Engineer - Core Sanguine Grenadier
This is a test build. You may comment and rate it.
Focused on: Hybrid damage and Mobility
Designed for: PvP Conquest
Difficulty:
Hard
This build was last updated on July 03, 2025.
Overview
A Core Engineer hybrid-damage PvP build focused on mobility, kiting, and damage. Retains high Might and
Vulnerability stacks via grenades through traits like and . This build heavily relies on kiting with the about-face command and snap-targeted grenades, and as such is not beginner friendly.
Skill Bar
Rifle
Utility
Grenade Kit
Skill Variants
Utility
- Note: If you would be stunned while using , rather than being stunned, the boots will be preemptively canceled and you will be free to act. Because of this, skilled usage of the ability generally outperforms other available utility skills.
Protection in addition to the usual cleanse and
Resistance. As of a 2025 patch this skill was improved, now also granting ~2100 barrier. The toolbelt skill is good up-front damage, anti-stealth, and procs a bunch of different traits. Very solid pick.
/ - A more reactive option. buffs this by making it provide 3s of
Quickness and
Stability, and as such can be considered a damage skill and "stunbreak". The toolbelt skill is excellent for triggering which helps the build's burst windows be more effective and practical. Lastly, with , applies light
Burning which can help cover the build's otherwise tight condition spread.
/ - low cooldown CC to quickly proc . Successful hits of this skill will grant 3s of
Weapon Variants
- Mace/Shield - Better crowd control, broader condition application and an extremely powerful block. Much lower damage potential and forces you to stay melee. Generally the correct option when facing teams with lots of projectile hate. Overall, is the primary skill that will be missed here; hitting even two targets applies a good chunk of might.
Template Code
[&DQMmHhU2Bi0qDyoPEwETAWABjQGGAIYAiQGJAQAAAAAAAAAAAAAAAAAAAAADVQA1AFcAAA==]
Specializations
Trait Variants
Swiftness uptime for burst
Vulnerability application,
Fury, a cleanse and a 4s reveal upon disabling someone. This is a two-part skill; the same buffs/debuffs are applied if hitting someone out of
Stealth, though the reveal is shorter. You'll want either or for movement speed if using this. If you're after anti-stealth, try and its toolbelt skill, .
- Trades 100%
- - Trades survivability for slightly higher sustained damage.
Equipment
Rifle
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Amulets
- - better survivability against comps with a lot of strike damage, but you lose out on a lot of crit.
Sigils
can be replaced by:
- - more consistent Power burst.
- - better cleansing. Due to the frequency of swapping on and off the Grenade Kit, this sigil will proc frequently and "automatically", which will lead to you either accidentally cleansing deadly conditions or something random with .5s left.
- - higher consistent Power damage. Note that this sigil only boosts strike damage, not condition damage.
Runes
- - mobility if you choose to swap off .
- - good against teams with heavy condition damage.
- Other runes with +
Might duration work well.
Relics
- is extremely powerful, giving the build the last bit of crit it needs to reach a critical point. Do not swap off of it unless you absolutely have to.
- - good option for players without expansions. Obtaining stacks is easy thanks to .
- - strong synergy with if conditions are an issue.
Superspeed. Good if swapping off of but want to retain freedom with Runes. Requires the Secrets of the Obscure expansion.
- passive mobility & another source of
Vulnerability application. Works with all explosions thanks to . Good in prolonged skirmishes, weaker vs. classes with a lot of cleanse. Requires the Secrets of the Obscure expansion.
- more
Usage
- This build features modest mobility, burst damage, high vulnerability application and a wide set of conditions. It performs well as a +1 to a skirmish or in teamfights where there isn't projectile hate. It is extremely reliant on kiting with grenades & the about-face command, an action which allows you to instantly do a 180° turn. This, combined with grenades being throwable in every direction allows you to remain safely out of melee range while dealing full damage, even if focused. This command must be bound in the options menu. If focused, it can safely gain distance with , , , or before returning to dealing damage.
General
- skills can be thrown in any direction, making it one of the strongest kiting tools in the game. Utilize the about-face command and snap targeting to remain outside of melee range while still dealing damage.
- All explosions proc
Vulnerability and
Might granted by these traits will retroactively boost all currently applied conditions as well as future ones on your target. You'll want to be spamming grenades as much as possible to keep stacks of these up.
, , , . The
- & have low cooldowns and long range. Use them as often as possible. causes them to provide a lot of might so they should be used before other strong abilities.
- All successful outgoing crowd control gives 3s of much needed
Quickness and
Stability. Keep an eye on enemy buffs and don't waste stuns if they have
Stability.
Vulnerability stacks. With a 10s cooldown you can fire this off pretty regularly. Likely to miss moving targets at longer ranges.
is great for landing important skills and keeping up
- have two charges with 16s cooldowns a piece. Use either to gain distance when pressured or when anticipating a stun. This skill has a unique property where it will essentially "parry" a stun if you're hit with one during its use.
- Use over for filler. has effectively zero use, unfortunately.
Damage
- Use , , & as often as possible.
- Use or to land your high damage skills more reliably.
- Fill with ; do not use . Rifle burst deals much lower damage and gives only a third of the Explosions.
Might stacks.
deals less damage here than in a purely power-focused build, and as such isn't as pivotal to land. Still great to throw out as a finisher or into larger groups for quick
- Other grenades are more situational; is one of the build's only unblockable skills, and is one of its only sources of blind. Knowing when to use is key against teams with projectile hate.
- There are only five non-projectile damage skills in the kit: , , , (unblockable), and (created by . also, it's unblockable!)
Burst Combos
- Open with a toolbelt skill to proc
Aegis as well as
Blindness on you, or if you're in range.
(for ) if possible. This can be to break through stacked block effects like
- At range with stuns: > > > untarget, manually aim a bit behind your target where the overcharged shot will send them > whatever other grenade skills are up
- In melee, running at your target: > > > > > run through or around your target while casting (this will also trigger if it's off cooldown) > > whatever's up
- In melee with stuns: > > > > > (replace Poison Grenade with for more upfront damage)
Remember that explosions inflict Vulnerability and also stack
Might, meaning any grenades thrown will add to any future condition ticks, even if the conditions are already applied. Always pepper targets with after using your high damage skills.
Moblity
- Swap to
Swiftness uptime.
every 20s (watch for the buff on your bar) for 100%
Superspeed with .
have two charges at 16s recharge a piece. Use either to roam, gain distance when pressured, or when anticipating a stun. This skill has a unique property where it will essentially "parry" a stun if you're hit with one during its use. Gives
- - Solid mobility option that can get over gaps. Gives 1/2s of evade starting at frame 1. This evasion doesn't last for the entire jump.
Defense
- While lacking in hard mitigation like blocks and evasion, this build makes up for it by having permanent Cripple application (thanks to ) and a slew of crowd control options. In theory, damage is mitigated by staying out of range of it entirely, so the above Mobility section also applies here.
Stability for 4s. One of the few skills that still works against blocking or evading enemies.
- has both an initial knockdown and added cripple thanks to . Is now a stunbreak which applies 5x
- and - each provide ~2 seconds of control, in their own ways. With a bit of practice these can be used while running away by untargeting, beginning the cast, then turning around and retargeting before the cast finishes. The about-face function makes this possible without having to flail your mouse everywhere.
- - gives 1/2s of evade starting at frame 1. This evasion doesn't last for the entire jump.
- - drops 6 med packs in an average-size AoE. Allies (including you) hit by the initial drop will have a staggering 14 conditions removed, and the packs will spawn in a random area within that AoE. You'll have to walk over them to pick them up, where they will heal for ~1.3k each. Save this for the cleanse, or drop it ahead of time as the med packs remain for 60 seconds.
- causes all toolbelt skills to cleanse a condition.
Stealth.
- drops a , , and which immediately overcharge. This gives a 2s initial stun, another 2s stun from , a blind-pulsing smoke field from and the usual heal from . The water field from the healing turret will take priority over the smoke field, but it doesn't last as long. This means you can blast/leap/ after the water field dissipates for a bit of
Advanced Techniques
- > or can be used as a risky, aggressive stun that ignores block & evade.
Stealth. The smoke field provided by is initially overlapped by the water field from the dropped , but it lasts a bit longer. Blast or leap through it after the water field disappears for a sneaky getaway or to finish a downed opponent.
- an incredibly powerful tool overall, and one that can provide much needed
- You can bait dodges by fake-casting . Using the weapon stow command, you can cancel the skill mid-cast and still get the crate visual.
- You can stow by dropping your bundle (same keybind as swap weapon). This doesn't have a cooldown, unlike the native stow attached to the skill, and can be spammed as quick as you can press it if you really feel like it.
- will only cleanse conditions at the end of the skill's animation. Skills that have long animations but can be canceled earlier like can be cancelled by taking out and immediately stowing in a pinch. The cleanse comes out faster this way.
Ratings
Comments
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium

