Scrapper - Power Bruiser

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Gold.png

The community gave this build a rating, making it second-tier: Good.

Focused on: Direct damage.

Designed for:


Overview

An offensive Scrapper build for sPvP.

Skillbar

HammerHealingUtilityElite
Elixir Gun

Specializations




Equipment

Hammer.png
I.png
Superior Sigil of Intelligence
9Recharge.png
Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Sanctuary
Superior Rune of Sanctuary.pngSuperior Rune of Sanctuary
(1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +10% Boon Duration (5): +100 Vitality (6): Gain a barrier with health equal to 20% of any heals you receive.
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Ferocity

Usage

Elite specialization basics

  • You can rez and stomp your target from 900 range via the every 20 seconds. Use it to double rez by activating it even from range and then helping out manually.
  • The gyro is activated by the same key as general interaction/rez/stomp (F by default) and you must target an ally or enemy for the option to show up.
  • While the gyro doesn't have Stability Stability, you can remedy that by sharing this boon through .


General

  • Much of the build revolves around bursting people down with , hoping for a proc, or decapping points if you get a . combined with the high endurance regen provided by Vigor Vigor and makes this elite rather spammable.
    • is way better than . Oftentimes it's better to just exit Tornado right after unloading skills #4-5.
  • The build is rather low on cleansing so be careful around condition builds, and kite a lot. If you wish to cleanse more often, consider picking up instead of detonating it - this way you'll lose out on a bit of healing, but reduce its CD by 5 seconds while still cleansing 2 conditions. Alternatively, detonating the turret in a Light field cleanses another condition.
  • Try to share with as many allies as possible.
  • can shut down just about anyone. Prevent bunkers from healing their teammates, make Necromancers lose Shroud, or cancel elite forms such as .
  • Stability Stability is crucial for your sustain, especially when facing condition damage builds. Each second while this boon is active applies 1 stack of Might Might - which isn't much, but heals you for a small amount after every boon you receive, and synergizes with that tiny bit of healing, granting you barrier. Doesn't matter if this barrier is borderline insignificant, it still works with .
  • acts as an instant 2nd healing skill.


Hammer

  • serves not only as a short-CD burst skill, but also a whirl finisher that reflects projectiles. While whirl finishers are rather weak, it can still be useful for squeezing a few extra seconds of Regeneration Regeneration out of at the very least, and the projectile reflect can defend against ranged specs while potentially boosting your damage.
  • is excellent for counterpressuring the enemy, as this skill deals heavy damage 3 times whilst evading incoming attacks. This is also a double Leap finisher (and a good mobility tool), try to combo it with a Water field for double healing, or a Light field for Light Aura Light Aura.
  • is excellent for cleaving targets or just avoiding damage on general. Besides blocking and doing damage simultaneously, this skill stacks barrier for each target you hit with it.
  • Try to cover the capture point with and as much as possible, under the right circumstances these two skills deal a considerable amount of damage over time. Of course is one of the few CCs in the build, so you may not want to use that one on CD if you wish to keep it for something important.


Might stacking

  • Maintaining 20+ Might Might stacks is very crucial for your damage.
    • Because of the trait each elixir gives 2 stacks of Might Might - including toolbelt skills and #4-5 as well.
    • applies 1 stack per second as long as you have Stability Stability. Your primary sources for that are going to be , Can't find such trait "Perfectly Weighted"! Please refer to our trait index, and . Try not to overlap these whenever possible! Remember, you're looking to maximize Stability uptime, not stacks.


Elixir Gun

  • is an okay filler to use, mainly for the Weakness Weakness if you're out of CDs but need to survive power damage and have nowhere to run. Aside from that, this is the only spammable ranged attack in the build, so if a target is running away on low HP spamming this with Quickness Quickness is probably your best bet.
  • is rather weak and unreliable, but has synergy with .
  • 's biggest selling point is the Poison Poison, which can help to deny some healing from bunkers, or make it harder for downed enemies to be revived by their team.
    • There's a cleansing component to this skill, although it doesn't cleanse the caster, which means that it's only good for supporting allies in need. If you choose to do that, make sure that you don't have an enemy targeted as that may throw off the aim of this skill.
  • is easily one of the most versatile skills in the build. Good unblockable AoE, Blast finisher (AoE healing in a Water field, AoE Clenasing in a Light field), elixir synergy, and mobility all in one.
    • The leap can easily push you out of objectives. If you wish to prevent that, keep spamming weapon swap right after using the skill.
  • adds much needed condition removal and is a nice boost to sustained healing, not to mention it can be combo'd with several finishers as this is a Light field.


Swiftness stacking

  • Stack Swiftness Swiftness for your team before the game starts!
  • Drop on the exit gate, detonate in it and then follow up with .

Counters

  • Heavy condition damage

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Related Builds

Build rating - 5 stars
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5 Ratings
5 stars
DeDoctor gave this build 5 stars May 2019

This build isn't bad. I switch Elixir U with Blast Gyro to gain more stacks of might (11 stacks in all). You can do a ton of burst damage to help out your team in a team fight or even win 1v1s. Your survivability is good enough to 1v2 or 1v3 maybe, but its not as good as the original Bunker Scrapper, but this just shows that Scrapper can bring good damage to a fight. This build can give good utility and support as well with Elixir Gun (lots of cleanse) and Bulwark Gyro (damage reduction and a dome that gives stability and shields allies from projectiles.)

5 stars
Hanz gave this build 5 stars March 2019

2018 march edit: not quite as popular or broken as the bunker version, but still a decent build after the gyro rework.

4 stars
ShaoAZ gave this build 4 stars January 2019

I played something similar, used Elixir B on the optional slot and swapped tools to firearms bot bot top, tools doesn't have anything that really justify it above firearms. Also Alchemy first top, used Medkit for more cleanses and boons, but obviously that ain't for everyone since most people prefer a simple tap to heal. Finally with Rune Of Leadership and Stealth Gyro since you have 100% critical chance with firearms, entire boon duration and cleanses are better over Sanctuary or Lyssa, Elixir X is not really useful if you're just gonna melt to conditions anyway. This actually tanks Holosmiths pretty well if you stick to Demolisher since they can't CC you, making their lack of any sustain very obvious with Eletro-Whirl hitting up in the 8k's, you'll see them run away pretty quickly while they try to achieve anything to stop you from dealing damage.

2 More Ratings
4 stars
Roger gave this build 4 stars January 2019

This is a solid build that deals a deceptive amount of damage. It might not be as OP as Holo... but don’t sleep on it.

5 stars
Araceli gave this build 5 stars November 2018

I've been playing something almost identical for a while now and heavily since this season started. Usually a gyro instead of Exilir Gun though, Bulwark generally or Purge gyro if our team needs more condi cleanse. With recent balance patches this actually makes Scrapper feel very competitive outside of support builds.

Pros:

Surprising amount of burst that still a lot of people don't expect from a Scrapper.

Very good reflect that also surprises some burst classes with Electro Whirl + long Retal uptime.

Group utility over Holosmith Elixir, run 1 or 2 gyros for group strong damage reduction or condi cleanse.

Thunderclap is good ranged AoE CC.

Function Gyro stomp doesn't care about those pesky teleporting downed state skills.

Adaptive Armor and Sanctuary rune interaction means you almost permanently take 20% less condi damage.

Cons:

Elixir X RNG can really suck.

Poor mobility.

No ranged unless you run Elixir Gun and then it's pretty average. But since I don't usually.