Herald - Hammer Power Herald
This is a test build. You may comment and rate it.
Focused on: Strike damage and Utility
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on October 12, 2025.
Overview
A power-based taken on Revenant hammer. This PvP Herald build is going for a more defensive approach while still dealing quite heavy damage.
Skill Bar
Hammer
Sword/Shield
Utility
Utility
Template Code
[&DQkJGwM5NC/cEdwRBhIGEisSKxLUEdQRyhHKEQIBAgMGEisS1BEGEisS1BEDCQFaAFcAAA==]
Specializations
Equipment
Hammer
Sigil
Sigil
Sword
Shield
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Relics
- - adds more cleansing to the build in case you're struggling against condition builds. Works especially well with the Glint elite, providing instant condi removal on activation.
Shocking Aura proc can be used to stop incoming burst attempts or counterpressure enemies.
- much like Zephyrite and Leadership this also works best with the Glint elite. The
Usage
General
- Invoking a legend resets energy to 50, procs various traits such as or , and could even trigger the sigils of your active weapon set (if they are not on CD) among other things. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs or low on energy.
- Start on Dragon stance (Glint) and while still in the base activate the following 4 upkeep skills for party buffing:
- (use its active when your energy is about to hit 0)
- Swapping legends deactivates the upkeep skills of that legend without sending them on full CD.
- is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
- The
Blind from Gaze can be used to avoid powerful attacks without wasting dodges, and can help you stomp Warriors / Revenants / Engineers / Rangers by blinding their downed CC. Even Mesmers can be stomped with a little luck because of the AoE reveal.
- If you're
Blinded while channeling you can use at the last moment before the skill finishes its animation - in this case Gaze of Darkness will miss instead of your elite.
is one of the most versatile and strongest skills in the build:
- can be used to knock downed opponents away from their rezzing teammates, or to knock them off of capture points - this allows you to take the cap while bleeding them out, delaying their respawn.
- Upkeep skills continue to provide their bonuses for a few seconds after their chain skills have been used up.
- Shiro's quite good at chasing targets due to
Quickness make this especially great at initiating fighs and immediately putting pressure on enemies, but the high cost can often force you to swap to Glint for an energy refill shortly after.
. This can even be used as a mobility tool when moving between capture points, provided that you can lock onto a target. The unblockable attacks coupled with
Damage
- Both weapon sets and both legends have great offensive capabilities.
- (Shiro) is mainly for single target. Both and can be used to boost your damage with minimal investment.
- Maintaining
- Turning it on for 2-3 seconds at a time when you're doing bursts.
- Maintaining it for a longer duration when spamming from range. This is used in situations where you either can't afford to go in melee range of your target, or you're waiting for your CDs to come back up. The upkeep cost is less taxing when you're only using the auto (which is free), and once you're ready to burst your target again you can just swap legends for an energy refill.
costs quite a lot of energy, there are 2 scenarios where it's worth the upkeep:
- when used on Shiro is a cheap and strong AoE skill with boon removal. The passive bonus lingers for a few seconds, giving you armor ignoring damage procs.
- (Glint) brings midrange AoE pressure to the table. Using some of your upkeep skills just to follow up with their chain skill is a perfectly fine thing to do, and + provide decent damage even from range. These are also extremely cheap, so you can weave them into burst combos anytime.
- Sword is fairly simple,
- In teamfights Unrelenting Assault is more of a defensive skill you use for the evasion.
does good AoE damage (and hits even harder vs single target) while works best against single target where the damage isn't split.
Sustain
- Every weapon and legend offers some level of survivability.
- Hammer and Shiro are the least defensive ones but even these two have evade frames, namely on and .
- Sword has which is yet another source of evasion, but the rather lengthy cast time makes it less ideal under pressure.
- Both of the shield skills provide healing, cleansing and even blocking, although is a much stronger block than . CH can also function as a time-out button - you can't move, but at least you should be protected from most attacks while stabilizing yourself as every pulse of this skill heals and cleanses conditions. At least you can move while using EoE though, and EoE can even be shared with allies, adding a small bit of group support to the build's toolkit.
- by itself won't help you against damaging conditions, but it does cleanse several movement-impairing ones all at once. Using this before your other condi removals will significantly increase the odds of those removing damaging conditions (like shield skills or when used on Glint).
- 's chain effect is your jail free card - makes you immortal for the duration by converting all incoming damage into healing (except for fall damage). It's also by far your best tool for dealing with condition spikes. Some players may stop pressuring you once Face of Light's been activated, in this case you should just wait a couple of seconds before using Infuse Light. Make sure you get at least 10k healing out of this skill, try to predict when burst is coming and use Facet of Light in advance - FoL has a cast time thus cannot be used while stunned, but Infuse can.
Protection even while CC'd, which makes it a really potent source of damage mitigation.
can instantly apply
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