Video summary
Borderlands 3 | Seein' Double Zane Build (Best Clone Build, One Shot Bosses, Lvl 65 Mayhem 10!)
Main summary
Key takeaways
Storyline (context)
- Borderlands 3 doesn’t receive story-specific coverage here. The video focuses on endgame combat: leveled builds around Zane at Lvl 65 / Mayhem 10, and how to trivialize most encounters using a Clone-based “double Zane” setup.
Core gameplay concept
- The build centers on Zane’s Clone, which benefits from Mayhem scaling.
- By giving the Clone extremely powerful weapons plus strong elemental/defensive support, the Clone and/or the player can melt bosses and delete mobs quickly.
- Main playstyle emphasis:
- Keep moving to maximize Violent Momentum / Final Momentum-style damage scaling.
- Shoot/refresh kill skills constantly (many weapons are high pellet / high fire-rate).
- Use Clone swaps (Doppelbanger) to reposition without losing momentum.
Main setup (what the build uses)
Action skills / devices
- Clone + Drone
- Barrier is optional, depending on preference.
Clone weapon loadout is flexible, but commonly optimized around high DPS with strong elemental synergy.
Artifact choices (key points)
- Icebreaker Victory Rush for mobbing
- The summary notes the math favors it in this setup.
- For bosses: Snowdrift
- Preferred to slide quickly and maximize momentum-based gun damage.
- Pearl of Knowledge is mentioned as an alternative, but framed as less optimal due to build-math interactions.
Weapons highlighted (and why)
Cryo / “Sentinel” synergy
- Prioritize Sentinel Cryo Annointments (and/or the “Consecutive Hits” choice mentioned).
Top DPS / DLC options
- Light Show
- Very high pellet DPS; recommended especially for raw output.
- Blood-Starved Beast
- Replacement for Redistributor after it fell off post–Mayhem 10.
- Sandhawk
- Usually ammo-hungry, but made effective because the Clone has infinite ammo, letting it spam and delete targets.
- Backburner
- Major mobbing/clearing weapon.
- When used by the Clone, damage is described as extremely high—often “one-shot” tier versus trash and some bosses.
Other weapon tech / notes
- Monarch
- Strong option if you don’t have DLC.
- Bipod mode can reduce effectiveness due to reduced mobility (the build prioritizes momentum scaling).
- Hellwalker
- Noted as buffed and effective; good for the Clone too.
- Plaguebearer
- Workable, but less optimal for Clone use because the Clone shoots directly at targets (instead of the overhead positioning that maximizes rocket behavior).
- Faulty Star
- Recommended when you want novas without being reflected back into Mayhem scaling.
- Typically paired with shock for shield breaking (though the Drone can contribute some work too).
Elemental/defensive requirement
- The build emphasizes giving the Clone a Shock weapon when using Backburner due to friendly fire risk for the player.
- Uses Transformer to prevent lethal shock damage and return shield effectively.
- Warning: enemies close to the Clone can cause bad outcomes with some weapons, but Transformer is framed as a counter to shock-lethal risks.
Grenades + anointments
- Penade / grenade throw anointments
- Grenade throw setup adds extra damage and helps keep synergy online.
- Drone
- Noted to throw grenades to apply debuffs and trigger anoints.
Shield/utility interactions
- Transformer
- Prevents shock damage problems and improves survival when the Clone uses shock-compatible weapons.
- General scaling emphasis
- The build leans heavily into gun damage multipliers tied to movement and kill-skill uptime.
Skill tree outline (key skills & their purpose)
Blue tree (most important offensive core)
- Sentinel (with “Bad Dose” augment)
- Movement speed + fire rate; enemy movement/attack speed reduction.
- Static Field
- Shield/shock-related support (breaking shields / addressing shock issues).
- Violent Momentum
- Primary damage multiplier: faster movement = more damage (described as “most of your damage on Zane”).
- Violent Speed
- Kill-based movement speed to keep momentum scaling high.
- Cool Hand
- Kill-based reload speed tied to kill-skill uptime.
- Seein’ Dead synergy (described as “Seein’ Dead active all the time”)
- Repeated emphasis on Seein’ Dead keeping kill skills active because the playstyle rapidly hits enemies.
- Salvation
- Only 1 point needed, since kill-skill benefits are continuous via the build’s mechanics.
- Death follows close / Donnybrook / Seeing Dead / etc.
- Added kill-skill bonuses, extra gun projectile chance, action skill duration, and activation convenience.
- “C in red”
- Activating action skills grants all kill skills, so entering an area doesn’t require ramp-up shooting.
Orange tree (Clone control + damage)
- Doppelbanger
- Lets you kill the clone on demand and reposition by swapping.
- Synchronicity
- Bonus gun damage for each active action skill.
- Borrowed Time / Donnybrook-like effects
- Longer action skill duration and regen bonuses tied to kills.
Green tree (optional Barrier variant + sustain/boost)
- The described path is primarily for Barrier (optional).
- Charge Relay
- Barrier placement gives reload speed and movement speed while active.
- All-rounder
- Barrier provides protection from multiple angles and can increase gun damage (as mentioned).
- Readiness / Topped off / Brain Freeze / Confident Competence
- Freeze chance on crates to enable artifact-related bonus damage.
- Shield-based gun damage and accuracy.
- Reload/cooldown/sustain synergies.
Strategies / how to play it (as described)
- General loop
- Shoot with high pellet weapons so kill skills stay active (via Seein’ Dead mechanics).
- Move constantly to maximize Violent Momentum / Final Momentum.
- Use Clone swap (Doppelbanger) to avoid walking back after clearing areas.
- Boss approach options
- Clone kill method
- Summon Clone + use Barrier and heavy weapons (notably Backburner) so the Clone handles the boss.
- You kill method
- Trigger kill-skill activation via action skills, then use movement + sliding (from Snowdrift) to amplify momentum damage.
- Combined overkill
- Use your action skills and Clone damage tools together for faster boss deletion.
- Clone kill method
- Boss movement note
- To maximize boss melting: slide/run to stay at high momentum for maximum gun damage.
Performance claims / demonstrated results (examples mentioned)
- Showed mobbing where the Clone with certain weapons can rapidly delete enemies.
- Tron
- Demonstrated Barrier + Clone + Backburner approach (described as effectively “one shot” in that test).
- Second example: Sentinel + killing the clone to activate splash/kill-skill states, using Snowdrift slide for momentum.
- Grave Ward
- Barrier + Clone + Backburner described as clearing the boss quickly.
- Overall emphasis
- With this setup, the summary claims you can achieve “one-shot bosses” style results at Mayhem 10.
Gamer/source featured (at end of the video)
- Jolts (creator)
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