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 August 21, 2022 and is up to date for the August 23, 2022 game patch.


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

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  • 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. 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 finishis and the rings trap them inside. The final strike of this skill also 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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This build has a rating of 5 stars based on 4 votes.
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5 stars
Hanz gave this build 5 stars • August 2022
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.
5 stars
Predator.8513 gave this build 5 stars • June 2022
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
4 stars
Guirssane gave this build 4 stars • January 2022
better than core GS by miles at the moment. Great survivability thanks to the trapper(op) rune
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


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