Scrapper - Power Bruiser

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This is a test build. You may Comment, Discuss, and Rate it.

Focused on: Direct damage.

Designed for:


An offensive Scrapper build for sPvP.



Slot Changes


For the optional slot (both offer Stability Stability in some way which is important):

  • - defensive choice with damage reduction and a reflect on toolbelt.
  • - adds Fury Fury to the build.



Superior Sigil of Cleansing
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
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 Rune of Sanctuary
Superior Rune of Sanctuary.pngSuperior Rune of Sanctuary
(1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +10% Boon Duration (5): +100 Vitality (6): Gain a barrier with health equal to 20% of any heals you receive.
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Ferocity


Elite specialization basics

  • You can rez and stomp your target from 900 range via the
    every 20 seconds. Use it to double rez by activating it from a range and then helping out manually.
  • The gyro is activated by the same key as general interaction/rez/stomp (F by default) and you must target an ally or enemy for the option to show up.
  • While the gyro doesn't have Stability Stability in this build, you can remedy that by throwing
    at it.


  • Much of the build revolves around bursting people down with
    , hoping for a
    proc, or decapping points if you get a
    combined with the high endurance regen provided by Vigor Vigor and
    makes this elite rather spammable.
    • is way better than
      . Oftentimes it's better to just exit Tornado right after unloading skills #4-5.
  • The build is rather low on cleansing so be careful around condition builds, and kite a lot. If you wish to cleanse more often, consider picking up
    instead of detonating it - this way you'll lose out on a bit of healing, but reduce its CD by 5 seconds while still cleansing 2 conditions (3, if used in a Light field).
  • Stack Swiftness Swiftness for your team before the game starts! Drop
    on the exit gate, detonate
    in it and then follow up with
  • Try to share
    with as many allies as possible.
  • can shut down just about anyone. Use it to prevent bunkers from healing their teammates, make Necromancers lose Shroud, or cancel elite forms such as


  • serves not only as a short-CD burst skill, but also a whirl finisher that reflects projectiles. While whirl finishers are rather weak, it can still be useful for squeezing a few extra seconds of Regeneration Regeneration out of
    at the very least, and the projectile reflect can defend against ranged specs while potentially boosting your damage.
  • is excellent for counterpressuring the enemy, as this skill deals heavy damage 3 times whilst evading incoming attacks. This is also a double Leap finisher (and a good mobility tool), try to combo it with a Water field for double healing, or a Light field for Light Aura Light Aura.
  • is excellent for cleaving targets or just avoiding damage on general. Besides blocking and doing damage simultaneously, this skill stacks barrier for each target you hit with it.
  • Try to cover the capture point with
    as much as possible, under the right circumstances these two skills deal a considerable amount of damage over time. Of course
    is one of the few CCs in the build, so you may not want to use that one on CD if you wish to keep it for something important.

Might stacking

  • Maintaining 20+ Might Might stacks is very crucial for your damage.
    • Because of the trait
      each elixir gives 2 stacks of Might Might - including toolbelt skills and
      #4-5 as well.
    • applies 1 stack per second as long as you have Stability Stability. Your primary sources for that are going to be
      , and
      . Try not to overlap these whenever possible! Remember, you're looking to maximize duration, not stacks.

Elixir Gun

  • is an okay filler to use, mainly for the Weakness Weakness if you're out of CDs but need to survive power damage and have nowhere to run. Aside from that, this is the only spammable ranged attack in the build, so if a target is running away on low HP spamming this with Quickness Quickness is probably your best bet.
  • is rather weak and unreliable, but has synergy with
  • 's biggest selling point is the Poison Poison, which can help to deny some healing from bunkers, or make it harder for downed enemies to be revived by their team.
    • There's a cleansing component to this skill, although it doesn't cleanse the caster, which means that it's only good for supporting allies in need. If you choose to do that, make sure that you don't have an enemy targeted as that may throw off the aim of this skill.
  • is easily one of the most versatile skills in the build. Good unblockable AoE, Blast finisher (AoE healing in a Water field, AoE Clenasing in a Light field), elixir synergy, and mobility all in one.
    • The leap can easily push you out of objectives. If you wish to prevent that, keep spamming weapon swap right after using the skill.
  • adds much needed condition removal and is a nice boost to sustained healing, not to mention it can be combo'd with several finishers as this is a Light field.


  • Heavy condition damage
Build rating - 4 stars
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3 Ratings
3 stars
The V gave this build 3 stars 23 hours ago

An average build, but not special. A few choices in here are poor in my opinion. Elixir U synergizes poorly with Hammer. It makes your block on H4 end quicker, you leaps end quicker (thus less evading) and shorter reflect time with H2.

This build relies too much on Elixir X, which is why you took the tool traitline with the grandmaster and adept to reduce its cooldown. But taking the Toolkit instead of Elixir U would already give it more damage potential (with TK 3), more defense with TK block and a nice pull.

5 stars
Araceli gave this build 5 stars 5 weeks ago

I've been playing something almost identical for a while now and heavily since this season started. Usually a gyro instead of Exilir Gun though, Bulwark generally or Purge gyro if our team needs more condi cleanse. With recent balance patches this actually makes Scrapper feel very competitive outside of support builds.


Surprising amount of burst that still a lot of people don't expect from a Scrapper.

Very good reflect that also surprises some burst classes with Electro Whirl + long Retal uptime.

Group utility over Holosmith Elixir, run 1 or 2 gyros for group strong damage reduction or condi cleanse.

Thunderclap is good ranged AoE CC.

Function Gyro stomp doesn't care about those pesky teleporting downed state skills.

Adaptive Armor and Sanctuary rune interaction means you almost permanently take 20% less condi damage.


Elixir X RNG can really suck.

Poor mobility.

No ranged unless you run Elixir Gun and then it's pretty average. But since I don't usually.

4 stars
Hanz gave this build 4 stars last month

This is as good as scrapper can be, which still isn't much. The damage is really good and the low CD elite can really carry this build, but it's a gimmick and not very consistent imo. 4/5 at best, but it may be a bit closer to a 3/5. Going easy on it because there are no other viable scrapper builds.

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