Scrapper - Superspeed Grenadier Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage and Control
Designed for: WvW Roaming
Difficulty:
TBD
This build was last updated on April 29, 2023 and is up to date for the October 8, 2024 patch.
Overview
A Power-based WvW Scrapper roaming build that focuses on CC and massive burst damage with Superspeed.
to get kills while having permanent
Skill Bar
Hammer
Utility
Skill Variants
Utility
- over - better burst damage and AoE pressure, but you have to give up an unblockable CD and a stun break on toolbelt for it which makes the build significantly more unforgiving to play.
Elite
- Stealth duration on this is extremely low, currently we recommend it because it's still a valuable escape tool. Without stealth you'll have a much harder time surviving outnumbered situations. - while the
- - ranged CC, combo field for stealth, bit of extra damage.
- Blind and the extra healing, plus it has some useful combo fields for aura combos and even more healing with . - does decent damage but it's primarily a defensive pick because of the
Template Code
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Specializations
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Hammer
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Runes
- - the 6th bonus fits the build perfectly and works well with which could make it proc every 10 seconds, but it's unnecessary when playing with .
- Resistance uptime. - the build struggles a bit against conditions, this is an excellent defensive rune that could help you out in those matchups quite a lot. Works best with which allows you to proc the 6th bonus as often as possible for high
- Might stacking synergy and offers some defense against conditions too. - sort of a middleground between defensive and offensive runes. Has good stats,
- - general tankiness in case you're feeling too squishy.
Consumables
Food
- - passive strike damage mitigation and strong offensive stats.
- - same stats as the Peppercorn-Crusted version but offers defense against conditions instead of Power-based damage.
- - cheap crit chance increase plus armor-ignoring damage procs that heal you.
- - defensive option with
- - budget version.
synergy due to more frequent dodging.
Utility
- or
Usage
General
- Role: roam the map and +1 fights, aim to overwhelm enemies with your burst damage before moving on.
- While Hammer is a very strong offensive option, it can be just as defensive. The build is rather squishy so CD management is very important. Try to pressure targets mostly with if you want to play it safe and keep Hammer ready for situations where you'd be forced into melee or have to defend yourself.
- If you want to get the most out of
- Go to Options ⇒ Control Options ⇒ Movement, About Face should be at the bottom.
set up a keybind for About Face.
- Grenades can be thrown at targets behind your character. You can kind of abuse this with About Face by quickly turning around to move away from your target while targeting them with grenade attacks:
- Keep moving forward then hold left click briefly while pressing about face - you should now be moving in the opposite direction as long as you're holding down the movement key.
- Hold the same movement key (W for most players) and right click once to turn back to where you were originally facing once you've built enough distance.
- Repeat these steps to stay at the edge of 900 range while throwing grenades.
- This toolbelt Gyro grants Superspeed like any other Gyro while also cleansing 1 condition. In desperate sitations you could use this for personal survival instead of as a group utility tool.
- You can stealth the Function Gyro with .
(F5) has massive utility value as a skill that can stomp enemies and revive allies from range.
Damage
- Most of the damage comes from
- and do the most damage, followed by the autoattack which is a solid filler skill.
- Chill is ideal for snaring enemies while pressuring them from range. 's
- Poison's good for pressuring bunkers and delaying rez attempts as it reduces healing received by enemies. doesn't hit very hard but the
- Blind could enable you to keep throwing grenades at your target without getting counterpressured. is something of a defensive skill, low damage but the
and its toolbelt skill , the latter being the best burst skill in the build.
- Whenever you gain Superspeed you also gain Fury, so always try to get some Superspeed before unloading some of your hard hitting abilities. Every Gyro and most of your toolbelt skills grant Superspeed.
- Try to make sure that your burst lands by using CC and Stealth beforehand:
- Sneak up on your target with .
- Stun them with or .
- Knock them down with (if taken).
- Superspeed and to stay on top of your target. takes a few seconds to charge up, use
- and on Hammer both do great damage in melee.
Sustain
- Superspeed is your best friend, use your superior mobility to leave enemies behind and get away from danger. Also provides a steady stream of healing via along with Swiftness.
- is often a life-saver because of the AoE stealth.
- The only stunbreaks in the build are found on toolbelt skills: Blast Gyro's and Slick Shoes' (not to be confused with the effect of the same name).
- Both
- is both a combo field and a finisher, it has to be used after the creation of a Water field if you want extra healing. Therefore this only works with Medic Gyro as Reconstruction Field's field doesn't last long enough to fit an entire Blast Gyro cast into it. Rocket Charge works with both fields and it's a double finisher.
and are Water fields, use and in these to combo extra healing whenever you can.
- Condition cleansing is limited only to toolbelt skills via Superspeed and Stealth at the first sign of trouble. synergy and from . Be very careful against condition specs - try to stay in range, use CC as much as possible and avoid their attacks with Hammer. Bail out with
- Every Hammer skill except the autoattack could be used defensively.
- does great damage in melee while reflecting projectiles, has a lengthy evade frame on top of being a double combo finisher and having high damage, stuns enemies while leaving behind a pulsing damage field.
- is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful.
- If taken Stability while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like or too. is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without
- When it comes to this build the best defense is a good offense. Your survivability isn't great but your damage is, so try to keep enemies on the backfoot with constant pressure.
Stack Swiftness for your team before the game starts!
- Drop on the spawn exit gate.
- Immediately follow up with a .
- Allies may contribute to this too by throwing their own blast finishers into the mix as well.
Ratings
Insane damage + perma superspeed and unblcokable CC with a bit of stealth access makes this build really strong. Lacks defensive stats though and condition cleansing isn't the best so you need to be careful and have good reaction times or you'll fold just as quickly as you can delete others.
Comments
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