Catalyst - D/D DPS
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Utility and Crowd control
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 glass cannon spike based melee build that combines several skills to hit at the same time while stacking damage modifiers. Prefers being played in a party with support tempest/catalyst for higher Fire Aura uptime.
Skill Bar
Dagger/Dagger
Dagger/Dagger
Utility
Variants
- Heal
- extra combo finisher, if needed for
- is a shorter CD heal for Fire Aura via , but ensures you always have the aura for your combo anyway
- Utility
- Stunbreak options, swap or
Template Code
[&DQYfHSkbQyr+GgAAkAAAAPgaAABNAQAA9xoAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- if can be maintained
- if can be maintained
Equipment
Head
Marauder
Marauder
Shoulders
Dragon
Dragon
Chest
Dragon
Dragon
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Dagger
Marauder
Marauder
Dagger
Marauder
Marauder
Sigil
Sigil
Dagger
Marauder
Marauder
Dagger
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
Consumables
Usage
Quick Guide
- DD Catalyst is a glass cannon burst DPS with exception spike but high downtime
- Use your burst combo as your group pushes into the enemy to generate downs
Burst Combo 
- +
- Fill downtime in / while waiting for your combo to be ready again and proc to maintain
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Daggers without a stacking sigil
- You are much stronger with full stacks of
- Maintain stacks via , and
- Keep in mind you can start a combo skill in one attunement then swap attunement during the cast to proc in the new attunement
Surviving
- This build has low passive defense
- This build has high mobility skill access
- This build has low active defenses
Defensive Skill List 
- gives so much movement that you probably won't use it for mobility unless you get very seperated from your group
- Make sure to drop your target before using for mobility
- Be careful with the animation lock on if using it defensively
- Save for removing
Immobilize,
Chill or
Weakness
Priorities
- High
- Burst damage
- Moderate
- Damage
- Low
- CC
Detailed Explanations
Burst Damage
- Your burst combo is:
Burst Combo 
- +
- The goal of this combo is to land as many hard hitting skills as possible in as short a window as possible
- Use your spike when your group is pushing into the enemy group
- If properly executed and should land at the same time
- You can use before if you're having trouble lining up and
- If you need extra range for use during the cast time to land at the location
- When is off cooldown use it to reset and and extend the combo by repeating from step 4
- Use to activate after using
Damage
- After your spike combo is done, use then swap to /
- Use and / to proc
- Once and are ready go for burst combo again
- Camping for is fine while waiting for if you're out of skills in the other attunements
CC
List of CC Skills 
- -
Stun - ⇒ -
Stun - -
Launch - -
Immobilize - -
Knockdown
- is worth pressing every time you're in since its instant, but and can usually be skipped due to the short range
- is good to land when your group crosses the enemy group
- is a decent CC, but very short range
- Its OK to use to as just a blast for stacks
Ratings
Comments
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