Ritualist - Blood Power Ritualist
This build was last updated on March 31, 2026 and is up to date for the March 17, 2026 patch.
Overview
A burst damage focused Power Ritualist build for PvP.
Skill Bar
Spear
Staff
Utility
Skill Variants
Weapons
- Opting for Dagger/Focus over Spear is also a viable option, especially if you don't own the Janthir Wilds expansion. Take on Blood Magic.
Utility
If you don't need extra cleansing, can be dropped for:
- - armor ignoring damage procs that also heal you. Can add some spike damage when shared with allies, and it has both defensive and offensive value for the caster.
- - long CD stunbreak with good cleansing and great kiting potential.
- - it's both a defensive and offensive skill. Solid pressure and good damage mitigation via blind spam.
- - stunbreak and vertical mobility that could help you traverse difficult terrain.
- - AoE boon removal with good damage. Great for pressuring bunker/support builds.
Template Code
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Specializations
Variants
- improves your condi cleansing and makes you better at sharing weapon spells, improving your group utility even further. This is purely a defensive choice whereas could be used both defensively and offensively.
Equipment
Staff
Sigil
Sigil
Spear
Sigil
Sigil
Rune
Amulet
Relic
Usage
Ritualist basics
- Necromancers with the
Ritualist elite specialization gain a new shroud: . Functionally it's no different from core shroud - you build Life Force (LF) to enter, it drains passively while active and acts as a second health bar.
- The autoattack does heavy damage and causes spirits to attack your target. Skills 2-4 summon spirits and 5 repositions both you and your spirits while also making them unleash a powerful unique special attack.
- F2-4 skills are tied to your active spirits. You can use these to make them do another kind of special attack.
- For utilities you gain weapon spells that work a bit like
Thief venoms. They provide several stacks of beneficial effects and can be shared with allies.
General
- Staff marks generate Life Force (LF) and are unblockable. This includes marks created by traits.
- With you and your allies can also trigger staff marks, an enemy isn't required.
- You can keep stacking LF out of combat by making use of these 2 things: if you spam marks beneath your feet, you proc them and gain LF. This is quite useful for pre-game LF stacking too.
- If you're leaving a fight, consider dodging once or twice while still in combat. The created via will proc, giving you LF.
- Keep using Staff's even while moving between capture points in order to build LF. It's a low CD, low impact skill so it's perfect for this. Other Staff skills could also be used, but if you're caught off-guard while those are on CD, you're going to be in a much harder position.
- Both on Staff and the Dagger auto chain (if you're playing with Dagger) are good at building LF on downed enemies that are bleeding out. If you have the time, use Necrotic Grasp because it's ranged and kills the target slower, but if you actually need to cleave and do real damage then use the Dagger.
- Necrotic Grasp won't be used much otherwise. It's a slow, weak skill.
- (shroud #5) can be used to traverse the map even out of combat, giving you both vertical and horizontal mobility. It's quite good at creating shortcuts, like teleporting up to the bridges on Temple of the Silent Storm or up the clocktower on Battle of Kyhlo.
Spear
- Spear and shroud are your main sources of damage.
- Spear has it own unique mechanic: soul shards. (skill #2) spends them, skills 3-5 build them. The cap is 6 soul shards.
- Leaving shroud resets the CD of Spear's , and Isolate's chain skill refreshes the CD of . This will always give you an option to do good followup bursts after leaving shroud, or to chase down targets (shroud already has good mobility, and you can teleport to targets struck by the ranged Isolate).
- is a great setup skill, it gives you soul shards and
Immobilizes enemies if you had enough soul shards.
- is your other burst skill on this set along with . The good thing about Extirpate is that it's unconditional - unlike Perforate, it deals max damage even with 0 soul shards.
- This has quite a huge cast time. Extirpate is often used from range - you throw an from a safe distance, precast , then teleport to the target with right before it hits.
Shroud
- Your real burst damage comes from shroud.
- (ST) is a key part of the build, and has a huge impact on how you use shroud. It makes the first spirit you summon after entering shroud have no CD, so you can resummon it right away.
- is generally the best target for Soul Twisting. It does good damage, CCs targets, can be used from range, applies good conditions. Best all-arounder option.
- can be a target for ST too if all you need is damage, as it's the strongest spirit in that regard. Works best against CC'd targets however, so it's a good followup to Wanderlust if you went with that.
- Going ⇒ ⇒ gives you the best burst.
- is support oriented, it's not a good first pick if you want to pressure targets but it does do some damage. It's quite good however if you need extra healing, damage mitigation or cleansing. It's always summoned in melee
- The autoattack does fairly high damage, so once your spirits are summoned, this is your main source of pressure in shroud.
- Striking an enemy with the auto causes your spirits to focus your target. This is quite useful for switching targets.
- In combat is best used when all of your spirits are active. It'll make them unleash powerful special attacks. It's also a good escape tool if you need to disengage.
- If you're using this with the intent of bursting some new target that was farther away, make sure to hit the new target with your shroud auto beforehand. The teleport itself will not cause the spirits to switch targets, so their special attacks might be wasted on a target that might not even be in range now.
- Summoning a spirit unlocks a new skill above your shroud bar (F2-4). The effects are related to the role the spirits fill - you use Anguish for damage, Wanderlust for CC, Preservation for survival in the form of
Stability.
- These effects trigger around the spirits, not the Ritualist.
- Spirits die if you exit shroud, which also means you no longer get to use your F2-4 skills.
Sustain
- Condition cleansing in the build is rather good. You can manage condi levels with , and , or resort to for a mass cleanse if you're starting to get overwhelmed.
- With you can cast twice in a row, but make sure that you wait for it to perform its attack before resummoning it.
- can act as your second healing skill. You can increase its odds of landing by CC'ing targets beforehand - is perfect for this.
- (if taken) and are similar, and fill the same role - stunbreak + damage mitigation. You're free to use them for
Protection as long as you have at least 1 other stunbreak for emergencies.
- Weapon spells can be used to support allies, as they're shared with nearby teammates (albeit with fewer charges).
- Your elite offers a different type of mitigation, but it's mostly just used as a stunbreak and
Stability source.
- (shroud #5) is your best escape tool. While it doesn't break stun, you can use it even while CC'd to escape to a safe spot.
- Staff is your defensive/utility weapon.
- Every Staff mark heals you and gives you something beneficial via . You can also place Staff marks behind your back when kiting enemies.
- offers a base amount of condi transfers + additional cleansing via Transfusion. For the cleansing part you don't even need to hit an enemy, you're free to drop the mark on your position.
Related Builds
- Ritualist - Blood Power Roamer - WvW version of this sPvP build.
Ratings
You can also swap Soul Reaping for Curses, and make this a viable boonrip build. Use Valkyrie over Demo as, the precision isn't needed with Curses due to it's trait that adds Critical Strike Chance per condition. Replace Rune with Ranger and use any relic that adds additional conditions. This is meant to be a more balancedish approach to help control points.
Use unholy matyr over transfusion. With the insane boonballing these days, the amount boonrip this provides makes a huge difference. It also has increased sustain because of Valk amulet.
No longer an unkillable nightmare after the nerfs but still an A+ tier pick. Unique in the fact that a noticeable portion of its damage is life steal, a damage type of its own. Because of this it has an edge against builds reliant on toughness or protection, and when combined with Empowering Spirits it's a real powerhouse in teamfights.
Still a strong build even after the nerfs. The shroud burst is quite insane.
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