Munitions DPS Guide
129,718 views | Munitions / Powers / Traits

Munitions players Lay waste to the battlefield and any enemies that happen to be there with military-grade ordnance!. This power is available by buying it from Marketplace with 600 Station Cash.

Munitions 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
    • Shrapnel Grenade Launcher [1] > Smoke Grenade Launcher [4] > Five-Barrel Minigun [2] > Chain Gun [3]
  • Alerts & Raids Rotation
    • Shrapnel Grenade Launcher [1] > Smoke Grenade Launcher [4] > Mini-Nuke [5]Five-Barrel Minigun [2] > Chain Gun [3]


  • Neo-Venom Boost [6A] improves your damage output power which is recommended for heavily damage Bosses and Sub-Bosses
  • Biggun [6B] is recommended to inflict heavy damage to Multiple Enemies. This supercharge is great for Solo Situations

Rotation Tips

  • Solo Rotation allows player to deal heavy burst damage on your enemies but it required a lot of power.
    • It is recommended to wait for power to be restored before engaging another battle
  • Alerts and Raids Rotation has high-power consumption making it only viable when a controller is in the group.
  • These Rotations focus on dealing heavy damage with Burn effects. It is vital to have your enemies Burned all the time (Shrapnel Grenade Launcher [1]) in order to deal great damage with Smoke Grenade Launcher [4]Mini-Nuke [5]Five-Barrel Minigun [2], and Chain Gun [3]
  • Be careful with Five-Barrel Minigun [2], and Chain Gun [3] (they are Vulnerable to Interrupt).

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 (recommended)
    • Empowered Channeling: Channeled super powers are no longer Vulnerable to Interrupt, prevent standard control effects and increase Defense and Toughness by 5% while active.
      • This mod affects: Mass Detonation [4B]Fireburst [2], and Flame Cascade [1]

Equipmend MODS

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


Raid - Munitions DPS Loadout | Partho Sarathi
Munitions Superpowered | Jona Black
Munitions Superpowered | CoDextraPerformance

Post Gallery
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151 comments on “Munitions DPS Guide
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  1. Robert Elswick

    I love this site and munitions have question tho. I switched out mounted turret for big gun for 2 reasons, 1 is its 25% supercharge cost allows me to use twice as much as big gun and it does close to same amount of dmg so using it twice as much equals more dmg I believe unless missing sonething. The other reason is they both knock down people but mounted turret also prevents some in incoming damage while big gun does not. Also experimenting with switching chain gun for splosion for its block breaking plus full range, that way I don’t have to run in for splosion costing time. Also chain gun seems to be similar dam age possible more depending. Any insight or thoughts on this would be greatly appreciated. Also regardless of setup I have had no power issues with or without troll eye of tiger is working.

  2. Kit Carson

    Is this still a viable build in the current update?

    • DCUO Bloguide Post author

      Yes Kit, you can still use this loadout 🙂

  3. IS munitions a melee or ranged spec? also what would be good weapon ideas to use for this spec? Like one to use and the others to go into just for the perks?

  4. DeepMilitia

    Hey guys. Nice guides!
    I’ve got a question on both iconic powers.
    I saw a post on wikia, that says they both give critical ‘attack’ chance and dmg and that there is a difference between ‘attack’ and ‘abillity’ dmg and crit.
    So I’d like to ask if this is true and therefore both skills aren’t that important for munitions, since it is a might based power

    • DCUO Bloguide Post author

      Hello DeepMilitia, both iconic powers Weapons Expert and Tactical Genius improve your weapons and superpowers damage. As you can see in their tooltips it is written +10% Critical Attack Damage and +3% Critical Attack Chance.

      Maybe the wikia is talking about Moding your gear. There are certain pieces like Head, Chest, Legs, and Shoulders that gives you certain statistis boost if you put a MOD in it. As you mentioned, Munitions is all about might so you should focus on getting Ability Critical Attack Chance and Ability Critical Attack Damage only

      With 2017 revamp affecting all powers this may change but for the moment create an ALPHA MOD and equip it in your Tier so you can get these stats. However, this is more recommeded when you reach high CR

  5. Hello folks love your guilds but for this one like to share mine almost the same but tweaked it a bit.
    Killer instincts, .50 cal, chain gun, 5 barrel mini gun, railguns, shrapnel grenade, and mre I don’t lose power cause of Killer instincts and have Mre so I don’t have to worry about relying on a healer just in case they don’t know what they are doing. Plus in case I rush into a room and become overwhelmed but love your guides

    • DCUO Bloguide Post author

      Thanks Soke for sharing. It is great when players share their builds and loadouts so other players can try those loadouts and improve their experience 🙂

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