Engineer - Demolisher Rifle

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Direct damage.

Designed for:


A power based Engineer build using the new demolisher amulet. Focused on elixirs and might stacking.

Skill Bar



Elixir Gun
Tranquilizer Dart
Tranquilizer Dart
Fire a dart that bleeds and weakens foes.
Damage.pngDamage: 130
Bleed.pngBleeding (4s): 170 Damage
Weakness.pngWeakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Elixir F
Elixir F
Fire a bouncing glob of Elixir F that cripples foes and grants swiftness to you and allies.
Damage.pngDamage: 244
Swiftness.pngSwiftness (3s): 33% Movement Speed
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Range.pngRange: 900
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.
Damage.png5Damage: 140
Poison.png5Poison (2s): 335 Damage, -33% Heal Effectiveness
Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% incoming Condition Damage
Book.pngConditions removed: 5
Book.pngNumber of Targets: 5
Range.pngRange: 450
Acid Bomb
Acid Bomb
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage.pngDamage: 277
Book.pngDistance: 550
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Super Elixir
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Heal.pngImpact Heal: 700
Heal.pngPulse Heal: 204
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Light
Range.pngRange: 900

Slot Changes


  • for more might stacking.


  • for better Condi cleansing.



Superior Sigil of Air
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Blood
Superior Sigil of Blood.pngSuperior Sigil of Blood
50% Chance on Critical: Steal Health. (Cooldown: 5s)
Superior Rune of Hoelbrak
Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1000 Power +1000 Precision +500 Toughness +500 Ferocity



  • Superior Sigil of Blood Superior Sigil of Blood
    Superior Sigil of Blood.pngSuperior Sigil of Blood
    50% Chance on Critical: Steal Health. (Cooldown: 5s)
    Superior Sigil of Fire Superior Sigil of Fire
    Superior Sigil of Fire.pngSuperior Sigil of Fire
    50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
    for more AoE pressure.


  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
    an offensive option.



  • is great for disrupting enemy res attempts (also for decapping). If the resurrector has Stability Stability simply use this skill on the downed enemy to knock him out of range. In an 1v1 scenario you can use the same method to push enemies off the capture point, which opens the opportunity to cap it without performing a stomp so you can leave your enemy bleeding out, robbing precious time from your opponent.

Making a 2nd healing skill

  • You can use Water Fields provided by your healing skill () and also its toolbelt skill (Can't find such trait "Regenerating Mist"! Please refer to our trait index) to gain some additional healing. Skills you can use for the combo:
  • on Rifle.
  • on Elixir Gun.

Elixir gun basics:

  • - good weakness pressure.
  • - excellent party condi cleansing and AoE Poison Poison application. Use it on downed enemies to hinder res attempts.
  • - Blast finisher that can be chained with a water field of your healing skill for additional healing + it's a superior disengage ability.
  • - AoE heal, long duration Light field, nice buff to sustain.

Elixir X basics:

  • wile using Moa usually means taking down an enemy fast, the shorter duration of this Moa make it a skill useful for other situations:
    • Being AoE, it can take out pressure on teamfights
    • Actions started before you become a Moa will continue, but once you are a Moa you won't be able to make actions. This mean you can prevent enemies from ressing, stomping or communing.
    • It will overwrite enemy transformations, such as or
  • This skill has different usage depending on what you'll be transformed into. Both transformations will be overwritten by . Don't use it if you're low on HP.
    • : Defenetily the best of the two forms. Usese it offensively to turn a fight on your favor. Try not to focus enemies with Stability.
    • : Most of the time if you get Tornado you should quit the transform. You can use immediately after you exit this form in order to deliver a stability show, avoiding the self knockback.


  • Heavy Condition pressure


  • ignores line of sight. It can be used to hit targets through walls and other obstacles.
  • If you only need a bit of healing or want to have more frequent condition cleansing, you can deploy then use and pick it up again, instead of using . This reduces the healing, but also the cooldown.
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