Scourge - Blood Support
The community gave this build a rating, making it second-tier: Good
Focused on: Bunkering, Support and Boon removal
Designed for: PvP Conquest
Difficulty:
Easy
This build was last updated on June 28, 2025 and is up to date for the June 24, 2025 patch.
Overview
A tanky PvP Scourge build made to support the team while keeping enemies pressured via constant CC and boon removal. Usually seen in comps along with another dedicated support. Compared to the condi version, this one focuses a bit more more on life stealing and boon removal but has weaker rez power.
Skill Bar
Staff
Dagger/Focus
Utility
Slot Changes
Utility
Viable choices for the optional slot include:
- - burst CD that works great against other bunker builds.
- - mobility, escape tool, and minor source of Life Force gain.
Stability Necromancers have access to, this is a strong stun breaker that could also help you get an important cast off right after.
- one of the few sources of
Heal
- - both this and are strong contenders for the healing skill slot. Sand Flare has great trait synergy and the short cast time coupled with the fact that the barrier is applied all at once makes it easier to utilize in most cases, but Well of Blood's direct healing can actually restore health to allies instead of just preventing the damage. It also heals you for a greater amount than Sand Flare would, and adds improves your rez potential via synergy.
Template Code
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Specializations
Variants
- trades rez potential and some group healing that comes with the Well proc for life steal procs that can add both healing and burst damage to allies around you.
Equipment
Staff
Sigil
Sigil
Dagger
Focus
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Runes
- - higher healing and barrier scaling, retains the boon duration of Traveler but sacrifices mobility.
- - maximum tankiness in case you're having trouble surviving.
- - allows you to play a different relic without losing mobility.
Sigils
- - could replace on Dagger/Focus for improved group healing, but most of your healing is tied to Staff so it's not mandatory.
Relics
- - better endurance regen for you and your team, pushes the support angle a bit more.
- - better cleansing.
- - adds even more boon removal to the build.
- - extra healing/barrier sharing.
Usage
Elite specialization basics
- is replaced by shade skills, but shroud related traits still work. Life force (LF) is no longer drained passively or upon taking damage, but instead serves as a resource used by F2-5 skills (F1, which places the shade, is free).
- adds a bit of range to the build and acts as somewhat spammable source of damage especially with .
- F2-5 skills go off around both the caster and the active shades.
General
- Playstyle: your role is to aid your team in larger fights by constantly corrupting boons on enemies, sharing barrier with allies, healing with Staff marks and reviving the downed. Avoid 1v1s whenever possible.
- The build has a lot of barrier applications. Keep in mind that you can't have an active barrier higher than 50% of your maximum health, although reaching the cap should be more than rare.
- Using near the start of every fight and aiming to maintain at least 1 active shade is highly recommended. Having an active shade gives you damage reduction and allows you to cover a larger area with your shade skills.
- Do not spam your staff marks on the ground while out of combat, as a single dodge can undo them all. Placing on chokes to detect enemies crossing in stealth is fine however, as it's a rather short CD and weak one.
- is a rather powerful skill, but also easily avoidable. Don't just drop it randomly at the start of the fight, wait for the right moment - look for a situation where you can make your opponent overcommit. For example place it on enemies trying to revive their downed teammate, or under yourself on low HP.
- adds a bit of burst damage to the build. It's best used with and the final strike of .
- If taken Consider using
Stability while under heavy pressure.
before your heal for the
Support
- Applying a barrier cleanses conditions and grants
Vigor.
- , and are your main sources of barrier sharing.
- Transfusion's effects also apply to trait procs, like the you create after dodging.
- To get the most out of the marks, aim to hit both friend and foe with the same skill.
- There's a minor downside to this trait: you can no longer place marks beneath your feet preemptively! For example on other builds you could place a under yourself right before a Revenant or Thief would jump you with a teleport, interrupting their burst attempts. With Transfusion however the mark would be triggered by you the moment it's placed, leaving you open to attacks.
adds a support element to all of your Staff marks. Allies can now trigger the marks, and each mark has a unique positive effect on top of some healing.
Protection to nearby allies for a couple of seconds, followed by a detonation that applies a larger amount of barrier while also corrupting boons on enemies. This skill only goes off around yourself and shades that were placed before the activation of this skill, so try to set up multiple shades in advance in order to cover a larger area. It's one of the strongest skills in the build both for defensive and offensive purposes so try to hit as many targets as possible, both friendly and hostile.
- Try to share as many pulses with allies as possible, but enemies only really need to be in range of this skill for the final detonation.
pulses barrier and
- adds yet another group cleanse to the build.
- You receive the initial self-heal even if you're not inside the well when it spawns, but just like your allies you need to be inside the well to receive the lesser healing pulses.
is one of the few acual healing skills in the build that restore health instead of preventing damage like barrier does. Depending on the sitaution you could either use it for yourself or allies, but its personal healing is significantly stronger than its group healing.
Life force management
- Always having enough LF is important both for support and personal survival. Luckily this is not much of a concern on this build thanks to a combination of and .
- All staff skills generate life force:
- bleeding out the enemy. is a rather weak skill and there's no way you'll be able to use it much under any pressure. It does however generate 4% LF per target hit, and you should use it for the occasional ranged poking. Alternatively, right after you won a fight (and no enemies are nearby who could rez their downed allies) you can use the downed bodies as batteries and just spam staff autos on them for a substantial amount of free Life Force while
- Marks are unblockable and generate 3% LF each. and can be used freely for just pressure and LF building, while and are more powerful and should be kept for the proper occasion (Putrid for mass cleansing and Reaper's for interrupting).
- helps with recovery after you hit rockbottom but ONLY when isn't active.
Ratings

Removing the teleport from transfusion and nerfing relic of rivers has made this build weaker, would recommend taking ritual of life over quickening thirst, and taking the signet of undeath for life force generation and a ranged rez option. You can cover the damage of the signet with barrier in order to keep yourself healthy. At the end of the day, the best part of the build is its rez potential and boon corruption, with the corrupts staying the same you might aswell trait further into increasing the rez power, at the cost of alittle bit of life force generation. Plus if you do decide to drop quickening thirst , you might even consider swapping dagger for sword to gain much needed mobility, and alittle more chill access.

Scourge is once again viable after the reworks. The build brings a ton of barrier sharing, condition cleansing and AoE Alacrity to the team. Fairly easy and forgiving build to play but also very immobile and can be destroyed quickly if multiple power roamer specs gang up on it, so despite all the barrier there are scenarios where it can be vulnerable. Positioning remains important. Some people prefer this to the condi version especially for tournament play while I'm seeing a lot more condi Scourges in ranked. Both are good.


Seems like people don't know how to give build ratings without being extremists. Unless they completely gut necros, all current builds will be viable. Barrier nerfs didn't hit nearly hard enough, and only after it gets the firebrand treatment will this build ever be 1 star. It has enough utility to mitigate bursts through blinds and weakness. Only downside will be ranged burst

Haters gonna hate but patches like these are never gonna kill scourge. Some barrier nerf is n o t h i n g. Enjoy scourge games until EoD.

tried - and worked very well. A powerful pressuremaker - great to give high support by drownig the rest;

Been playing this for necro. While all necro builds are basically good this one doesnt depend on annoying mobility skills and lich memes and has an insanely high power level still. Can tank alot of damage and pull out very nice pressure- great build overall.
Comments
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