Scourge - Shadefire
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Contents
Overview
A PvP Scourge build centered around AoE boon corruption and condition damage. Offers higher pressure than Blood Sage at the cost of lower sustain/utility, making it less popular in ranked, but much more common at automated tournaments where its reliance on support from the team isn't a problem and roles are more defined.
Usually paired with a Bunker Firebrand which serves as an enabler for Scourge in team fights while it shreds the enemy bunkers (and the team in general).
Archival note: removed from play by September 2019 the shade changes
Skill Bar
Slot Changes
Utility
There are plenty of viable options for the remaining slot:
- - vertical mobility, Punishment synergy.
- - stun break,
Stability, Punishment synergy.
- - protects against direct damage, breaks stun, helps with resource management.
- - unblockable AoE pressure.
Heal
- - a viable option if more cleansing is needed.
Specializations
Variants
- trades a defensive proc and some
Weakness uptime for better AoE pressure.
Equipment





Equipment Changes
Rune
- for overall condition duration boost.
- offers higher condition burst damage, but lower duration.
- should you need better mobility, although your damage will be somewhat lower. Popular choice for solo players.
Amulet
- trades condition duration for more HP and slightly higher burst damage.
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.
- If no shades are active, as F2-5 skills go off around the caster. If there is a shade placed, these skills will only go off around the shades, which heavily reduces your survivability if a shade is active and you're not standing on it.
- will proc on every single shade skill, including Manifest Sand Shade.
- and (if taken) are activated by .
- is activated by .
- Every shade skill inflicts
Burning (5s ICD),
Cripple, and
Torment.
General
- Playstyle: your job is to keep the enemy team pressured through the constant application of conditions and boon corruption. Avoid 1v1s, stay with your team (especially the Firebrand).
Quickness can be used in many ways, like pulling off the + combo better, or just getting your heal off quicker and with less risk.
- 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.
- Necromancer mobility/sustain is rather bad, so try to make use of the terrain with proper positioning. Make it hard for enemies to reach you especially ranged ones - pillars are your second best friend, right after a bunker Firebrand.
- The build has 2 mass cleanses - and .
- If taken consider using before your heal for the
Stability while under heavy pressure.
- 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. Place it on enemies trying to revive their downed teammate, or under yourself on low HP to either scare them off or take the bait.
- is not only a great spike skill, but also a defensive one - thanks to the low cast time CB can be used to counterpressure targets. Someone's chasing you with
Stability and
Might stacks? Turn their boons against them, right into
Fear and
Weakness! It's also unblockable.
- Even just a two skill chain of ⇒ is already a decent burst combo, inflicting up to 6 different conditions and stripping at least 5 boons (potentially more with sigils).
Life force management
- As your shade skills cost LF, being efficient at managing this resource will be crucial for both your damage and sustain. We're going to list all the sources and provide a few tips for getting the most out of them.
- All staff skills generate life force:
- 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 5% 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 at them for a substantial amount of free life force.
- 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).
- On scepter/torch you have 2 such skills:
- should be used with at least ~4 conditions on the target, both your burst damage and LF stacking benefits from the higher number of conditions on the target. Make sure that this skill lands by CCing the target with either or .
- is rather straightforward, just try to hit as many targets as possible including Ranger pets and Mesmer illusions.
- Finally, boon removal (not just corruption, but any kind of removal including some of your sigil effects) grants 5% per boon on a 5s CD via . You can corrupt boons with or any of your Punishment skills (heal, elite, etc) among other things.
Top Streamers
- Twitch: Wing
- Twitch: Naru
- Twitch: MightyTeapot
- Twitch: Posi
Scourge is the elite spec with the highest pressure in PvP as of now. It's broken to the point where there are probably a dozen working versions so it's hard to pick one, we'll stick to this for now.
September edit: there's been a massive nerf to how shade skills work. The nec is now way more clunky, vulnerable, and less mobile.