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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

Expansions required: Heart of Thorns builds

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==]
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Specializations


Specialization Variants

Virtues can be replaced by Valor:


Equipment

Mace
Shield
Sigil
Sigil
Hammer
Sigil
Sigil
Rune
Amulet
Relic


Runes


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:
  • 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

This build has a rating of 4 stars based on 2 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • January 2025
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.
4 stars
Ethan gave this build 4 stars • November 2024
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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