Renegade - Renegade Bunker

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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: Offensive supportBunkeringHealing.

Designed for:


A Renegade variant of the Herald Ventari build. This build provides greater group healing through and and stomp/res denial through

Skill Bar




Superior Sigil of Cleansing
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (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 Sigil of Purging
Superior Sigil of Purging.pngSuperior Sigil of Purging
On hit: remove a condition. (Cooldown: 10s)
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 Rune of the Water
Superior Rune of the Water.pngSuperior Rune of the Water
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): 25% chance when struck to remove a condition. (Cooldown: 30s) (5): +100 Healing Power (6): +15% Boon Duration; When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
Mender's Amulet
Mender's Amulet.pngMender's Amulet
+1050 Power +560 Precision +560 Vitality +1050 Healing power



  • Superior Rune of Leadership Superior Rune of Leadership
    Superior Rune of Leadership.pngSuperior Rune of Leadership
    (1): +8 to All Stats (2): +2% Boon Duration (3): +12 to All Stats (4): +3% Boon Duration (5): +16 to All Stats (6): +5% Boon Duration; when you use an elite skill, convert up to 2 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
  • Superior Rune of the Mad King Superior Rune of the Mad King
    Superior Rune of the Mad King.pngSuperior Rune of the Mad King
    (1): +25 Power (2): +5% Condition Duration (3): +50 Power (4): +15% Bleeding Duration (5): +100 Power (6): +20% Bleeding Duration; Summon ravens to attack nearby enemies by activating an elite skill. (Cooldown: 45s)
    allows for a more selfish burst healing through the use of
  • Superior Rune of the Monk Superior Rune of the Monk
    Superior Rune of the Monk.pngSuperior Rune of the Monk
    (1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)




  • Invoking a legend will reset energy to 50 and could even trigger the sigils of your active weapon set (if they are not on CD).
  • Successfully evading an attack gives you a stack of Stability every 4 1/2 seconds. To do that you just simply have to avoid an attack by either dodging or using weapon skills that grant evasion such as on Hammer or on Staff.
  • Executing Blast finishers in 's Light Field cleanses conditions on nearby allies. The build has 3 such finishers:
    • on Staff.
    • on Hammer
    • on Ventari stance (elite). Although this skill destroys the tablet, the combo still happens.


  • is an extremely cheap AoE heal that should almost always be spammed on CD. There are 2 important things to know about this skill:
    • Both and Can't find such trait "Dome of the Mists"! Please refer to our trait index trigger their effects around the caster, regardless of the location of Ventari's Tablet.
    • The tablet can levitate to the high ground thus using paths players cannot, but casting it still requires line of sight.
  • is a rather expensive upkeep skill, use it to only to block important skills or to combo it with the aforementioned Blast finishers. Otherwise, rely on Can't find such trait "Dome of the Mists"! Please refer to our trait index to protect yourself and your teammates from ranged pressure.
  • will be your spot healing skill used to save allies under heavy pressure. Medium cost, huge AoE heal (around ~5k). As there's a short delay and you don't want allies to move out of its tiny 240 radius always pre-cast this skill before quickly moving the tablet to an ally in need using Ventari's Will to make it detonate the moment it gets to the target. Timing is key.
  • is one of the most expensive skills in the build, it's important to only use it when there's a huge condition spike coming.
  • is your chance to get creative! Use it to decap points, prevent stomps, blow off enemies from the high ground right into DH traps - there are plenty of applications for this elite. This'll however destroy the tablet and spend all your energy so don't forget to re-summon it immediately. The orbs dropped by the elite only stay there for 10 seconds, so don't hesitate to pick them up quickly. Always use this at least once before leaving the Ventari stance.
  • Under pressure/low energy rotation:
    • The whole sequence will cost little more than 15 energy if done right. The goal is to use Energy Expulsion as you reach 10 energy, then quickly move the tablet with Ventari's Will as soon as you get 5 back followed by an activation of Purifying Will. This all should take place under 1 second and will result in: 1 AoE knockback, 1 AoE Blind, ~1.5k AoE healing from moving the tablet, AoE cleansing at least 2 conditions with the elite used in a Light Field, and 8 energy fragments dropped on the ground (each healing for an additional 1.5k+ when picked up). Doing this will detonate the tablet, don't forget to summon it again using , even if you are about to leave Ventari stance - Project Tranquaility costs no energy and still generates an energy fragment.
    • This chain is your best way to regain some momentum as it CCs, heals, and cleanses conditions. Knowing however that this also completely depletes your energy bar it's usually a last resort choice, but also something you should do every time you're about to swap to Glint.


  • Your primary abilities while in Kalla will be , , and
    • Every Kalla ability aside from can be casted initially and will remain in effect for the duration of the skill even if you switch legends. Use this to cover an area with and for control then switch to Ventari. You can also use to provide area healing over time then switch to Ventari for more healing and support.
      • can be used to harass enemies if you have spare energy costs. Coupled with provides great area control.
        • Always use while in Kalla, as the high energy cost will hinder utilizing Ventari and in most situations you will only be utilizing and either if burst healing is required or if you are in a teamfight therefore you will have an abundance of energy left over.
  • Each ability in Kalla has a 600 range, a 360 radius, and nearly covers a capture point. You can use Kalla's skillset defensively while in hammer to harass enemies from range while supporting your allies.
    • Each summon, however, can be killable and CCable so be mindful of your placements and do not cast them where they can be easily CCed such as a Scourge's shades.
  • is your most powerful healing ability. At 1050 healing power it heals you for 6,223 HP initially, and 1,281 HP each second for 10 seconds for any ally around the radius of the skill. This means in total you will receive 19,033 healing, while allies will receive 11,281 healing. Everyone within the radius also receives -50% condition damage.
    • Maintaining five stacks of Kalla's Fervor is easy, allowing you an extra -33% condition damage constantly through
  • is your most important skill while in Kalla. It provides you with a 1 1/2 second stack of stability and stunbreak, but more importantly can be used for great area control in preventing stomps or securing revives. Use it offensively in teamfights to disrupt enemies, or defensively around yourself and allies to secure casts.
  • has no ICD in the damage and life siphoning, cast it in the middle of a teamfight to give allies more damage and healing capability. Use paired with staff when you are not among teammates, as the quick autoattacks of staff and will provide great offensive healing and damage.
    • If you are running
      Superior Rune of the Mad King Superior Rune of the Mad King
      Superior Rune of the Mad King.pngSuperior Rune of the Mad King
      (1): +25 Power (2): +5% Condition Duration (3): +50 Power (4): +15% Bleeding Duration (5): +100 Power (6): +20% Bleeding Duration; Summon ravens to attack nearby enemies by activating an elite skill. (Cooldown: 45s)
      , the hawk's summoned by the 6th bonus will work alongside with the hawks attacking 16 times providing you with another form of burst healing.


  • Scourge
Build rating - 3 stars
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3 Ratings
5 stars
Sully21 gave this build 5 stars February 2018

I like this build my health is better that ventary i am gold divition too with this build thanks

5 stars
Hufer21 gave this build 5 stars January 2018

Finally i am gold with this build it was hard but we can be gold.

Nice option for players that dont have HOT, i am too close to be gold with that build, the only difference is that i preffer to use amulet of magi

hammer with khala and use Breakrazor's Bastion

staff with ventari and use Natural Harmony

0 stars
Hanz gave this build 0 stars December 2017

Renegade ✔

Hammer ✔

No damage ✔

No sustain ✔

It's a PvE elite spec for a halfassed profession, stop wasting your time, it's not going to work.