Outriders Worldslayer has added new armor sets for all classes, each with distinct mods that can transform your gameplay. Aside from new gears, Worldslayer adds a substantial new campaign that is completely independent of the one found in the original game. As such, here’s a breakdown on all the New Legendary Armor Sets in Outriders Worldslayer.
The four new legendary armor sets are:
- Flame Leper – Legendary Technomancer Armor Set
- Scorched Zealot – Legendary Pyromancer Armor Set
- The Concussioner – Legendary Devastator Armor Set
- The Shieldbeast – Legendary Trickster Armor Set
Flame Leper
Having three pieces of the Flame Leper Armor set for Technomancers offers the following bonus:
- Inflicting Toxic on enemy 3 times transforms the status into Blightfire which deals more damage over time.
This is an excellent debuff to inflict on enemies, especially Elites, as it will substantially increase the damage it deals over time. In particular when it is stacked with bonuses from the Pestilence tree and other mods that have an effect on the Toxic status.
The following is a list of all the MODS included with the Flame Leper armor set:
Veil of the Flame Leper
- (Tier II MOD) Radical Therapy – Deal 15% more damage against enemies afflicted by Toxic.
- (Tier III MOD) Focused Discharge – The turret discharges Anomaly beams that deal (x) damage every 0.3 seconds up to 5 enemies within a 5 meter radius.
- (Tier III MOD) Breath In – Reduces the skill’s Cooldown by 20% and applies Weakness to enemies in a 10 meter radius.
Robes of the Flame Leper
- (Tier I MOD) Spare Mag – The skill is effective for one additional magazine before triggering the Cooldown.
- (Tier III MOD) Party Starter – The strength of the skill is increased by 8% for each enemy within the arena, up to 100%.
- (Tier III MOD) Alchemical Mastery – While the skill is active receive a Weapon Damage or Anomaly Power bonus equal to 30% of your Status Power, based on whichever is higher.
Waistcloth of the Flame Leper
- (Tier I MOD) Cleansing Wind – Activating the skill removes negative statues from you and your allies and grants 3 seconds of Immunity.
- (Tier I MOD) Face Melter – The turret reduces the Resistance of each enemy it hits by 30%. Effect lasts for 5 seconds.
- (Tier III MOD) Virulent Compound – Deal 15% more damage to Elites afflicted by Toxic or Blightfire. Afflicted Elites explode when killed, dealing (x) damage and spreading the status to other enemies with a 5 meter radius.
Gauntlets of the Flame Leper
- (Tier I MOD) Rapid Reaction – Reduces the skill’s Cooldown by 50%.
- (Tier II MOD) Toxic Lead – Killing shots on enemies afflicted with Toxic replenish 40% of your ammo in your magazine.
- (Tier III MOD) License to Heal – Activating this skill grants a 10% Weapon Damage bonus and 4 seconds of infinite ammo.
Boots of the Flame Leper
- (Tier II MOD) Toxic Piercer – The effectiveness of Toxic is increased by 10%, the bonus is equal to 100% of your Resistance Piercing.
- (Tier II MOD) Aura of Force – Critical shots grant (x) Anomaly Power to you and your allies for 5 seconds.
- (Tier III MOD) Bad Medicine – Overhealed players inflict Toxic and deal (x) damage for every percent of Overheal in a 10 meter radius.
Scorched Zealot
Having three pieces of the Scorched Zealot Armor set for Pyromancers offers the following bonus:
- Melee skill fires a projectile that explodes upon impact dealing x damage and inflicting Ash to enemies within a 5 meter radius. Damage of the projectile increases by 25% for each enemy hit with Feed the Flames, up to 100% Bonus is spent on the next melee skill use.
The Pyromancer’s set bonus provides a ranged melee projectile with a lot of power. Additionally, it will inflict Ash on all opponents within its area of effect, further damaging them. Make sure to utilize Feed the Flames to crank up the damage in order to get the most out of it.
The following is a list of all the MODS included with the Scorched Zealot armor set:
Scorched Zealot’s Crown
- (Tier I MOD) Ride The Wave – The skill can be activated 1 more time before triggering the Cooldown.
- (Tier I MOD) True Blast – Increases explosion damage by (x).
- (Tier III MOD) Ashen Bloom – Critical shots ricochet to 5 enemies within a 12 meter radius. Ricochets deal 30% of the initial shot’s damage.
Scorched Zealot’s Cuirass
- (Tier I MOD) Fire Frenzy – The skill can be activated I more time before triggering the Cooldown.
- (Tier II MOD) Ashen Boost – Boosts your damage against enemies afflicted with Ash by 20%.
- (Tier III MOD) Molten Lead – The wave leaves an Anomaly aura behind for 10 seconds that increases Weapon Damage by 20% when standing in it. Bonus does not stack.
Scorched Zealot’s Waistcloth
- (Tier I MOD) Burnt-Out – Damaged enemies take 15% more damage for 8 seconds stacking up to 2 times.
- (Tier II MOD) Power From The Ashes – Successful shots on enemies afflicted with Ash increase your Anomaly Power by (x) for 6 seconds. Stacks up to 4 times.
- (Tier III MOD) Cauterizing Flames – Every percent of Overheal gained through the skill grants a 1% Firepower bonus for 5 seconds, up to 50%.
Scorched Zealot’s Hands
- (Tier I MOD) Final Breath – Reduces the skill’s Cooldown by 50%.
- (Tier II MOD) Ash Cleaner – Critical shots apply extra (x) damage to enemies afflicted with Ash.
- (Tier III MOD) Voracious Flames – Enemies below 50% health receive 50% more damage from the skill.
Scorched Zealot’s Feet
- (Tier I MOD) Bullet Absorption – Replenishes 40% of ammo to your magazine for every enemy affected by the skill.
- (Tier III MOD) Flame Grasper – Enable absorption of two additional targets.
- (Tier III MOD) Scorched Earth – After the skill ends the wave returns dealing (x) damage and inflicting Burn to enemies in its path.
The Concussioner
Having three pieces of the Concussioner Armor set for Devastators offers the following bonus:
- Taking damage generates Melee energy. Using your Melee skill releases the energy, dealing 80% of taken damage within a 10 meter radius. The releases damage scales with your Armor. Generated energy depletes gradually every 2 seconds.
Using the Concussioner’s set is a real treat since the mods that add the new Golem Clone can do a lot of damage. The set benefit allows you to accumulate Melee energy as you take damage, then unleash it all on a group of foes surrounding you, which scales with your Armor.
The following is a list of all the MODS included with the Concussioner armor set:
Concussioner’s Helmet
- (Tier II MOD) Ashen Boost – Boosts your damage against enemies afflicted with Ash by 20%.
- (Tier III MOD) Claws – Inflicts Vulnerable on all enemies hit with your Melee skill.
- (Tier III MOD) Auto Reflect – You can now fight while the skill is active, but you cannot manually deactivate the skill. It only negates 50% of the damage.
Concussioner’s Chestplate
- (Tier I MOD) Perseverance – Increases the skill’s duration by 50%.
- (Tier III MOD) Force Feedback – Upon contact, the barrier inflicts (x) damage that is increased for every enemy in Close Range, up to 10 times.
- (Tier III MOD) Rockfall – Skill throws a debris bomb at a direction of random enemy every 5 seconds dealing (x) damage. Every enemy hit by debris bomb fragment receives 30% more Melee damage for 3 seconds.
Concussioner’s Legplates
- (Tier II MOD) Perseverance Fists – Whenever your Health drops below 30%, increase your Melee damage by 300%.
- (Tier II MOD) What Goes Around – Incoming bullets have 30% chance of being deflected towards an enemy dealing (x) damage.
- (Tier III MOD) Equator – Damage blocked by the skill is released as a damaging Anomaly disc that rotates around the player. The damage dealt is increased dependent on amount of damage blocked by the skill.
Concussioner’s Gauntlets
- (Tier II MOD) Concussive Force – Your Melee skill deals 25% more damage in a 100% bigger range.
- (Tier II MOD) Reload Shield – When a Shield is active, reloading grants you (x) points of Shield.
- (Tier III MOD) Martial Arts – Reduces the Cooldown of your Melee skill by 50%.
Concussioner’s Boots
- (Tier III MOD) Chip Off The Old Block – While the skill is active, using Melee skill while sprinting creates a Golem Clone that jumps towards the nearest enemy and deals 300% of the Melee skill damage within a 3 meter radius.
- (Tier III MOD) Brawl – Boost your Melee skill damage by 100%.
- (Tier III MOD) Stare Into The Barrel – Boosts your Firepower by (x) for each enemy in Close Range. Stacks up to 4 times.
The Shieldbeast
Having three pieces of the Shieldbeast Armor set for Tricksters offers the following bonus:
- Every percent of Shield increases your Anomaly Power by 1%.
Being able to have every percent of your Shield go to your overall Anomaly Power is a major boon, and it will substantially increase to the Trickster’s damage output.
The following is a list of all the MODS included with the Shieldbeast armor set:
Shieldbeast’s Helmet
- (Tier I MOD) Strong Twist – While the skill is active, increases weapon’s firepower by an additional 15%.
- (Tier II MOD) Aura of Force – Critical shots grant (x) Anomaly Power to you and your allies for 5 seconds.
- (Tier III MOD) Bodycount – When the skill ends, the next Twisted Rounds Cooldown is reduced by 10% for each enemy killed during its activation, up to 90%.
Shieldbeast’s Vest
- (Tier I MOD) Additional Mag – The skill is effective for 2 magazines before triggering the Cooldown.
- (Tier II MOD) Perseverance Shield – Receive (x) points of Shield whenever your Health drops below 30%.
- (Tier III MOD) Skullpiercer – While the skill is active, Critical Damage is increased with every critical shot, up to 20%. Bonus resets when the skill ends.
Shieldbeast’s Trousers
- (Tier I MOD) Eager Edges – Adds two more bounces during the ricochet path.
- (Tier II MOD) Shield Blast – A complete Shield depletion triggers a powerful energy blast, dealing x damage to enemies within a 5 meter radius.
- (Tier III MOD) Trophy – Successful shots on enemies marked by the knife make them drop energy orbs that grant Shield.
Shieldbeast’s Gloves
- (Tier I MOD) Anomaly Cut – Shots on enemies marked by the knife receive (x) Anomaly Damage.
- (Tier I MOD) Twisted Fate – Receive 15% Critical Damage bonus while the skill is active.
- (Tier III MOD) Cut Them Deep – Elites marked by the knife receive 50% more damage.
Shieldbeast’s Footgear
- (Tier I MOD) Sharpening – Increases the skill’s damage by (x).
- (Tier I MOD) Anomalic Caliber – Receieve 30% Resistance Piercing bonus while the skill is active.
- (Tier III MOD) Hive Cut – Damaging an enemy marked by the skill also activates the effect on other marked targets within a 6 meter radius, dealing 50% of the initial damage.
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