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Spellbreaker - Spear DPS

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageDps and Boon removal

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire BuildsJanthir Wilds builds

Difficulty:
Normal

This build was last updated on September 25, 2025 and is up to date for the August 19, 2025 patch.

Overview

A Spellbreaker build for WvW. Combines high personal damage, good personal survivability and boonrip.


Skill Bar

Greatsword
Spear
Utility


Variants

Weapons
  • Greatsword Sword/Axe
    • Sword/Axe has higher potential damage and some utility, but is much worse defensively and requires much higher melee uptime


Template Code

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Copy Template Code


Specializations

Variants
  • Axe Mastery - With Sword/Axe


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Greatsword
Marauder
Sigil
Sigil
Spear
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Variants

Stats
  • Feel free to use as much Berserker's gear as you can without dying
Sigils
  • Sigil of Superior Sigil of Energy


Consumables


Usage

Quick Guide

  • Spellbreaker is a utility DPS with exceptional range burst damage
  • Use your Spear to spike enemies at range
Spear Damage Skill List Toggle
  • Harrier's Toss
  • Maiming Spear
  • Spearmarshal's Support
  • Strip boons when your group spikes the enemy to catch them in other players crowd control
Boon Strip Skill List Toggle
  • Break Enchantments
  • Winds of Disenchantment
  • Use your melee weapons to finish enemies


Surviving

  • This build has moderate passive defense
  • This build has high mobility skill access
  • This build has low active defenses
Defensive Skill List Toggle
  • Defiant Stance - Convert incoming damage into healing
  • Balanced Stance - Stunbreak + Critical hit immunity
  • Whirlwind Attack - Evade Evade + Movement (Warrior's Sprint)
  • Rush - Movement (Warrior's Sprint)
  • Savage Leap - Movement (Warrior's Sprint)
  • Spear Swipe - Evade Evade
  • Use Whirlwind Attack to move out after spiking
  • Rush/Savage Leap can be used for repositioning or gap closing
    • Drop your target if using defensively


Priorities

High
  • Burst Damage
Moderate
  • Damage
Low
  • Boon Strip


Detailed Explanations

Burst Damage

  • Your ranged spike damage priority is:
  1. Signet of Might
  2. Disrupting Throw
  3. Spearmarshal's Support
  4. Harrier's Toss
  5. Maiming Spear
  • The goal is to land as much damage in as short a time as possible, overlapping damage such as Spearmarshal's Support Harrier's Toss to increase burst
    • If Spearmarshal's Support is on cooldown use Maiming Spear before Harrier's Toss instead
  • If you can get into melee range, follow that up with one of the melee priorities:
Greatsword Priority Toggle
  1. Arcing Slice
  2. Full Counter
  3. Arcing Slice
Sword/Axe Priority Toggle
  1. Dual Strike
  2. Whirling Axe
  3. Final Thrust
  4. Flurry
  • Make sure you are in range of Sigil of Superior Sigil of Hydromancy when swapping to your melee set
  • If your adrenaline is too low for a Burst skill, use Break Enchantments to activate Loss Aversion


Damage

Skill priority Toggle
Greatsword
  • Arcing Slice
  • Full Counter - only while Arcing Slice on cooldown
  • Hundred Blades
  • Whirlwind Attack
  • Bladetrail
  • Rush
Sword/Axe
  • Whirling Axe
  • Final Thrust
  • Dual Strike
  • Flurry
  • Savage Leap
Spear
  • Harrier's Toss
  • Maiming Spear
  • Spearmarshal's Support
  • Signet of Might + Disrupting Throw
  • In general stay on Spear until you have a chance to get into melee range, then use your other weapon set for burst damage before getting back to Spear as quickly as possible
  • Full Counter should be saved for Arcing Slice with Greatsword but used for Maiming Spear with Sword/Axe
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure
  • Use Signet of Might to make Disrupting Throw unblockable and only cast Disrupting Throw with Signet of Might
Greatsword Usage Toggle
  • Hundred Blades is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
    • Don't be afraid to cancel Hundred Blades after only a few ticks of damage, look for any chance to get multiple ticks off
  • Save Whirlwind Attack to disengage back to your group, but try to hit enemies with it when possible since the Evade Evade will protect you while dealing decent damage
  • Beware the animation lock of Rush. Its best use is for single target damage while already in melee, but even then it must be used very carefully if at all
Sword/Axe Usage Toggle
  • It is almost always worth switching to Sword/Axe for Dual Strike Whirling Axe if you can land both even if you need to switch back to Spear without using any other skills
  • Beware the animation lock of Savage Leap. Its best use is for single target damage while already in melee, but even then it must be used very carefully if at all
  • A stow weapon keybind can be useful to cancel Flurry after enemies move out of the way
    • The Immobilize Immobilize of Flurry is applied on the first tick of damage, so try to at least land that and then stow the rest of the cast if you can't land the full channel


Boon Strip

  • Land Winds of Disenchantment on the enemy group while your group is in range to follow up with a spike
    • You can do this either as your group pushes into the enemy group or as the enemy group pushes into your group
      • In either case it isn't usually a good idea to go far from your own group during the cast
    • If you need Stability Stability use Balanced Stance to protect the cast of Winds of Disenchantment
    • It is worth casting Whirlwind Attack and other movement skills just to get into a better position for Winds of Disenchantment, even if it hits no enemies
  • You should be casting Break Enchantments as often as possible, ideally right before either you or your group spikes the enemy group
    • Break Enchantments is a great way to proc Loss Aversion to give you enough Adrenaline for Arcing Slice or Harrier's Toss


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Soldier198 gave this build 5 stars • July 2025
Big melee damage, good ranged damage, good boon rip and CC. Hard to kill. Axe/Axe > Greatsword

Comments

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