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 May 25, 2025 and is up to date for the April 15, 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
- ⇒ or
- If you need a stunbreak
Template Code
Missing template code
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
-
- personal option
Usage
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
and
Priorities
- High
- Spike damage
- Moderate
- Sustained damage
- Low
- CC
Surviving
- This build has low passive defense
- This build has high mobility skill access
- This build has low active defenses
- Save
Immobilize,
Chill or
Weakness
for removing
- Save
Active defense priority 

- Dodge
Detailed Explanations
Spike Damage
- Your spike combo is: ⇒ ⇒ + + ⇒ ⇒
- If properly executed
- You can use + before if you're having trouble lining up and
and should land at the same time
- If properly executed
- When
- You can add before for more DPS but less burst
is off cooldown use it to reset and and extend the combo
Sustained Damage
- After your spike combo is done, use ⇒ then swap to /
- Wait for and to be ready then go for spike combo again
- Camping for is fine while waiting for if you're out of skills in the other attunements
CC
- is good to land when your group crosses the enemy group
- Its OK to use to as just a blast for stacks
is a decent CC, but very short range
Ratings
Comments
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