Untamed - DPS Untamed
This is a test build. You may comment and rate it.
Focused on: Direct damage, Boon removal and Crowd control
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on April 07, 2025.
Overview
A melee oriented build with high damage, good durability, and good boon rip.
Skill Bar


Hammer
Mace/Mace
Utility
Variants
- Weapons
- Greatsword The ambush skills can remove 4 boons but has overall less damage compared to Hammer or Mace/Mace.
- Spear Less sustained melee damage than hammer or mace/mace but gains stronger ranged spike and an additional ranged immob.
- Utilities
- Elite
Specializations
- Variants
- - If not using Forest's Fortification.
Equipment
Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Mace
Berserker
Mace
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
Variants
- Stats
- You can swap to Marauder's if you have trouble surviving.
Consumables
- personal option
Usage
Priorities
- High
Damage, boon ripping
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This build has low active defenses
- Stay in
- Use when you anticipate a melee clash. Each target struck reduces its cooldown by 1 second. The resistance and 50% damage reduction given by the skill helps to sustain through a brawl
whenever you are at risk of dying (separated from group, pulled into enemy group, being single targetted) for the 15% damage reduction
Active defense priority 

- Dodge
Detailed Explanations
Damage
- Start fights on Mace/Mace so you can use on engage
- Use
- takes 0.75 seconds to activate. Using Venomous Outburst and Enveloping Haze right before strikes helps the skill land by wasting blind and aegis on unimportant skills.
followed immediately by and as you spike.
- Weapon swapping recharges your ambush skills, allowing you to boon rip more frequently. They should almost always be prioritized as the first skills used when weapon swapping.
- Make sure to be in state when spiking for the DPS increase.
- can strike up to 25 targets due to each spore having a 5 target cap but be careful not to put yourself in an enemy stack when using this skill.
- Mace
- In mace prioritize
Nature's Strength isn't procced through the first rotation.
first, both to increase burst via its second hit and to ensure the lowest CD skill will be up faster if any hits are missed and - Make sure all of your mace skills land for
Nature's Strength stacks
- Your mace cooldowns reset on reaching 5 stacks, so don't leave mace before hitting the threshold
- While
Nature's Strength
deals no damage, hitting it is still important get the stack of - If you can't hit
Nature's Strength
or missed a skill, , your final auto chain also gives a stack of
- should be cast as your group reaches melee, before you can hit with melee skills
- Hammer
- In hammer be sure to use all skills while in for the substantial damage increase.
- is your single strongest spiking skill but requires you to be nearly on top of an enemy for all 3 strikes to land.
- Make sure not to cancel the follow-up swing of , it has the majority of its damage and rips boons
- hits hard, but is very hard to use due to forced movement. It is not worth casting if you'll miss more than 2 autos while getting back in position afterwards
- Be careful with the forced movement from
- Don't aim directly into the enemy group and make sure to drop your target before casting these skills
- A Lock Autotarget keybind can be used to quickly drop your target
and
- Don't aim directly into the enemy group and make sure to drop your target before casting these skills
Ratings
Comments
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