, so this is no small benefit.

Gamechanger: Longbow Turret

This one-point-wonder skill does what it sounds like—it outfits the Sabre Turret with a Longbow delivery system. So it’s essentially going to end up where the aiming reticle is pointing, as it immediately warps in a straight line after you toss it. Longbow pairs nicely with Gunpowder’s capstone, Nuke, to allow you to target preposterous explosions with laser precision, but it really comes into its own when you pair it with Mag-Lock, which is found in the Survival tree—between the deployment range of Longbow and the sticky feature of Mag-Lock, you can suddenly deploy your turret anywhere. It’s like having another soldier on the field, anywhere on the field.

Gamechanger: Do or Die

It goes without saying that grenades can be stupendously powerful. With Do or Die, you can use grenades during Fight For Your Life, which can be quite sustaining in chaotic battles. Throwing a grenade or even two or three is quick and non-committal, taking up minimal time before you can start shooting at the weakest nearby target you can find. Grenades with Singularity or Homing capability do a lot of work for you. Set off a Singularity right near your dying body, then get a shotgun or rocket launcher ready to set off into the tangle of converging bodies you’ve generated! The marginal cost of chucking your grenade reserves when you fall in order to help get back up is miniscule compared to the cost of resurrecting at the nearest New-U station.

Capstone: Nuke

The Sabre Turret, when it deploys, will cause a nuclear blast. Seriously. It goes without saying that this is damaging to creatures near the blast, because probably the only thing that could be next to a nuclear explosion without being terribly damaged is another nuclear explosion. There’s a good reason why Longbow Turret is another skill in this same tree—it can be problematic deploying a Sabre Turret simply by underhand-tossing it when it is going to create a nuclear blast. So be careful, and aim those tosses with some loft—or pick Longbow.

Of Axton’s capstone skills, all of which dramatically alter the Sabre Turret in some way, this is the most direct. You can suddenly just think of the Sabre Turret as a really, really powerful Bouncing Betty grenade that you get to throw about once a minute: it explodes ferociously, and then a bullet-spamming kill pillar emerges from the mushroom cloud. You don’t get a Slagging second barrel or a second turret entirely to deploy as with Double Up or Gemini, but you do get to nuke things.

TIER 1
Impact

Increases Gun Damage and Melee Damage.

Level 1

Gun Damage: +4%, Melee Damage: +3%

Level 2

Gun Damage: +8%, Melee Damage: +6%

Level 3

Gun Damage: +12%, Melee Damage: +9%

Level 4

Gun Damage: +16%, Melee Damage: +12%

Level 5

Gun Damage: +20%, Melee Damage: +15%

Expertise

Increases your Weapon Swap Speed and Aim Speed. Also, your Movement Speed is increased while aiming.

Level 1

Weapon Swap Speed: +14%, Aim Speed: +14%, Movement Speed: +7%

Level 2

Weapon Swap Speed: +28%, Aim Speed: +28%, Movement Speed: +14%

Level 3

Weapon Swap Speed: +42%, Aim Speed: +42%, Movement Speed: +21%

Level 4

Weapon Swap Speed: +56%, Aim Speed: +56%, Movement Speed: +28%

Level 5

Weapon Swap Speed: +70%, Aim Speed: +70%, Movement Speed: +35%

TIER 2
Overload

Increases Magazine Size with assault rifles.

Level 1

Magazine Size: +10%

Level 2

Magazine Size: +20%

Level 3

Magazine Size: +30%

Level 4

Magazine Size: +40%

Level 5

Magazine Size: +50%

Metal Storm

Kill skill. Killing an enemy dramatically increases your Fire Rate and reduces Recoil for a short period of time.

Level 1

Fire Rate: +12%, Recoil Reduction: +15%

Level 2

Fire Rate: +24%, Recoil Reduction: +30%

Level 3

Fire Rate: +36%, Recoil Reduction: +45%

Level 4

Fire Rate: +48%, Recoil Reduction: +60%

Level 5

Fire Rate: +60%, Recoil Reduction: +75%

TIER 3
Steady

Reduces Recoil with all weapon types and increases Grenade Damage and Rocket Launcher Damage.

Level 1

Recoil Reduction: +8%, Grenade Damage: +5%, Rocket Launcher Damage: +4%

Level 2

Recoil Reduction: +16%, Grenade Damage: +10%, Rocket Launcher Damage: +8%

Level 3

Recoil Reduction: +24%, Grenade Damage: +15%, Rocket Launcher Damage: +12%

Level 4

Recoil Reduction: +32%, Grenade Damage: +20%, Rocket Launcher Damage: +16%

Level 5

Recoil Reduction: +40%, Grenade Damage: +25%, Rocket Launcher Damage: +20%

Longbow Turret

Your Sabre Turret can be deployed using Longbow technology, allowing you to deploy it much farther away. Also, increases the health of your Sabre Turret.

Level 1

Turret Deploy Range: +10,000%, Turret Health: +110%

Battlefront

While your Sabre Turret is deployed, you deal increased Damage.

Level 1

Gun Damage: +6%, Melee Damage: +6%, Grenade Damage: +6%

Level 2

Gun Damage: +12%, Melee Damage: +12%, Grenade Damage: +12%

Level 3

Gun Damage: +18%, Melee Damage: +18%, Grenade Damage: +18%

Level 4

Gun Damage: +24%, Melee Damage: +24%, Grenade Damage: +24%

Level 5

Gun Damage: +30%, Melee Damage: +30%, Grenade Damage: +30%

TIER 4
Duty Calls

Increases the Damage and Fire Rate of non-elemental guns.

Level 1

Gun Damage: +5%, Fire Rate: +3%

Level 2

Gun Damage: +10%, Fire Rate: +6%

Level 3

Gun Damage: +15%, Fire Rate: +9%

Level 4

Gun Damage: +20%, Fire Rate: +12%

Level 5

Gun Damage: +25%, Fire Rate: +15%

Do or Die

Allows you to throw grenades while in Fight For Your Life. Also, increases your Grenade Damage and Rocket Launcher Damage.

Level 1

Grenade Damage: +10%, Rocket Launcher Damage: +10%

TIER 5
Ranger

Makes you better at just about everything.

Level 1

Gun Damage: +1%, Accuracy: +1%, Critical Hit Damage: +1%, Fire Rate: +1%, Magazine Size: +1%, Reload Speed: +1%, Maximum Health: +1%

Level 2

Gun Damage: +2%, Accuracy: +2%, Critical Hit Damage: +2%, Fire Rate: +2%, Magazine Size: +2%, Reload Speed: +2%, Maximum Health: +2%

Level 3

Gun Damage: +3%, Accuracy: +3%, Critical Hit Damage: +3%, Fire Rate: +3%, Magazine Size: +3%, Reload Speed: +3%, Maximum Health: +3%

Level 4

Gun Damage: +4%, Accuracy: +4%, Critical Hit Damage: +4%, Fire Rate: +4%, Magazine Size: +4%, Reload Speed: +4%, Maximum Health: +4%

Level 5

Gun Damage: +5%, Accuracy: +5%, Critical Hit Damage: +5%, Fire Rate: +5%, Magazine Size: +5%, Reload Speed: +5%, Maximum Health: +5%

TIER 6
Nuke

Deploying your Sabre Turret sets off a small nuclear blast.

Level 1

“Impotent and Obsolete? Hardly.”

Survival

The rightmost red skill tree of Axton’s does pretty much what the title says—it increases Axton’s survivability. There are various skills here that help Axton stay alive, and this is also the tree that allows you to add Phalanx Shields, bubbles that enemy projectiles cannot penetrate, to the Sabre Turret. The Guerrilla skill tree has the skills of both Willing and Able, which dovetail nicely with the purpose of the Survival tree. Last Ditch Effort grants big bonuses to Axton during Fight For Your Life, especially to movement speed, which is normally quite sluggish while bleeding out. (Though it’s still an improvement over the first Borderlands, where you couldn’t crawl at all!) And Grit grants a chance for Axton to not only ignore a killing blow entirely, but also gain back half his health while doing so! Talk about a saving throw.

Gamechanger: Phalanx Shield

Upon deployment, the Sabre Turret will surround itself with an energetic bubble shield that repels incoming enemy fire. Friendlies can fire outward from within the bubble, though. Axton’s Sabre Turret is superior to Roland’s old Atlas Scorpio in most ways, but one thing Roland’s Scorpio had that the Sabre lacks was a small shield that provided cover for nearby Vault Hunters. The stock Sabre Turret offers no such benefit. The Phalanx Shield bestows that functionality for those who’d prefer to bunker down with their turret. And it should be obvious that if you rush to revive a downed ally and the Sabre Turret is ready to go, you should deploy it such that the bubble protects you and the partner you’re reviving as you raise them up.

Gamechanger: Mag-Lock

As Longbow Turret places Longbow tech into the Sabre Turret, so too does Mag-Lock outfit it with Sticky tech. Without Mag-Lock, the Sabre Turret will bounce off of surfaces that are vertical or too sharply sloped, falling to flat ground to deploy. With Mag-Lock, the Sabre Turret can deploy itself in almost any position, on almost any surface. This is obviously more useful with Longbow than without; Longbow Turret plus Mag-Lock simply gives you much more flexibility with Sabre Turret deployment, whereas if you only have Mag-Lock, then you’ll still be able to affix the turret to walls and ceilings and whatnot, but only so far away as you can manually toss it.

Capstone: Gemini

It’s like having two other soldiers on the field. After you deploy the Sabre Turret, you can deploy another one. The turrets will both represent your skills—if you have Scorched Earth, then both turrets will have rocket pods. (!!) If you have Phalanx Shield, then both turrets will have bubble shields. And if you have Mag-Lock and Longbow Turret, then both turrets are remote-deploying sentries that can stick almost anywhere. Compared against the Guerrilla capstone of Double Up, with Gemini, you end up with the same amount of barrels, and while they’re sadly not Slag-equipped, you can deploy them in different places. And if you have Scorched Earth, then both of the turrets will have rockets, so that’s one advantage over Double Up. It also gives enemies two extra targets to worry about rather than just one.

TIER 1
Healthy

Increases your Maximum Health.

Level 1

Maximum Health: +6%

Level 2

Maximum Health: +12%

Level 3

Maximum Health: +18%

Level 4

Maximum Health: +24%

Level 5

Maximum Health: +30%

Preparation

Increases your Shield Capacity. Also, when your shield is full, you regenerate health.

Level 1

Shield Capacity: +3%, Regenerate 0.4% of your health per second when your shields are full

Level 2

Shield Capacity: +6%, Regenerate 0.8% of your health per second when your shields are full

Level 3

Shield Capacity: +9%, Regenerate 1.2% of your health per second when your shields are full

Level 4

Shield Capacity: +12%, Regenerate 1.6% of your health per second when your shields are full

Level 5

Shield Capacity: +15%, Regenerate 2.0% of your health per second when your shields are full

TIER 2
Last Ditch Effort

Increases your Gun Damage and Movement Speed while in Fight For Your Life.

Level 1

Damage: +8%, Movement Speed: +14%

Level 2

Damage: +16%, Movement Speed: +28%

Level 3

Damage: +24%, Movement Speed: +42%

Level 4

Damage: +32%, Movement Speed: +56%

Level 5

Damage: +40%, Movement Speed: +70%

Pressure

Improves your Reload Speed and Shield Recharge Delay based on how much health you have. The lower your health, the higher the bonuses.

Level 1

Up to +14% Reload Speed, Up to -12% Recharge Delay

Level 2

Up to +28% Reload Speed, Up to -24% Recharge Delay

Level 3

Up to +42% Reload Speed, Up to -36% Recharge Delay

Level 4

Up to +56% Reload Speed, Up to -48% Recharge Delay

Level 5

Up to +70% Reload Speed, Up to -60% Recharge Delay

TIER 3
Forbearance

Reduces the duration of status effects on you (Burned, Corroded, Electrocuted, and Slagged). Also, increases Maximum Health.

Level 1

Status Effect Duration: -8%, Maximum Health: +1%

Level 2

Status Effect Duration: -16%, Maximum Health: +2%

Level 3

Status Effect Duration: -24%, Maximum Health: +3%

Level 4

Status Effect Duration: -32%, Maximum Health: +4%

Level 5

Status Effect Duration: -40%, Maximum Health: +5%

Phalanx Shield

Your Sabre Turret projects a protective shield, which attempts to block enemy ranged attacks but lets friendly ranged attacks pass through. Enemy movement and melee attacks are not affected.

Level 1

Turret Shields: +1

Quick Charge

Kill skill. Killing an enemy causes your shields to quickly regenerate for a short time..

Level 1

Regenerate 1% of your shield

Level 2

Regenerate 2% of your shield

Level 3

Regenerate 3% of your shield

Level 4

Regenerate 4% of your shield

Level 5

Regenerate 5% of your shield

TIER 4
Resourceful

Increases your Cooldown Rate on your Sabre Turret Action Skill.

Level 1

Action Skill Cooldown Rate: +5%

Level 2

Action Skill Cooldown Rate: +10%

Level 3

Action Skill Cooldown Rate: +15%

Level 4

Action Skill Cooldown Rate: +20%

Level 5

Action Skill Cooldown Rate: +25%

Mag-Lock

Your Sabre Turret can be deployed on walls and ceilings.

Level 1

+100% more Sticky

TIER 5
Grit

You gain a chance to ignore damage that would otherwise kill you. In addition to not taking damage from attack, you will regenerate half your Maximum Health.

Level 1

4% chance of ignoring death

Level 2

8% chance of ignoring death

Level 3

12% chance of ignoring death

Level 4

16% chance of ignoring death

Level 5

20% chance of ignoring death

TIER 6
Gemini

Allows you to deploy two Sabre Turrets. Once the first Sabre Turret is deployed, press (Action Skill Button) again to deploy the second.

Level 1

“Sometimes one just isn’t enough.”

Solo Play

Kill skills are naturally more valuable during solo play, where you’ll score just about every kill yourself, and Axton has some of the very best. Snagging all three of his kill skills (Onslaught in Guerrilla tree, Metal Storm in Gunpowder tree, Quick Charge in Survival tree) will activate shield regeneration for a short time and also temporarily boost gun damage, movement speed, fire rate, and recoil reduction. Not bad for something that happens every single time you or your turret kill something. Though this applies just as much to co-operative play, you should also constantly think about building toward Battlefront. That’s another passive skill that will be active whenever your Sabre Turret is up; again, most of the time.

For self-sustaining health, Preparation in the Survival tree allows you to replenish HP over time during breathers, as long as your shield is full. The Pressure skill in the Survival tree can enhance the already sizable shield benefit conferred by Willing in the Guerrilla tree—between those skills and a solid, low-delay, high-recharge rate shield, you can end up with a shield that starts recharging almost immediately after you take any shield damage at all! Refilling to full can be as easy as getting behind cover for just a couple of seconds… or inside a Phalanx Shield bubble.

If you pick up the Grenadier skill in Guerrilla tree, Axton can carry more grenades than anyone else. This means you can also carry more Transfusion grenades than anyone else; good self-prescribed medicine, and a decent healing solution if you choose to forgo the Survival tree. Getting in a tight spot with your health situation and your shield down may just mean dropping the turret if possible, then pitching some (preferably Homing) Transfusion grenades in the general direction of all the rowdies on your case, then turning tail and scooting off to wait for the HP reaping to come.

And in general, if you fear you’re about to go down, remember to drop the turret if it’s ready, even if it’s the last thing you do. The turret won’t disappear just because you’ve entered Fight For Your Life, and having it out when there’s any quantity of enemies on the field almost assures Second Wind. If you happen to have Phalanx Shield, it may even guard you from fierce damage that quickens the deathclock when you’re downed. Then, as you rise from Second Wind, it’s natural to stay in the confines of the shield to get a breather. And several skills make Fight For Your Life easier to emerge from successfully, too—Do or Die and Last Ditch Effort boost capabilities while downed, and Grit gives you a chance to avoid killing blows entirely, actually gaining half health back from the rush of almost dying when it works!

Co-operative Play

Any teammate will graciously appreciate the distraction the Sabre Turret provides, so if there’s a firefight going on, keep it active as much as possible. You can approach this in one of two ways—one is more cautious, dropping the turret and then babysitting and defending it, concentrating fire on targets the turret picks first (lowering the number of opposing guns pointed your way most quickly), taking out monsters that crowd the turret, and reclaiming it the moment a conflagration calms down to refund yourself some cooldown time. Or, you can drop the turret somewhere it’s most likely to benefit your teammates, whether by joining forces with their fire or providing a distraction, then run off and free yourself, snaking around the fringe of the battlefield while most attention is focused on your turret and your comrades. Unlike Roland, Axton can’t build toward being a specific medic for others—that’s now Maya’s domain.

When you have enough levels built up to get Double Up for your Sabre Turret, you might be expected to do so. This is especially true during True Vault Hunter Mode, or if no one else is on some sort of Slag duty (like a Scorn or Ruin build Maya, or a Salvador who is always wielding a Slag weapon in one hand, or another Double Up-using Axton).

If Slag is already taken care of reliably, you may consider swapping to Gemini or Nuke for extra damage or a change of pace. Double turrets, especially with Phalanx Shields, can also be invaluable in certain situations, like boss fights, arena battles, and blistering slaughterhouses like Sawtooth Cauldron—even in a chaotic four-player game, you can set up two separate shielded rally points in different places to keep enemies from grouping up too much against you.

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