Gaming Guide

The Division 2 Master Tens Nightclub: Zodiac Best Builds (Solo and Group)

Three tested loadouts for the Y8S2 finale, covering solo survivability, group add-control, and raw sustained damage.

Three tested loadouts for the Y8S2 finale, covering solo survivability, group add-control, and raw sustained damage.

Tens Nightclub: Zodiac closes out Year 8 Season 2, Into the Dark, and Master difficulty is where the mission stops being a shooting gallery and starts being a stat check. Completing it on Master guarantees the Underboss Exotic, which is the whole reason most agents keep queuing for it. The catch is that the run mixes a timed enemy-clear objective, a toxin ambush, and a no-respawn boss arena, so a loadout that coasts through Heroic will fall apart here.

Quick answer: Solo, run a 3 red / 3 blue core hybrid built around Memento, Improvised gear, and 75% or higher Protection from Elites, using Preservation on your primary as your only reliable heal. In a group, either run the Tipping Scales set with the Bluescreen LMG on Gunner, or a Striker’s Battlegear setup with St. Elmo’s Engine, also on Gunner.


What the Master run actually punishes

Three moments decide whether your build holds up. First is the ambush after the security room, where the arena floods with green toxin and rushers, gunners, and heavies push you at once. Second is the timed objective near the end, which puts a countdown on clearing every Hyena in the staging area before Zodiac slips away. Third is the boss arena itself, a no-respawn zone where Zodiac plants auto turrets from the stage.

That combination means pure glass cannon setups get flattened by the ambush, and pure tank setups run out the clock on the timed phase. Every build below is shaped around keeping both numbers high enough at once.

BuildBest forCore weaponSpecialization
Hybrid damage/tankSoloLexington (Preservation)Technician
Tipping ScalesGroupBluescreen LMGGunner
Striker’s BattlegearGroupSt. Elmo’s EngineGunner

Solo build: hybrid damage and mitigation, no gear set required

Going in alone flips the usual logic. Instead of chasing a set bonus, you pick armor pieces for their extra mod slots and attribute rolls, because stacking mitigation and crit damage across six slots beats most set bonuses on a Master mission. Chill Out gives you a Gila Guard piece plus an extra mod slot, and Improvised gloves and holster each carry an extra attribute and mod slot on top.

SlotItem
MaskChill Out (named)
BackpackMemento (Exotic)
ChestEqualizer (named)
GlovesImprovised
HolsterImprovised
KneepadsFox’s Prayer
Cores3 red, 3 blue
PrimaryLexington or any high-end with Preservation
SkillsCrusader Ballistic Shield, Reviver Hive
SpecializationTechnician

Target roughly 48% critical hit chance and 125% critical hit damage, with five points of leeway either way. Push Protection from Elites above 75% through your mods and attributes, and fill the remaining slots with critical damage. Preservation is your only consistent heal, backed up by Memento trophies from downed enemies, so you need kills to stay alive rather than a skill on cooldown.

Note: the Crusader shield is what makes the toxin ambush survivable. Keep it up while you reposition and drop it only when you need the extra damage window during the timed clear.

Backfire alternative if you skip Improvised gear

Crafting Improvised pieces takes time, and there is a shortcut. A Backfire combo running three blue and three red cores with hazard protection maxed out covers the same ground, trading some crit damage for a much easier time in the gas-filled rooms.

Inventory view of the Backfire Exotic SMG with its stats and attributes listed
The Backfire Exotic SMG in the inventory, showing its weapon stats and attribute rolls. Image via Ubisoft.

Group build: Tipping Scales with the Bluescreen LMG

In a squad, you can afford to specialize, and the Tipping Scales set pairs cleanly with Bluescreen. The set ramps your damage the longer you hold the trigger, which suits an LMG, and Bluescreen’s Exotic talent applies Disorient and Disrupt once its conditions are met. That gives the group both a damage floor and crowd control without giving up a weapon slot.

SlotItem
Mask, backpack, gloves, holsterTipping Scales
ChestEqualizer (named)
KneepadsFox’s Prayer (Damage to Targets out of Cover)
PrimaryBluescreen (Exotic LMG)
SecondaryLexington with Killer
SkillsPulse Scanner, Reviver Hive
Cores6 red, crit chance and crit damage on attributes and mods
SpecializationGunner

Aim for around 55% critical hit chance and 130% critical hit damage. Anything lower and you will feel it during the timed phase.

Bluescreen LMG selected in the inventory with its Disruptor Rounds talent text visible
The Bluescreen LMG in the inventory, with its handling stats and Disruptor Rounds talent details. Image via Ubisoft.

The rotation is short and repeatable. Mark an enemy with Bluescreen, keep firing until you build 50 stacks, then fire Pulse Scanner to disorient and disrupt everything within 10 meters of that marked target. Keep damaging with Bluescreen or swap to the Lexington while stacks rebuild, then repeat.

Pulse skill selected in the loadout screen showing cooldown, duration and effect radius
The Pulse skill screen, showing cooldown, duration, effect radius, and equipped mods. Image via Ubisoft.

Group build: Striker’s Battlegear with St. Elmo’s Engine

The second group option is the straightforward one. Striker rewards uninterrupted trigger time by stacking damage, and St. Elmo’s Engine gets the nod over Lexington or Chameleon purely because it clears trash faster, which matters when a countdown is running.

SlotItem
Backpack, gloves, kneepads, holsterStriker’s Battlegear
ChestEqualizer (named)
MaskCoyote’s Mask (Exotic)
PrimarySt. Elmo’s Engine (Exotic AR)
SkillsDecoy or Pulse Scanner, Reviver Hive
Cores6 red, crit chance and crit damage
SpecializationGunner

Sit near 50% critical hit chance and 130% critical hit damage. Protecting your Striker stacks is the whole game here, so pick your engagement angles carefully rather than trading shots in the open.


How to tell your build is tuned correctly

The clearest test is the timed objective. When the on-screen prompt to eliminate the Hyenas before Zodiac escapes appears with its countdown, a properly geared build finishes with time to spare instead of scraping the last few seconds. If that timer expires or comes close every attempt, your damage is short, not your positioning.

The second test is the toxin ambush. Surviving it without burning through armor kits means your mitigation and hazard protection are where they need to be. Once Zodiac goes down and the remaining Hyenas are cleared, the objective flips to leaving the nightclub, and the mission completion banner lists your rewards.

Common reasons the run fails

  • Standing too close to the stage in the final arena, which is also a no-respawn zone.
  • Letting the Underboss finish its self-heal instead of interrupting it with sustained fire.
  • Ignoring Zodiac’s auto turrets while he deploys them rather than shooting him mid-setup.
  • Running Protection from Elites below 75% on the solo build, which makes the ambush unwinnable.

All three setups share the same design goal even though they get there differently, which is holding enough damage to beat the clock while surviving a room full of toxin and elites. Pick the solo hybrid if you are queuing alone, and let one squadmate bring Bluescreen for add-control while the rest run Striker. Clear all three HVT Scout targets first, since the Climax mission does not open until they are down.