Soulbeast - DPS Soulbeast
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Crowd control
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on October 14, 2025 and is up to date for the August 19, 2025 patch.
Overview
A high burst damage melee build with optional party support.
Skill Bar


Hammer
Mace/Mace
Utility
Important!
- Make sure to swap your hammer skills by right clicking on them while out of combat
- Use
- is slightly more damage, but not generally worth the loss in utility
, , and
Variants
- Pets
- River Drake/Reef Drake with
- Weapons
- Hammer ⇒ Spear - Easier to use utility compared to Hammer and faster burst, but less overall damage
- Hammer ⇒ Sword/Axe - Sword/Axe is much easier to play than Hammer but with less utility. The damage output is very similar, especially in short fights.
- Hammer ⇒ Longbow Longbow is generally worse than other options, but very helpful for clearing siege
- Utilities
- Elite
Specializations
- Variants
- - Higher burst but less DPS
- - excellent group utility at the cost of damage
Template Code
[&DQQeOiA2NzouFwAA+hYAALYAAAC1AAAAwAAAADsAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Dragon
Dragon
Ring
Demolisher
Demolisher
Hammer
Marauder
Marauder
Sigil
Sigil
Mace
Marauder
Marauder
Mace
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Variants
- Stats
- The given setup aims for maximum Effective Health
- You can swap Marauder's to Demolisher's to make healing more efficient in exchange for increasing your chance to be spiked from 100%
Consumables
Usage
Quick Guide
- Soulbeast is a melee DPS with multiple high burst combos
- Spike at range with ⇒
- In melee prioritize resetting your Mace/Mace with
Nature's Strength
- Use Hammer during downtime on Mace/Mace
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This build has low active defenses
Defensive Skill List 

Immobilize
- Stunbreak and clears - - Movement
- - Condition Clear
- Be careful using the movement from
- A Lock Autotarget keybind can be used to quickly drop your target
. Don't aim directly into the enemy group and make sure to drop your target before casting these skills
Priorities
- High
- Burst Damage
- Moderate
- Damage
- Low
- CC
Detailed Explanations
Burst Damage
- Ranged combo
- With this cast order, both and will land at almost the same time at 900 range, increasing burst
- If you aren't in range for or your group has moved into melee range and you can use 'Mace/Mace then ignore it
- Mace/Mace combo
- Repeat from #4 to #6
- Exclude any/all of the first three steps if you're in range to use Mace/Mace skills
- Hammer combo
- - optional, if CC is needed
- Only use if you won't put yourself out of position with the movement
- Since Mace/Mace is your priority in melee, you'll normally use your Hammer after that combo
Damage
Skill Priority - Mace/Mace 

Nature's Strength
- only for
Skill Priority - Hammer 

- Start fights on Hammer
- Swap to Mace/Mace as soon as you're going to be in melee for an extended time
- should be cast as your group reaches melee, before you can hit with melee skills
- Mace
- In mace prioritize
Nature's Strength isn't procced through the first rotation.
first, both to increase burst via its second hit and to ensure the lowest CD skill will be up faster if any hits are missed and - Make sure all of your mace skills land for
Nature's Strength stacks
- Your mace cooldowns reset on reaching 5 stacks of
Nature's Strength. , and will get 4 of your stacks, you have three options to get the last:
Nature's Strength
- While this skill deals no damage, it is the fastest way by far to get the final stack of Nature's Strength
- Your final auto chain also gives a stack of Nature's Strength
- Waiting for to come off cooldown is your last resort to stack the final - If you miss landing 2 skills for
Nature's Strength, just swap out of maces and try again next time instead of waiting any longer
- Your mace cooldowns reset on reaching 5 stacks of
- Be careful with the forced movement from
- Don't aim directly into the enemy group and make sure to drop your target before casting these skills
- A Lock Autotarget keybind can be used to quickly drop your target
- Don't aim directly into the enemy group and make sure to drop your target before casting these skills
- Hammer
- In hammer prioritize
Immobilize to help CC the enemy
for the - Make sure not to cancel the follow-up swing of , it has the majority of its damage and rips boons
- hits hard, but is very hard to use due to forced movement. It is not worth casting if you'll miss more than 2 autos while getting back in position afterwards
- Be careful with the forced movement from
- Don't aim directly into the enemy group and make sure to drop your target before casting these skills
- A Lock Autotarget keybind can be used to quickly drop your target
- Don't aim directly into the enemy group and make sure to drop your target before casting these skills
Spear Usage 

- Be on spear to engage then swap to Mace/Mace
- Use ⇒ /
- Use your charges of
- can be used for ranged spikes, but is very inconsistent
for if you need CC or for damage
Sword/Axe Usage 

- Prioritize whenever it is possible to do so
- Be careful with the forced movement from and , only use them for damage when the enemy group is moving defensively
CC
List of CC Skills 

Immobilize
- Daze
- Stun
- Daze
- Immobilize
- Immobilize
(optional) -
- Use your CC when:
- Your group calls a spike such as Wells ( )
- On top of enemy downs (while alive enemies are on top of them)
- Enemy groups move defensively while your group is pushing
Ratings

02/20/2025: I use Hammer/Spear.
Big melee damage, big ranged spike damage, team support with Dolyak Stance and Bear Stance. It's good.

This build fits very well into setups with small numbers. Depending on the situation, it can exceed the dps of warriors or holosmiths, but requires close range. Its support, namely the immob-counter, stability share and mobile passive ticking cleanse with leader of the pack is a massive boost for small groups, while still fulfilling a dps role. In addition, its stuns and immob are also very valuable. Depending on the enemy, roots, spirit or wolf stance are good picks for the elite. Wolf stance has great synergy to holosmiths, especially with grenades.

Great build, but should be running Leader of the Pack if using OWP.

A strong Non Meta DPS. I love playing around this build. Recommended to play Leader of the Pack for Stance sharing. Can also play Eternal Bond with Sky Chak and Reef Drake for more utilities and dps.
Comments
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