Character Guides - Cook - Weapons - May 30, 2020


Like all default weapons, when maxed out, provides an Attack stat boost of 50% (in Cook's case, at max Attack stats, going from 50 to 75). Useful if no particular character build satisfies conditions for other weapons.

Blade Boomerang

When Cook's basic attack hits an enemy, his next ranged damage dealt will be boosted. At max level and with the Steel Echo passive in his Soul Triad, this means that any ranged attack that follows a basic attack deals 3x damage, and is useful when combined with non-Mind Field Effect builds using Fatality and Discus Doom.


When Cook's ranged attack hits an enemy, his next basic attack damage dealt will be boosted. At max level and with the Multitasker passive in his Soul Triad, Cook's basic attack will deal 3x damage, and is useful for Body Field Effect builds when Cook has his Body abilities on recharge.


Boosts the damage of Cook's damage-dealing Fire Siphon abilities, which include Viper Beam, Viper Blast and Field Flame. Invaluable for Fire Field Effect builds.


Cook's Elemental Weapon, protecting him from and influencing the Earth Field Effect. This will really only be used on a Earth Field Effect team build with Tara/Pound/Brooks, but unlike most Elemental Weapons, Cook's Boulder applies to both his basic attacks and Far Shot. Combined with Discus Doom, Cook can keep the Earth Field Effect in play for very long periods of time.


While Fatality and the Mind Field Effect are active, Sleeparang has Far Shot inflict 3.5 seconds of Knockdown on hit. Invaluable for Mind Field Effect builds.

Titan Boomerang

Boosts the power of Strength and Fatality by an additive 200% at max level -- this means 5x damage for Strength and 4x damage for Fatality, and is great for builds that rely on these, especially Body abilities for Strength and Discus Doom for Fatality. Keep in mind that due to high cooldowns on both Strength and Fatality, each ability will be waiting 25-30 seconds for these significant damage buffs.

Gallant GCDN-48

When Cook's Far Shot is triggered while his ranged weapon is out, 8 projectiles that deal up to Attack x 3 damage each fire out from his ranged weapon's position. This can be a good precision ability for any build, as precisely timing Far Shot at an enemy or group of enemies will provide a lot of extra damage for no Augmentor investment and no big cooldown.