Spellbreaker - Strength Dagger

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.

The community gave this build a rating, making it top-tier: Great.

Focused on: Direct damageBoon removalMobility.

Designed for:


A Spellbreaker duelist which seeks to find a middle ground between Tetherbreaker and the more tanky Dagger build.

Skill Bar


Slot Changes


By far the most popular chocie for the 3rd utility slot is Frenzy Frenzy, but there are some viable alternatives:

  • - unblockable boon removal on low cooldown to counter bunker builds.
  • - trait synergy, stun break, AoE CC, and even Stability Stability.



Superior Sigil of Intelligence
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 Agility
Superior Sigil of Agility.pngSuperior Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Annulment
Superior Sigil of Annulment.pngSuperior Sigil of Annulment
Your next attack after swapping to this weapon while in combat will remove 2 boons from your target.
Superior Sigil of Revocation
Superior Sigil of Revocation.pngSuperior Sigil of Revocation
On hit, remove a boon. (Cooldown: 10s)
Superior Rune of Strength
Superior Rune of Strength.pngSuperior Rune of Strength
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1000 Power +1000 Precision +500 Toughness +500 Ferocity


Elite specialization basics

  • (FC) recharges your Burst skills and . Always try to use it when you can refresh their duration, 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 Stability / Protection Protection, 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.


  • 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 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.
    • Any burst skill can proc , including .
    • The goal is to maintain the tether as long as possible for the damage boost and synergy.
    • , , and are your main damaging skills, everything else is basically a filler or something that's used to set up burst / survive enemy burst.
  • 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.
  • Superior Sigil of Annulment Superior Sigil of Annulment
    Superior Sigil of Annulment.pngSuperior Sigil of Annulment
    Your next attack after swapping to this weapon while in combat will remove 2 boons from your target.
    goes off before the actual strike, so with a little luck it's possible to use a CC on a target while this sigil is active, rip the Stability Stability, and land the CC - all in one hit.
  • CCing a target removes a boon and deals damage/grants adrenaline via .
  • Hold on to as long as possible, but don't hesitate to use it for the Resistance Resistance when you're under heavy condition pressure. Boon removal however is rather dangerous as it gets rid of the Resistance which means you sacrificed your heal for nothing, so against specs like Scourges it's advised to disengage or use some blocks to make sure that it stays on and you get to live.
  • 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.
    • Dagger/Shield: , , and the burst skill . The Dagger skills are also excellent gap closers.
    • Rampage: , , and .
    • Utility:

Conditon cleansing & general survival

  • and will be used to manage condition levels before resorting to mass cleanses.
  • (SIO) is the only stun break in the build, and one that comes with AoE condition removal. This skill has 2 charges: if you're under heavy condition pressure and the aforementioned 2 traits aren't enough, you're free to use one of the charges.
  • Kite, a LOT. You want to run out of harm's way using mobility skills as much as possible before resorting to major defensive CDs.
  • is great if you want to run away from pressure as it can build quite the gap while providing an evade frame.
  • breaks stun and refills some endurance in addition to a bit of healing thanks to .


  • 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.
  • doesn't heal while is active. Therefore you should consider using HS for the Resistance Resistance before entering Rampage, which can be quite beneficial as most Rampage skills have long cast times and effects such as Blind Blind can easily shut it down.
  • Example of a Rampage burst rotation:
  • Using before Rampage can enhance your burst significantly.

Top Streamers

Build rating - 5 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
6 Ratings
4 stars
Hanz gave this build 4 stars April 2020

Warrior was heavily nerfed, can't keep up with the current meta. Not unplayable but certainly not top tier.

5 stars
Vinimuniz gave this build 5 stars December 2019

I experienced this build and is very effective but now i want to change and use defense along with spellbreaker, which specialisation will adapt better with defense and spellbreaker? Discipline or strength, or if you have something to add other possible changes that I am not seeing, but actually want to keep defense and spellbreaker and just want something that fits the best possible.

3 stars
Alexmercy gave this build 3 stars October 2019

wouldnt say it's meta now, as side noder, fire weaver and symbalbrand shits over spellbreaker and for team fight it is simply not that strong

3 More Ratings
5 stars
Nebo grey gave this build 5 stars October 2019

Really good build is sadly extremely underpowered in AT’s because spellbreaker utilization is most effective when against players who do not understand basics of rotation and you punish them hard by taking out numbered fights and win/stall. But a positive note is that you don’t have to run dagger, axe and sword do work just dagger has the highest potential when used in practice but axe does make you hit harder you just have less control with axe when compared to dagger

5 stars
Rievly gave this build 5 stars March 2019

Really excellent variant of tetherbreaker, I found that because of the bonus sustain, I would sustain longer than I normally did with the original tetherbreaker and therefor contribute more to team fights / last longer in duels.

5 stars
Rugesun gave this build 5 stars February 2019

I'll use this build for days and it's my fav. I'll ive 5 stars. One add: you can use hammer instead of GS for more control points.

GS -> Roamer

Hammer -> Standing in point