Builds in Mortal Shell 2
9 loadouts, each one a Shell, a Seal, a weapon, a sidearm and the Tarstones that actually fit them. Every stone named on these pages is checked against the compatibility list of the gear it is recommended for, so nothing here sends you looking for a socket that does not exist — and if you would rather work the other way round, the Tarstone chart lists the whole matrix.
The Shadow Poisoner
10 stonesStack Poison, then detonate all of it in one strike.
- Tiel the Acolyte
- Vatra's Seal
- Axe and Dagger
- Caged Hystrix
Break and Riposte
9 stonesFill the break bar from three directions, then collect.
- Eredrim the Venerable
- Untarnished Seal
- Obsidian Hammer
- Salvaged Trebuchaxe
Blood and Hunger
10 stonesHeal by killing, and hit hardest when you are nearly dead.
- Gragu the Insatiable
- Slayer Seal
- Veteran's Battle Axe
- Naylshotte
The Marksman
11 stonesBreak things from across the room and never close the gap.
- Proxima the Broodseeker
- Slayer Seal
- Axatana
- Forgotten Crossbow
Clockwork Lightning
9 stonesHold the chainsaw out and let Resolve do the rest.
- Lazlo the Justiciar
- Infinite Seal
- Clockwork Scythe
- Triarch Repeater
Twice Over
11 stonesDoubles that copy both your weapon and your sidearm.
- Genessa the Wayward
- Vatra's Seal
- Black Needle
- Troubadour's Lute
The Curse Carrier
10 stonesCurse the whole room, then hit one of them.
- Sariel the Endless
- Infinite Seal
- Great Martyr's Blade
- Cursed Child
The Prologue Loadout
9 stonesEverything here is given to you before the game opens up.
- Harros the Vassal
- Untarnished Seal
- The Iconoclast
- Naylshotte
The Stopped Clock
9 stonesLive under half health, then take the time back.
- Smert the Apostate
- Vatra's Seal
- Axe and Dagger
- Triarch Repeater
How to read these
Tarstones are listed in priority order rather than slot order — take them in the sequence given as you find them, and the build behaves sensibly at every stage rather than only at the end. Shell-slot stones fit whatever else you are carrying, so those two picks survive any change of weapon.
Each page ends with what the build is bad at, because every one of them is bad at something. If a loadout looks like it has no downside, the downside is simply one you have not met yet.

















