Spellbreaker - Greatsword Spellbreaker Roamer
This is a test build. You may comment and rate it.
Focused on: Strike damage, Control and Mobility
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on February 28, 2025.
Overview
A Power Spellbreaker build for WvW roaming with great mobility, featuring the Greatsword. Attempts to get away with playing the Strength specialization by opting for Staff as its defensive backup set.
Skill Bar
Greatsword
Staff
Utility
Skill Variants
Weapons
- Dagger/Shield over Staff - GS/Dagger is the more traditional way of playing Spellbreaker in WvW, but it's currently being overshadowed by Staff. This is a way higher pressure set with unblockable boon removal and more CC, but your sustain will be considerably lower on it. Going for
Defense to make up for the loss of Staff is worth considering.
Template Code
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Specializations
Variants
- Take if you want to have a bit more sustain.
Specialization Variants
Defense over
Strength also works. This is a more sustain focused version of the build:
Equipment
Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Dragon
Accessory
Dragon
Accessory
Dragon
Amulet
Demolisher
Ring
Demolisher
Ring
Demolisher
Greatsword
Berserker
Sigil
Sigil
Staff
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
Equipment Variants
Stats
- You can replace the
Dragon pieces with
Marauder for higher crit chance, improving your consistency but lowering your burst potential slightly.
Runes
- - mix of defense and offense.
- - higher burst potential, lower crit chance.
- - better sustain without sacrificing much damage.
Relics
- - CD reductions give you more of everything, especially sustain.
- - passive damage boost that's easy to maintain.
Consumables
Food options
- - passive damage mitigation and great stats.
- Budget version:
- a very strong defensive option which improves your endurance regen and adds a bit more damage. Even has synergy with dodge related traits.
Utility
- or .
Usage
Elite specialization basics
- (FC) recharges your Burst skills and . Try to use it FC when you can reset their cooldowns, except if you're under heavy pressure in which case you can use FC purely for defensive means.
- Always try to make sure Full Counter goes off: briefly move into hostile AoE spells, tank Mesmer clones or Ranger pets, etc.
- FC is both the best defensive and offensive skill in the build as it blocks, evades, grants
Stability and performs an unblockable AoE damage/CC attack when triggered.
- Both burst skills and Full Counter cost adrenaline. If you only need a little more till you can use them then can get you there.
General
- Settings: disable auto targeting, otherwise it'd be impossible to use skills like for disengaging.
- Playstyle: this build is all about weaving hard hitting skills into chains of block and evade frames while tethering yourself to the target with
- Any burst skill can proc , including .
- , , and are your main damaging skills, everything else is basically a filler or something that's used to set up burst / survive enemy burst.
as often as possible. The combos aren't set in stone, rather you'll need to adapt based on what CDs are available. Minimize melee contact, dodge/block/evade as many things as possible, and spike targets when an opening shows.
- reduces the CD of weapon swapping to 5 seconds, which keeps gameplay rather fast paced with minimal downtime. As a result you won't be auto attacking much unless you're cleaving a downed enemy.
- CCing a target removes a boon and deals damage/grants adrenaline via .
- Thanks to
Daze or
Stun a target you also
Immobilize them. This is especially useful with which dazes targets and then recharges your burst skills, perfectly setting up your followup.
whenever you
- All movement skills remove the Immobilized condition - list of movement skills in the build:
- Greatsword: and . These two skills also provide excellent mobility both in and out of combat.
- Staff: and .
- If taken Dagger/Shield: , , and the burst skill . The Dagger skills are also excellent gap closers.
- Rampage: , , and .
- Utility:
Conditon cleansing & general survival
- isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits.
- (SIO) is both a stunbreak and a source of condition removal for you and your team.
- In condition matchups you should consider holding onto Mending for longer, especially when SIO is on CD. Use it mainly as a source of cleansing, unless you get dangerously low on health.
cleanses 5 conditions and should be used pretty much on CD, assuming you're missing a large chunk of health or need to deal with conditions.
- is great if you want to run away from pressure as it can build quite the gap while providing an evade frame.
Rampage
- is what you use when you quickly want to burst/CC a target, or desperately need mobility to either chase down someone, or run away from a fight. Bonus points if you manage to attach just before using your elite.
- CC skills barely do any damage anymore, most of the damage in this form comes from autoattacks and .
- is a popular opener, allowing you to CC targets from range and then either follow up with for burst damage or to keep the CC chain rolling.
Ratings

GS fell out of favor lately, and it has a hard time competing for a weapon slot on more defensive builds. As a burst weapon I think it still works well, and this build goes all in on that. Worked out way better than expected, but the low Resistance uptime and lack of cleansing can be a pain sometimes. Defense builds are overall still better, but this is way more fun. It's not unreasonable to expect 10k+ crits here and there while still packing a decent amount of sustain with Staff. If you aren't afraid of a challenge and want to learn Warrior without any of the modern crutches, you'll find this fun and satisfying to master.
Comments
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