Spellbreaker - Valkyrie Arms Chainbreaker
This build was last updated on November 06, 2025.
Overview
The build aims to overwhelm opponents with continuous chains of high-damaging combos that have low cooldowns. It suits the role of a roamer that moves around the map to ‘plus one’ opponents, win some duels, and pick off opponents in team fights.
Skill Bar
Axe/Shield
Dagger/Sword
Utility
Skill Variants
- For the open utility slot, some options could be:
- as a stunbreak that also offers pulsing
Stability and immunity to critical damage, although it has a long cooldown. - as a stunbreak that grants
Stability on activation while slightly reducing incoming strike damage for its passive effect. Also has a long cooldown. - as a stunbreak that also grants some
Resistance and
Superspeed on a lower cooldown. - cleanses
Blind and other nondamaging conditions, reveals enemies, and also makes your next strike crit.
- as a stunbreak that also offers pulsing
Template Code
[&DQIkHjM+PSdHF6YAEBcQF60ArQBqAGoAnACcAAAAAAAAAAAAAAAAAAAAAAAELwBaAAUAVwAA]
Specializations
Variants
- over provides more adrenaline when disabling or inflicting
Immobilize on an opponent, synergising well with . - over to inflict 10 stacks of
Vulnerability whenever connecting with bursts. - over to gain a boost to ferocity, reduce cooldowns on axe skills, and grant adrenaline when critically striking an opponent with axe skills.
- over , mainly for its CC and reveal.
Equipment
Axe
Shield
Sigil
Sigil
Dagger
Sword
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Sigils
- Sigils that could replace to make some of the combos more potent:
Relic
- for a damage increase following a disable.
- for critical hits after evading an attack. Note that the evade from does not trigger this but the evade on does.
- for extra healing when blocking attacks. The healing scales with maximum health, which works well with all the vitality provided by the .
Usage
- The build centers around overwhelming opponents by chaining together high-damaging skills. Due to their low cooldowns, they can be used frequently, allowing you to exhaust opponents’ defensive abilities quickly and strike when they are vulnerable.
- Assuming combat is entered with axe/shield, so that swapping weapons to dagger/sword can trigger and make the next three strikes a critical hit, the following combos can serve as good openers as they do not need adrenaline:
- -> weapon swap -> -> ->
- weapon swap -> -> ->
- Once there is enough adrenaline, burst skills trigger , which makes the burst skill itself and any following strikes during a short window, critical hits. This enables the following combos:
- -> auto-attack with dagger
- -> weapon swap ->
- -> ->
- Note: is not activated by , despite being a burst skill. It is unclear if this is a bug or intended behaviour.
- If not able to get in melee range, some range pressure can still be applied:
- weapon swap -> -> weapon swap -> ->
- To improve the likelihood of combos landing, disables can help to set them up.
Stun and
Daze also inflict
Immobilize for one second thanks to , which can further help to land the combos. The disables in this build are:
- (if taking )
- The build is equipped with a few tools to assist with some matchups:
- Boon rip
- removes a boon when striking an opponent on the axe/shield weaponset. While it would intuitively work better on the dagger/sword weaponset in combination with , boon removal inflicts damage due to , which can consume a stack from . To avoid this issue, is placed on the axe/shield weaponset instead.
- removes three boons.
- any of the build’s disables, including , will remove a boon due to .
- Unblockable
- activates Lesser Signet of Might when striking a foe below 50% health, which makes the next 10 strikes for six seconds unblockable. Although it should be noted that it has a 20 second cooldown.
- grants
Resistance for four seconds to ensure combos land even if inflicted with
Blind.
- Boon rip
- The build has some mobility to close the gap to opponents, kite or simply move around the map quicker.
- increases base movement speed by 25%. It also ensures that any of the leaps (i.e. , , ) remove
Immobilize. - The leaps themselves can be used for the purpose of mobility instead of damage.
- is best saved for its evade or knockdown, but if needed, can also be used for its dash.
- increases base movement speed by 25%. It also ensures that any of the leaps (i.e. , , ) remove
- Defensively, the build possesses a few useful abilities:
- Passively, the provides a large health pool, allowing a lot of damage to be soaked up.
- restores 50% of maximum health, which works well with the large health pool provided by the , as it means that heals for an enormous 14.1k.
- is a 3 second block.
- also functions as a block, but its exact behaviour changes depending on the situation.
- If not struck during its two and a half second channel, it will end automatically and grant some adrenaline.
- if is ended early by using the flipover skill, a melee attack will be performed and some adrenaline gained.
- If struck only by attacks outside of 130 range, the channel will continue until its two and half second duration is complete, after which some adrenaline will be gained.
- if struck by an attack within 130 range, the strike will be blocked and the channel will end prematurely, inflicting
Bleeding and some strike damage to the opponent.
- is an evade.
- is also an evade.
- While there is some condition cleanse, the build can otherwise struggle in condition heavy matchups. Nevertheless, the cleanses include:
- cleanses four conditions and can also be used as a stunbreak if more appropriate. It also applies to allies within 600 range.
- cleanses a condition when swapping weapons.
- a condition when swapping weapons every nine seconds.
Ratings
Comments
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