Scourge - Power Scourge
This build was last updated on October 09, 2025 and is up to date for the August 19, 2025 patch.
Overview
A build designed to strip boons and lay down high area damage.
Skill Bar
Axe/Focus
Greatsword
Utility
Variants
- Offhand Sword
Template Code
[&DQg1NTIlPDV+FgAAchYAAHMBAACBAAAAYBcAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- slightly higher DPS
Variants
- if Life Force generation is an issue
Variants
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Demolisher
Demolisher
Accessory
Demolisher
Demolisher
Amulet
Demolisher
Demolisher
Ring
Demolisher
Demolisher
Ring
Demolisher
Demolisher
Axe
Marauder
Marauder
Focus
Marauder
Marauder
Sigil
Sigil
Greatsword
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- The given setup aims for maximum Effective Health
- You can swap Marauder's to Demolisher's to make healing more efficient in exchange for increasing your chance to be spiked from 100%
- Relic
Sigils
Consumables
Usage
Quick Guide
- Power Scorge is a utility DPS that sets up its group with boon corruption
- Your highest priority is using your and together with other necros in squad on the commanders call to create an opportunity for your group to generate kills
- Use
- If you commander doesn't call these skills, use them to punish the enemy group pushing into yours
and like wells - at the same time as other necros on the commanders call
- Use ⇒ to add extra damage on top of your other spikes
- Save
Pull enemies into your groups spikes or catch enemies when they try to kite your group
to - Focus on using Axe/Warhorn until you need or on Greatsword
Surviving
- This build has moderate passive defense
- This build has no mobility skill access
- This build has low active defenses
- Be conservative with , it is your only stunbreak
- Don't use if the cast is likely to be interrupted
Overall Priorities
- High
- Wells
- Boon rip
- Moderate
- Damage
- Low
- Support
Detailed Explanations
Wells
- Try to save your Well skills for the commanders call
- If you aren't using voice communication, use your wells at the same time as the other Necromancers in your group
- Cast before , due to the longer cooldown
- Only use your Well skills at the same time, do not use one early and desync their cooldowns
- When using ground AoEs like or , try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
Boon rip
|
- As with wells, use
- If you commander isn't calling them instead use them when the enemy group is pushing towards you or your group is in melee
and on your commanders call
- only removes boons in 240 radius, don't prioritize it over other skills and make sure your group is in melee if you're using it offensively
- While is your only stunbreak, it can be used for boon rip if you feel your party support is good enough
Damage
|
- Use
Weapon Swap and use it again immediately before swapping back
- Delaying your
Weapon Swap slightly for the cooldown is fine
immediately after - Delaying your
- Save your final charge of when there is 15 seconds or less left on 's cooldown
- Your shade spike consists of casting before casting, in order:
- These are all instant and can be cast at the same time, but if you're low on Life Force and can't use all of them then prioritize from top to bottom
- Casting more
- When possible, precast extra before your shade spike instead
immediately after the first cast whenever you don't have anything higher priority to do so that hits more enemies
- and are very short range and come with long cast times, only use them when your entire group is pushing melee and it is safe to do so
- Use ⇒ ⇒ pick off isolated players
Grasping Darkness
- Use
- Your group calls a spike such as Wells
- Your group is range spiking the enemy
- Enemy groups move defensively while your group is pushing
when:
- Do not use
- Your group is pushing and the enemy group is pushing
- Your group is moving away from the enemy
- It would pull the enemy group out of your groups spike (except for range spikes)
when:
- You can use a Stow Weapon keybind halfway through the cast of and the pull will finish casting while you can immediately start casting other skills
Support
- Barrier lasts 5 seconds after application before decaying
- Use and before pushes and during extended engages
- can be used as condition clear
Ratings
Comments
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium

