Berserker - Power Signet Gunzerker
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Mobility
Designed for: PvP Conquest
Difficulty:
Hard
This build was last updated on October 24, 2025 and is up to date for the September 9, 2025 patch.
Overview
A burst focused glass cannon Berserker build for PvP. Uses signets to set up burst while nuking targets with Rifle and Greatsword bursts, making it quite strong at any range but also extremely squishy.
Skill Bar
Rifle
Greatsword
Utility
Skill Variants
Weapons
- Staff over Greatsword - trades AoE burst damage for much better sustain, while retaining the mobility. Staff can still do good damage, but nowhere near the amount that GS is capable of.
Template Code
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Specializations
Equipment
Rifle
Sigil
Sigil
Greatsword
Sigil
Sigil
Rune
Amulet
Relic
Amulets
- - much higher HP which makes the build a bit more forgiving, but the loss of precision makes your damage lower (including your critical strikes since you lose some stat conversion from ).
Usage
Elite specialization mechanics
Berserker grants Warriors acceess to (F2), a mode during which they gain new burst skills.
- To Enter Berserker mode you must have full adrenaline (30/30). The Berserking burst skills (Rifle) and (Greatsword) become available during this time frame, these cost 10 adrenaline (which amounts to 1 regular adrenaline bar, 1/3 of the cost of what it took to enter Berserker mode).
General
- Your goal is to roam the map and +1 fights, try to avoid 1v1s. You don't fare well in longer fights due to your lack of sustain - Gunzerker is built to end fights as quickly as possible.
- restores 5 adrenaline on weapon-swap. This is quite useful when you're just a little short of having enough adrenaline to use burst skills, especially if you're having difficulty building adrenaline.
- Entering Berserker mode grants you
Resistance so you get to ignore
Blind and
Weakness for a short while.
Damage
- Your primary goal is to land , the main burst skill in Berserker mode.
- is great for setting this up - you build some distance, evade attacks, and
Immobilize the target into your followup.
- is great for setting this up - you build some distance, evade attacks, and
- can be sacrificed for offensive purposes in order to reset the CD on and fill up your adrenaline bar so you can use it right away. Double bursts like these can often secure kills.
- The main purpose of is to quickly fill up your adrenaline bar on use, granting you access to Berserker mode right at the start of a fight without having to waste time building adrenaline.
- Just make sure that you're in combat already, otherwise the adrenaline will decline rapidly.
- often gets used at the same time as Signet of Fury. The unblockable attacks make it easier to land your burst while the active
Might gives you a bigger damage boost than the passive of the signet does.
- Popping signets procs , which increases your critical strike damage.
- is another great signet you could throw into your bursts. Not only does it buff your damage further, it also procs at the position of the enemy you're targeting. Sunless scales rather well with power and the damage is AoE, which makes it especially great against balled up targets (for example, stopping a rez attempt).
- Another great AoE is on Greatsword. The only downside is that you'll have to move into melee range. On GS this and are the two main offensive skills.
- On Rifle you have plenty of good options for damage, even aside from your burst skill.
- is basically a lesser version of except it doesn't require adrenaline.
- can be good, but it's more for ranged poking and adrenaline building rather than bursting. The damage isn't bad, it just takes long to finish unloading. This is basically a filler skill for when you want to do damage from a safe distance but you don't have your main CDs at the ready.
- is fairly versatile. It's a CC, a gap builder, and an ammo refill. Even if it hits nothing, you can use it from range to stock up on other ammo skills, both for defensive and offensive purposes.
Sustain
- Both weapons provide evade frames: on Greatsword and on Rifle.
- These are also mobility skills and will get you out of
Immobilize.
- These are also mobility skills and will get you out of
- On Rifle you can get another charge of quickly with .
- Greatsword is good for running away in case you're being focused, which is your primary method of defense. You're not great at taking hits, so you need to use hit-and-run tactics.
- is your only stunbreak, so use it wisely.
Ratings
Slight changes to this build to make it a little tankier and you can handle 1v1s a bit better. I've played this in tourneys and competitive matches and it can hold its own. Being able to burst down a single target very fast if you see the opening, it can absolutely destroy in lower ranks, but in higher ranks a lot of people can see through the build and so it is better in hectic teamfights to execute an enemy and help the odds of your team quickly and effectively.
With a few changes can be played in ranked and not get one shoot by the enemy zerker, like playing staff instead of gs, remove signet of might when not against heavy blockers, with signet of rage and fury + the lesser one from the trait u can get up to the 5 stacks of the ferocity boost pretty quick, staff gives more disengaging capabilities and also gives u a lower unblockable access but enough for the initial burst. I have to say that it's super fun to play but know how to place yourself, starting a fight with staff doesn't reveal you are an easy focus and let's u do the initial one shoot, later is more about using your team mates as shield and letting them be focused first using distance.
Posted it because it was buffed not long ago and keeps popping up in games every now and then but I wouldn't call it good. It's kind of playable sometimes and can definitely carry a fight if people let it freecast, but that hardly ever happens. It can 100-0 builds just as easily as it gets 100-0'd by others. It's just for fun.
Comments
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