Reaper - Power Curses Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Sustain and Boon removal
Designed for: WvW Roaming
Difficulty:
Normal
This build was last updated on February 20, 2025 and is up to date for the March 11, 2025 patch.
Overview
A Power Reaper build for WvW roaming. Significantly more durable than most other Reaper builds without sacrificing too much damage, and the boon corruption from Curses traits is quite useful against tanky opponents.
Skill Bar
Staff
Axe/Dagger
Utility
Skill Variants
Utility
It's recommended that you keep
on your bar, but the other utilities can be replaced by:- - ranged teleport and stun break, useful for disengaging or chasing down targets.
- - unblockable attacks and frequent boon removal.
- - great CC that makes it hard for enemies to reach you or escape your damage.
Weakness shuts down power-based builds in melee too. Furthermore the healing reduction from
Poison could help you wear down tanky Cele builds.
- creates a safe zone against ranged enemies, could help against some popular specs like Deadeyes or Soulbeasts and the
- - ranged CC which stops enemies from escaping, and even helps with LF management.
Weapons
- Sword/Sword over Staff - both of these are utility weapons first and foremost. Dual Swords offer much better mobility and some extra boon corruption while retaining tools like
Fear and
Weakness applications at the cost of sacrificing range, condition management, healing reduction and the ability to fire your skills behind your back while building distance under pressure.
- Focus over offhand Dagger - a more offensive option with good damage and boon removal.
Template Code
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Specializations
Equipment
Head
Dragon
Shoulders
Dragon
Chest
Dragon
Hands
Dragon
Legs
Dragon
Feet
Dragon
Backpiece
Dragon
Accessory
Demolisher
Accessory
Demolisher
Amulet
Demolisher
Ring
Demolisher
Ring
Demolisher
Staff
Dragon
Sigil
Sigil
Axe
Dragon
Dagger
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
Equipment Variants
Runes
- - more offensive option with boon duration.
- - better mobility and good stats, including boon duration.
- - tanky option with extra damage, if you don't care about boon durtion.
- - offensive option.
Relics
- - offers slightly higher burst damage and it's easy to maintain, but you have less control over it than you do over Fireworks.
Swiftness sources in the build, against other builds with boon removal this might end up losing a lot of value.
- significantly increases your mobility but there are only 2
- - passive mobility boost. Don't use this if you already took Rune of Surging.
Consumables
Food
- - passive damage mitigation and great stats.
- - budget version
- active damage mitigation.
Utility
- or .
Usage
General
- Build Life Force by killing critters or any PvE mob before fighting players.
- Both weapon sets offer a decent mix of defense and offense, but they're mostly just stalling until you can go back into for burst damage.
- has a very distinct animation which makes it easy to avoid, if you feel like that's going to happen then stow your weapon to cancel the channeling. This is also great for fake casting - you can use the skill, cancel it immediately with weapon stow (the whole animation will still play, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
- is the best burst skill on Axe/Dagger and doesn't really require any setup. is best used on targets below 50% HP.
- Dagger skills are mostly defense oriented.
Blinds targets, and the condi transfer is good at counterpressuring targets even on a Power build. mitigates incoming damage through
Weakness.
is one of the main condi removal tools in the build but also
- On Staff try to use
Weakness. These are also your two most dangerous skills on this set.
after whenever possible in order to combo AoE
- Staff is more of a utility weapon, low damage but it has a condition transfer, a CC, snare, and adds much needed range to the build. The
Chill and
Fear are useful both for keeping distance when you're waiting for CDs and preventing enemies from escaping when they're trying to flee.
- If you're using only for the mobility you should consider dropping out of shroud near the end of the animation. The very end of Death's Charge brings your character to a halt, we can cancel this by cancelling shroud.
- Entering shroud acts as an instant defensive measure:
- Transfers conditions to enemies on your next attack via .
- Procs Lesser Enfeeble for
Weakness from which strikes foes after a small delay. If Lesser Enfeeble connects it'll immediately transfer conditions with Plague Sending. This is a really powerful interaction that could save your life even if you're stunned, as shroud can be activated while sitting in a CC.
- removes one condition when you enter shroud and keeps cleansing you every few seconds while in shroud.
- There's more to
- Activate SW ⇒ jump off a cliff while being chased ⇒ when your enemies jump after you.
- Activate SW ⇒ break line of sight ⇒ cast ⇒ teleport back at the very end of the channeling (this makes it harder to avoid and reduces the chance of getting interrupted, although the outcome is going to be a bit luck based).
- Activate SW ⇒ (if using Flesh Wurm) ⇒ teleport back when they catch up to you.
(SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:
Shroud
- Most of your burst comes from , where your damage is further increased by .
- Opening with
- is the chain skill of this slot. This should only be used when either A) you need an emergency CC, or B) Infusing Terror is about to expire.
is very common, as it helps getting your damage off uninterrupted while the damage reduction helps you stay in shroud longer.
Frost Aura whenever possible.
should be used in the field created by for the
Poison reduces the resurrection healing coming from their allies), but thanks to the permanent
Quickness while in shroud this skill is now much easier to land without any real setup.
should primarily be used on CC'd or downed targets (as
Fear targets long enough to prevent enemies from dodging this skill. This skill also does significantly more damage vs low HP targets.
's a single target skill for the most part, as it only stuns one target. can
- Use autoattacks when eveything else is on CD.
Ratings

I'm very impressed so far. Both Curses and Death magic act as defensive lines in the build more or less but that doesn't show on the damage because the burst is still great. At the same time Carapace stacks, high Protection uptime and Weakness spam make this build quite tanky even with Marauder stats. Curses supplies us with good boon corruption too which helps us bring down Cele builds and further adds to both the damage and sustain (if we can corrupt Might into Weakness for instance). Curses also bumps up our crit chance considerably while Death Magic increases Power. Condition cleansing is above average as well. Mobility's okay, Durability runes + Agility sigil give it decent Swiftness uptime and then there's Death's Charge too, or even Flesh Wurm if you're willing to drop a shout. It's a 5/5 from me, even after the boon corruption nerfs. 2025 update: still quite good, even got buffed recently.
Comments
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