Dragonhunter - Turbo Trapper
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage
Designed for: PvP Conquest
This build was last updated on March 02, 2023 and is up to date for the May 02, 2023 game patch.
Overview
A PvP Dragonhunter build made to burst targets with and Traps while surviving by avoiding damage through blocks, Stealth and evasion.
Skill Bar
Longbow
Sword/Shield
Utility
Template Code
[&DQEQPy41Gzm8EgMBihI2AUcBLQH+EjUBNwE3AQAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- also works, it's a great source of
Stability and the trait's damage modifier has strong synergy with various burst combos built around CC.
Equipment
Longbow
Sigil
Sigil
Sword
Shield
Sigil
Sigil
Rune
Amulet
Usage
General
- Try to stay in range, keep your distance whenever possible.
- is what makes this DH work. The build doesn't have a whole lot of sustain, instead it relies on
Stealth and
Superspeed to avoid taking damage. As a result mistakes can be rather punishing.
- Whenever you drop a Trap you'll gain Stealth and Superspeed. The stealth won't last long if an enemy's in melee range because the traps deal damage, but it should be enough to reposition yourself and break targeting. Or you could drop the trap preemptively before they get to you or the ranged could focus you.
- is an excellent defensive skill because it's an instant source of
Protection and
Stealth +
Superspeed. Can also be used while CC'd.
- is unblockable and may even be used to interrupt blocking skills.
- removes 2 conditions and provides a substantial amount of healing for you and your teammates. It's also an excellent mobility tool in combat and a good way of repositioning yourself even in brief stealth windows.
- breaks stun and blocks all attacks in front of you, use it to relieve pressure from yourself and your team - for example, you can stand facing foes attempting to cleave downed teammates while you or your team is reviving them.
- Try to burn through all of your virtues before resorting to . RF is a great panic button when you're being focused by the enemy team and you don't have any CDs left, but Dragonhunter virtues have cast times so any virtues you didn't use before RF will go to waste.
Damage
- The ring created by deals more damage than the initial trigger, and a significant portion of your burst damage comes from pulling/pushing foes through it.
- Drop the trap preferably at your target's feet so that they spring it immediately and not after you already blew a CC. Consider jumping in with if they are far away.
- Push them out of the ring with either or .
- Pull them back in with (chain skill of ).
- If possible, swap weapons and use the remaining knockback skill too that you didn't 2 steps before.
- You deal extra damage to enemies affected by , so consider using it before hard hitting skills like .
Resolution increases your critical strike chance via . This boon is extremely important to have while unloading your hardest hitting skills! You may obtain it boon from every Virtue skill as well as the enhanced .
- The F1 Virtue is already a part of many burst combos but the F3's great too. In addition to the
Resolution, also applies
Aegis for extra damage via while allowing you to tank some damage and safely counterpressure opponents.
- Using any Virtue skill before the burst also applies for even more damage.
- The F1 Virtue is already a part of many burst combos but the F3's great too. In addition to the
- There's a delay on , the final strike doesn't go off immediately after you finish channeling the skill. This leaves you enough time to pull targets in with to make sure they get hit and can't dodge nor leave before the skill finishes and the rings trap them inside. The final strike of this skill also does heavy damage.
- The
Stealth from the rune isn't purely defensive - you could use it to cover up the animation of and other ranged attacks, increasing their chance to hit.
Sword/Shield
- This is the defensive set of the build, but still has some hard hitting skills.
- The main source of burst damage here comes from . Note that the projectiles can be very unreliable in anything but melee range.
- has many uses: vertical mobility via teleportation, symbol for cleaving, or a combo field which can be used for AoE cleansing by executing a blast finisher in it.
- Use when you or an ally is about to be focused by the enemy, or if you're already pressured. It also applies boons in a cone, try to aim it at as many allies as possible.
- As mentioned above, is mainly a combo tool, but you can also use it for general CC (even neutralizing enemy points) or to defend against some ranged attacks. It forms a dome around you for a couple of seconds, blocking projectiles. You can choose to detonate the dome with its chain skill, which will cause a bit of AoE healing.
Top Streamers
- Twitch: Azzardome
- Twitch: Boyce
- Twitch: NotoriousNaru
Related Builds
- Stealth Trapper - the WvW Roaming version of the build.
Ratings

Feels really bad right now, trap burst is too combo reliant and 1 aspect being avoided blows it apart. Very easy to pressure with sticky classes like Thief or WB. Extremely reliant on team for openings but if team isn't good prepare to be flamed in team chat for throwing. WB suffers from this issue too but the difference is it can hold its own whereas DH would only ever defeat an ignorant player 1v1 due to how squishy it needs to make itself to do similar damage to WB.

Solid "noob stomper", but players at higher ratings will shut it down fairly easily even if you are cautious with your positionning and kiting. This build truly suffers from guardian's low hp pool and lack of significant sustain, and the nerfs to trapper runes can really be felt.
Play untamed instead if you enjoy this kind of "hit and run" gameplay.

Have to agree with the previous comment, we might end up bumping this up. After the Willbender nerfs I'm seeing more DHs than WBs, it definitely has a strong kit with great burst damage and Trapper rune synergy. Requires smart positioning and CD management to survive but it's not really a hard build to get into.

A very underrated build for ranked. Big damage in teamfight / Hight survivability with the stealth and superspeed / really strong in 1v1 even vs meta class. If you are cautious and kitting well its ez carry

better than core GS by miles at the moment. Great survivability thanks to the trapper(op) rune

This a fantastic build with some really good dps. It can also duel pretty well. I'd say it is best at teamfights and picking people off with tethering yourself to your target for the big game hunter trait then using true shot that spikes the enemy for like 5-10k. I am getting like 400k dps games. Sad thing is it can get overwhelmed really easily but has tons of movement abilities to get out of combat or just kiting to keep yourself alive. I can see this being good in in gold and plat but it gets overwelmed by condis quite a bit so you can try to take other condi cleanses but you would have to sacrifice either your tele or a trap which is a good chunk of deeps. It's spike is insane because it isn't obvious like compared to lich form on necro. You hit one massive spike of damage comparable to lich form or scepter 3 on ele fire. The only real problem is that to set it up you need to hit your spear of justice for big game hunter trait and that can be difficult and you can cancel it really easily, but it isn't so much to make me think it is too hard to get it. I can get the combo off 8 out of 10 times. Sword and focus as the other weapon choice is actually fantastic you have a really nice tele to target with Sword 2 and a great block with focus 5. these can be used aggressively or defensively. Sword 3 is good damage but can be easily counter with a reflect and makes you stand still leaving you open to attack. I would give this build and Good rating close to gre
Comments
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