Spellbreaker - Spear DPS
This build was last updated on October 12, 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
Weapon 1: Greatsword
Weapon 2:
Weapon 3: Spear
Weapon 4:
Healing skill: Defiant Stance
Utility skill 1: Balanced Stance
Utility skill 2: Signet of Might
Utility skill 3: Break Enchantments
Elite skill: Winds of Disenchantment
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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Specializations
Strength: Bot, Mid, Top
Discipline: Mid, Mid, Bot
- Variants
- Axe Mastery - With Sword/Axe
Spellbreaker: Top, Top, Top
Equipment
Rune: 6 Superior Rune of the Scholar
Infusion 1: 18 Mighty WvW Infusion
Infusion 2:
Relic: Relic of the Thief
Weapon 1: Greatsword
Weapon 2:
Sigil 1: Superior Sigil of Fire
Sigil 2: Superior Sigil of Hydromancy
Weapon 3: Spear
Weapon 4:
Sigil 3: Superior Sigil of Bloodlust
Sigil 4: Superior Sigil of Nullification
Main stats: Marauder
Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Sigils
- Superior Sigil of Energy
Consumables
- Peppercorn-Crusted Sous-Vide Steak
- Superior Sharpening Stone
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 
- 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 
- 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 
- 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:
- Signet of Might
- Disrupting Throw
- Spearmarshal's Support
- Harrier's Toss
- 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 
- Arcing Slice
- Full Counter
- Arcing Slice
Sword/Axe Priority 
- Dual Strike
- Whirling Axe
- Final Thrust
- Flurry
- Make sure you are in range 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 
- 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 
- 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 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 
- 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
- The
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
- The
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 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 can do this either as your group pushes into the enemy group or as the enemy group pushes into your group
- 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
Big melee damage, good ranged damage, good boon rip and CC. Hard to kill. Axe/Axe > Greatsword
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