Berserker - DPS Berserker
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage and Dps
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on October 21, 2025 and is up to date for the October 28, 2025 patch.
Overview
A high burst damage Berserker WvW build with overwhelming damage.
Skill Bar
Greatsword
Dagger/Axe
Utility
Variants
- Weapon
- All three options are viable:
- Dagger/Axe - Burst damage and boon rip
- Longbow - Ranged AoE damage
- Hammer - CC and Mobility
- Utility
- ⇒
- ⇒ /
- Elite
- ⇒
Template Code
[&DQIEGzM6EhXyEgAAsgAAAK8AAAChEgAA7gAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- if capped on
Might
Variants
- For Longbow - swap Strength
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Berserker
Berserker
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Greatsword
Marauder
Marauder
Sigil
Sigil
Dagger
Marauder
Marauder
Axe
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Swap some Marauder's for Demolisher's if you take
- Relic
- - higher DPS, lower burst
- Sigils
- on Longbow
- ⇒
Consumables
Usage
Quick Guide
- Berserker is a melee range pure DPS focused on frequent burst damage
- Combine your Primal Burst skills into larger spikes through and by using one Primal Burst immediately before
Weapon Swap into another - Weave weapon skills between your Primal Burst skills for maximum damage
- Finish groups of enemies with
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This build has high active defenses
Defensive Skill List 
- - Convert incoming damage into healing
- - Stunbreak + Critical hit immunity
- -
Evade + Movement +
Immobilize Clear () - - Movement +
Immobilize Clear ()
- Use to move out after spiking
- can be used for repositioning or gap closing
- Drop your target if using defensively
Priorities
- High
- Burst Damage
- Moderate
- Damage
- Low
Detailed Explanations
Burst Damage
- Start fights in Greatsword, conserve until your commander commits to the fight
- Once your commander commits, use to fill your Adrenaline then activate
- Make sure you're in combat before pressing . Use autoattacks, or even walk into ground damage if needed
- After using follow the following priority:
- The goal of this rotation is to land as many Primal Burst skills as possible within the smallest time window possible
- Omit and use it on the next swap if you won't be able to channel most of its duration
- If you find you never have a good opportunity to use Longbow is likely a better weapon choice
- Make sure you are in range of when swapping to your Dagger/Axe set
Damage
Dagger/Axe 
Skill priority 
- Dagger/Axe
- Autoattacks
- Greatsword
- - while is on cooldown
- - only if no projectile block/reflect, realistically almost never use this
- Autoattacks
- Make sure every time you weapon swap your skill usage is Primal Burst ⇒ Weapon Swap ⇒ Primal Burst
- By using your Primal Burst as soon as you enter a weapon set it will be available right before your Weapon Swap is ready
- This also stacks your highest damage skills to burst enemies down, instead of spreading them out
- By using your Primal Burst as soon as you enter a weapon set it will be available right before your Weapon Swap is ready
- Use immediately after a Primal Burst skill to refill Adrenaline and deal solid damage
- Make sure to aim to the side or behind the enemy group, not the middle or in front of them
- Be ready to
Dodge immediately after the cast if needed
- Maximizing the amount of primal bursts you cast by using your very fast weapon swap cooldown is very important
- If you land your primal bursts and cleanly through the entire berserk duration you should be able to cast twice before ends via duration extension from
- Use right before or after to add more burst
- Try to use immediately after on your first swap to Dagger/Axe if the situation is appropriate
- If everything lines up properly and you extend long enough then will be available just as you leave
- Use first if you don't have
Quickness
- is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
- Don't be afraid to cancel after only a few ticks of damage, look for any chance to get multiple ticks off
- Generally you should only channel during downtime, but channeling a few ticks then cancelling midway through the cast during can also be valid
- Save to disengage back to your group, but try to hit enemies with it when possible since the
Evade will protect you while dealing decent damage - Beware the animation lock of . Its best use is for single target damage while already in melee, but even then it must be used very carefully if at all
Longbow version 
Skill priority 
- Longbow
- - while is on cooldown
- Autoattacks
- Greatsword
- - while is on cooldown
- - only if no projectile block/reflect, realistically almost never use this
- Autoattacks
- Start fights in Longbow, conserve until your commander commits to the fight, do not use it on range spikes
- Your damage at range is minimal outside of but using it too early will only lead to padding the damage meter without doing useful damage - don't play to pad the meter
- Once your commander commits, use to fill your Adrenaline then activate
- Spam until you get a chance to go into melee, then swap to Greatsword and follow your priorities
- Don't be afraid to go into Greatsword for a single , disengage with then swap back to Longbow
- Spam until you get a chance to go into melee, then swap to Greatsword and follow your priorities
- Make sure to drop your target when casting otherwise it will aim towards the target instead of where your character is facing
- A Lock Autotarget keybind can be useful for this
- Since all your Longbow skills other than are projectiles, avoid casting them into projectile blocks/reflects
- Your Longbow skills other than all require facing the target at the end of the cast
- is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
- Don't be afraid to cancel after only a few ticks of damage, look for any chance to get multiple ticks off
- Generally you should only channel during downtime, but channeling a few ticks then cancelling midway through the cast during can also be valid
- Save to disengage back to your group, but try to hit enemies with it when possible since the
Evade will protect you while dealing decent damage - Beware the animation lock of . Its best use is for single target damage while already in melee, but even then it must be used very carefully if at all
Battle Standard
- revives allies in its entire radius and finishes downed enemies in its center radius
- You should focus on using for finishing enemies, especially once you've used your burst
- If you predict enemies will go down on your groups spike you can pre-cast to finish them before the enemy group can respond with rez skills
- If no other revive skills are avalible from supports, use to rez groups of 3+ allies
Ratings
Still the top 1 dps, having from big range and melee damage when using longbow and greatsword. Very versatile, covers everything a dps wants. All the other dps specialization damage got gutted leaving only versatile specializations to be dominant. Being in the boonball meta makes berserker the least punishable dps in WvW, you wont be able to find any other that will be easier and able to take the spot.
Comments
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