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Best Culverins all Stats in Skull and Bones

Published on:Aug 1,2025
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Below is a detailed breakdown of the best culverins in Skull and Bones, focusing on their stats and optimal builds for maximum DPS. Which analyzes culverins for a frigate with 13 broadside cannons, assuming fully ascended weapons (15% damage increase) and god-rolled perks. The stats are presented for broadside damage (13 shots), with and without Long Arm buff, and include severity procs where applicable. All damage values are raw, assuming no enemy resistances or armor mitigation. At U4GM, we offer a vast selection of Skull and Bones items, including Silver, commodities, weapons, armor, and ship upgrades, all at unbeatable prices. Whether you're battling the Compagnie Royale or building your Helm Empire, our items will help you dominate the high seas.


Best Culverins and Their Stats

1. Basilisk III (Piercing)

  • Base Damage (per shot, post-ascension): 2,993
  • Furniture Used:
    • Worm’s Breath Churner (+5% main damage)
    • High-Velocity Kegs (port/starboard, +15% main damage, only one side counted)
    • Ramrod
    • Culverin Works (+19% secondary damage)
  • Ascension Perks:
    • Piercing 1 (increases weak point damage by 75% on top of standard 50%)
    • Severity (112% severity damage, 12% proc chance per shot)
    • Long Arm (+55% damage at optimal range)
  • Damage Calculations:
    • Without Long Arm: 38,909 (2,993 × 13)
    • With Severity (1.56 procs over 13 shots): 43,937
    • With Long Arm: 68,112 (4,639 × 13)
    • With Weak Point (no Long Arm, +125% damage): 95,062
    • With Weak Point + Long Arm: 135,690
  • Notes: Basilisk III is the highest-damage culverin due to its piercing effect, which amplifies weak point damage by an additional 75% (total 125% with standard weak point bonus). Pairing with Deadly Strike (up to 45% weak point damage) can push weak point hits to 170% extra damage, making it ideal for targeting weak points on stationary or slow targets.

2. Hell’s Port (Burning)

  • Base Damage (per shot, post-ascension): 3,419
  • Furniture Used:
    • Worm’s Breath Churner (+5% main damage)
    • High-Velocity Kegs (+10% main damage)
    • Culverin Works (+19% secondary damage)
    • Ramrod (+7% secondary damage)
    • Gunpowder Bench (+10% main damage when target is ablaze)
  • Ascension Perks (Variant 1 - Damage Focus):
    • Combustion 1
    • Severity (x2, 112% severity damage, 12% proc chance per shot)
  • Damage Calculations (Variant 1):
    • Without Long Arm: 44,447 (3,419 × 13)
    • With Severity (3 procs over 13 shots): 50,899
  • Ascension Perks (Variant 2 - Life Steal Focus):
    • Combustion 1
    • Soul Mending (x2, +20% life steal)
  • Damage Calculations (Variant 2):
    • Without Long Arm: 44,447 (3,419 × 13)
    • With Soul Mending: 8,889 life steal per volley
  • With Amp (2x): 42,902 (3,300 × 13), with 4,300 life steal
  • Notes: Hell’s Port offers strong damage with burning effects and a life steal option, making it versatile for survivability. The damage-focused variant with double Severity is competitive, while the life steal variant sacrifices some damage for significant health recovery (8,889 per volley).

3. Naggar’s Call (Explosive)

  • Base Damage (per shot, post-ascension): 4,222
  • Furniture Used:
    • Worm’s Breath Churner (+5% main damage)
    • High-Velocity Kegs (+10% main damage)
    • Culverin Works (+19% secondary damage)
    • Ramrod (+7% secondary damage)
    • Fuse Fusing Station (+9% secondary damage)
  • Ascension Perks:
    • Explosive 1
    • Combustion 1
    • Severity (x2, 112% severity damage, 12% proc chance per shot)
  • Damage Calculations:
    • Without Long Arm: 50,617 (4,222 × 13, with Severity at 30% proc)
    • With Amp (2x): 38,578 (2,968 × 13)
  • Notes: Naggar’s Call delivers high base damage with explosive effects, enhanced by Combustion for additional explosive damage. Severity procs make it one of the top performers, though it lacks the weak point specialization of Basilisk III. The exact severity damage varies (30–60% based on proc timing), but 50,617 is calculated at 30%.

4. Fire Culverin III

  • Base Damage (per shot, post-ascension): 2,677
  • Furniture Used:
    • Build Fire Barrels (+10% main damage when target is ablaze)
    • Charge Stores (+5% main damage)
    • Gunpowder Bench (+10% main damage when target is ablaze)
    • Devil’s Concoction
    • Ramrod (+7% secondary damage)
    • Culverin Works (+19% secondary damage)
  • Ascension Perks:
    • Burn 2
    • Electric 1
    • Severity (112% severity damage, 12% proc chance per shot)
    • Long Arm (+55% damage at optimal range)
  • Damage Calculations:
    • Without Long Arm: 34,801 (2,677 × 13)
    • With Severity (1.56 procs): 39,298
    • With Long Arm: 60,000 (4,615 × 13)
    • With Weak Point (no Long Arm, +95% with Deadly Strike): 67,861 (5,220 × 13)
    • With Weak Point (no Long Arm, +50% without Deadly Strike): 80,899 (6,223 × 13)
  • Notes: Fire Culverin III benefits from ablaze synergy with Build Fire Barrels and Gunpowder Bench, boosting damage by 20% when the target is burning. It’s strong with Long Arm or Deadly Strike for weak point hits, though less potent than Basilisk III for weak point damage.

5. Brick Breaker III (Explosive)

  • Base Damage (per shot, post-ascension): 3,103
  • Furniture Used:
    • Worm’s Breath Churner (+5% main damage)
    • Charge Stores (+5% main damage)
    • Priming Station (+12% secondary damage)
    • Copper Fastening Station (+12% secondary damage)
    • Ramrod (+7% secondary damage)
    • Culverin Works (+19% secondary damage)
  • Ascension Perks:
    • Explosive 1
    • Electric 1
    • Severity (112% severity damage, 12% proc chance per shot)
    • Long Arm (+55% damage at optimal range)
  • Damage Calculations:
    • Without Long Arm: 40,340 (3,103 × 13)
    • With Long Arm: 62,527 (4,810 × 13)
    • With Amp (1x): 38,132 (2,933 × 13)
  • Notes: Brick Breaker III is a solid explosive culverin with decent damage output, enhanced by Long Arm for long-range engagements. It’s outclassed by Basilisk III and Naggar’s Call but remains competitive for explosive builds.

6. Heaven’s Mandate (Electric)

  • Base Damage (per shot, post-ascension): 2,798
  • Furniture Used:
    • Build Fire Barrels (+10% main damage when target is ablaze)
    • Charge Stores (+5% main damage)
    • Copper Fastening Station (+12% secondary damage)
    • Devil’s Concoction
    • Ramrod (+7% secondary damage)
    • Culverin Works (+19% secondary damage)
  • Ascension Perks (Variant 1 - Damage Focus):
    • Electric 2 (15% chance of lightning strike per shot, procs ~2 times per 13 shots)
    • Burning 1
    • Severity (x2, 112% severity damage, 12% proc chance per shot)
  • Damage Calculations (Variant 1):
    • Without Long Arm: 36,374 (2,798 × 13)
    • With Lightning Strikes (2 procs): 41,970
    • With Severity (3 procs): 51,369
  • Ascension Perks (Variant 2 - Life Steal Focus):
    • Electric 2
    • Soul Mending (x2, +20% life steal)
  • Damage Calculations (Variant 2):
    • Without Long Arm: 36,374 (2,798 × 13)
    • With Lightning Strikes: 41,970
    • With Soul Mending: 5,623 life steal per volley
  • With Amp (2x): 39,681 (3,052 × 13)
  • Notes: Heaven’s Mandate offers electric damage with a chance for lightning strikes (5,596 damage per proc, ~2 procs per 13 shots). The life steal variant provides 5,623 health per volley, making it a good hybrid for damage and survivability. Severity procs make the damage-focused variant strong.

7. Carronade III (Flooding)

  • Base Damage (per shot, post-ascension): 2,588
  • Furniture Used:
    • Build Fire Barrels (+10% main damage when target is ablaze)
    • High-Velocity Kegs (+10% main damage)
    • Expanded Corkscrew
    • Ramrod (+7% secondary damage)
    • Culverin Works (+19% secondary damage)
  • Ascension Perks:
    • Flood 1
    • Severity (x2, 112% severity damage, 12% proc chance per shot)
  • Damage Calculations:
    • Without Long Arm: 33,644 (2,588 × 13)
    • With Severity (3 procs): 43,379
    • With Amp (2x): 37,102 (2,854 × 13)
  • Notes: Carronade III’s flooding effect (50% damage as flooding) synergizes with Build Fire Barrels to maintain flooding for longer, increasing Severity proc effectiveness. It’s less damaging than other top-tier culverins but viable for flooding builds.

8. Culverin V (Standard)

  • Base Damage (per shot, post-ascension): 1,954
  • Furniture Used:
    • Worm’s Breath Churner (+5% main damage)
    • Charge Stores (+5% main damage)
    • Fuse Fusing Station (+9% secondary damage)
    • Copper Fastening Station (+12% secondary damage)
    • Ramrod (+7% secondary damage, +reload speed)
    • Culverin Works (+19% secondary damage)
  • Ascension Perks:
    • Explosive 1
    • Electric 1
    • Severity (112% severity damage, 12% proc chance per shot)
    • Long Arm (+55% damage at optimal range)
  • Damage Calculations:
    • Without Long Arm: 25,402 (1,954 × 13)
    • With Severity (1.56 procs): 28,684
    • With Long Arm: 44,465 (3,420 × 13)
    • With Amp (1x): 27,677 (2,129 × 13)
  • Notes: Culverin V is the weakest of the listed culverins, with lower base damage and no specialized effects. It’s not recommended unless other options are unavailable.

9. Tearing Culverin III

  • Notes: Explicitly described as “horrible” due to a 70% damage reduction when hitting sails (e.g., 1,000 hull damage becomes 300 sail damage). Not recommended for use.

10. Urban Great Guns

  • Base Damage (per shot, post-ascension): 2,966
  • Furniture Used:
    • Build Fire Barrels (+10% main damage when target is ablaze)
    • High-Velocity Kegs (+10% main damage)
    • Devil’s Concoction
    • Ramrod (+7% secondary damage)
    • Gunpowder Bench (+10% main damage when target is ablaze)
  • Ascension Perks:
    • Burn 1
    • Severity (x2, 112% severity damage, 12% proc chance per shot)
  • Damage Calculations:
    • Without Long Arm: 38,558 (2,966 × 13)
    • With Severity (3 procs): 48,521
    • With Amp (1x): 40,870 (3,144 × 13)
  • Notes: Urban Great Guns are decent but suffer from the same 70% sail damage reduction as Tearing Culverin III. They’re viable but not top-tier.

Summary of Top Culverins

  • Best Overall: Basilisk III (135,690 with Long Arm and weak point hits) for its unmatched weak point damage, ideal for precise targeting.
  • Best for Damage + Survivability: Hell’s Port (50,899 with Severity or 44,447 with 8,889 life steal) for high damage and life steal synergy.
  • Best for Raw Damage: Naggar’s Call (50,617 with Severity) for consistent high damage with explosive effects.
  • Best for Electric Builds: Heaven’s Mandate (51,369 with Severity or 41,970 with 5,623 life steal) for lightning strike procs and life steal options.
  • Best for Flooding Builds: Carronade III (43,379 with Severity) for sustained flooding and Severity procs.
  • Best for Ablaze Synergy: Fire Culverin III (60,000 with Long Arm, up to 80,899 with weak points) for burning-focused builds.

Recommendations

  • For Maximum Damage: Use Basilisk III with Deadly Strike instead of Long Arm for up to 170% weak point damage (requires precise aiming).
  • For Versatility: Hell’s Port (life steal variant) or Heaven’s Mandate (life steal variant) for a balance of damage and survivability.
  • For General Use: Naggar’s Call for high raw damage without relying on weak points or specific ranges.
  • Furniture Tips: Prioritize Worm’s Breath Churner, High-Velocity Kegs, Culverin Works, and Ramrod for most builds. Use Build Fire Barrels and Gunpowder Bench for ablaze synergy (Fire Culverin III, Hell’s Port).
  • Perk Choices: Double Severity on purple weapons (Hell’s Port, Naggar’s Call, Carronade III) maximizes damage via procs. Long Arm is situational but powerful at range; Deadly Strike is more consistent for weak point builds.
  • Avoid: Tearing Culverin III and Culverin V due to low damage output or sail damage penalties.

Additional Notes

  • Damage Context: All values assume no enemy resistances (piercing, burning, explosion) or armor mitigation, which will reduce actual damage in-game.
  • Discord Resource: The full list with detailed calculations is available on D3ATHWISH’s Discord (link in video description) under announcements or guides tabs.
  • Testing Severity: Severity’s exact mechanics (whether it procs only on full health or throughout combat) are unclear and require further testing. Calculations assume it procs consistently.
  • Ship Considerations: Damage is calculated for a frigate with 13 broadside cannons. Adjust for ships with different cannon counts (e.g., 6 cannons).
  • Front/Rear Weapons: The video focuses on broadside damage. For front/rear slots (typically 2 cannons), choose based on playstyle, as damage scales similarly but with fewer shots.

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