Dragonhunter - Bunker Decap DH
The community gave this build a rating, making it second-tier: Good
Focused on: Sustain and Control
Designed for: PvP Conquest
Difficulty:
Easy
This build was last updated on January 27, 2025 and is up to date for the March 11, 2025 patch.
Overview
A high sustain Dragonhunter PvP build that was made to stall fights or decap enemy capture points over time using its many CC skills.
Skill Bar
Mace/Shield
Hammer
Utility
Template Code
[&DQExKS4/Gx0DAQMBhBIAABYBAAAEAQAANwEAAAAAAAAAAAAAAAAAAAAAAAADNQBXADMAAA==]
Specializations
Specialization Variants
Virtues can be replaced by Valor:
Equipment
Mace
Shield
Sigil
Sigil
Hammer
Sigil
Sigil
Rune
Amulet
Relic
Runes
- - better mobility but lower survivability.
Usage
General
- Role: your job as a decap DH is to steal away capture points from the enemy team without the need to actually defeat other palyers in a fight. You do this by pushing them off node using CC skills, and outlasting them indefinitely with your high sustain.
- CC skills in the build you can use to decap:
- on Hammer.
- on Mace/Shield.
- on your utility bar.
- Situational: (F1). While its chain skill is a pull and your goal is generally the opposite, you can still use it when you're off the node. Simply pull enemies off the capture point then use a different CC to keep them locked in place, or quickly leap onto the point with .
- and can be used to prevent knocked off enemies from getting back onto the node.
- Your only other job is to survive. Time favors you, eventually you should be able to at least neutralize the capture point, but in time you should be able to cap it too.
Ratings

The sustain's porbably higher than that of most decap builds of the past, but I feel like it takes a bit long to get the job done sometimes. There are relatively few CC skills on long CDs and the damage isn't good enough to win a node any other way (which is fine, it's a decap build). Very situational though, you might not get proper value out of this in every game.

Toxic as hell and super good if you play in a coordinated tournaments. I don't think it's worth using outside of coordinated play though because after a while it requires intervention from teammates as it offers little if any pressure, and alot of duelists can actually pressure you off of a node given enough time. It's good, but your roamers have to be reliable. Only time I've ever seen this work is when the French Worms played it in the MAT finals against 55 Dragons. I don't know if that makes my view biased, but it just feels like a build that benefits from voice callouts.
Comments
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