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All of the classes in Outriders have their merits. All have different strengths and weaknesses, and it wouldn't be fair to try and compare them or say which was best. However, the Technomancer is the clear winner of the "coolest class name competition".

Related: Outriders: Support Technomancer Build

Technomancer takes cool to the extreme by utilizing gadgets and remote weaponry to freeze their opponents. They're the class that keeps their head while everyone around them is losing theirs. So, to make the most of your Technomancer and best aid your allies by freezing your enemies in the heat of battle, use the build outlined in this guide.

Updated November 21st, 2021, by Charles Burgar: For those who haven't played Outriders recently, the game has received a new content update and quite a few balance changes over the past few months. The Technomancer still remains as one of the game's best classes for solo players and groups alike, capable of CCing targets or annihilating entire hordes with Blighted Rounds. This guide has been updated with more information about the Technomancer's healing mechanic, perk trees, the best perks, and we've added a few more mods that are worth using.

How The Technomancer Heals

a technomancer standing on a dark muddy battlfield with some frozen enemies in front of it
  • Healing Mechanic: 15% of all damage you deal is regained as Health.

Unlike all the other classes in Outriders, the Technomancer regains health through skill and weapon leech - this means that a portion of the damage you deal to enemies is siphoned off and used to heal yourself. This sounds like a major downside when compared to other class healing mechanics, but this is actually a blessing in disguise. Towards the later parts of Outriders' campaign and endgame, you'll be dealing so much damage that healing will not be an issue.

Your job will be to stack as many debuffs on enemies as you can so your teammates can take them out while you sit back and shoot from afar. Weakening your enemies with skills and debuffs will allow you to deal relatively large amounts of weapon damage, so healing won't be a problem as long as you don't get right into the middle of the fight.

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Best Technomancer Subclass

three people stood next to each opther and facing the camera in outriders

Pestilence focuses on enhancing the damage of your weapons and Decay skills by granting tons of weapon damage. Nodes in this tree bias snipers and assault weapons the most, making this the best tree for Blighted Rounds builds. Support builds can also take advantage of a few nodes from this tree.

Tech Shaman is a fantastic support tree, enhancing yourself and allies for using your abilities and freezing targets. Freeze can inflict Vulnerable as well—causing enemies to take 25% increased damage from all sources—and your abilities enhance your damage and the healing of everyone in your party. Support characters will want to focus on this tree, grabbing a few nodes from the Pestilence tree on the side.

Demolisher is your Anomaly Power tree, enhancing the damage of your skills and Anomaly Power weapon mods. The Technomancer isn't really a caster, although you can make this tree work with Scrapnel and Blighted Turret. This is also a good tree for scaling Tool of Destruction, although other weapons you'll find in Outriders will serve you far better than that skill. Unless you love Scrapnel, it's best to avoid this tree.

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Essential Technomancer Skills

the skills page for technomancers, showing two unlocked skills - the cryo turret and scrapnel grenade

Both the Cryo Turret and Blighted Turret skills seem like no-brainers. The first inflicts freeze on enemies, freezing them in place and rendering them immobile. The second inflicts toxic on enemies and will make them gradually take damage. Throwing these out and then retreating to a nice corner to survey the chaos you've caused amongst the enemy ranks will be a sweet feeling.

If you want to take a more active role in combat you could always swap your Blighted Turret for Blighted Rounds, this will load your weapon's magazine with toxic infused bullets that can affect enemies in a small area around targets, so it's great for weakening clusters of enemies.

Related: Outriders: Twisted Trickster Build Guide

For your last skill, it really depends on if you want to play as a healer or a damage dealer. Fixing Wave will heal you and all your teammates by 33% of your respective maximum health and heal your turrets by 50% too. This is a great skill for helping to keep everyone in the fight and stopping the enemies from being able to push your team back. There's no range on this skill, so it can heal any deep flankers or hard-to-reach turrets easily.

If you'd rather be a heavy hitter you should use Pain Launcher or Tool Of Destruction. Pain Launcher is a fire-and-forget turret that launches dozens of rockets in an arc in front of it, each dealing damage and interrupting any enemy caught in the blast radius. Tool Of Destruction conjures a rocket launcher that can interrupt enemies or a minigun; pick your poison.

Cold Snap is also a viable final skill. It inflicts freeze onto enemies in a large radius around you. This will mostly be good if you find yourself too deep in enemy territory or you suddenly get flanked and need a quick escape. Your turrets and melee should be freezing opponents pretty regularly though, so this skill slot is probably best left for something more offensive.

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Best Technomacer Perks

Outriders Technomancer Tree

Best Minor Perks

Perk

Effect

Tree

Br/8 Impact Amplifier

+8% Weapon Damage

Pestilence

Suction Module

+5% Weapon Leech

Pestilence

Drill Coating

+10% Armor Piercing

Pestilence

BL-STM Havoc Nexus

+15% Critical Damage

Pestilence

Nitrogen Capsules

Long Range is 3 meters shorter

Pestilence

Toxicologist

Toxic lasts 30% longer

Pestilence

Purge

Enemies afflicted with Toxic take 10% more damage

Pestilence

Sniper Adept

+12% Sniper Weapon Damage

Pestilence

Sharpshooter

+30% Long Range Weapon Damage

Pestilence

Anomalous Body

+10% Max HP

Tech Shaman

Gadgeteer

-15% Gadget Skill Cooldown

Tech Shaman

Sols-56 Freezing Tanks

+20% Freeze duration

Tech Shaman

Fracture

Frozen enemies take 10% more damage

Tech Shaman

D-Kay Toxin

+20% Toxic Damage

Demolisher

Anomaly Fueled

+10% Anomaly Power

Demolisher

Disruptive Coating

+15% Resistance Piercing

Demolisher

Best Notable Perks

Perk

Effect

Tree

Sniper Master

+20% Sniper Weapon Damage; +20% Sniper drop chance

Pestilence

Two Sides of the Power

+20% Damage; enemies take +15% damage from all sources

Pestilence

Exposing Toxin

Toxic afflicts Vulnerable

Pestilence

Senior Engineer

+100% Turret health

Tech Shaman

Exposing Frost

Freeze afflicts Vulnerable

Tech Shaman

Emergency Transfusion

Doubles Skill Leech while under 30% HP

Demolisher

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Technomancer Tactics And Tips

three altered on the battlefield fighting

The best thing to do as a Technomancer is place Blighted and Cryo turrets just ahead of your team so that they can inflict toxic and freeze onto enemies while your team takes advantage of their weakened state. You can then find a nice spot to snipe from and use your Fixing Wave when your turrets or your team need a little pick-me-up. Getting headshots on frozen enemies should be a breeze and make healing a bit easier.

As you won't have access to big healing boosts like the other classes, don't rush into the middle of a fight as you just won't have the longevity to survive it. If enemies manage to get in your face while you're sniping, don't forget to use your melee ability - it freezes enemies, giving you time to back up or kill them.

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Most Useful Technomancer Weapons

a technomancer looking down the scope of a sniper rifle

Since the Technomancer is best suited for long-range combat and quick engagements, a sniper rifle and assault rifle would make a good pairing. You can use the assault rifle when you're setting up your turrets and then retreat to use your sniper and pick off the frozen targets. If you get flanked and enemies get too close, switch to your assault rifle again.

If you're going for Blighted Rounds then really you want an LMG, as their magazine capacity is so large you'll be able to infect an entire battalion of enemy troops before having to reload.

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Smart Technomancer Mods

the crafting screen with many different weapon modifications available

Mods are passive skills—like perks—that can be found on weapons and armor. Disassembling an item with a certain mod will allow you to unlock it and rebuild it into a different item you craft.

Once you unlock a mod you’re free to use it as often as you like, so get experimenting. Weapon mods are available to all classes, while most armor mods are class-specific. Below are some of the best mods for weapons and armor available to the Pyromancer. While you’re obviously free to use whatever you like, the mods outlined below offer the best synergy with the build already created.

Related: Outriders: Best Mods For The Technomancer

Weapon Mods

  • Freezing Bullets - Great for applying Freeze on all weapons, especially with the T3 variant.
  • Snowsquall - Freezes all enemies you've damaged with your weapon upon reloading. This has a ton of synergy with the Technomancer and provides excellent crowd control.
  • Critical Point - This mod grants you an additional 15% critical shot chance. This will be great for getting headshots that deal major damage to targets as you sit back and snipe them.
  • Winter Blast - With Winter Blast, critical shots will cause an icy explosion that inflicts freeze on enemies within a four-meter radius of your initial target. This is great for slowing clusters of enemies and enabling you to pick them all off while they sit frozen and helpless.
  • Radical Therapy - Increases damage dealt to Toxic-afflicted enemies by 15%.
  • Killer Medic - This mod heals teammates who are within a five-meter radius of enemies you put down. This is great if you have teammates who like to get stuck in, such as Tricksters and Devastators.
  • Proliferation - Proliferation spreads status afflictions from enemies you shoot onto their nearby allies. This is a great mod to combine with Blighted and Cryo turrets, as you should be able to spread both freeze and toxic to any enemy still standing once your turrets go down.
  • Icebreaker - Icebreaker is great if you want to let your Cryo Turrets do the work. Killing shots on frozen enemies will cause them to shatter and explode, causing damage to enemies around them. As a Technomancer you should be freezing enemies, so this is a great mod.
  • Minefield - Minefield will place explosives around any enemies you kill with your weapons. These deal damage in a three-meter radius which will help you block narrow parts of the map and defend specific routes to your team.
  • Fortress - Grants 30% Resistance and damage, the latter affecting your skills and weapons.

Icebreaker and Proliferation are probably the best skills for an offensively-minded Technomancer, so go for those if you want to crack heads. Icebreaker on a sniper and Proliferation on an assault rifle should serve you well in most situations.

If you want to play a bit more of a supporting or healing role, then go for Killer Medic on a sniper and Minefield on an assault rifle.

a pyromancer spraying the ground with fire behind two teammates

Armour Mods

Armour Reduction, Better Parts, Increase Damage, and Bonus Duration all improve your Cryo and Blighted Turrets. They help them eat through enemy armor, deal more damage, and stick around longer. If you're going for a true sniper build where you lay down some turrets and then get out of the fight, this is an essential combination of mods for you. Combine these with the Fixing Wave skill and your turrets should stay active for ages, continuously putting the hurt on your foes.

If you're wanting to improve your Pain Launcher skill, then Freeze Barrage, Cannonade, and Rain of Pain are the skills for you. The first two add a freeze effect and an extra ten rockets respectively. This is a great combination that will allow you to freeze an entire vertical line of the battlefield while also dealing heavy damage. Rain of Pain reduces the skill's cooldown by 34%, making it an essential mod for anyone using it, as the Tech Shaman subclass doesn't decrease ordinance skill cooldown.

Cleansing Wind is a great addition to the Fixing Wind Skill. It adds a purging effect that will also remove any negative status afflictions from you and your team and grants you all a five-second immunity from them. This will be really useful in boss fights or against enemies who like to inflict ailments on you.

Some other notable mods include:

  • Twins - Allows you to spawn two Cryo Turrets, doubling your crowd control potential.
  • Trap Cluster - Doubles your Scrapnel cap before it enters cooldown.
  • Euthaniser - Deal 25% extra damage to enemies affected by Toxic.
  • Splash Boost - Increases Blighted Rounds' AoE by 50%, drastically improving your clearspeed.
  • Captain Hunter - Deal 25% extra damage to Elites.

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Next: Outriders Complete Guide And Walkthrough