Herald - Draconic Demon

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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: Condition DamageAoE PressureBoon RipSupport.

Designed for:


A versatile revenant build that punishes condition focused builds, AoE Condition/CC, boon removal, boon support and decent mobility.

Skill Bar



  1. Note that
    on legend swap has priority over
    which means conditions will transfer first and then be cleansed if any is left over on yourself.


  • - More Sustain at the loss
  • - Easier access to Swiftness Swiftness with added healing at the loss of sustain boons on legend swap.
  • - Make
    more viable for use, losing conditions applied on legend swap. This option is harder to achieve and required extensive use of all facets including
    to drain energy, but can be extremely rewarding for point pressure in the end and provide lot of protections for the teams.
  • - Better option if not using Sage's amulet.
  • - More boons at the cost of some support.


Superior Sigil of Misery
Superior Sigil of Misery.pngSuperior Sigil of Misery
Increase Inflicted Torment Duration: 25%
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 Doom
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Sigil of Escape
Superior Sigil of Escape.pngSuperior Sigil of Escape
Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
Superior Rune of Speed
Superior Rune of Speed.pngSuperior Rune of Speed
(1): +25 Vitality (2): +10% Swiftness Duration (3): +50 Vitality (4): 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30s) (5): +100 Vitality (6): +25% Movement Speed; +20% Swiftness Duration
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage
  • Since
    doesn't have
    , having
    will play a big part of sustain while using Mace/Axe.
  • Revenant can also trigger on weapon swap sigils with legend swap, changing weapons is not required.



  • - Make
    trigger more and conditions last longer for power and healing.
  • Carrion Amulet Carrion Amulet
    Carrion Amulet.pngCarrion Amulet
    +900 Power +900 Vitality +1200 Condition Damage
    - Less healing for more damage and health.


  • - Increase overall damage at a lose of kitting potential.


  • At the start of any game it's a must to always be on
    to the team, most of the time this'll be the primary stance to constantly buff yourself as the situation demands Fury Fury, Swiftness Swiftness Might Might. Once engaged, use all your facets but the stunbreak and heal on point to free upkeep. Whenever
    is used, immediately use the
    otherwise a good CC chain could mean death or being forced to swap legend which
    is best used while under condition pressure, not power. Although it's important to be careful with
    as it may help you relieve condition pressure then counter with legend swap if on Glint or use
    on Mallyx then swap if the pressure still on going, make sure to stay in the radius of
    via the use of
  • As Sword autoattacks apply Vulnerability, with help of
    and if traited with
    this gives possibility to inflict Torment Torment via 33% Chance on critical hit and
    to which if 4 stacks of torment is reached, a boon will be stolen with
    that recharges every 10 seconds.
    can also be very devastating as it will apply twice the Torment Torment to whoever stays in the AoE, ideal for point pressure or downed players as otherwise should be used for mobility, which will slow down anyone going down the same path.
  • The pressure of
    after a CC in +1 fights can be extremely good for the target who may willingly press too many keys carelessly, such as an Elementalist Scepter, Mesmer Shatters or Necromancer Shades.
    also passes through targets which makes it extremely good to use right after
    at the furthest foe, ripping boons off multiple targets, it's also viable to passively inflict the confusion if the energy is available so that multiple bursts of actions can punish as well.
  • The strongest points of this build are the ability to return conditions very often with the use of legend swapping with
    and also an extra transfer with
    , against a team which has a strong condition spike you can suck up with
    from teammates/be hit with conditions then either return them with enough stacks and/or heal with
    then return them to those who are within the radius. This is especially good against Burn Guardians who it's possible to wait and stack all the possible Burning Burning on yourself with Resistance Resistance then transfer the Burning Burning with ridiculous ticks that can instant down them.
  1. Note that
    should be used diligently in the stance since it's the only stunbreak and still be exposed to more CC after, make sure that being able dodge/legend swap/have enough energy to do anything else is possible, otherwise there will be nothing to keep yourself out of trouble.
  • Playing with
    requires a lot of energy management for the performance of the build, as everything else written above follows, when having little energy or being on a halt, a lot of skill chains can still be achieved to be effective. Such as using
    when energy is low enough while using multiple facets then swap legends to gain extra energy and go overboard with the skills, the opposite is true with
    when it can help you keep the energy low and trigger the trait again to which you can then allow yourself to turn on
    immediately to mitigate a lot of damage, it's possible to also use the Demon skills to speed up the process and swap quickly after if in need.
  • of
    is not without it's uses either, having
    along the way can increase your make your sustain last long upon a swap. Being that leaping with
    or use
    to drain the energy then swap legends to have both Resistance Resistance and Protection Protection then extend it further with the rest of the boons can be extremely beneficial with or without the team around, it also pairs really well with Firebrands that drops a large amount of boons quickly.
  • There is a an advanced trick that can be pulled off with
    , since it passes through walls, it's actually possible to hit enemies that tries to kite or LOS away behind cover/walls, jumping while casting the skill also increases it's height which contributes to reach to certain higher areas/slopes that are connected, like Battle of Khylo middle section or the stairs in Legacy of Foefire middle section as well.
  • can deny a lot of safe spots enemies can use like the boxes on Eternal Coliseum on sides, the AoE will cover the entire climbing spot if used right.
  • While Revenant doesn't possess any way to revive faster, it's possible to activate
    to pulse Protection Protection mitigate any power cleave from foes like
    and increase the chances of succeeding by using
    as well. If the cleave is condition based, it's possible to take a huge burst to heal from then send it back to the attacker, if the downed player has too much conditions, using
    which eases the pressure a bit can also mean all the difference to remove one condition and grant a few seconds of Resistance Resistance to the downed, especially if someone is reviving them along while swapping/stunbreaking with
    also applies either legend bonuses too. If the revival has been taking too long and many conditions are inflicted to yourself,
    will heal quite a lot more for each conditions that after doing so assuming you have very high number of stacks to either swap legends or use Mallyx
    if the enemy isn't careful to avoid it, which will punish them with those dangerous stacks of conditions via transfers.


  • Strong CC users. IE Thieves with
    , Warriors with
    . Because thieves get insane mobility and instant dazes, the best defense is to use
    and use least skills as possible other than autoattacks while the AoE pulse punishes them for getting too close. Against warriors always try to keep evades for CC's as
    will not roll yourself out of danger. Mace weakness, sword evades and shield blocks have to be used wisely.
  • Unblockable/Range Users. IE Rangers with
    , Deadeyes, Power Mesmers, the best way to fight dangerous foes with range is to use either
    then pressure with the rest of the kit.
    can also be combined with the following to mitigate their first burst while making up for the distance as the lack of
    there is nothing else but normal evades to avoid unblockable damage. With Deadeyes, unless Revealed Revealed with
    to which
    can help landing it, catching them in Stealth Stealth with a
    can also punish them, always disengage behind cover until it's possible reveal/pull again. As for Power Mesmers, they will generally have the distance advantage, but getting close to them while avoiding their burst,
    can be very oppressing to their lack of cleansing which makes up for the lack of range in the build.
  • Strong cleansing builds. Anything that has a lot of cleanses constantly and passively such as Firebrands supports, Holosmiths with
    or Weavers with
    will take quite some effort, the only way to deal with those is to wisely strip boons and consistently pressure with
    , otherwise they will reset over and over as there is no heavy spikes on the build. Energy is precious and should only be invested in the unblockable torment and Mace/Axe, preferably after they used their utility.
Build rating - 3 stars
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5 Ratings
4 stars
ShaoAZ gave this build 4 stars last month

After sometime, I can quite say that this build is a special case. Perhaps more menacing than scourge in some cases as you turn yourself in a tank of unblockable/immune to blind torment pulsing with debuffs, pulsing resistance and protection. Against teams that are condition based, you become quite literally the biggest threat there is around the objective that is sized to your AoE skills. Otherwise questionably, against power you have to make your evades and sustain skills work against the CC spam despite having a lot of health and damage mitigation, you have room for mistakes, but not many. Disengaging like any professions would until you can suck up your health back with infuse light if you get focused is key to keep your torment going.

2 stars
Hanz gave this build 2 stars last month

Revenant has 2 viable legends in PvP, and Mallyx isn't one of them. Sadly, even for a condition build you're better off playing Shiro and going Retribution so that not every build in the meta steamrolls you instantly. This isn't the most optimal way to play condi rev, and even the optimal one would get a 3/5 at best from me.

EDIT: bonus star for clearing up the options :p but I still can't get behind mallyx

4 stars
Settra The Imperishible gave this build 4 stars January 2019

It is not completely clear will this build work in higher pvp divisions, but the idea of anti-condi rev is pretty valuable and has a great potential in theory. I'll try it next week and share some basic results.

2 More Ratings
2 stars
Zyxqt gave this build 2 stars December 2018

There is not reason to play this build over S/S Power Shiro, and it becomes completely unplayable at higher ranks when people don't stand beside you not using any cooldowns. This build is a fun meme that can be entertaining if you play in Bronze, but not much else.

5 stars
Grizzaw gave this build 5 stars December 2018

nice one, but i prefer rune of resistence for better anti condi solution

Its good if you know how to "dance" infights and know other classes build rotations as well

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