This page will show you some of the best builds for your squad mate Jack in Mass Effect 2. Here, you’ll find details on the best abilities to pick, and the best weapons to equip.
Jack Overview¶
Jack also known as “Subject Zero” is a notorious criminal whose crimes include but not limited to murder and kidnapping. She is arguably one of the most powerful human biotics user in the galaxy.
When do you get Jack¶
Jack is available after completing the Mission Dossier: The Convict.
Warp Ammo and Pull Field Build¶
This build revolves around maxing out Jack’s loyalty power Warp Ammo, and the biotic Power Pull. We then max out her Subject Zero passive skill line to decrease her Power Recharge Time allowing her to cast her Powers more frequently as well as increasing her Health and Weapon Damage. We ignore Shockwave because its uses are too situational.
Power | Evolution | Squad Points |
---|---|---|
Shockwave | – | – |
Pull | Pull Field | 10 |
Warp Ammo | Squad Warp Ammo | 10 |
Subject Zero | Primal Adept | 10 |
Powers¶
This section will go into more detail on why the Powers are chosen for this particular build.
Pull¶
Pull is one of the best disabling powers in the game, and when maxed, it can render multiple enemies helpless. The only negative is that the enemies’ protection will need to be stripped before it can affect them. We take the Pull Field evolution, so it can hit more enemies. This power is best followed up with Warp, Throw, Charge or Warp Ammo for some potent combo damage.
Warp Ammo¶
Warp Ammo is the only Ammo Power in the game that does bonus damage to barriers. Which makes this great against any enemy that has one. Take the Squad Warp Ammo evolution, but only if you don’t have any other Ammo Powers in your squad, if you do, choose the Heavy variant.
Subject Zero¶
Subject Zero is Jack’s passive skill line, that increases her Health, Weapon Damage, and Power Recharge Time. We choose the Primal Adept evolution to increase the frequency you can use her Powers. If you equip her with a close range Shotgun, choose the Vanguard variant, as that will increase her Weapon Damage.
Shockwave¶
Shockwave can penetrate cover, and stagger protected enemies, but its uses are too situational to recommend taking it over Warp Ammo. It’s especially useful against groups of enemies like the Husks.
Best Weapons¶
This section will talk about what weapons are best for this particular build. This build relies on Jack using her Powers as often as possible.
Shotgun¶
Weapon | Base Damage | Accuracy | Recoil | Fire Mode | Fire Rate | Clip Size |
---|---|---|---|---|---|---|
Geth Plasma Shotgun | Instant shot - 156.50 (250.38), Fully charged - 347.77 (556.4) | Moderate | Moderate | Semi-Automatic | 174 RPM | 5 |
The Geth Plasma Shotgun originally a DLC weapon in the base game can be purchased in Omega in the Legendary Edition.
Although it isn’t the best Shotgun in the game, it works better for squad mates due to the way they use their weapons in the game. With Shotguns they tend to fire from a distance, which is why the Geth Plasma Shotgun is taken. If you’ll micro-manage Jack, you can opt for a better shotgun.
Heavy Pistol¶
Weapon | Base Damage | Accuracy | Recoil | Fire Mode | Fire Rate | Clip Size |
---|---|---|---|---|---|---|
M-5 Phalanx | 109 | High | High | Semi-Automatic | 80 RPM | 6 |
The M-5 Phalanx was originally added as DLC in the original Mass Effect 2, in the Legendary Edition, it can be purchased from Ratch, who resides on Tuchanka.
What makes the M-5 Phalanx so effective, is that it’s highly accurate due to its built in laser, and it hits like a truck with 109 base damage. Like most handguns, it’s better to use against enemies with armor.
This build is not possible.
Unlocking Pull for Jack requires 2 levels in Shockwave. There is no way to max Pull. If you reset her abilities using the terminal on the shadow broker base, you still have to put 3 points into Shockwave to unlock pull. This build is not possible.