Scrapper - Celestial Hammer

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Focused on: Hybrid damageBunkering.

Designed for:

Overview

A Celestial Scrapper build for PvP, this build offers great sustain, damage, CC and mobility.

Skill Bar

HammerHealingUtilityElite

Kits

Elixir Gun
Tranquilizer Dart
¾Activation.png
Tranquilizer Dart
Fire a dart that bleeds and weakens foes.
Damage.pngDamage: 132
Bleeding.pngBleeding (4s): 88 Damage
Weakness.pngWeakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile (20% chance)
Range.pngRange: 900
Glob Shot
¾Activation.png
8Recharge.png
Glob Shot
Fire a bouncing glob of that cripples foes and grants swiftness to you and allies.
Damage.pngDamage: 266
Crippled.pngCrippled (3s): -50% Movement Speed
Swiftness.pngSwiftness (3s): 33% Movement Speed
Book.pngNumber of Bounces: 3
Range.pngRange: 900
Fumigate
Activation.png
12Recharge.png
Fumigate
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.
Damage.pngDamage (5x): 140
Poison.png5Poison (2s): 335 Damage, -33% Healing Effectiveness
Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% Incoming Condition Damage
Book.pngConditions Removed: 5
Targets.pngNumber of Targets: 5
Range.pngRange: 450
Acid Bomb
¼Activation.png
15Recharge.png
Acid Bomb
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage.pngDamage: 302
Targets.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Book.pngDistance: 550
Combo.pngCombo Finisher: Blast
Book.pngUnblockable
Radius.pngRadius: 180
Super Elixir
½Activation.png
20Recharge.png
Super Elixir
Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Healing.pngImpact Heal: 700
Healing.pngPulse Heal: 204
Book.pngConditions Removed: 1
Targets.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Combo.pngCombo Field: Light
Radius.pngRadius: 240
Range.pngRange: 900
Elite Mortar Kit
Mortar Shot
½Activation.png
Mortar Shot
Launch an explosive round from your mortar, damaging foes in the target area.
Damage.pngDamage: 284
Targets.pngNumber of Targets: 5
Combo.pngCombo Finisher: Physical Projectile
Radius.pngRadius: 180
Range.pngRange: 1,500
Poison Gas Shell
½Activation.png
12Recharge.png
Poison Gas Shell
Launch a mortar round that spreads poisonous gas in an area.
Damage.pngDamage: 266
Poison.pngPoison (2½s): 84 Damage, -33% Healing Effectiveness
Targets.pngNumber of Targets: 5
Duration.pngDuration: 4 seconds
Radius.pngInterval: 1 second
Combo.pngCombo Field: Poison
Radius.pngRadius: 240
Range.pngRange: 1,500
Endothermic Shell
½Activation.png
20Recharge.png
Endothermic Shell
Launch a mortar round that chills foes in the target area.
Damage.pngDamage: 266
Chilled.pngChilled (1s): -66% Skill Recharge Rate, -66% Movement Speed
Targets.pngNumber of Targets: 5
Duration.pngDuration: 4 seconds
Radius.pngInterval: 1 second
Combo.pngCombo Field: Ice
Radius.pngRadius: 240
Range.pngRange: 1,500
Flash Shell
½Activation.png
25Recharge.png
Flash Shell
Launch a phosphorous mortar round that burns brightly at impact point.
Damage.pngDamage: 266
Blind.pngBlind (5s): Next outgoing attack misses.
Targets.pngNumber of Targets: 5
Duration.pngDuration: 4 seconds
Radius.pngInterval: 1 second
Combo.pngCombo Field: Light
Radius.pngRadius: 240
Range.pngRange: 1,500
Elixir Shell
½Activation.png
30Recharge.png
Elixir Shell
Elixir. Launch a mortar round that heals allies the target area.
Healing.pngHealing: 370
Targets.pngNumber of Targets: 5
Duration.pngDuration: 4 seconds
Radius.pngInterval: 1 second
Combo.pngCombo Field: Water
Radius.pngRadius: 240
Range.pngRange: 1,500

Slot Changes

Elite:

Sneak Gyro Sneak Gyro
45Recharge.png
Sneak Gyro
Gyro. Deploy a sneak gyro to provide stealth to nearby allies.
Stealth.pngStealth (4s): Invisible to foes.
Duration.pngDuration: 30s
Radius.pngStrike Interval: 3s
Radius.pngRadius: 300

Specializations



Variants

  • Take Can't find such trait "Stabilization Core"! Please refer to our trait index if you want a guaranteed stomp against classes that can interrupt while downed.

Variants

For a more tanky approach take Inventions instead of Firearms:



Equipment

Hammer.png
I.png
Superior Sigil of Hydromancy
9Recharge.png
Superior Sigil of Hydromancy.pngSuperior Sigil of Hydromancy
Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Hoelbrak
Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Variants

Sigils

  • Superior Sigil of Energy Superior Sigil of Energy
    9Recharge.png
    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 Sigil of Leeching Superior Sigil of Leeching
    9Recharge.png
    Superior Sigil of Leeching.pngSuperior Sigil of Leeching
    Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)

Rune

  • Superior Rune of Durability Superior Rune of Durability
    Superior Rune of Resistance.pngSuperior Rune of Durability
    (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality
  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.

Usage

General

  • You can rez and stomp your target from 900 range via the Function Gyro every 30 seconds.
  • Thunderclap Thunderclap
    ¾Activation.png
    24Recharge.png
    Thunderclap
    Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
    Damage.png6Damage: 1,452
    Vulnerability.pngVulnerability (8s): 1% Incoming Damage, 1% Incoming Condition Damage
    Stun.pngStun: 1s
    Book.pngPulses: 6
    Radius.pngInterval: 1s
    Radius.pngRadius: 240
    Combo.pngCombo Field: Lightning
    Range.pngRange: 1,200
    is one of the few Lightning field in the game, which means it can be used before the match starts for Swiftness stacking. In combat it can be combo'd with
    Rocket Charge Rocket Charge
    Activation.png
    10Recharge.png
    Rocket Charge
    Dash forward with a rocket-charged hammer to damage enemies.
    Damage.png3Damage: 1,212
    Book.pngNumber of Impacts: 3
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Leap
    Book.pngEvade: 1s
    Range.pngRange: 1,000
    for chain CC.
  • Slick Shoes Slick Shoes
    45Recharge.png
    Slick Shoes
    Gadget. Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Knockdown.pngKnockdown: 2 seconds
    Duration.pngOil Slick Duration: 3 seconds
    Duration.pngDuration: 3 seconds
    Unblockable.pngUnblockable
    can be used to lock down targets into your AoE especially Mortar.

Sustain

  • Swiftness regenerates 107 HP and Superspeed 470 every second, which makes Slick Shoes' toolbelt skill more than just a stunbreaker and mobility boost.
  • Elixirs remove 1 condition each, except for
    Super Elixir Super Elixir
    ½Activation.png
    20Recharge.png
    Super Elixir
    Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
    Heal.pngImpact Heal: 700
    Heal.pngPulse Heal: 204
    Book.pngNumber of Targets: 5
    Book.pngPulses: 11
    Duration.pngDuration: 10 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Light
    Range.pngRange: 900
    which removes 2.
  • This build has plenty of options for healing. You'll have 3 Water Fields:
    • Cleansing Burst Cleansing Burst
      15Recharge.png
      Cleansing Burst
      Overcharge your healing turret, supplying a burst of healing that cures two conditions.
      Heal.pngHealing: 2,520
      Regeneration.pngRegen (5s): 650 Heal
      Book.pngConditions Removed: 2
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 480
      Combo.pngCombo Field: Water
      - Healing Turret's chain skill.
    • Regenerating Mist Regenerating Mist
      ¼Activation.png
      21Recharge.png
      Regenerating Mist
      Release a mist of healing liquid to regenerate nearby allies.
      Regeneration.png2Regen (3s): 780 Heal
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 480
      Combo.pngCombo Field: Water
      - Healing Turret's toolbelt skill, time it well because the duration of the field is extremely short.
    • Elixir Shell Elixir Shell
      ½Activation.png
      30Recharge.png
      Elixir Shell
      Elixir. Launch a mortar round that heals allies the target area.
      Heal.pngHealing: 370
      Book.pngNumber of targets: 5
      Duration.pngDuration: 4 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 240
      Combo.pngCombo Field: Water
      Range.pngRange: 1,500
      - Mortar kit skill, arguably your best Water Field because of its duration.
  • The aforementioned fields can be combo'd with the following finishers for healing:
    • Orbital Strike Orbital Strike
      ¾Activation.png
      40Recharge.png
      Orbital Strike
      Call down energy from the sky to blast an area.
      Damage.pngDamage: 543
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 360
      Unblockable.pngUnblockable
      Combo.pngCombo Finisher: Blast
      Range.pngRange: 1,500
      - Mortar's toolbelt skill, AoE heal.
    • Acid Bomb Acid Bomb
      ¼Activation.png
      15Recharge.png
      Acid Bomb
      Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
      Damage.pngDamage: 277
      Book.pngDistance: 550
      Book.pngNumber of Targets: 5
      Duration.pngDuration: 5 seconds
      Radius.pngRadius: 180
      Combo.pngCombo Finisher: Blast
      Unblockable.pngUnblockable
      - Elixir Gun skill, AoE heal.
    • Rocket Charge Rocket Charge
      Activation.png
      10Recharge.png
      Rocket Charge
      Dash forward with a rocket-charged hammer to damage enemies.
      Damage.png3Damage: 1,212
      Book.pngNumber of Impacts: 3
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Leap
      Book.pngEvade: 1s
      Range.pngRange: 1,000
      - Hammer skill, self heal. It's actually 3 Leap Finishers in a row, best used in Mortar Kit fields: place the field on your target, if your foe won't leave the field all 3 leap finishers will land in it.
    • Detonate Healing Turret Detonate Healing Turret
      Detonate Healing Turret
      Detonate your healing turret.
      Damage.pngDamage: 1,270
      Radius.pngRadius: 120
      Combo.pngCombo Finisher: Blast
      - Healing Turret's chain skill, AoE heal.
  • Super Elixir Super Elixir
    ½Activation.png
    20Recharge.png
    Super Elixir
    Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
    Heal.pngImpact Heal: 700
    Heal.pngPulse Heal: 204
    Book.pngNumber of Targets: 5
    Book.pngPulses: 11
    Duration.pngDuration: 10 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Light
    Range.pngRange: 900
    provides healing and cleanses conditions, but it's not a Water Field.

Counters

TBD

Video Guides

  • YouTube:
    Teldo's in-depth Healing Turret guide

Top Streamers

Notes

  • If you only need a little healing or want to have more frequent condition cleansing, you can deploy
    Healing Turret Healing Turret
    ½Activation.png
    20Recharge.png
    Healing Turret
    Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    then use
    Cleansing Burst Cleansing Burst
    15Recharge.png
    Cleansing Burst
    Overcharge your healing turret, supplying a burst of healing that cures two conditions.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (5s): 650 Heal
    Book.pngConditions Removed: 2
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    and pick it up again, instead of using
    Detonate Healing Turret Detonate Healing Turret
    Detonate Healing Turret
    Detonate your healing turret.
    Damage.pngDamage: 1,270
    Radius.pngRadius: 120
    Combo.pngCombo Finisher: Blast
    . This reduces the healing, but also the cooldown.

Related Builds

Engineer - Soldier Rifle

Scrapper - Marauder Hammer

Build rating - 5 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
4 Ratings
5 stars
Kreck gave this build 5 stars January 2016

I really like this build i have been playing this one since the league start. I didn't have try the marauder version enough to compare but i can say this one work perfectly.

5 stars
J0ttem gave this build 5 stars November 2015

Great mobility, survivability and versatility, also high damage output thanks to hybrid damage and might stacks. It's like pre-patch CeleRifle on steroids.

5 stars
Hanz gave this build 5 stars November 2015

The sustain of this build is almost Cele DD level of broken, Elixir Shell + Rocket Charge alone can do 5k+ healing and there are several other water fields/blast finishers in the build too, not to mention the condi cleansing and damage mitigation while still applying decent pressure and CC. This build should be able to outsustain basically anything in a 1v1. Sustain/CC/dmg/mobility/party utility, this has it all.

Also provides Lightning field for Swiftness stacking.

1 More Rating
5 stars
Shompsheep gave this build 5 stars October 2015

Great damages and very tanky, also a very good mobility. You can defeat each other class (yes, meditrapper guardians also).

Grenade kit is not mandatory, the Hammer makes enough damages.

Shompsheep

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