Firebrand - Power Mantra Roamer

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Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Direct damageSupport.

Designed for:


A high skill cap, high damage WvW Firebrand roamer which smites its foes through mantras and tomes, while maintaining a wide variety of boons.

Skill Bar


Slot Changes


  • If you haven't unlocked the Warclaw mount yet, we recommend that you carry a Staff in your inventory. Stats and rarity are irrelevant, it's only for
    which adds much needed mobility while roaming.


  • is an equally viable choice. Makes it easier to survive burst damage or to manage CDs in longer fights, but the loss of the mantra makes it easier to get stunlocked.



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Superior Rune of Durability
Mighty WvW Infusion




  • Maintain permanent Retaliation Retaliation on yourself. This is done primarily through
    (SoW), and Light Aura Light Aura granted by using
    inside SoW (or any other symbol).
    • Retaliation Retaliation is extremely important because of its synergy with the Radiance line, most notably
  • enhances your symbols greatly, making them better at everything. Try to stand in them as much as possible (and make your opponents do the same through hard- and soft-CC).
    • is the only source of Fury Fury in the build which you'll need along with Retaliation if you wish to have proper crit chance as your gear doesn't provide any.
    • There's a 3rd symbol in the build which procs from
      - this one can be activated instantly through your healing mantra (even while stunned) and grants Protection, making it an excellent defensive tool. Considering how it's instant, you can also use it offensively for instant AoE damage.


Understanding and mastering mantras is extremely important for both damage and sustain.

  • Channel mantras while out of combat, and don't spam them mindlessly. Mantras have 3 charges. The final charge is an empowered version of the "basic" ones, but also sends the entire mantra on CD after which you need to channel it again. Try not to use the last charge unless absolutely necessary, and wait a few seconds between using basic charges of the same mantra, as mantras recover their charges over time (~10 second per charge because of the reduction from
  • charges make excellent fillers and can be combo'd for damage with just about anything.
    • is yet another instant damage source, which also mitigates damage through Weakness Weakness and Blind Blind, while making it harder to escape your damage via Cripple Cripple.
  • charges don't have much depth to them.
    • should be used for the Quickness Quickness and Might Might when you're bursting a target, or just in general when Quickness is about to run out. Quickness is yet enother important boon as
      increases your stats while it's active.
  • is your healing skill.
    • provides moderate healing and Aegis Aegis, and can be used while CC'd. Try not to use it if you already have an active aegis, as this boon doesn't stack.
  • is the elite skill, and your best tool against CC.


  • ,
    , and
    skill #1 are your main burst skills. Be sure to have Retaliation Retaliation, Fury Fury, Quickness Quickness, and a bunch of Might Might stacks active before using any of them.
  • There are several hard hitting skills in the build (not to mention plenty of instant skills as well), which makes for a lot of good combos. Example:
  1. and
    from range. Optional: if only the final charge remains and you can't use PH, then only
    remains. As the final charge of each tome immobilizes targets, use this mantra skill after step 2, not before
  2. immediately to close the gap
  3. to proc a symbol from
    (provided that the trait is not on CD)
  4. for damage


Enter your defensive tomes at the first sign of real trouble. Stabilize yourself, wait for weapon and mantra CDs, then drop out and burst the target.

The damage tome

  • Chapter 1: Searing Spell Chapter 1: Searing Spell
    Chapter 1: Searing Spell
    Fueled by tales of the desolation in Istan, incite a great swelling of heat before you.
    Damage.pngDamage: 391 (1.1)
    Burning.pngBurning (3s): 393 Damage
    Book.pngNumber of Targets: 5
    Range.pngRange: 600
    , especially with Quickness Quickness, is an excellent spammable source of burst damage.
  • Chapter 2: Igniting Burst Chapter 2: Igniting Burst
    Chapter 2: Igniting Burst
    Ignite the air around you in an expanding burst.
    Damage.pngDamage: 195 (0.55)
    Burning.png2Burning (6s): 1572 Damage
    Weakness.pngWeakness (4s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    is useful for stacking Weakness Weakness, which means this is arguably the most defensive skill here.
  • Chapter 3: Heated Rebuke Chapter 3: Heated Rebuke
    Chapter 3: Heated Rebuke
    Ignite the air around you in an expanding burst.
    Damage.pngDamage: 160 (0.45)
    Radius.pngPull: 240
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 900
    is the only CC on this tome, and a rather good one at that. As usual, CCs are mostly situational.
  • Chapter 4: Scorched Aftermath Chapter 4: Scorched Aftermath
    Chapter 4: Scorched Aftermath
    Detail the suffering in fire and blood inflicted during Vabbi's occupation.
    Damage.pngDamage: 1135 (3.2)
    Bleeding.pngBleeding (2s): 44 Damage
    Burning.pngBurning (2s): 262 Damage
    Book.pngNumber of Targets: 5
    Book.pngPulses: 5
    Book.pngDuration: 4 seconds
    Book.pngInterval: 1 second
    Radius.pngRadius: 360
    Combo.pngCombo Field: Fire
    acts as your best AoE skill and usually you should start with this one. Use skill #3 and potentially even Immobilize Immobilize to stop enemies from walking out of it.
  • Ashes of the Just (Skill 5) won't be used.

Healing, cleansing, boon stacking

  • Spam
    Chapter 1: Desert Bloom Chapter 1: Desert Bloom
    Chapter 1: Desert Bloom
    Tales of desert blooms create a wave of healing for your allies.
    Heal.png[PvE] Healing: 730 (0.96)
    Heal.png[PvP/WvW] Healing: 564 (0.728)
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 600
    for healing, and
    Chapter 2: Radiant Recovery Chapter 2: Radiant Recovery
    Chapter 2: Radiant Recovery
    Release a torrent of pages describing the water cycle of the Elon River. Heal allies and grant them swiftness.
    Heal.png[PvE] Healing: 457 (0.77)
    Heal.png[PvP/WvW] Healing: 388 (0.5)
    Book.png[PvE/WvW] Conditions Removed: 3
    Book.png[PvP] Conditions Removed: 2
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 240
    if you need cleansing. Not much else to say.
  • Chapter 3: Azure Sun Chapter 3: Azure Sun
    Chapter 3: Azure Sun
    Inspired by countless poems describing the comforting powers of the water-reflected sun, grant boons to allies.
    Vigor.pngVigor (5s): 50% Endurance Regeneration
    Regeneration.pngRegeneration (6s): 780 Heal
    Swiftness.pngSwiftness (5s): 33% Movement Speed
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 900
    is somewhat weak, you should only use it once per tome activation.
  • Chapter 4: Shining River Chapter 4: Shining River
    Chapter 4: Shining River
    Release a torrent of pages describing the water cycle of the Elon River. Heal allies and grant them swiftness.
    Heal.png[PvE] Healing: 376 (0.26)
    Heal.png[PvP/WvW] Healing: 287 (0.26)
    Swiftness.pngSwiftness (5s): 33% Movement Speed
    Book.pngPulses: 5
    Combo.pngCombo Field: Water
    Radius.pngRadius: 360
    provides nice AoE healing and a combo field.
  • Epilogue: Eternal Oasis Epilogue: Eternal Oasis
    Epilogue: Eternal Oasis
    Purify your allies with the waters of Amnoon and increase the healing they receive.
    Epilogue Eternal Oasis.png[PvE] Eternal Oasis (8s): 33% Heal Effectiveness
    Epilogue Eternal Oasis.png[PvP/WvW] Eternal Oasis (8s): 20% Heal Effectiveness
    Book.pngConditions Converted to Boons: 5.
    Book.pngNumber of Allied Targets: 5
    Range.pngRange: 600
    is the very first skill you should use after activating this tome. This will increase all the healing you receive, while converting conditions into boons.

The tome of emergencies

  • Chapter 1: Unflinching Charge Chapter 1: Unflinching Charge
    Chapter 1: Unflinching Charge
    Roused by tales of mythical Sunspear charges, ground and motivate allies before you.
    Stability.pngStability (4s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Swiftness.pngSwiftness (6s): 33% Movement Speed.
    Book.pngNumber of Allied Targets: 5
    Range.pngRange: 600
    is somewhat weak, use it only if you don't have Stability Stability, or you're about to drop out of the tome for one reason or another but everything else is on CD.
  • Chapter 2: Daring Challenge Chapter 2: Daring Challenge
    Chapter 2: Daring Challenge
    As the tales recount of Turai, taunt your enemies by issuing an insightfully inciting challenge.
    Damage.pngDamage: 497 (1.4)
    Taunt.pngTaunt (1s): Involuntarily attack foes.
    Aegis.pngAegis (3s): Block the next incoming attack.
    Radius.pngRadius: 240
    should be used on CD (delay it a bit if you already have an active Aegis Aegis).
  • Chapter 3: Valiant Bulwark Chapter 3: Valiant Bulwark
    Chapter 3: Valiant Bulwark
    Manifest the shimmering purity of the desert sun, reflecting enemy missiles.
    Duration.png5 seconds.
    Radius.pngRadius: 240
    Book.pngReflects Missiles
    Range.pngRange: 900
    is a reflect which makes it very situational. A life saver in some matchups, entirely useless in others.
  • Chapter 4: Stalwart Stand Chapter 4: Stalwart Stand
    Chapter 4: Stalwart Stand
    Recount the stand of Elonian loyalists against Palawa Joko, granting resistance to your allies.
    Resistance.pngResistance (1s): Conditions currently on you are ineffective; stacks duration.
    Book.pngNumber of Pulses (PvE): 4
    Book.pngNumber of Targets: 3
    Interval.pngInterval: 1 second
    Radius.pngRadius: 360
    Combo.pngCombo Field: Light
    Range.pngRange: 1,200
    Stun-Break.pngBreaks stun
    should usually be the first skill you use after entering this tome, and this is your single best tool against conditions. Under heavy condition pressure you may not have enough time to cleanse with
    , in which case the low cast time and the Resistance Resistance provided by this skill are going to be quite useful. This is also the only tome skill which breaks stun.
  • Epilogue: Unbroken Lines Epilogue: Unbroken Lines
    Epilogue: Unbroken Lines
    Recalling the memory of heroes past, enchant nearby allies with formidable defenses.
    Aegis.pngAegis (4s): Block the next incoming attack.
    Protection.pngProtection (5s): -33% Incoming Damage.
    Retaliation.pngRetaliation (3s): Reflect incoming damage back to its source.
    Stability.pngStability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Unbroken Lines.pngUnbroken Lines (PvE, 5s): 300 Toughness
    Unbroken Lines.pngUnbroken Lines (PvP/WvW, 5s): 200 Toughness
    Radius.pngRadius: 600
    is the best tool you have against direct damage. Try to use it at least once, but preferably twice before leaving the tome.
Build rating - 4 stars
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4 Ratings
4 stars
Staub gave this build 4 stars April 2019

Really underrated roaming build. Good sustain, decent damage, ability to adjust on the go, and, like others mentioned --- really fun to play!

4 stars
Mysterious gave this build 4 stars March 2019

i run this build and it actually is stupidly fun to play while roaming with its sustain and burst potential

4 stars
Ibex gave this build 4 stars October 2018

Pretty strong and versatile build with good sustain, damage and group utility.

1 More Rating
4 stars
Hanz gave this build 4 stars September 2018

I think this is one of the most underrated roamers currently. Despite the relative lack of popularity (although I've encountered a few enthusiasts), this is amazing in most 1v1s and smallscale group combat. The tomes make it ridiculously versatile, and it excels at both sustained and burst damage. The only true downside is the mobility while roaming, but the leap/teleport skills can ease that (or just equip a staff for the swiftness, really).

Has way more tools at its disposal than DH or core guard - be it condi damage or power, ranged attacks or CC spam, this has an answer to it.

For weakness maybe I'd list extreme burst damage. There are plenty of ways to mitigate or even avoid pressure entirely, but if you fail to anticipate the burst you can get punished hard, because burst healing and invulnerability windows are probably the only things this lacks. Unblockables can also be dangerous.

Very strong in isolated 1v1s and smallscale group combat, but for actual roaming I'll give it a bit lower rating only because it lacks to mobility/disengage potential of other builds in that tier, like mesmer or warrior.

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