Best Abyssus Builds for Deep Water 30
Deep Water 30 asks for a complete route, not a single damage trick. Pick a weapon that fits your execution, make room clear reliable, and reserve an Ability, Charm or Blessing slot for the boss or survival gap the weapon cannot solve alone.
Deep Water 30 is a difficulty setting
Set the Deep Water Tank in the Lobby to 30 invested Brine Canisters, then finish the expedition. Reaching room depth 30 does not satisfy Master of the Abyss. That challenge awards the Military cosmetic.
The first four modifiers open the remaining choices. Official Update 1.1 changed Infinite Scaling to unlock after 30 canisters are spent, allowing you to leave unwanted modifiers off; you do not need all 34 finite points. Official rule change ↗
A complete 30-point modifier route
This editorial starting route leaves Abolished Shrines, Depleted Shrines, Nautical Horrors and Executioner off, and takes every other finite modifier to its maximum: 34 − 4 = 30. It preserves healing shrines and syringe refills, avoids the melee-only finishing rule, and avoids Nautical Horrors’ extra health and damage. The trade-off is maximum time pressure, health loss on hit, Charm pickup damage and the other penalties below.
| Modifier | Documented effect by level | Selected / maximum |
|---|---|---|
| Oceanic Omens | Enemies have a 20% chance to be enhanced with 1 augmenting effect . | 1 / 1 |
| Corrupted Depths | Corrupts 1 random depth(s) per area. Corrupted Depths offer the player a choice between an easier and harder depth, with the harder one granting extra rewards. | 1 / 1 |
| Royal Heralds | All three Royal Abyss Elites must be defeated before accessing the final boss. | 1 / 1 |
| Abyssal Leviathans | Bosses are enhanced with additional abilities. | 1 / 1 |
| Greedy Merchants | Merchant shop prices are increased by 25% / 50%. | 2 / 2 |
| Saltwater Sorcery | Enemies can spawn with 1 / 2 / 3 additional augmenting effect(s) . | 3 / 3 |
| Tidal Pressure | You have 30 / 25 / 20 min. to complete each area. | 3 / 3 |
| Submerged Sorrows | Getting hit reduced your max Health by 1 / 2 / 3. | 3 / 3 |
| Corrupted Descent | Corrupts 1 / 2 additional random depth(s) per area. | 2 / 2 |
| Abolished Shrines | Healing Shrines no longer appear after Bosses. | 0 / 1 |
| Depleted Shrines | Healing Shrines no longer restore Syringe uses. | 0 / 1 |
| Spiked Charms | You take 10 / 25 / 50 damage every time you pick up a charm. | 3 / 3 |
| Frenzy | The last enemy of an encounter becomes Frenzied. [Frenzied enemy attack faster, have reduced cooldown, and deal more damage.] | 1 / 1 |
| Gold Drain | You lose 2 / 5 / 10 Gold when you take damage. | 3 / 3 |
| Surging Force | Enemy damage increases by 0.1% / 0.2% / 0.3% every second of an encounter. | 3 / 3 |
| Remnants | Enemies have 10% / 20% / 30% chance of spawning a Ghost of themselves on death. | 3 / 3 |
| Nautical Horrors | Enemies and bosses deal 30% additional damage and their Health is increased by 50%. | 0 / 1 |
| Executioner | Enemies can only be killed by a melee hit. | 0 / 1 |
If a specific penalty repeatedly ends your run, move points into a currently omitted option and recheck the Tank’s total. For example, restoring one level of Tidal Pressure costs one point elsewhere; switching Executioner on fundamentally changes every finishing blow. Keep the build and the difficulty route consistent.
Modifier effects: reviewed Deep Water reference. Official patch notes take precedence over its older “all modifiers” Infinite Scaling explanation.
Four useful starting points
These are editorial ratings, not measured DPS rankings. “Best” depends on aim, arena geometry, co-op role and which encounter is ending the run.
Compare every weapon for Deep Water 30
| Weapon | Clear / boss / safety | Deep Water 30 adjustment | Start build |
|---|---|---|---|
| Disc Thrower Tier S | Excellent clear Strong boss Medium safety | At Deep Water 30, preserve an escape with Supersonic and reserve Giant Slayer for elites or bosses; avoid committing to a bounce line that traps you. | Open Creator → |
| Tesla Gun Tier S | Excellent clear Average boss High safety | Golden Skin keeps you alive while Exponential Gold does the damage; pair with ice Blessings to freeze rooms when overwhelmed. | Open Creator → |
| Plasma Launcher Tier S | Excellent clear Limited boss Medium safety | Use Frozen against susceptible adds. Immune bosses need safe attack-recovery windows and direct pressure from Smiting Spear; do not wait for the boss to freeze. | Open Creator → |
| Brine Revolver Tier S | Limited clear Excellent boss Medium safety | Bring a crit-chance floor so you are not RNG-reliant, plus a mobility charm (Supersonic) to reposition between boss phases. | Open Creator → |
| Combat Bow Tier A | Strong clear Strong boss Medium safety | At Deep Water 30, use the reviewed charge and weakspot upgrades, and reposition before drawing if fast elites can corner you. | Open Creator → |
| Fish Deity Tier A | Strong clear Strong boss Low safety | Keep an on-kill or explosion effect so clears cascade even when you are outnumbered. | Open Creator → |
| Shotgun Tier A | Strong clear Strong boss Low safety | Mobility and shielding are high priorities at Deep Water 30 because expanding boss attacks punish short-range entries without a reliable exit. | Open Creator → |
| Harpoon Gun Tier B | Average clear Strong boss Medium safety | At Deep Water 30, use Rapid Harpoons and combo generation to reduce reload interruptions; the listed Charms do not increase reload speed. | Open Creator → |
| Engine Rifle Tier C | Average clear Limited boss Medium safety | Before starting Deep Water 30, check whether Heat downtime is ending your damage windows. Use short bursts and a damage ability; consider another unlocked weapon at the Lobby Workbench if this firing cycle remains unreliable. | Open Creator → |
A practical Deep Water 30 build route
- Choose one damage engine. Build around a repeatable weapon–Aspect interaction instead of collecting unrelated high percentages.
- Repair the first gap. Tesla and Plasma need a boss answer; Revolver needs room clear; Shotgun and Fish Deity need a reliable exit.
- Protect the firing cycle. Reload, charge time, Heat, range and movement matter when their downtime overlaps a dangerous phase.
- Keep one flexible slot. Let the actual expedition decide whether the last slot becomes survival, control or direct boss damage.
- Audit the loss. Change the piece tied to the failed encounter, not the entire build after one attempt.
Build checks before the checkpoint
Room-clear check
Can the build remove small threats while still tracking an elite? If not, add spread, area, a summon or a control Ability.
Boss check
Does the build retain value with no kills and only one target? Prefer direct burst or Giant Slayer over another on-kill chain. Frozen can control susceptible adds, but the Golemancer resists action control; plan attacks around its recovery. Frozen status bonuses are a separate, currently untested interaction.
Safety check
Can you reload, charge or recover Heat without spending the dash needed for the next telegraph? If not, repair downtime.
Condition check
Distance, Weakspot, health and uninterrupted-fire bonuses count only when your normal play keeps the condition active.