OUTRIDERS – Weapon Modding Guide
Weapon Modding
There are some very basic mods that will help you at any point throughout the campaign—some more than others—though their effectiveness varies by class. The Technomancer’s innate healing ability through any form of damage means it doesn’t require as much healing from kills compared to a Trickster, which only gains health from close-range eliminations (and shields!).
Early in the game, you’ll come across Dr. Zahedi. Once rescued, he allows you to modify weapons and armor using Leather and Iron, with Titanium required for upgrading rarity or leveling up items. He’s crucial for a smooth transition from early to mid-game and even into the endgame, as you’ll frequently visit him to tweak and experiment with different builds.
Healing Based
Soul Devourer
A weapon with Soul Devourer regenerates a portion of your health with every killing blow. The amount depends on the weapon’s level.
Essence Thief
A simpler alternative to Soul Devourer, Essence Thief restores health with every shot that connects with an enemy, albeit with a brief delay between activations. This mod works exceptionally well with high-damage, single-shot weapons and can be combined with Skill Leech and Weapon Leech to further boost healing and survivability since it doesn’t require a kill to activate.
Striga
An excellent choice for most weapons—except maybe shotguns—Striga is best suited for gunplay-focused builds rather than anomaly-based ones. It grants 30% of your critical hit damage as health. If you’re not consistent with headshots or weak-point hits, this mod might not be ideal.
Utility & Status
Clip Roller
A fantastic utility mod for weapons with slow reloads, such as Light Machine Guns and Full-Auto Shotguns. When your magazine drops below 50%, rolling will instantly reload all equipped weapons, eliminating the need for a manual reload in tense situations—especially useful when higher World Tiers start making combat tougher.
Perpetuum Mobile
A must-have for Tactical ARs in gunplay-oriented Technomancer builds and Full-Auto Shotguns paired with Magazine skills like Twisted Rounds. Killing an enemy while under 35% magazine capacity refills the entire magazine without using reserve ammo. This negates the downside of magazine-based abilities, effectively extending their duration from one or two magazines to ten or more if used correctly.
Freezing Bullets
Freezes enemies on impact, preventing them from reacting. While less effective against Elites—who become temporarily immune before death—it can still prevent an untimely demise. It doesn’t interrupt enemies but provides more control over engagements. This mod pairs well with Icebreaker, though that’s a rarer, endgame-focused mod.
Ashen Bullets
Similar to Freezing Bullets but more damage-oriented, particularly for Pyromancers. While the burning effect doesn’t last as long, Pyromancer skill trees and armor mods can compensate. With the right setup, this mod can help lock down enemies—especially aggressive ones like Alphas.
DPS & Raw Damage
Gravedigger’s Frenzy
While it shares the same icon as Striga, this mod functions differently. Landing a critical hit grants 50% increased critical damage for five seconds, with a ten-second cooldown. Ideal for Elite encounters, it enhances burst damage when focusing on weak points. The extra 50% per shot is devastating, especially for shotguns, sniper rifles, and Tactical ARs.
Storm Whip
A simple but effective damage boost, this mod delivers free lightning bolt damage every two seconds as long as you’re hitting enemies. Distance doesn’t matter, making even pistols viable at AR ranges in a pinch. It’s particularly useful for weapons with lower base damage, such as LMGs, providing a reliable DPS boost.
Anomaly Surge
Similar to Storm Whip, but it triggers only on critical hits. However, it compensates with a small AoE effect (2 meters), which can flush enemies out of cover or tear through groups, especially small enemies like Perforo.