Renegade - Bunker Renegade
This build was last updated on September 19, 2025 and is up to date for the August 19, 2025 patch.
Overview
A high sustain bunker Renegade PvP build that's capable of both contesting nodes 1v1 and contributing AoE damage/healing in teamfights.
Part of the tournament metagame.
Skill Bar
Hammer
Sword/Shield
Utility
Utility
Equipment Variants
Weapons
- If you don't have access to the Secrets of the Obscure expansion, play Staff instead of Sword/Shield.
Template Code
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Specializations
Variants
- forces you to alter your playstyle a bit, but gives you much more energy on each legend swap. This gives you better mobility, sustain, bigger burst windows, more Kalla spam. The only thing that suffers is your burst damage and healing per second.
Specialization Variants
For a more defensive playstyle you could trade Invocation for
Salvation:
Equipment
Hammer
Sigil
Sigil
Sword
Shield
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Amulet
- - more tanky option with lower damage.
- - higher healing, lower damage.
Relic
Usage
General
- Invoking a legend resets energy to 50, grants
Fury and removes 1 condition. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs, low on energy, or need to cleanse.
- Renegade comes with its 3 own specialization skills:
- will hardly ever be used, but it's okay for consuming some leftover energy before switching legends so it doesn't go to waste.
- could be a strong burst skill if you need to cleave and the targets are either stunned or immobile (for example when they are rezing a downed), but Kalla provides better AoE skills for a similar cost.
Alacrity to speed up the CD recovery of your team.
is decent, but not necessarily in combat (except for energy depleting before legend swap). Instead you should be using this between fights for the
- Mobility:
Swiftness uptime. The easiest way to trigger this is to turn on/off every 5 seconds.
allows for permanent
- won't be used often because it exhausts most of your energy pool, leaving you defenseless and with barely anything to capitalize on the CC. This should only be used to set up kills for your teammates, or to interrupt very important channels like a rez or a stomp.
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 costs quite a lot of energy. Usually you only want to turn it on for 2-3 seconds at a time when you're doing bursts. An exception from this would be using it to augment your autoattack spam, but more on that later.
- 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.
- Spamming hammer autos through this field while
Quickness from .
and are active could do quite a lot of damage. It gets even better with - Boosted hammer autos are a great way of dealing significant amount of pressure from range at a low cost. It's also the fastest way of dealing damage on hammer, so it's good at finishing off low HP enemies on an otherwise slow weapon. The 1.2k range makes it hard for them to flee too.
is one of your best offensive abilities on Hammer. The projectile it shoots when activated already applies decent pressure on its own but it's also a dark field, which means spamming s through it will create leeching bolts for extra damage and healing.
- Spamming hammer autos through this field while
- Note: this can only be used on targets in front of you. Even turning your character slightly could cause this skill to fail sometimes.
is rather straightforward, just something to use on CD. Cheap high damage skill, pick a direction and fire away.
Dragonhunter traps from a safe distance, throw off the pathing of enemy movement skills, or even utilize some allied combo field from 1.2k range (like a smoke field for
Stealth).
is the primary burst skill of hammer, but that's not what makes this skill interesting. When you pick a location it physically moves your character to the destination before porting back, all while evading attacks. This can be used to trigger
- creates a spectral hammer at the target location that goes off after a delay, knocking targets down. Use this to set up other, slower skills.
Kalla
- The key mechanic here is "Band Together". Using a Kalla skill will buff the next Kalla skill, making that skill instant and more powerful. Using a 3rd Kalla skill however won't be buffed by the 2nd Kalla skill you've just used, instead it'll buff your 4th skill. Think of Kalla skills in pairs - a builder is followed by a spender, and then the cycle starts over.
- The elite skill is an exception, it can neither be a builder nor a spender. Instead has its own effect - using other Kalla skills while it's active causes you to deal AoE damage and healing. With how expensive Kalla skills already are, you won't be comboing with this elite a lot. Summit will be used occasionally to buff your weapon skills, mostly autos, and mainly if other allies are nearby so multiple people can benefit from the elite.
- and (offensive utilities) are usually the builders.
- and (defensive utility and heal) are prime targets to be spenders.
- is especially good at being a builder. Not only is it the cheapest utility you have, but its spender effect is also quite irrelevant.
- The only time you may want to use
Daze, it should almost always be better even offensively. A niche exception would be trying to punish/delay an enemy rez attempt while they have
Stability, in which case you're free to sequence Razorclaw ⇒ Icerazor.
as a spender is if you need to do AoE damage quickly and therefore want to follow up Razorclaw with some damage immediately. But even then as a spender should remain a consideration, as Darkrazor also does good damage, just slightly less than Icerazor. And since Darkrazor even functions as a CC due to the
Sustain
- Every weapon and legend offers some level of survivability, but there's no clear defensive set in the build. With proper sequencing however you can become untouchable for quite some time.
- A portion of your damage dealt is converted into healing. This won't really save you under heavy pressure as you'll mostly be trying to avoid getting hit rather than doing pressure, but it's a good consistent source of healing that gives you longevity in fights.
- Hammer, Sword and Shiro all have evade frames, namely on , and .
- The lengthy cast time makes a bit weaker than the other 2, which makes it less ideal to use under pressure.
- Both of the shield skills provide healing and 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 restores health. At least you can move while using EoE though, and EoE can even be shared with allies, adding a small bit of extra group support to the build's toolkit.
- Going ⇒ when swapping to Kalla under pressure is a very common combo. Darkrazor can shield your healing skill with
Stability (on top of breaking stuns, if you were sitting in a CC) and gives your heal the Band Together buff so it can apply barrier.
- While we did list Darkrazor as more of a spender in the Kalla section, but priorities can shift when survival's at stake, and this is the safest sequencing you can do when you're in danger. It's quick, efficient and minimizes risks.
- 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.
- Condition matchups are the hardest ones on this build, as you don't have any mass cleanses and thus rely heavily on avoiding incoming conditions using evasion and CC.
- When playing with
Salvation, dodge rolling removes 1 condition which might not sound like a lot, but it does add up. Most of your sigils can also help a bit with condi management. Other than these, you'll mainly rely on
Resolution to win you time so you can cleanse more or simply outheal the damage.
Ratings

Currently the most commonly played Revenant build at tournaments. Great sustain, decent AoE cleave + party buffs. Rather flexible when it comes to roles too.
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