Spellbreaker - Strength Dagger

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The community gave this build a rating, making it second-tier: Good.

Focused on: Direct damageBoon removalMobility.

Designed for:


A Spellbreaker duelist which seeks to find a middle ground between Tetherbreaker and the more tanky Dagger build.

Skill Bar


Slot Changes


For the optional slot:

  • - a great defensive option against both burst damage and CC.
  • - a versatile skill which heals and restores some endurance through trait synergy, breaks stun, and even adds some extra burst.

Template Code




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 Sigil of Intelligence
Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
Superior Sigil of Revocation
Superior Sigil of Revocation.pngSuperior Sigil of Revocation
On hit, remove a boon. (Cooldown: 10s)
Superior Sigil of Absorption
Superior Sigil of Absorption.pngSuperior Sigil of Absorption
Steal a boon when interrupting an enemy.
Superior Rune of the Fighter
Superior Rune of the Fighter.pngSuperior Rune of the Fighter
(1): +25 Power (2): +35 Toughness (3): +50 Power (4): +65 Toughness (5): +100 Power (6): +125 Toughness; When you use a heal skill you gain 5 stacks of might for 10 seconds. (Cooldown: 10s)
Berserker Amulet
Berserker Amulet.pngBerserker Amulet
+1200 Power +900 Precision +900 Ferocity

Equipment Changes


  • Demolisher's Amulet Demolisher's Amulet
    Demolisher's Amulet.pngDemolisher's Amulet
    +1000 Power +1000 Precision +500 Toughness +500 Ferocity
    - a more tanky option for harder matches.


Elite specialization basics

  • (FC) recharges your Burst skills and . Always try to use it when you can refresh their duration, except if you're under heavy pressure in which case you can use FC purely for defensive means.
  • Always try to make sure Full Counter goes off: briefly move into hostile AoE spells, tank Mesmer clones or Ranger pets, etc.
  • FC is both the best defensive and offensive skill in the build as it blocks, evades, grants Stability Stability / Protection Protection, and performs an unblockable AoE damage/CC attack when triggered.
  • Both burst skills and Full Counter cost adrenaline. If you only need a little more till you can use them then can get you there.


  • Settings: disable auto targeting, otherwise it'd be impossible to use skills like for disengaging.
  • Playstyle: this build is all about weaving hard hitting skills into chains of block and evade frames while tethering yourself to the target with as often as possible. The combos aren't set in stone, rather you'll need to adapt based on what CDs are available. Minimize melee contact, dodge/block/evade as many things as possible, and spike targets when an opening shows.
    • Any burst skill can proc , including .
    • The goal is to maintain the tether as long as possible for the damage boost and synergy.
    • , , and are your main damaging skills, everything else is basically a filler or something that's used to set up burst / survive enemy burst.
  • reduces the CD of weapon swapping to 5 seconds, which keeps gameplay rather fast paced with minimal downtime. As a result you won't be auto attacking much unless you're cleaving a downed enemy.
  • CCing a target removes a boon and deals damage/grants adrenaline via .
  • All movement skills remove the Immobilized condition - list of movement skills in the build:
    • Greatsword: and . These two skills also provide excellent mobility both in and out of combat.
    • Dagger/Shield: , , and the burst skill . The Dagger skills are also excellent gap closers.
    • Rampage: , , and .
    • Utility:

Conditon cleansing & general survival

  • and will be used to manage condition levels before resorting to mass cleanses.
  • (SIO) is the only stun break in the build, and one that comes with AoE condition removal. This skill has 2 charges: if you're under heavy condition pressure and the aforementioned 2 traits aren't enough, you're free to use one of the charges.
  • Kite, a LOT. You want to run out of harm's way using mobility skills as much as possible before resorting to major defensive CDs.
  • is great if you want to run away from pressure as it can build quite the gap while providing an evade frame.
  • breaks stun and refills some endurance in addition to a bit of healing thanks to .


  • is what you use when you quickly want to burst/CC a target, or desperately need mobility to either chase down someone, or run away from a fight. Bonus points if you manage to attach just before using your elite.
  • CC skills barely do any damage anymore, most of the damage in this form comes from autoattacks and .
  • is a popular opener, allowing you to CC targets from range and then either follow up with for burst damage or to keep the CC chain rolling.
  • Using before Rampage can enhance your burst significantly.

Top Streamers

Build rating - 5 stars
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6 Ratings
4 stars
Hanz gave this build 4 stars April 2020

Warrior was heavily nerfed, can't keep up with the current meta. Not unplayable but certainly not top tier.

5 stars
Vinimuniz gave this build 5 stars December 2019

I experienced this build and is very effective but now i want to change and use defense along with spellbreaker, which specialisation will adapt better with defense and spellbreaker? Discipline or strength, or if you have something to add other possible changes that I am not seeing, but actually want to keep defense and spellbreaker and just want something that fits the best possible.

3 stars
Alexmercy gave this build 3 stars October 2019

wouldnt say it's meta now, as side noder, fire weaver and symbalbrand shits over spellbreaker and for team fight it is simply not that strong

3 More Ratings
5 stars
Nebo grey gave this build 5 stars October 2019

Really good build is sadly extremely underpowered in AT’s because spellbreaker utilization is most effective when against players who do not understand basics of rotation and you punish them hard by taking out numbered fights and win/stall. But a positive note is that you don’t have to run dagger, axe and sword do work just dagger has the highest potential when used in practice but axe does make you hit harder you just have less control with axe when compared to dagger

5 stars
Rievly gave this build 5 stars March 2019

Really excellent variant of tetherbreaker, I found that because of the bonus sustain, I would sustain longer than I normally did with the original tetherbreaker and therefor contribute more to team fights / last longer in duels.

5 stars
Rugesun gave this build 5 stars February 2019

I'll use this build for days and it's my fav. I'll ive 5 stars. One add: you can use hammer instead of GS for more control points.

GS -> Roamer

Hammer -> Standing in point