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Scrapper - Combos Roaming Bunker

This is a test build. You may comment and rate it.

Focused on: MobilityDefense and Support

Designed for: PvP Conquest

Expansions required: Heart of Thorns builds

Difficulty:
Hard

This build was last updated on November 10, 2025.

Overview

A high risk, high reward PvP Scrapper burst build that's just as deadly in melee as it is in range. Scrapper relies a lot on tools like Superspeed Superspeed, CC and Stealth Stealth to avoid taking damage while pressuring targets with Grenade Kit from range and Hammer + Gyros in melee.


Skill Bar

Mace/Shield
Utility


Skill Variants

Utility

Viable choices for the optional slot:

  • Slick Shoes - great CC and a stunbreak on toolbelt, it's both a defensive and offensive pick.
  • Shredder Gyro - higher burst damage and a CC on toolbelt. Much less forgiving option than Slick Shoes.


Template Code

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Specializations

Variants

  • Power Wrench makes you slightly worse against conditions but significantly reduces the CD of Sneak Gyro.
  • Takedown Round increases your burst damage.
  • Kinetic Battery improves Quickness Quickness and Superspeed Superspeed uptime at the expense of survivability and Explosive Entrance synergy.

Variants

  • Object in Motion trades sustain for higher damage.


Equipment

Hammer
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Sigils

  • Sigil of Cleansing over Sigil of Courage - lower damage, better defense against conditions.

Runes

  • Rune of Scrapper - a more defensive pick.
  • Rune of Scholar - more damage, lower sustain.

Relics

  • Relic of Antitoxin - improves your condition cleansing, something the build usually struggles with.
  • Relic of Fireworks - higher burst potential, could also be activated by Grenade Kit skills and Function Gyro.


Usage

General

  • Role: roam the map and +1 fights, aim to overwhelm enemies with your burst damage before moving on.
  • While Hammer is a very strong offensive option, it can be just as defensive. The build is rather squishy so CD management is very important. Try to pressure targets mostly with Grenade Kit if you want to play it safe and keep Hammer ready for situations where you'd be forced into melee or have to defend yourself.
  • If you want to get the most out of Grenade Kit set up a keybind for About Face.
    • Go to Options Control Options Movement, About Face should be at the bottom.
  • Grenades can be thrown at targets behind your character. You can kind of abuse this with About Face by quickly turning around to move away from your target while targeting them with grenade attacks:
    • Keep moving forward then hold left click briefly while pressing about face - you should now be moving in the opposite direction as long as you're holding down the movement key.
    • Hold the same movement key (W for most players) and right click once to turn back to where you were originally facing once you've built enough distance.
    • Repeat these steps to stay at the edge of 900 range while throwing grenades.
  • Function Gyro (F5) has massive utility value as a skill that can stomp enemies and revive allies from range.
    • This toolbelt Gyro grants Superspeed Superspeed like any other Gyro while also cleansing 1 condition. In desperate sitations you could use this for personal survival instead of as a group utility tool.
    • You can stealth the Function Gyro with Sneak Gyro.
  • Feel free to use Function Gyro while roaming between capture points for easy Swiftness Swiftness access.


Damage

  • Most of the damage comes from Grenade Kit and its toolbelt skill Grenade Barrage, the latter being the best burst skill in the build.
    • Shrapnel Grenade and Freeze Grenade do the most damage, followed by the autoattack Grenade which is a solid filler skill.
    • Freeze Grenade's Chill Chill is ideal for snaring enemies while pressuring them from range.
    • Poison Grenade doesn't hit very hard but the Poison Poison's good for pressuring bunkers and delaying rez attempts as it reduces healing received by enemies. It's also unblockable.
    • Flash Grenade is something of a defensive skill, low damage but the Blind Blind could enable you to keep throwing grenades at your target without getting counterpressured.
  • Using Leap, Whirl and Blast finisher in combo fields is how you maintain Fury Fury from Kinetic Accelerators. Always try to use Rocket Charge inside a combo field as you can't afford to let a double Leap finisher go to waste.
    • Using Function Gyro is a quick and effective way of obtaining Fury Fury as it's both a combo field and finisher.
  • Try to make sure that your burst lands by using CC and Stealth Stealth beforehand:
    • Sneak up on your target with Sneak Gyro.
    • Stun them with Thunderclap or Blast Gyro.
    • Knock them down with Slick Shoes (if taken).
  • Blast Gyro takes a few seconds to charge up, use Superspeed Superspeed and Rocket Charge to stay on top of your target.
  • Electro-whirl and Rocket Charge on Hammer both do great damage in melee.


Sustain

  • Superspeed Superspeed is your best friend, use your superior mobility to leave enemies behind and get away from danger. Also provides a steady stream of healing via Rapid Regeneration along with Swiftness Swiftness.
  • Sneak Gyro is often a life-saver because of the AoE stealth. Rocket Charge could extend the duration of stealth but it's also a skill that does damage so be careful not to reveal yourself.
    • Blast Gyro could extend stealth duration for allies too but because of its huge radius this can't be used for that when enemies are near, otherwise you'd only break stealth by accidentally hitting someone.
  • The only stunbreaks in the build are found on toolbelt skills: Blast Gyro's Bypass Coating and Slick Shoes' Superspeed (not to be confused with the effect of the same name).
  • Both Medic Gyro and Reconstruction Field are Water fields, use Rocket Charge and Blast Gyro in these to combo extra healing whenever you can.
    • Blast Gyro is both a combo field and a finisher, it has to be used after the creation of a Water field if you want extra healing. Therefore this only works with Medic Gyro as Reconstruction Field's field doesn't last long enough to fit an entire Blast Gyro cast into it. Rocket Charge works with both fields and it's a double finisher.
  • Condition cleansing is limited only to toolbelt skills via Mechanized Deployment synergy and Medic Gyro from Reactive Lenses. Be very careful against condition specs - try to stay in range, use CC as much as possible and avoid their attacks with Hammer. Bail out with Superspeed Superspeed and Stealth Stealth at the first sign of trouble.
  • Every Hammer skill except the autoattack could be used defensively.
  • Electro-whirl does great damage in melee while reflecting projectiles, Rocket Charge has a lengthy evade frame on top of being a double combo finisher and having high damage, Thunderclap stuns enemies while leaving behind a pulsing damage field.
  • Shock Shield is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful.
  • If taken Slick Shoes is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without Stability Stability while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like Phase Traversal or Steal too.
  • When it comes to this build the best defense is a good offense. Your survivability isn't great but your damage is, so try to keep enemies on the backfoot with constant pressure.


Stack Swiftness Swiftness for your team before the game starts!

  • Drop Function Gyro on the spawn exit gate.
  • Immediately follow up with a Blast Gyro.
  • Allies may contribute to this too by throwing their own blast finishers into the mix as well.


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