Spellbreaker - Support Spellbreaker
The community gave this build a rating, making it second-tier: Good
Focused on: Healing, Condition cleanse, Boon removal and Crowd control
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on November 01, 2025 and is up to date for the October 28, 2025 patch.
Overview
A Spellbreaker build for WvW that brings healing, condition cleanse, boon removal, CC, and very high boon application.
Skill Bar
Staff
Sword/Warhorn
Utility
Variants
- Weapons
- Sword/Warhorn ⇒ Hammer
- Heal
- Utilities
- stunbreak/cleanse
Template Code
[&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- better option if you don't need the survivability from
- Variants
Template Code
[&DQILPjM2PRemAAAAqAAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Sword
Minstrel
Minstrel
Warhorn
Minstrel
Minstrel
Sigil
Sigil
Staff
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x12
x12
Infusion
x7
x7
Relic
Equipment Variant
- Relic
- if you have poor melee uptime or otherwise can't often proc this is a better relic option
Consumables
- - very important for
- - with
Usage
Quick Guide
- Support Spellbreaker is a utility support focused on boon strip and application
- Use and on your groups spikes to enable CC
- After using your boon strip skills follow up with CC from and
- Use to give your party capped
Might for spikes then maintain it through hitting the enemy with + - Save your burst heavy cleanse and healing skills like and to use reactively when your party needs support
Surviving
- This build has high passive defense
- This build has high mobility skill access
- This build has moderate active defenses
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Priorities
- High
- Boon rip
- Moderate
- CC
- Boon Support
- Low
- Heal/Cleanse Support
Detailed Explanations
Boon rip
- Land 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 to protect the cast of - It is worth casting and other movement skills just to get into a better position for , 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 as often as possible, ideally right before your group spikes the enemy group
- is a great way to proc to give you enough Adrenaline for your Burst skills
- Use Autoattacks to proc for when no other useful skills are ready and you can do it safely.
CC
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- Use when:
- Your group calls a spike such as Wells ()
- On top of enemy downs (while alive enemies are on top of them)
- Enemy groups move defensively while your group is pushing
- Use when:
- Your group calls a spike such as Wells
- Your group is range spiking the enemy
- Enemy groups move defensively while your group is pushing
- Do not use when:
- Your group is pushing and the enemy group is pushing
- Your group is moving away from the enemy
- It would pull the enemy group out of your groups spike (except for range spikes)
- The
Immobilize of is applied on the first tick of the skill, since your damage is irrelevant you should cancel the channel immediately after with a Stow Weapon keybind - Save to reset the cooldown of your Burst skills, the CC is secondary but do try to be close enough to land it
- To ensure triggers, you can briefly move into hostile enemy ground pressure.
Boon Support
- effectively doubles the
Might application of all your AoE
Might
- Hit as many enemies as possible to proc which will trigger and
- Use if your group is missing
Stability before a push, or during a clash to provide
Resistance and
Superspeed
- The strongest part of is the
Resistance, get as much value out of it as possible
- The strongest part of is the
- should be used on your group frequently for
Might and
Fury as well as the Adrenaline it grants for hitting allies - The condition clear from is good, but the
Quickness is so valuable that unless your party has uptime covered by a different support it should generally be used whenever your group is spiking rather than being saved for a cleanse - Use after your group dodges through the enemy to restore Endurance
Heal/Cleanse Support
- , , and ⇒ should all be cast on your group when clashing with the enemy to heal
- Hit the enemy group as well as your own with when possible to apply
Weakness
- has a significant aftercast animation lock, be careful with where you aim it
- Stand very slightly in front of your commander (your character model should still touch theirs) during clashes to charge
- gives hefty
Barrier and cleanse, use it while your group is clashing with the enemy
Settings
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
- Also under General Options / User Interface turn on Thick party health bars
- Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
- Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
Ratings
Very useful and versatile build in any scale, as it allows great output of all forms of crowd control (stuns, dazes, immobilize, cripple), paired with the standard boon removal spellbreaker brings and the decent boonshare provided through Tactics traitline, warhorn skils (and FGJ if you run that)
Drop Discipline for Defense in blob sized fights
Comments
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