Difference between revisions of "Spellbreaker - Support Spellbreaker"

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Revision as of 17:44, 11 October 2019

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

Focused on: UtilityCondition cleanseHealing.

Designed for:


Support Spellbreakers provide modest healing and strong cleanses. They also provide incredible offensive support with might, fury, crown control and of course Winds of Disenchantment.

Skill Bar

First Weapon Set


Weapon Variants


Trades damage for crowd control.

Skill Variants


  • Excellent self sustain.
  • constant regeneration and additional access to Resistance Resistance but less personal sustain against a spike.


  • if needing additional stability.
  • access to superspeed and resistance.


for incredible Immobilize Immobilize output


  • when running Leg Specialist


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PvE weapon swap.png
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Superior Rune of the Monk
Healing WvW Infusion


Feast option with additional concentration



  • Nomad's is higher self sustain for less group support.


  • Superior Rune of the Trooper Superior Rune of the Trooper
    Superior Rune of the Trooper.pngSuperior Rune of the Trooper
    (1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.
    Additional cleanse but less healing output.
  • Superior Rune of Durability Superior Rune of Durability
    Superior Rune of Resistance.pngSuperior Rune of Durability
    (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality
    Good self sustain and minor group support option.


  • Coordinate with your team to lock down and kill enemies stuck inside.
    • This skill moves with your character. Be mindful not to accidentally cancel it with dodge rolls or skills as it must be channelled.
  • should be used for your group more than yourself, for its dodge roll refund in high pressure situations.
  • grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
  • is great boon removal and CC, use it with your group's damage spikes to maximise their effects.
  • can lock people down with variants in the same way Earthshaker can, but ignoring stability.
  • aswell as modest healing, this skill can give massive offensive boons to your group as they unload damage. Time it with group spikes along with your crowd control.

  • is a strong immobilize and its animation can be canceled by "Stow Weapon". Also Stability Stability doesn't affect Immobilize Immobilize. Coordinate with your group to use it, along with if possible, to lock in enemies inside bubbles and necromancer's wells.
  • With you can output Immobilize Immobilize on every single instance on cripple, including every with the trait .
  • , , and should all be used alongside allied damage. Be careful not to waste them.
  • will give a minor damage increase to the next 2 strikes of your allies, but should be primarily used against enemy damage spikes to remove movement impairing conditions.
  • is incredible against enemy pushes for its massive Barrier output and application of Resistance Resistance to help get your group through spikes.
  • is a massive cleanse that will also heal allies for a significant amount. Due to its high cooldown, save it for when it will have the most impact and cleanse the most conditions.
    • will give a strong heal for every condition you cleanse. Keep this in mind and potentially save large cooldowns like for allies with lowered health and conditions.


Build rating - 5 stars
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2 Ratings
5 stars
MorroIan gave this build 5 stars October 2019

Best condi clear in the game now without anti toxin runes

5 stars
The Blue Rangerr gave this build 5 stars October 2019

A really solid offensive support option on par with tempest, providing good cleanse and incredible offensive boonrip and CC.