Sheriff Amara (Siren) BiS Gear and Stat Priorities

Last updated on Dec 01, 2019 at 14:29 by Kat 6 comments

Welcome to the gear page of our Sheriff Amara build, where you will find the best-in-slot gear for that build and the stat priority you need to follow for each slot.


Structure of This Guide

This Sheriff Amara build guide is split in 3 different pages. The other 2 pages are the build overview and the skills, which you can access by clicking the buttons below.


Best-in-slot Gear

For this build, you should focus entirely on weapons that deal a high amount of damage in a single hit, especially on critical hits. It should be noted that all recommended guns perform very similarly and choosing which gun to use is based on personal preference, distance from the target, and how easy they are to hit.

For your first weapon, you should look to pick up a Monocle. This slow-firing sniper rifle has a huge critical damage bonus as part of its special effect, leaving few other guns that can compete in terms of single-bullet damage. If you do not have access to Monocle, Headsplosion is a strong alternative.

For your second gun, you should look to pick up the Unforgiven pistol. Like Monocle, this gun has a huge critical damage bonus. As a pistol, this gun can line up shots quicker and is more suitable for closer enemies.

For your third gun, you can look to pick up the Bekah assault rifle. Again, this gun has a generous critical damage bonus, and as an assault rifle, it can be used at both long and medium range, fitting in between Monocle and Unforgiven.

Lastly, you should look for a gun for close-range combat. For this, we recommend the 1-round shotgun One Pump Chump. This gun has a huge bonus in damage, at the expense of a 1-bullet magazine. This gun is excellent at quickly dealing with close enemies, as long as you do not miss.

For Class Mods, you should look to pick up a copy of Phasezerker class mod. As the skill points provided by this class mod do not benefit the build, you should look for strong secondary stats. The best stats to look for are Action Skill Cooldown rate, Weapon damage, Critical Damge, Jakobs Weapon Damage, and Jakobs Critical damage.

For your Artifact, you should look to pick up an Otto Idol to aid survivability. Alternatively, you can pick up any Artifact paired with Last Stand. If you are unable to get any of these, Victory Rush is also a reasonable choice. However, much like class mods, the secondary stats on your Artifact are a much higher priority. The stats you should be looking for are Action Skill Cooldown Rate and weapon-type damage (Sniper Rifle, Pistol, or Assault Rifle based on your most-used weapon).

When picking up your shield, you have the option to prioritise offence or defence based on your survivability. Re-Router will add even more damage to that single-bullet shot the build focuses on. Alternatively, you can look to pick up The Transformer or Stop-Gap for their defensive properties.

In this build, Grenade Mods are not used frequently and are mostly used for survivability. The best option for this is Tran-fusion, which will steal a large percengage of its damage dealt to enemies. Alternatively, if you are using The Transformer, you can pick up a strong Shock-damage Grenade of your choice to heal yourself via self-damage.


Anointed Rolls

Anointed rolls are special additional effects that can appear on weapons and shields at higher levels. The special effects relate to the use of action skills and provide powerful temporary buffs.

Unfortunately for this build, it does not synergise well with anointed rolls for two reasons:

  • Action skills that work with Phasegrasp Phasegrasp-derived Action Skills do not provide damage bonuses.
  • Non-class-specific provide damage bonuses when Action Skills End, while this builds relies on dealing damage while its Action Skill is still active.

The most suitable anointed roll for this build is 'On Action Skill End the next 2 magazines will have 50% additional bonus Elemental damage'. This is due to this ability being able to be kept until you use your next Action Skill. Alternatively, you can look for defensive anointments on your shield like 'On Action Skill End, Regenerate 5% max health per second for a short time' or 'On Action Skill End, Damage taken is reduced by 13% for a short time'.


Alternative Gear from Missions

In order to kick start you gear for this build you can complete all of Hammerlock's Legendary Hunter Crew Challenges. Doing so will reward you with the Bekah assault rifle. As this is a one-time reward, it is not recommended doing this until you have reached level 50 to ensure you receive a max-level weapon.


Best-in-slot Gear and Stat Priority List

Slot Item Special Effect Secondary Stat/Effect Priority
Weapon 1
  1. Monocle
  2. Headsplosion
  1. Huge bonus to critical damage bonus while aiming down sights
  2. Shots explode on impact
  1. Critical Hit Damage
  2. No -% Weapon Damage
Weapon 2
  1. Unforgiven (Shock/Radiation)
  1. Has a huge critical damage bonus
  1. No -% Weapon Damage
  2. Critical Hit Damage
Weapon 3
  1. Bekah
  1. Fires one bullet followed by 3 more
  1. Critical Hit Damage
Weapon 4
  1. One Pump Chump
  1. Fires a single high-damage shot.
  1. % Weapon Damage
  2. Critical Hit Damage
  1. Re-Router
  2. The Transformer
  3. Stop-Gap
  1. Drains Shield to deal additional damage and return it as Health
  2. Absorbs all Shock damage.
  3. Provides 5 seconds of immunity after shield breaks.
  1. Max Health
Class Mod
  1. Phasezerker
  1. Action Skill Cooldown Rate
  2. Critical Hit Damage
  3. Weapon Damage
  4. Jakobs Critical Hit Damage
  5. Jakobs Weapon Damage
  1. Otto Idol
  2. Last Stand
  3. Victory Rush
  1. Restore Health after killing an enemy.
  2. Temporary Invulnerability below 50% Health.
  3. Bonus damage and movement speed for 60 seconds after killing a badass.
  1. Action Skill Cooldown Rate
  2. Weapon-type damage
Grenade Mod
  1. Tran-fusion
  1. Heals for 120% of damage dealt.
  1. Grenade Splits
  2. Spawns MIRV grenades


  • 01 Dec. 2019: Page added.
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