Mental DPS Guide
276,233 views | Mental / Powers / Traits

Mental players create phantoms and manipulate objects and enemies with the power of their mind. This power is available for all players for FREE during Character Creation.

Mental DPS guide is updated to GU73. You can check videos from DCUO Youtubers below to learn more about other loadouts and rotations.


This Loadout is focused on Superpowered Playstyle allowing your character to deal heavy damage with Superpowers only. Players must unlock these stat points after unlocking required Weapon Combos (8 Skill Points) and Movement Innates (7 Skill Points)

  • Focus: Superpowered – Use 1 Skill Point
    • Unlock Main Weapon Mastery and Movement Abilities before unlocking this Stat
  • Critical Attack Chance – Use 20 Skill Points
    • Required: 10 Skill Points – Suggested: 15 Skill Points – Recommended: 20 Skill Points
  • Critical Attack Damage – Use 40 Skill Points
    • Required: 10 Skill Points – Suggested: 30 Skill Points – Recommended: 40 Skill Points
  • Might and Power – Use 175 Skill Points
    • Low Skill Points (less than 60): Spend Required skill points in Criticals before unlocking these Stats
    • Mid Skill Points (between 75 and 90): Spend Suggested Skill Points in Criticals before unlocking these Stats
    • Proper Skill Points (more than 100): Spend Recommended Skill Points in Criticals before unlocking these Stats
  • Health – Improve your survival once all Might and Power is unlocked


Click Power Icons to display their Tooltip






  • Solo Rotation
    • Mass Levitation [1] (needs reload) > Pyrokinesis [2] (needs reload) > Psychic Shock [4] (spam it until refreshing Terrify effect)
  • Alerts and Raids Rotation
    • Mass Levitation [1] (needs reload) > Pyrokinesis [2] (needs reload) > Telekinetic Pull [3] > Psychic Shock [4] x3 > Telekinetic Pull [3] > Psychic Shock [4] (spam it until refreshing Terrify effect)


  • Robot Sidekick [6A] is great for having an additional Damage over Time. However, it will reduced your passive power regeneration
  • Psychic Prison [6B] is recommended for players who want to have an additional Damage over Time Area. However, this Area of Effect is not wide enough so the player must be very close to the targets to summon it
Invisibility Loadout






  • By entering in the Invisibility Mode, players will be able to use any of the Supercharge Powers and they can also deal great damage by spamming Ambush: Sleep [1]
  • Ambush: Sleep [1] will retain Stealth. It also damage and stun your target which is why it deals greater damage than other superpowers.
    • This is great when dealing damage to a single target and you can stay in Stealth Mode

Rotation Tips

  • This Mental Loadout requires a lot of power to use their rotation which is why players should use their superpowers wisely to avoid being outpowered. This can be done by mixing weapon attacks for solos situations
  • Solo Rotation allows player to spend low power in battle by using only necessary superpowers making it viable for solo situations (Challenges, Duos, Missions)
    • This Rotation focus on dealing heavy damage with Terror effect. Using Mass Levitation [1] will inflict Daze and then Pyrokinesis [2] inflicts Terror effects on Dazed enemies.
    • Once you have your enemies in Terroryou should spam Psychic Shock [4] until Terror effect is off
  • Alerts and Raids Rotation has high-power consumption making it only viable when a controller is in the group.
    • This Rotation focus on dealing heavy damage with Daze (Mass Levitation [1]) and Terror (Pyrokinesis [2]) effects. Telekinetic Pull [3] and Psychic Shock [4] should be used until Daze and Terror effects are off
  • Enter to Stealth Mode, when you need to use your Supercharge powers or you are able to spam Ambush: Sleep [1] to a single target

Tactical MODS

    • Blast Adapter: Weapons attacks blast your target and five other nearby enemies for additional damage
    • Absorption Adapter: Weapon attacks have a chance to activate a shield, reducing damage by 75% until damage equal to 30% of your Health is prevented
  • NECK
    • Escalating Might: Increases your Might by 2% for 8 seconds when you hit an enemy with a harmful super power. Does not work with Supercharge powers
  • BACK
    • Breakout Regeneration: Gain Health regeneration for 4 seconds after using the Breakout ability
    • Berserker: Your damage output increases by an additional 10% when you Health drops below 35%
  • FEET
    • Deadly Block: Your Block Counter causes additional damage equal to 5% of your Precision
    • Explosive Block: Your Block Counter knocks enemies much further away and increases their helpless duration by up to 1 second
    • Core Strength: Gain an additional 2% damage
    • Max Damage: Using super powers increases damage by 2% for a short time

Equipmend MODS

    • Might
    • Might & Power
    • Might & Health (improve survival)


Mental DPS Loadout | Klipzy TopDM

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207 comments on “Mental DPS Guide
1 2 18
  1. PigDig

    My questions crosses both mental and gadgets. I have heard that they are the best two if you like to range dps. I have, and do play gadgets, and have done both hand to hand and range. Not much experience with Mental but just starting a character. Would you agree with the idea about range DPS and what weapon would you suggest for range on both. Have tried Bow and Rifle and can’t decide between the two. I know everybody usually says its your personal preference but as an experienced MMO’er I know that sometimes your personal preference can put you in a world of hurt in later game. Thanks.

    • dcuobloguide Post author

      Hi PigDig, thanks for your comment. You are correct mental and gadgets are the best free powers if you like to range DPS. However, Celestial and Rage are considered the most powerful range DPS in game nowdays. I will suggest you to use Rifle, it will help you to increase your hit counter faster and it will regenerate your power fast.

  2. Kamil Kuchniak

    Why did you add a point to TRRRORIZE power in illusion when you not using it in a loadout???

  3. I went with hand blasters. What moves should I get with them?

    • dcuobloguide Post author

      Hi AoF520
      For hand blasters combo i can suggest you to unlock:

      Range: Meteor Blast, Solar Flame, Power Discharge, Pulse Beam
      Melee: Fist Slam, Uppercut (both of them are optional)

  4. I’ve been following these guides for good DPS setups and the ones i can use turn out relatively well, but i’m not quite sure what trinket would be best. Should i use 1 that boost my DPS stats, or my Roles class stats( i.e Healer).

    • dcuobloguide Post author

      Hi ryan, you must always boost your main role. If you are mental DPS you should get the might trinket, if you are controller get vitalization trinket 🙂

  5. Organic martian

    Excellent write-up, this helped alot for a solid leveling basis.

    • dcuobloguide Post author

      we are glad this was helpful to you, thank you very much for your comment 🙂

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