Dragonhunter - Turbo Trapper

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The community gave this build a rating, making it second-tier: Good.

Focused on: Direct damage.

Designed for:


A PvP DH build made to burst targets with and traps while surviving by avoiding damage through blocks, Stealth Stealth and evasion.

Skill Bar


Template Code




Superior Sigil of Separation
Superior Sigil of Separation.pngSuperior Sigil of Separation
Deal 5% extra damage to targets more than 500 distance away.
Superior Sigil of Opportunity
Superior Sigil of Opportunity.pngSuperior Sigil of Opportunity
Deal 5% extra damage to movement-impaired foes.
Superior Sigil of Energy
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Cleansing
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of the Trapper
Superior Rune of the Trapper.pngSuperior Rune of the Trapper
(1): +25 Condition Damage (2): +10% Condition Duration (3): +50 Condition Damage (4): When you use a trap skill, gain 3 seconds of super speed. (5): +100 Condition Damage (6): Gain 3 seconds of stealth when using a trap skill.
Berserker Amulet
Berserker Amulet.pngBerserker Amulet
+1200 Power +900 Precision +900 Ferocity



  • 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 Stealth and Superspeed 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 lest 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 unblockable and can be used to interrupt blocking skills.
  • removes 2 conditions and gives a substantial heal to 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 relive pressure from you 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 skill to use if you're being focused by the enemy team and you don't have any CDs left, but Dragonhunter virtues have cast times so any you didn't use before RF will be wasted.


  • The ring created by a triggered deals more damage than the initial trigger, and a significant portion of your burst damage comes from pulling/pushing foes through it.
  1. 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.
  2. Push them outside the ring with either or .
  3. Pull them back in with (secondary skill of ).
  4. If possible, swap weapons and use the other 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 .
  • There's a delay on , the final strike doesn't go off immediately after you finish channeling the skill. You could even pull targets in with to make sure they get it and can't dodge or move out right before rings appear. The final strike of this skill does heavy damage.
  • The Stealth Stealth from the runes isn't purely defensive - you could use it to cover up the animation of and other ranged attacks, increasing their chance to hit.


  • 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.

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Build rating - 4 stars
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2 Ratings
4 stars
Hanz gave this build 4 stars June 2021

Extremely high burst damage coupled with not a whole lot of sustain but very strong disengage tools from the Trapper rune synergy.

Not a tier 1 build but definitely viable. May take some practice - while doing damage is very straightforward surviving requires good awareness, CD management and positioning.

4 stars
Salad gave this build 4 stars May 2021

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