Vindicator - Shiro DPS Vindicator
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Dps
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on November 17, 2025 and is up to date for the November 18, 2025 patch.
Overview
A Power based Vindicator build for WvW.
Skill Bar
Spear
Greatsword
Utility
Utility
Variants
- Weapons
- Spear ⇒ Hammer
Template Code
[&DQkDPg8qRRncEQAABhIAANQRAAArEgAAyhEAAAcCAADUESsSBhIAAAAAAAA=]
Specializations
- Variants
- worth it if two other DPS in your party lack fury uptime
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Berserker
Berserker
Ring
Marauder
Marauder
Spear
Marauder
Marauder
Sigil
Sigil
Greatsword
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x17
x17
Infusion
x1
x1
Relic
Equipment Variants
- Relics
- Stats
- Feel free to use as much
Berserker stats as you feel comfortable with
- Sigils
- can be replaced:
- - More damage
- - More CC on
- good if you have very high melee uptime and are getting kills
Consumables
Usage
Quick Guide
- Shiro Vindicator is a hybrid melee/range DPS with strong CC attached to its damage abilities. It has many complex ways to combine its skills to efficiently use up Energy
- Swap between Shiro and Alliance as frequently as possible
Dodge frequently for damage and to maintain / buff- In spear prioritize then use your other Spear skills to recharge it
- When you have melee uptime swap to Greatsword to burst along with your legend skills
Surviving
- This build has moderate passive defense
- This build has high mobility skill access
- This build has high active defenses
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- will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
- Neutral creatures can be used as targets
- Avoiding entering Saint Viktor (Blue) stance unless you'll die if you don't
Priorities
- High
- Burst Damage
- Moderate
- Damage
- Low
- CC
Detailed Explanations
Burst Damage
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- The goal of these combos is to maximize your damage output by spending the 100 energy you get across a 10s legend swap as efficiently as possible while using cooldowns at appropriate times to get multiple casts of energy efficient skills like and when possible
- Consider these combos very loose guides, you'll often swap between range and melee and need to adjust what you're doing
- For example if you're in Alliance and Spear but your group closes into melee then will outperform for the same energy cost
- Your burst will need to be adjusted a lot based on cooldowns, especially if you don't get a chance to melee and need to stay in Spear for multiple legend swaps
- Two good rules of thumb:
- Melee skills hit harder than ranged skills, so prioritize melee skills with equivilant energy costs
- Fully charged is the exception to the above rule, don't swap off Spear when its fully charged until you'll have good enough melee uptime to hit multiple skills
- Whenever possible you should
Weapon Swap from Spear to Greatsword and vice versa as you legend swap
- Make sure to hit the free you get for using
Weapon Swap with 3 stacks of Crushing Abyss
- Make sure to hit the free you get for using
- Move up in priority, especially on Alliance, if you can make use of the
Pull on your groups spike
Damage
- Start fights in Spear + Alliance stance for the superior range
- Swap legends off cooldown to gain energy
- Ideally you always use Spear in Alliance and Greatsword in Shiro, swapping weapons at the same time you swap legends but in practice this will not often happen
- In particular don't be afraid to camp Spear for multiple legend swaps if you don't have an opportunity for melee uptime
- The energy gain from + represents significant potential damage. It should normally be used in Shiro to get extra casts of
- Spear
- Make sure to prioritize using at least 1 charge of in Spear to avoid wasting the cooldown reduction that other spear abilities give
- is inconsistent, but if you can land all three mines the skill is much higher priority than listed
- Use it when your group is kiting while the enemy pushes into you or as your group pushes through the enemy group
- Move higher in priority than any time the
Pull would be valuable
- Greatsword
- Cast quickly when swapping to Greatsword so you can cast it a second time before swapping back to Spear
- Autoattack whenever you can on Spear for the cooldown reduction on
- Only cast and if the forced movement won't put you in danger
- Prioritize targeting enemies on the edge of the enemy group rather than the center so the skills move you to a safer position
- Use the skills while your group is pushing in and the enemy group is moving away when possible
- Alliance
- has a 3 second cooldown, this lets you cast it 3+ times per Alliance rotation which makes it a high priority skill when your have excess energy, such as at range, because it is an efficient way to use up your Energy even though its damage per cast is low compared to other skills
- Shiro
- Try to cast twice every time you enter Shiro stance
- Sometimes it is worth delaying a legend swap slightly to cast a third if you have spare energy, but never start the cast more than 1 seconds after the swap is ready
- Keep in mind that only pays its energy cost at the end of the cast, this means that if you swap legends during the cast and finish it in Alliance you'll waste 40 Shiro energy then lose 40 Alliance energy. Avoid this at all costs
- is useful for using up excess energy that would be wasted on legend swap, but its ICD (Internal Cooldown) is global rather than per target, so never prioritize it over other skills
CC
- Both of your CC skills are part of your damage rotation, you can adjust their priority slightly to land more effective CC but it isn't worth delaying them significantly
Ratings
Comments
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