Team - Path of Fire GvG Composition

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This build is unrated.

Focused on: Direct damageSupportMobility.

Designed for:


This team composition revolves around a high sustain, high damage and high corrupt/boonrip comp that can quickly generate several enemy downs if paired with skills coordination, target/area focusing and proper driving.

The parties listed are a strong choice for scrims/GvGs, however moving around classes to suit what you have, dropping or adding healers, swapping DPS roles and using extra support guardians are all viable choices. A list of strong variants can be found underneath the class tables.


Guild vs Guild or GvG are player terms for a game format, commonly tied to WvW, in which two guilds attempt to best each other in direct combat, although the game mode is not directly supported in Guild Wars 2, guilds, players and the community as a whole often organize scrims, GvGs and tournaments.

Fights are typically held in the arena in the north of Obsidian Sanctum, into the Mists Arena, the middle area on Edge of the Mists, or, if absolutely necessary, in a guild's Guild Arena (PvE balance). Most matches allow around 15-20 players on each side, but 15v15 are way more common and a general agreement among the community. Also, its common sense that each class is limited to a max amount of 4. A guild has "won" a round when their opponents have surrendered (gg) or, more rarely, have all died; matches often require winning the best of seven or nine rounds.

The GvG meta usually differs only slightly from the general WvW open field meta, that's reason why similar builds are here suggested.

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Class Roles

Composition Core

  • Dark-icon-firebrand.png Firebrands support their party with boons and sustain, enabling damaging classes to survive against enemy groups. The most important duty of the Firebrand is to provide Stability Stability for their party during engages as well as cleansing of conditions, CC'ing and healing.
  • Dark-icon-scrapper.png Scrapper has enormous AoE healing, condition cleanse, and access to stealth and stealth counters. They belong primarily in GvG comps for their unique support abilities and strong AoE stealth and reveal abilities.
  • Dark-icon-scourge.png Scourge is a damage dealer, also able to provide unique access to AoE Barrier Barrier, some reasonable condition cleansing and extremely powerful boon corrupting abilities.

Flex Classes

  • Dark-icon-chronomancer.png Chronomancer is vital for CC and his unmatched utilities in any group, with access to unique skills such as
    Gravity Well Gravity Well
    Gravity Well
    Well. Create a powerful well that warps space in an area, knocking down, floating, and pulling foes caught in its event horizon. When it expires, foes still inside the well take heavy damage.
    Damage.pngPulse Damage: 160
    Damage.pngFinal Damage: 798
    Radius.pngPull: 240
    Float.pngFloat: 1s
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 3s
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 900
    Null Field Null Field
    Null Field
    Glamour. Create a field of energy that rips all boons from foes, and cures all conditions on allies.
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Ethereal
    Range.pngRange: 1,200
    and ; as well as
    Distortion Distortion
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion.pngDistortion (1s): Evade all attacks.
    Book.pngPrevents Capture-Point Contribution
    Range.pngRange: 1,200
    to avoid enemy damage.
  • Dark-icon-spellbreaker.png Spellbreaker provides great boonrip as well as AoE and single target burst damage, but primarily belongs in any GvG comp due to Winds of Disenchantment Winds of Disenchantment, a mobile AoE skill that removes and denies boon reapplication, enabling your group to perform huge damage spikes and condi bombs on locked targets.
  • Dark-icon-berserker.png Berserker provides huge damage through while having strong fillers with and . Also bringing which can be used to stomp/rez.
  • Dark-icon-daredevil.png Daredevil has enormous single target burst and can smash through melee enemies quickly whilst in the evade frames of . Thief has access to smoke fields as well, which can be used with blast finishers to stealth your group for engages.
  • Dark-icon-tempest.png Tempest is one of the most versatile supports in terms of traits and weapons. It has great access to healing and cleanse, a powerful ground control with immob trait; and great aurashare and boon support through shouts and overloads.
  • Dark-icon-herald.png Herald is a powerful spike DPS class that can operate at large ranges, making them one of the best classes to use if you do not plan to engage the enemy group often head on but still need to be dishing out damage.

Party Composition

Profession Build
Party 1
Dark-icon-firebrand.png Firebrand Support Firebrand
Dark-icon-scrapper.png Scrapper Med Kit Scrapper
Dark-icon-scourge.png Scourge Power Curses or Cele Scourge
Dark-icon-herald.png Herald (Flex Slot) Hammer Backline
Dark-icon-spellbreaker.png Spellbreaker (Flex Slot) DPS Spellbreaker
Party 2
Dark-icon-firebrand.png Firebrand Support Firebrand
Dark-icon-scrapper.png Scrapper Med Kit Scrapper
Dark-icon-scourge.png Scourge Power Curses or Cele Scourge
Dark-icon-daredevil.png Daredevil (Flex Slot) Staff Daredevil
Dark-icon-spellbreaker.png Spellbreaker (Flex Slot) DPS Spellbreaker
Party 3
Dark-icon-firebrand.png Firebrand Support Firebrand
Dark-icon-scrapper.png Scrapper Med Kit Scrapper
Dark-icon-scourge.png Scourge Power Curses or Cele Scourge
Dark-icon-scourge.png Scourge (Flex Slot) Power Curses or Cele Scourge
Dark-icon-chronomancer.png Chronomancer (Flex Slot) Support Chrono
15 total


Replacing Flex Slots with other builds will not change the core concept of the composition: Firebrand + Scrapper + Scourge, with coordinated necro cooldowns and CC's. The meta defining aspects are the Scourge corrupts, damage and ground control; the Firebrand boon output and downstate control; and the Scrapper converts, healing and stealth/reveal skills.

  • Support Tempest will be picked mainly due to the AoE Immobilize Immobilize, making it very powerful, if coordinated, to lock down enemies into , scourges shades and wells. Meanwhile, still being a solid support through 10-man shouts (with downstate denial from elite, aura share and AoE superspeed for example) and ground control from weapon skills.
  • Hammer Backline will be picked for enormous damage spike that hammer brings, being extremely effective to quickly generate downs from 600-900 range. It also has good boonshare from Glint, and group damage mitigation as well as stability access from Dwarf.
  • Diviner Renegade can be picked due to Alacrity Alacrity, but is extremely situational. Feel free to replace it over a Herald or a Scourge if it suits your team composition.
  • Blood Magic Scourges can fit in for extra downstate control and Barrier Barrier at the cost of damage and corrupts.


  • The two groups should be diametrically opposed to each other, with players stacking tight and standing still while waiting for the round start.
  • Pre buffing, also known as boon stacking/sharing, isn't allowed until the round starts, excluding Swiftness Swiftness share. It means, for example, that Heralds can't upkeep or , but your Firebrands can keep rolling and blasting lightning fields. Be careful to not place combo fields (like the swiftness symbol) when your group is about to blast the smoke fields since it will overlap fields and likely crack your group stealth uptime.
  • Make sure your group doesn't have stacking sigils in their weapons. It's an agreement, also if your team can't manage to secure kills, you are basically wasting a sigil slot. On Kill foods are strongly discouraged for GvG as well.
  • To set up a round, a driver will usually call a timer (04:00 on tick timer or 4m00s on the player x food, for example) and wait for the enemy driver confirmation. If he accepts, the round will start at the setted time, thus 5s before the round starts both groups are allowed to stealth. So, for instance, if the round starts at 03:30, both groups can start stealth blasting at 03:35. Bear in mind, your team CAN'T move before 03:30.
  • If the driver feels a round is already lost, for example, 6 of his players are full dead, he can whisper GG (surrender) to the enemy driver, thus the enemy group should stop cleaving/killing the remaining players. Although, always look after comebacks and be persistent, if a team loses 2 DPS players, but the enemy team is out of defensive cooldowns, the first one still has a chance to win
  • It's not recommended to focus the enemy driver since it can be considered 'pin snipe', which can lead to a round remake or loss.


  • Group stealthing is an usual and effective action prior to a round start, your group must always do it. Stealth Stealth allows you to move around without being tracked by the enemy team, making it extremely useful due to the surprise factor for landing the first bomb or to reposition your group around, for example.
  • You can access it through Smoke fields (combo field) blasts (combo finisher), resulting in 3s of Area Stealth (per blast)
    • Sneak Gyro is a reliable source of AoE stealth as well, but will be here suggested for restealthing.
  • Keep a few things in mind about how Stealth Stealth and combos work:
    • Stealth duration is capped at 15 seconds.
    • Smoke fields sources: , and .
    • Combo Field effects, like the Area Stealth, only affects 5-man and prioritizes your Party over your Squad members. It means you will need at least 3 Smoke Fields (3x5=15) to stealth your whole group
    • Only 5 unique players can blast with a given smoke field. It denotes that your Party members are responsible for Blasting to ensure the whole Party gets stealth'ed
    • There's no limitation to the amount of Blasts those 5 unique players can do.

Stealthing rotation

  • Therefore, to guarantee your team gets a good stealth uptime during these 5s, here are suggested rotations around blast finisher skills (including weapon equip/unequip) for certain classes.
  • Since Stealth Stealth duration is capped, you don't need every class to do it, you can designate some for that purpose; or simplify it, to not go beyond the cap, if convenient. 7-8 blasts per party are usually enough, seeing that 7x3=21s minus 5s of the blast rotation 16s of Stealth Stealth once the round in fact begins.
  • Keep your inventory open to quickly equip weapons if needed
  • Dark-icon-firebrand.png Firebrand
    • (Equip Staff x/Shield), Start on Staff
    • Equip Focus
    • Equip Hammer
    • Equip Staff
    • Swap to x/Shield
    • on allies
  • Dark-icon-scrapper.png Scrapper
    • Start on
    • Swap to
    • Swap to
    • (cancel while in midair)
    • Equip a Gyro over
    • Go for the reveal ()
  • Dark-icon-tempest.png Tempest
    • (Equip Scepter/x) Start on
    • Equip Staff
    • Swap to
    • Swap to
    • /
  • Dark-icon-daredevil.png Daredevil
    • (Equip Dagger/Pistol Shortbow) Start on D/P
    • if needed
    • Swap to SB
    • (x1 or x2 or x3)
    • Equip Staff
  • Dark-icon-spellbreaker.png Spellbreaker / Dark-icon-berserker.png Berserker
    • (Equip Longbow Hammer) Start on Longbow
    • Equip Warhorn
    • Can't find such skill "Call to Arms"! Please refer to our skill index.
    • Equip Greatsword
  • Dark-icon-herald.png Herald
    • Start on Hammer
    • Swap to Staff
    • Swap to Hammer


  • Restealthing is made; once the round has already started while both guilds performs their first moves; intending to elongate the group stealth a bit. It usually happens when the reveal game hasn't started yet, mainly because Scrappers didn't attempt to because they're waiting for the Aegis Aegis on the enemy stack to fade away so they can ensure the Revealed Revealed; or when your Scrappers manage to reveal first several foes and the enemy Scrappers don't reveal or reveal few of your players out of the stack (like your Scrappers), meaning you can quickly extend the stealth to cut the gap and heavy engage then; or when the reveal game happened, but neither groups managed to reveal each other, showing, thus, that the first group to drop from stealth will likely have a disadvantage compared to one still invisible.
  • and , if Scrappers are back to the stack, will be the smoke field sources for the restealth, followed up by blast abilities like and for example.
    • Bear in mind your enemy can still see the circle as well as animations from and even if you all are invisible. Therefore, try to do it on corners and quickly, leaving the spot as soon as possible.
    • If equipping or unequipping a weapon for it, be careful to not get caught in combat since you won't be able to drop weapons afterwards.
  • When both groups already collided, can be used too as a restealth, which can be helpful if used offensively to close the gap (if their Scrappers can't reveal in the meantime) and bomb hard; or defensively to, for example, peel for an ally Scourge who is being heavily focused.


  • Revealing (or reveal game) is the attempt to break the enemy group stealth once the round starts, leaving several foes Revealed Revealed so a team can track the revealed one movements and actions. It often grants an enormous advantage to whoever reveals first and doesn't get revealed, since the vulnerable group won't know from where, when and how they will get hit.
  • It is possible to deny the incoming enemy reveals with 2 actions which guilds should always be looking after:
  • First, ensure all Party members have Aegis Aegis, thus if hits an ally it will trigger the aegis, but won't reveal him (even if the enemy Scrapper can see the Block! tooltip popping). It can be done, after the Firebrand finishes his stealth rotation, by landing on allies and using if needed.
    • Going through the enemy Aegis Aegis, to land the reveal, is achievable. A Daredevil needs to share with the Scrappers prior to the round start: stack the Scrappers and the Daredevil on the side (off the main stack) to assure they get prioritized, pop the Basi elite, go back for the stack to do the stealth rotation. The effect will turn the unblockable, meaning Aegis Aegis won't matter.
  • Second, and very important, is proper driving while the reveal game happens. While Scrappers go ahead for the reveal, the driver should be looking for, as an example, going to a specific spot and stand there for some time waiting for the reveals, often the edges of the arena since the reveals there are harder to reach and Scrappers don't frequently go deep to land it; but another spots as well if it's convenient, like, as an illustration, go more towards the center, if confident on Scrappers reveals, to have a closer gap and faster engage into the enemy guild.
  • Look after being incisive and placing a marker on the area which the group should be moving for, once the round effectively starts; making it clear for everyone, prevents backpedals, strafes and, most relevant, tails which can be deadly if a group, for instance, gets revealed, engaged and split.
    • If an ally gets Revealed Revealed, he should either move off the stack, which is not recommended, to not hand over the position of the other players that remain in stealth; or stick around and be ready to play defensively, by mainly dodging, or going agressive if the driver calls for it. Don't panic.
    • Scrappers, off the stack, will generally get revealed and that's fine. If focused, be ready to use or to regroup with the team.
  • Revealing is a Scrapper's job due to . Designate all the Scrappers, or 2 out of 3, to move ahead, off the stack, to play the reveal game.
  • Even if the reveal game may often look like a gamble, some behaviors and actions, based on the size of the arena, can lead to faster and more successeful reveals by Scrappers.
    • Going deeper, looking for corners and waiting a few seconds, expecting the enemy to run out of Aegis Aegis are usually good behaviors, but shouldn't be done every round. Being versatile by changing the reveal and drive strategies every round prevent patterns, and makes a team's actions more unpredictable.
    • Bear in mind the deeper the Scrappers go, moving far from the group, more time they will take to go back, meaning that players will lack some support for a few seconds.
    • Try to spread the Scrappers across the arena and nominate each one to cover an area, so your reveal can cover a larger extension.
    • Inserting as the last blast finisher into the Scrapper's stealth rotation is good choice if seeking the first reveal (can be followed by ); since the Scrappers quickly close the gap, while the enemy group still didn't have enough time to get off from their initial stealth area.


  • Be proactive, engage the enemy stack first, surprising and supressing then, while denying any kind of reaction is a common and powerful tactic. Here are suggested some effective types of engages:
  • Engaging while the team has Stealth Stealth (or the most part) with followed by skills like , and , often lead to a snowball, with various downstates and quick kills. This can be done, as the initial move, if your team wins the reveal game (having Superspeed Superspeed is also valuable). Try to aim for the enemy backline, splitting and forcing then to cloud, cracking it.
  • Normal engages with target/area highlight, also known as melee pushes, is a common offensive movement that happens during the round. Designate an area or a specific target, like Scourges, to be focused. It makes easier to concentrate damage, corrupts and CCs. Having a second saved for this engage can make it even stronger.
  • Reversing is similar to a normal engage, the difference resides on the fact it's done after disengaging from (kite) an enemy push. and are commonly used for reversing, due to the instant access to Stealth Stealth.
    • Scourges should always be sharing Barrier Barrier on engages, generally from , to mitigate counterpressure.


  • Disengage, in general, happens when a team can't counterpressure the enemy team, meaning they will attempt to sustain and kite the bomb, while the enemy team wastes their cooldowns. A successeful disengage rellies heavily on a fast initial reaction by the group, also requiring good support and Superspeed Superspeed to survive.
  • Be careful to not wander around the edges of the arena and/or create a tail, seeing that, if your team is caught, it will be harder to disengage and come back.
  • Disengages can be done by going through the enemy bomb (always dodge), kiting then from the sides (and engaging their backline) or turning back. and are helpful skills seeing that you can peel/break target for caught allies in panic situations.
    • Bind "About Face" for proper disengage. Groups will often be facing each other, and going for frontal engages, it means that instantly turning 180 degrees and walking away, instead of doing backward dodges and backpedal'ing, is way more effective. Also useful if looking to do fake pushes to bait enemy skills.
  • Disengaging from a Stealth Stealth push is tough, but achievable. It happens generally when a team loses the reveal game and is vulnerable to get hit. Daredevils should, as soon as possible, enemy Spellbreakers channeling to interrupt it, Scourges share Barrier Barrier and pop if possible, Firebrands use preemptively and be ready to , finally Chrono can allies if necessary. All players must be ready dodge as well; boons, healing and cleansing won't save you, prioritize living over dealing damage.
    • Disengaging from (or countering) an enemy restealth with or is easier, but demands an attentive eye and a quick usage.
  • If a team manages to disengage without severe losses, it's a good choice to reverse and land your damage.


  • Extended engages and disengages result on a dyssynchrony of skills; which leads to weaker damage, support and ground pressure, since abilities are randomly landed; and positioning of the team, occasionating a cloud formation in where the players are spread, not around/near the driver.
  • Always do regroup calls. It allows the team to reset skills and the players positioning, making the next action more coordinated and concentrated when it comes for corrupts, boonshare and spike damage, in an engage or a disengage. Order to regroup on pin or into a specific spot (if pin spot isn't safe).
  • It's good to call for a regroup when, for example:
    • Melee classes like Daredevils and Spellbreakers are very spread, off the stack, trying to hit foes; and it feels there's no pressure on the enemy team (since there's no ability coordination), they're just sustaining it and will eventually turn.
    • If comitting for a heavy engage, like a Stealth Stealth one, expecting a snowball, but the enemy manages to and/or their downstates, and disengage, by creating distance or stealthing; regroup as soon as possible and expect a reverse.
    • A team survives the first engage, by interrupting the enemy , trying to avoid red circles and rallying their allies quickly. The faster the first team can restack, reset and go for an engage, the bigger are their chances of dropping a successeful engage as the enemy will likely be unprepared (wasted the CDs on their first push).

Securing Enemies and Rallying Allies

  • One of the most important things to do once you have generated enemies in downstate is to finish them before they can rally or be revived. This is a good time for quick spikes with and , and CCs such as or . Corrupting boons is also important if enemies are trying to revive their team mates, as it will remove Stability Stability or/and Resistance Resistance and make them easy prey to the damage you are laying down in the area. Above all, focus on maximizing damage on downstate enemies. Cleaving out enemy downstates to rally your own allies is also extremely important, often turning the tide of fights. Battle Standard Battle Standard is a good pick for rally war scenarios.
  • Allied downstates bring up two options: either ignore completely or coordinate your efforts to save them. Firebrands can instantly revive allies if they are fast to use their , but if allies are left on the floor and cleaves a considerable amount revives can be extremely dangerous. Going to revive downed allies is usually an easy way for enemy groups to force you into their damage, therefore skills, such as and are extremely useful for reviving allies from a safe range. Attempting to manual revive on any DPS focused class is 9/10 times a deathwish, and all downstates should be communicated with commanders so that numerous frontliners can work together to save you.

Snowballs and Comebacks

  • Snowballs happen when a team lands a good engage, instantly popping inumerous enemies, giving then no chance to rally, disengage or regroup. Killing an enemy support, usually a Firebrand, enhances your chance of snowball'ing on the next commit.
  • Comebacks happen when a team loses some players, but these are most DPS classes, meaning that, if their execution and skill coordination is on point, they can still win the round if the enemy team doesn't have cooldoowns. Mostly if they can pop some unwarned enemies (with Daredevils) and secure then.