Build

Scrapper - Power Hammer

Legendary.png

Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Last modified: 34 Days ago.

Focused on: Direct damageUtility.

Designed for:

Overview

A direct damage based Scrapper, currently one of the most commonly used builds in tournament and ranked play due to its incredible rez power.

Skill Bar

Regenerating Mist
¼Activation.png
21Recharge.png
Regenerating Mist
Release a mist of healing liquid to regenerate nearby allies.
Regeneration.png2Regeneration (3s): 780 Heal
Book.pngNumber of Targets: 5
Combo.pngCombo Field: Water
Radius.pngRadius: 480
Defense Field
25Recharge.png
Defense Field
Project a reflective dome around you.
Duration.pngDuration: 5 seconds
Book.pngReflects Missiles
Radius.pngRadius: 240
Healing Mist
35Recharge.png
Healing Mist
Elixir. Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
Regeneration.pngRegeneration (10s): 1,300 Heal
Book.pngNumber of Targets: 5
Breaks Stun.pngBreaks Stun
Radius.pngRadius: 240
Chemical Field
¼Activation.png
25Recharge.png
Chemical Field
Generate a poison cloud.
Poison.png2Poison (4s): 268 Damage, -33% Healing Effectiveness
Book.pngNumber of Targets: 5
Book.pngPulses: 4
Duration.pngDuration: 6 seconds
Combo.pngCombo Field: Poison
Radius.pngRadius: 300
Detection Pulse
¾Activation.png
20Recharge.png
Detection Pulse
Remove stealth from enemies in a large area.
Revealed.pngRevealed (6s): You cannot stealth.
Book.pngNumber of Targets: 5
Radius.pngRadius: 600
Hammer
Healing
Utility
Elite
Positive Strike
½Activation.png
Positive Strike
Smack your hammer into your foe while empowering yourself.
Damage.pngDamage: 323
Might.pngMight (8s): +30 Power, +30 Condition Damage
Book.pngNumber of Targets: 3
Range.pngRange: 130
Electro-whirl
1Activation.png
6Recharge.png
Electro-whirl
Spin around, reflecting missiles and hitting enemies.
Damage.pngDamage (2x): 888
Book.pngNumber of Impacts: 2
Book.pngNumber of Targets: 3
Book.pngReflects Missiles
Combo.pngCombo Finisher: Whirl
Radius.pngRadius: 180
Rocket Charge
Activation.png
12Recharge.png
Rocket Charge
Dash forward with a rocket-charged hammer to damage enemies.
Damage.pngDamage (3x): 1,212
Book.pngNumber of Impacts: 3
Book.pngNumber of Targets: 5
Book.pngEvade: 1 second
Combo.pngCombo Finisher: Leap
Radius.pngRadius: 240
Range.pngRange: 1,000
Shock Shield
20Recharge.png
Shock Shield
Magnetize your hammer, blocking attacks while striking foes in front of you.
Damage.pngDamage (5x): 1,010
Vulnerability.png10Vulnerability (5s): 10% Incoming Damage, 10% Incoming Condition Damage
Book.pngNumber of Targets: 5
Duration.pngBlock Duration: 2 seconds
Range.pngRange: 170
Thunderclap
¾Activation.png
24Recharge.png
Thunderclap
Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
Damage.pngDamage (6x): 1,452
Vulnerability.pngVulnerability (8s): 1% Incoming Damage, 1% Incoming Condition Damage
Stun.pngStun: 1 second
Book.pngPulses: 6
Radius.pngInterval: 1 second
Combo.pngCombo Field: Lightning
Radius.pngRadius: 240
Range.pngRange: 1,200
Healing Turret
Not usable underwater.png
¾Activation.png
20Recharge.png
Healing Turret
Turret. Deploys a turret that heals you briefly, then regenerates you and your allies.
Healing.pngHealing: 2,520
Regeneration.pngRegeneration (3s): 390 Heal
Book.pngNumber of Targets: 5
Radius.pngRadius: 480
Bulwark Gyro
Not usable underwater.png
20Recharge.png
Bulwark Gyro
Gyro. Deploy a bulwark gyro to apply Watchful Eye to nearby allies.
Damage.pngDamage Reduced: 50%
Bulwark Gyro.pngWatchful Eye (4s): 33% of incoming damage is taken by your bulwark gyro.
Book.pngNumber of Targets: 5
Duration.pngDuration: 15 seconds
Radius.pngInterval: 3 seconds
Radius.pngRadius: 600
Elixir Gun
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Purge Gyro
Not usable underwater.png
20Recharge.png
Purge Gyro
Gyro. Deploy a purge gyro to remove conditions from you and your nearby allies.
Book.pngConditions Removed: 2
Book.pngRecharge Time: 3 seconds
Duration.pngDuration: 15 seconds
Sneak Gyro
¾Activation.png
40Recharge.png
Sneak Gyro
Gyro. Deploy a sneak gyro to provide stealth to nearby allies.
Stealth.pngStealth (4s): Invisible to foes.
Duration.pngDuration: 30 seconds
Radius.pngInterval: 3 seconds
Radius.pngRadius: 300


Kits

Elixir Gun
Tranquilizer Dart
¾Activation.png
Tranquilizer Dart
Fire a dart that bleeds and weakens foes.
Damage.pngDamage: 130
Bleed.pngBleeding (4s): 170 Damage
Weakness.pngWeakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Elixir F
¾Activation.png
8Recharge.png
Elixir F
Fire a bouncing glob of Elixir F that cripples foes and grants swiftness to you and allies.
Damage.pngDamage: 244
Swiftness.pngSwiftness (3s): 33% Movement Speed
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Range.pngRange: 900
Fumigate
Activation.png
12Recharge.png
Fumigate
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.
Damage.png5Damage: 140
Poison.png5Poison (2s): 335 Damage, -33% Heal Effectiveness
Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% incoming Condition Damage
Book.pngConditions removed: 5
Book.pngNumber of Targets: 5
Range.pngRange: 450
Acid Bomb
¼Activation.png
15Recharge.png
Acid Bomb
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage.pngDamage: 277
Book.pngDistance: 550
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Unblockable.pngUnblockable
Super Elixir
½Activation.png
20Recharge.png
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Heal.pngImpact Heal: 700
Heal.pngPulse Heal: 204
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Light
Range.pngRange: 900

Slot Changes

Utility

Purge Gyro Purge Gyro
Not usable underwater.png
20Recharge.png
Purge Gyro
Gyro. Deploy a purge gyro to remove conditions from you and your nearby allies.
Book.pngConditions Removed: 2
Book.pngRecharge Time: 3 seconds
Duration.pngDuration: 15 seconds
can be replaced by:
  • Elixir S Elixir S
    60Recharge.png
    Elixir S
    Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    Breaks Stun.pngBreaks Stun
    - invuln, stealth from toolbelt, stun breaking and condi cleansing.
  • Elixir C Elixir C
    ½Activation.png
    40Recharge.png
    Elixir C
    Elixir. Drink Elixir C, converting all conditions into random boons.
    Duration.pngDuration: 5 seconds
    - only for extreme scenarios with high condition pressure.
  • Slick Shoes Slick Shoes
    40Recharge.png
    Slick Shoes
    Gadget. Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded.
    Knockdown.pngKnockdown: 2 seconds
    Duration.pngOil Slick Duration: 3 seconds
    Duration.pngDuration: 3 seconds
    Book.pngUnblockable
    - unblockable CC with superspeed/stunbreaker on toolbelt.

Elite

  • Elixir X Elixir X
    1Activation.png
    105Recharge.png
    Elixir X
    Elixir. Drink Elixir X, becoming a rampaging brute or whirling tornado. Underwater become either a withering plague or a whirlpool.
    Tornado.pngTornado (15s): Transformed into a tornado.
    Rampage.pngRampage (20s): Assumed the form of a massive juggernaut.
    - an offensive option, taken for the Rampage damage and the AoE Moa morph from toolbelt.

Specializations

Inventions
Cleansing Synergy
10Recharge.png
Cleansing Synergy.pngCleansing Synergy
Using heal skills triggers a cleansing pulse around you.
Over Shield
Over Shield.pngOver Shield
Shield skills gain recharge reduction and grant protection to nearby allies.
Protection.pngProtection (3s): -33% Incoming Damage
Book.pngNumber of Targets: 5
Book.pngRecharge Reduced: 20%
Radius.pngRadius: 360

Automated Medical Response
120Recharge.png
Automated Medical Response.pngAutomated Medical Response
All heal skills recharge when struck while you are below the health threshold.
Radius.pngHealth Threshold: 25%

Autodefense Bomb Dispenser
20Recharge.png
Autodefense Bomb Dispenser.pngAutodefense Bomb Dispenser
Drop a smoke bomb when you are disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch).
Heal Resonator
Heal Resonator.pngHeal Resonator
When you use a healing skill, you apply regeneration to nearby allies.
Regeneration.pngRegeneration (6s): 780 Heal
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Experimental Turrets
Experimental Turrets.pngExperimental Turrets
Turrets apply boons to allies around them.
Flame Turret.pngMight.png3Might (10s): +90 Power, +90 Condition Damage
Healing Turret.pngVigor.pngVigor (3s): +50% Endurance Regeneration
Net Turret.pngSwiftness.pngSwiftness (10s): 33% Movement Speed
Rifle Turret.pngFury.pngFury (5s): 20% Critical Chance
Rocket Turret.pngRetaliation.pngRetaliation (3s): Reflect incoming damage back to its source.
Thumper Turret.pngProtection.pngProtection (3s): -33% Incoming Damage
Radius.pngInterval: 10 seconds
Radius.pngRadius: 600

Soothing Detonation
Soothing Detonation.pngSoothing Detonation
When you trigger a combo using a blast finisher, allies near the effect are healed.
Healing.pngHealing: 340
Book.pngNumber of Targets: 5
Radius.pngRadius: 240

Mecha Legs
Mecha Legs.pngMecha Legs
Movement speed is increased. Cripple, chill, and immobilize durations are reduced.
Immobilize.pngImmobilize: Unable to move.
Crippled.pngCrippled: -50% Movement Speed
Chilled.pngChilled: -66% Skill Recharge Rate, -66% Movement Speed
Book.pngMovement Speed Increase: 25%
Radius.pngCondition Duration Reduction: 33%
Energy Amplifier
Energy Amplifier.pngEnergy Amplifier
Your healing power is increased while you have regeneration.
Attribute bonus.pngAttribute Adjust: 250
Advanced Turrets
Advanced Turrets.pngAdvanced Turrets
Reduce damage taken by turrets. Turrets create reflective shields when built.
Damage.pngDamage Reduction: 33%
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Book.pngReflects Missiles

Bunker Down
2Recharge.png
Bunker Down.pngBunker Down
Create a proximity mine and med kit at your location when you critically hit with an attack.

Medical Dispersion Field
Medical Dispersion Field.pngMedical Dispersion Field
A percentage of healing you apply to yourself is shared with nearby allies.
Healing.pngHealing: 20%
Radius.pngRadius: 360
Alchemy
Hidden Flask
40Recharge.png
Hidden Flask.pngHidden Flask
Drink an Elixir B when struck while below the health threshold.
Radius.pngHealth Threshold: 75%
Invigorating Speed
5Recharge.png
Invigorating Speed.pngInvigorating Speed
When you gain swiftness, you also gain vigor.
Vigor.pngVigor (5s): +50% Endurance Regeneration

Protection Injection
5Recharge.png
Protection Injection.pngProtection Injection
Gain protection whenever you are disabled. (stun, daze, knockdown, knockback, launch, float, sink, or fear).
Protection.pngProtection (3s): -33% Incoming Damage

Health Insurance
Health Insurance.pngHealth Insurance
Outgoing healing to allies is increased while using a med kit.
Book.pngHealth Insurance: 33% Outgoing Heal Effectiveness
Transmute
15Recharge.png
Transmute.pngTransmute
Incoming conditions have a chance to convert into boons.
Radius.pngPercent: 100%
Inversion Enzyme
Inversion Enzyme.pngInversion Enzyme
Elixir gun abilities that remove conditions now convert them into boons instead.

Self-Regulating Defenses
75Recharge.png
Self-Regulating Defenses.pngSelf-Regulating Defenses
Drink an Elixir S when you are struck while below the health threshold.
Radius.pngHealth Threshold: 25%

Backpack Regenerator
Backpack Regenerator.pngBackpack Regenerator
Regenerate health every second when using a kit.
Healing.pngHealing: 117
Alchemical Tinctures
Alchemical Tinctures.pngAlchemical Tinctures
Throwing or consuming elixirs removes conditions from those affected. Your boon duration is increased.
Book.pngConditions Removed: 1
Radius.pngDuration Increase: 20%
HGH
HGH.pngHGH
Elixirs grant might, have reduced recharge, and have increased duration.
Might.png2Might (15s): +60 Power, +60 Condition Damage
Book.pngRecharge Reduced: 20%
Radius.pngDuration Increase: 20%

Stimulant Supplier
10Recharge.png
Stimulant Supplier.pngStimulant Supplier
Drop a stim pack when you use a healing skill.

Iron Blooded
Iron Blooded.pngIron Blooded
Incoming damage is reduced for each boon you have.
Damage.pngDamage Reduction per Boon: 2%
Scrapper
Function Gyro
20Recharge.png
Function Gyro.pngFunction Gyro
You gain access to the function gyro, which can be used to finish a foe or revive an ally at range.
Shocking Speed
10Recharge.png
Shocking Speed.pngShocking Speed
Using a leap or blast finisher in a lightning field applies superspeed around you.
Superspeed.pngSuperspeed (3s): Movement speed is greatly increased.
Book.pngNumber of Allied Targets: 5
Radius.pngRadius: 240

Perfectly Weighted
8Recharge.png
Perfectly Weighted.pngPerfectly Weighted
Hammer skills deal increased damage. Evading an attack grants stability.
Damage.pngDamage Increase: 10%
Stability.pngStability (4s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.

Recovery Matrix
Recovery Matrix.pngRecovery Matrix
Using your heal skill temporarily reduces damage you receive.
Protection.pngProtection (5s): -33% Incoming Damage
Decisive Renown
10Recharge.png
Decisive Renown.pngDecisive Renown
When you successfully revive an ally or finish an enemy, you grant boons to nearby allies.
Superspeed.pngSuperspeed (3s): Movement speed is greatly increased.
Might.png5Might (10s): +150 Power, +150 Condition Damage
Radius.pngRadius: 240
Rapid Regeneration
Rapid Regeneration.pngRapid Regeneration
Rapidly regenerate health while affected by swiftness or superspeed.
Swiftness.pngHealing.pngSwiftness: 101
Superspeed.pngHealing.pngSuperspeed: 340
Radius.pngInterval: 1 second

Expert Examination
Expert Examination.pngExpert Examination
Stunning or dazing a foe applies vulnerability and weakness to them.
Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% Incoming Condition Damage

Mass Momentum
Mass Momentum.pngMass Momentum
Gain power based upon your toughness. Gain might while you have stability.
Might.pngMight (5s): +30 Power, +30 Condition Damage
Book.pngGain Power Based on a Percentage of Toughness: 10%
Radius.pngBoon Application Interval: 1 second
Impact Savant
Impact Savant.pngImpact Savant
The duration of your outgoing stuns and dazes are increased, and the duration of stuns and dazes applied to you are decreased.
Radius.pngOutgoing Stun and Daze: 25%
Radius.pngIncoming Stun and Daze: 25%
Adaptive Armor
1Recharge.png
Adaptive Armor.pngAdaptive Armor
Gain stacking toughness when struck. Reduce incoming condition damage.
Damage.pngCondition Damage Reduced: 20%
Adaptive Armor.pngAdapted Armor (10s): 60 Toughness
Book.pngMaximum Stacks: 5

Final Salvo
Final Salvo.pngFinal Salvo
Activating a gyro grants stability to you and the gyro. Gyros grant superspeed and create a lightning field when destroyed.
Superspeed.pngSuperspeed (2s): Movement speed is greatly increased.
Stability.pngStability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
Book.pngPulses: 3
Radius.pngRadius: 240
Combo.pngCombo Field: Lightning

Applied Force
10Recharge.png
Applied Force.pngApplied Force
Gain quickness when you gain might above the threshold.
Quickness.pngQuickness (3s): Skills and actions are 50% faster.
Might.pngRequired boon (s): +30 Power, +30 Condition Damage
Book.pngStack threshold: 10

Variants

  • Adaptive Armor Adaptive Armor
    1Recharge.png
    Adaptive Armor.pngAdaptive Armor
    Gain stacking toughness when struck. Reduce incoming condition damage.
    Damage.pngCondition Damage Reduced: 20%
    Adaptive Armor.pngAdapted Armor (10s): 60 Toughness
    Book.pngMaximum Stacks: 5
    is another good option for sustain.

Equipment

Hammer.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Blood
5Recharge.png
Superior Sigil of Blood.pngSuperior Sigil of Blood
50% Chance on Critical: Steal Health. (Cooldown: 5s)
I.png
Superior Rune of Leadership
Superior Rune of Leadership.pngSuperior Rune of Leadership
(1): +8 to All Stats (2): +5% Boon Duration (3): +12 to All Stats (4): +10% Boon Duration (5): +16 to All Stats (6): +15% Boon Duration; when you use an elite skill, convert up to 2 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
Paladin's Amulet
Paladin's Amulet.pngPaladin's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Vitality

Variants

Sigils

  • Superior Sigil of Hydromancy Superior Sigil of Hydromancy
    9Recharge.png
    Superior Sigil of Hydromancy.pngSuperior Sigil of Hydromancy
    Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)

Rune

  • Superior Rune of the Scrapper Superior Rune of the Scrapper
    Superior Rune of the Scrapper.pngSuperior Rune of the Scrapper
    (1): +25 Power (2): +35 Toughness (3): +50 Power (4): +65 Toughness (5): +100 Power (6): Damage reduce by 7% when within 600 units of an enemy.
  • Superior Rune of the Water Superior Rune of the Water
    Superior Rune of the Water.pngSuperior Rune of the Water
    (1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): 25% chance when struck to remove a condition. (Cooldown: 30s) (5): +100 Healing Power (6): +15% Boon Duration; When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
  • Superior Rune of the Pack Superior Rune of the Pack
    Superior Rune of the Pack.pngSuperior Rune of the Pack
    (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
  • Superior Rune of Hoelbrak Superior Rune of Hoelbrak
    Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.

Amulet

  • Mender's Amulet Mender's Amulet
    Mender's Amulet.pngMender's Amulet
    +1050 Power +560 Precision +560 Vitality +1050 Healing power

Usage

General

  • You can revive and stomp your target from 900 range via the
    Function Gyro Function Gyro
    20Recharge.png
    Function Gyro.pngFunction Gyro
    You gain access to the function gyro, which can be used to finish a foe or revive an ally at range.
    . (Select a downed player and press your finish/revive button).
  • Double rez allies: The Gyro doesn't directly replace your ability to revive allies, which means you can basically double rez people.
  • The leap from
    Acid Bomb Acid Bomb
    ¼Activation.png
    15Recharge.png
    Acid Bomb
    Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
    Damage.pngDamage: 302
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Book.pngDistance: 550
    Combo.pngCombo Finisher: Blast
    Book.pngUnblockable
    Radius.pngRadius: 180
    can be canceled by pressing weapon swap mid-air, allowing you to remain in place while still getting the blast finisher and damage from the skill.
  • Unlike minions and pets, Gyros will not teleport to your position when traversing difficult terrain.

Sustain

  • Swiftness and Superspeed regenerate health every second.
  • Elixirs remove 1 condition each, except for
    Super Elixir Super Elixir
    ½Activation.png
    20Recharge.png
    Super Elixir
    Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
    Healing.pngImpact Heal: 700
    Healing.pngPulse Heal: 204
    Book.pngConditions Removed: 1
    Book.pngNumber of Targets: 5
    Book.pngPulses: 11
    Duration.pngDuration: 10 seconds
    Combo.pngCombo Field: Light
    Radius.pngRadius: 240
    Range.pngRange: 900
    which removes 2 (1 baseline, another 1 because of traits).
  • This build has plenty of options for healing. You'll have 2 Water Fields:
    • Cleansing Burst Cleansing Burst
      Not usable underwater.png
      15Recharge.png
      Cleansing Burst
      Overcharge your healing turret, supplying a burst of healing that cures two conditions.
      Healing.pngHealing: 2,520
      Regeneration.pngRegeneration (5s): 650 Heal
      Book.pngConditions Removed: 2
      Book.pngNumber of Targets: 5
      Combo.pngCombo Field: Water
      Radius.pngRadius: 480
      - when using Healing Turret.
    • Regenerating Mist Regenerating Mist
      ¼Activation.png
      21Recharge.png
      Regenerating Mist
      Release a mist of healing liquid to regenerate nearby allies.
      Regeneration.png2Regeneration (3s): 780 Heal
      Book.pngNumber of Targets: 5
      Combo.pngCombo Field: Water
      Radius.pngRadius: 480
      - Healing Turret's toolbelt skill, time it well because the duration of the field is extremely short.
  • The aforementioned fields can be combo'd with the following finishers for healing:
    • Acid Bomb Acid Bomb
      ¼Activation.png
      15Recharge.png
      Acid Bomb
      Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
      Damage.pngDamage: 302
      Book.pngNumber of Targets: 5
      Duration.pngDuration: 5 seconds
      Book.pngDistance: 550
      Combo.pngCombo Finisher: Blast
      Book.pngUnblockable
      Radius.pngRadius: 180
      - Elixir Gun skill, AoE heal.
    • Rocket Charge Rocket Charge
      Activation.png
      12Recharge.png
      Rocket Charge
      Dash forward with a rocket-charged hammer to damage enemies.
      Damage.pngDamage (3x): 1,212
      Book.pngNumber of Impacts: 3
      Book.pngNumber of Targets: 5
      Book.pngEvade: 1 second
      Combo.pngCombo Finisher: Leap
      Radius.pngRadius: 240
      Range.pngRange: 1,000
      - Hammer skill, self heal. It's actually 2 Leap Finishers in a row - place the field on your target, if your foe won't leave the field all 2 leap finishers will land in it.
    • Detonate Healing Turret Detonate Healing Turret
      Detonate Healing Turret
      Detonate your healing turret.
      Damage.pngDamage: 1,270
      Combo.pngCombo Finisher: Blast
      Radius.pngRadius: 120
      - Healing Turret's chain skill, AoE heal.
  • Super Elixir Super Elixir
    ½Activation.png
    20Recharge.png
    Super Elixir
    Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
    Healing.pngImpact Heal: 700
    Healing.pngPulse Heal: 204
    Book.pngConditions Removed: 1
    Book.pngNumber of Targets: 5
    Book.pngPulses: 11
    Duration.pngDuration: 10 seconds
    Combo.pngCombo Field: Light
    Radius.pngRadius: 240
    Range.pngRange: 900
    provides healing and cleanses conditions, but it's not a Water Field.

Swiftness Swiftness stacking

  • Before the match begins drop a lightning field from
    Thunderclap Thunderclap
    ¾Activation.png
    24Recharge.png
    Thunderclap
    Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
    Damage.pngDamage (6x): 1,452
    Vulnerability.pngVulnerability (8s): 1% Incoming Damage, 1% Incoming Condition Damage
    Stun.pngStun: 1 second
    Book.pngPulses: 6
    Radius.pngInterval: 1 second
    Combo.pngCombo Field: Lightning
    Radius.pngRadius: 240
    Range.pngRange: 1,200
    and then use your Blast finishers in it (such as Acid Bomb and Detonate healing Turret) for AoE Swiftness. In combat Lightning Fields can also be used to chain daze targets with
    Rocket Charge Rocket Charge
    Activation.png
    12Recharge.png
    Rocket Charge
    Dash forward with a rocket-charged hammer to damage enemies.
    Damage.pngDamage (3x): 1,212
    Book.pngNumber of Impacts: 3
    Book.pngNumber of Targets: 5
    Book.pngEvade: 1 second
    Combo.pngCombo Finisher: Leap
    Radius.pngRadius: 240
    Range.pngRange: 1,000
    .

Top Streamers

Notes

  • If you only need a bit of healing or want to have more frequent condition cleansing, you can deploy
    Healing Turret Healing Turret
    ½Activation.png
    20Recharge.png
    Healing Turret
    Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    then use
    Cleansing Burst Cleansing Burst
    15Recharge.png
    Cleansing Burst
    Overcharge your healing turret, supplying a burst of healing that cures two conditions.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (5s): 650 Heal
    Book.pngConditions Removed: 2
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    and pick it up again, instead of using
    Detonate Healing Turret Detonate Healing Turret
    Detonate Healing Turret
    Detonate your healing turret.
    Damage.pngDamage: 1,270
    Radius.pngRadius: 120
    Combo.pngCombo Finisher: Blast
    . This reduces the healing, but also the cooldown.
100%
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13 Ratings
Gold Medal - Great
Starvinmarwin said this build was great November 2016

This build is all in all a good support build with the potential to carry a game pretty hard, since you are abled to rezz nearly anything against even 2-3 people cleaving with Function Gyro and Sneak Gyro. In addition to this, you have a lot of damage in teamfights and the ability to pressure downed players pretty well. I discussed with friends, who could´t keep players alive better, Ele or ERngineer and we came to the conclusion that while Ele is better at healing and removing conditions, Engineer is unmatched in preventing stomps and providing them.

I would consider changing Purge gyro for Rocketboots. At the moment you don´t need that much condition removal because most of condition builds that are around are either necros or warriors. Purge Gyro doesn´t really help against necros that much, they just keeps reapplying all their conditions if you can´t dodge or kite them out. The only reason for me to take Purge Gyro against necros is to 1v1 but as an engineer you shouldn´t even try to do this. Against warriors, you have to kite them out, if they hit you enough, Purge Gyro won´t do anything. On the otherhand, Rocketboots give you a lot of mobility, remove Immobilize (which, in my opinion is huge for engi) and can also ad to your sustain, since they are a blast finisher. It gives you the ability to easily outkite necros, warriors, it helps against panic strike and i can´t count the times it helped me decapping or preventig decaps. You should try it out!

Gold Medal - Great
Beilkk said this build was great September 2016

Very durable while both being able to deal damage and maneuver the battlefield. It's also rather easy to use and it's various alternate skills make it very versatile on the battlefield, so long as you don't mind a little kit swapping. Gil, all PvP runes and sigils are "Superior". They use the same stats as their normal PvE counterparts, but the PvE versions have lesser variations. They just removed the actual word from the PvP versions for redundancy reasons.

Gold Medal - Great
PapaMojo said this build was great August 2016

This build is awesome! It's got everything, reflects, condi cleanse, survivability, decent damage, minion destruction and transformation shutdown if you take elixir x, easy resess and downs whether or not you take stealth gyro, mobility and more might than you'll know how to deal with! Especially if you take elixir B I like to take rune of water with menders amulet or strength runes with paladins or marauders. If they have a lot of condi classes it's a good idea to take hoelbrak runes, adaptive armor, or elixir C, or all 3 of em if they have enough. As far as weaknesses go, I have to idea what TBD means but I don't think I've come across it yet.

10 More Ratings
Gold Medal - Great
Tiitz said this build was great August 2016

Had a great time playing it the last few days.

Played it with my friend while he was a thief and we had no problem fighting 3vs2.

Holding point until help came was really easy and capping together was no problem too.

I took Medic Gyro because i liked the heal field that moves with me,i also took elixir s for extra survivability and stealth.

Would recommend this build to everyone,beginners or new player.

Sometimes i had to deff against 3 enemies alone and it worked really well,i dont thing that any other Engi build can compare to this build.

Gold Medal - Great
Sate said this build was great August 2016

Best build it's amazing ! the other builds it's not compare with her this build it's so great ! Hammer very damage.

Gold Medal - Great
The V said this build was great August 2016

Overall a very strong build. Only thing I'm missing is that Self-Regulating Defenses is chosen over Inversion Enzyme. Inversion Enzyme gives you so much more usefulness in teamplay, converting conditions on allies with Fumigate.

Gold Medal - Great
Froggy11235 said this build was great June 2016

This build is amazing. The hammer gives great leap finish/whirl finish while the toolbelt skills allow you lay fields down! Tanky class and a great build to tank-out a match if you tire of ele. I like the rocket boot disengage/stealth gyro when totally outmanned/outclassed at mid. As a guardian vet, I found this build to be an easy transition, as well.

Gold Medal - Great
Kalkin said this build was great February 2016

Great build. A common variant you will see is running Bulwark Gyro instead of Slick Shoes, taking Final Salvo instead of Adaptive Armor, and running Marauders over Paladins. The Bulwark Gyro gives replaces the survivability of Paladins and adaptive armor with the bonus of a reflect shield, which lets you run a more offensive amulet, and Final Salvo gives you and your Gyros easy access to stability for safer stomping/reviving. Generally I think that Bulwark Gyro is going to end up being meta due to its utility for team fights and its incredibly low cool down.

Gold Medal - Great
Billaboong said this build was great February 2016

Does a lot of damage, has survivability and Function Gyro offers unique mechanics to revive and finish. Has enough sustain to stay at melee range.

Gold Medal - Great
Serdoc said this build was great January 2016

Very powerful build in the new Meta that is forming after the 01/26/2016 balance patch.

Gold Medal - Great
Toeofdoom said this build was great January 2016

Extremely survivable - even running berserker amulet, I regularly end up last one on the team alive (though that may imply other things...). Due to this it is important to rapidly disengage using sneak gyro & super speed. For a marauder build it is very difficult to apply substantial damage quickly and CC is limited by longer cooldowns than most engi builds - it is built around sustained damage rather than burst (reflecting the current meta).

Gold Medal - Great
J0ttem said this build was great December 2015

Very versatile. Good mobility, good damage and amazing survivability considering it's running Marauder.

Gold Medal - Great
Hanz said this build was great November 2015

Replaced its celestial counterpart in the meta.