Soulbeast - Poisonbeast Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Mobility
Designed for: WvW Roaming
Overview
A well-rounded condi Soulbeast WvW roaming build with good damage, mobility, CC and sustain built around Poison spam. While designed primarily for 1v1s, the build can also hold its ground in smaller group fights and has no trouble soloing camps and other objectives roamers tend to go for.
Uses evasion and mobility to survive pressure while waiting for an opening to show where it can unleash its CC and condition burst.
Skill Bar


Skill Variants
Utility
Viable choices for the 3rd utility slot:
- - on-demand evasion and improved endurance regen/superspeed on low CD is never bad.
- - unblockable CC on low CD.
- - constant passive healing and a mass cleanse when used.
Elite
Stability.
- this could help you set up kills and contribute some extra damage, at least in theory. In practice it's way too easily countered these days to the point where it might barely do anything on a 48s CD. The current elite at least has
Pets
Fern Hound over
Alpine Wolf - they share the first 2 skills in Beastmode, but Fern Hound offers better healing and a chance to cleanse damaging conditions, while Alpine Wolf has a stunbreak with 100% damage reduction that also cleanses some non-damaging conditions. Alpine Wolf is better against strike damage and CC, while Fern Hound is better against condition builds.
Siamoth over
Alpine Wolf - they both have and a CC, but Alpine Wolf has better mobility and 2 leap finishers in Beastmode while Siamoth has a better F2 skill, slightly longer CC duration and a bit more damage in Beastmode. Very similar pets, this one comes down to personal preferences.
Hawk over
Janthiri Bee - if you don't have access to the Janthir Wilds expansion, you'll have to use the older version of the build with Hawk. The merged F3 is the same. You lose a burst skill and a CC but gain much better mobility.
Template Code
Specializations
Variants
- is worth considering when you're running at least 2 stances and roaming in a group.
Specialization Variants
Beastmastery adds more CC to the build and improves the condi variety of your bursts, but there are some other viable options for this slot.
Nature Magic is a defensive and more forgiving option:
Skirmishing offers a mix of improved survivability and damage:
Variants
- is also a viable option, trading an offensive passive buff and bow skill recharge for more flexibility.
Equipment
Trailblazer
Trailblazer
Trailblazer
Trailblazer
Trailblazer
Trailblazer
Trailblazer
Apothecary
Apothecary
Apothecary
Apothecary
Apothecary
Trailblazer
Trailblazer
Trailblazer
x6
x18
Equipment Variants
Relics
- - the extra healing reduction could help you kill some high sustain builds.
- - passive healing increase for a more tanky build.
- - improves your burst damage and condition variety.
- - adds a strong offensive proc whenever you use an elite skill. Enemies under the eye get hit every second, so the value of this relic goes up significantly if you can root them right under it with .
Vigor uptime which also means higher
Protection uptime and healing from the trait .
- defensive option that could give you permanent
- - adds a new condition to the build with a high uptime, making it harder for enemies to cleanse your more important conditions while providing a small damage boost.
Runes
- - a bit more defensive option that retains the most important stats of Trapper, and you don't need to craft this. Quite cheap too.
Protection and
Vigor uptime even increases your healing and condi cleansing through various trait synergies.
- the added boon duration could boost your sustain. Improving
Sigils
- You could run and on both sets if you want more sustain, especially if you're struggling against condition builds.
Consumables
Food
There are several viable options:
- - this food offers passive damage mitigation and a general stat boost.
- - keeps the 10% mitigation of the Oyster Soup, but focuses only on your offensive stats.
- - great defensive option with
- Budget version:
and synergy.
Utility
- - optimal but expensive.
- Budget version: - comes from Canned Food Crates, way easier to get and barely weaker.
Usage
Elite specialization basics
- Soulbeast allows Rangers to meld/merge with their pet, becoming one. This is done through which has a 10s CD.
- Pet related traits and skills such as continue to function even while merged, but this time you'll be the one who benefits from them, not the pet (although sometimes the effects are lessened).
- Melding with a dead pet and then exiting Beastmode instantly revives them.
General
- With this trait you should usually rotate through the abilities of both pets before leaving .
allows you to swap pets while in Beastmode! This makes it significantly easier for you to adapt to any given situation. For example you could use both pets' mobility skills back-to-back for disengaging, or you could quickly swap to Alpine Wolf for the stunbreak even if you're on Bee.
- Most of your time will be spent in Beastmode, but it's worth unmerging every ~20 seconds so your pets can unload all their CDs before merging again.
Bleeding and
Poison - these buffs stay active while the skills continue to recharge.
- This provides a relatively small benefit, but a benefit nonetheless.
and should be used a few seconds before entering a fight, preferably while merged with your pet. When used in Beastmode, these give you a buff that makes your next attacks inflict
Stability. Using this skill to counter CC allows you to keep for emergencies.
is more of a defensive skill on this build, used for its
Mobility
Swiftness uptime, but not permanent. Staying in Beastmode also give you a passive 30% boost, which is basically just as good.
- Quick Shot makes you leap back a bit, which is not ideal when your goal is to move forward faster. To fix this you should consider using the keybind for "about face" in order to perform a 180 degree turn before using this skill, then turn back around again at the end of the leap.
provides a high amount of
- Both pets offer mobility skills in Beastmode.
Damage
- Playstyle: there aren't any key rotations or combos you need to know for this one, only a few high priority skills to use after CCs. Use CCs to set up burst and play defensively when those aren't available.
- The basic gameplan is simple: CC targets with
- Use the immob from to root targets into stronger CCs like .
, (from behind or the sides), and then spam as many weapon skills on them as possible + the Bee's and .
- Merging with the Bee increases your condition damage. Always merge when you're doing bursts.
- Bee's merged F3
Taunt at the end of the cast if isn't on cooldown. Use it as often as you can, and protect the cast with
Stability if necessary.
- This skill works outside of melee range, making it your most threatening ranged ability that could be used from a safe distance. You could even use it behind walls and pillars to hit enemies on the other side!
is your best burst skill. It's both a good followup to CC and potentially also a CC source with
- Bee's merged F2 is quite a strong skill too, but has quite a long cast time. Both other Bee skills could be used for the CCs to set this up.
- On bow spamming from range is a decent filler, especially from behind. Many shortbow skills have increased effectiveness when striking from behind or the sides.
- is a cone-shaped attack and should be used in melee range (point-blank) to ensure that all the projectiles hit the main target. This is your highest damage attack on bow, and fits really well into burst combos because of the low cast time, even if the target got out of the CC.
- Dagger/Dagger is filled with fire-and-forget skills that don't require much thought. There are only a few things to note:
Quickness makes it easier to pull off skills with long cast times.
is a good opener at the start of burst combos. The - will buff your attacks if used in Beastmode.
- If you want to use
Poison stacks.
offensively, use it after or a CC. That way you'll apply more - is the only ranged skill on this set and can be used for some ranged poking if you're stuck on D/D but don't want to go into melee.
- Swapping to bow procs and , delivering instant burst damage. Following up with a is enough to put some serious pressure on your enemy in no time.
Burst combo examples
These are merely supposed to give you some ideas, the combos in the build are rather flexible and not set in stone. Just try to maximize CC duration while spamming high damage attacks on enemies and weave in skills with evade frames when they escape the CC.
Wolf + Shortbow
- to knock down the target.
- Swap pets in Beastmode with F4 (Eternal Bond), you'll gain better offensive stats.
- in melee range.
- from behind.
- from behind.
Bee
- Start in Beastmode on Bee and the D/D set.
- to apply CC.
- Weapon swap to
Shortbow for sigil procs in melee. Note: you may do this at any point before the last step, but the earlier you do it the sooner the sigils can start doing damage. Just don't swap in the middle of casting a skill since that'd interrupt it.
Taunt at the end.
for conditions and to - while the Taunt lasts.
- as a quick followup with high damage.
Sustain
- You're heavily reliant on CC, evasion and mobility to avoid taking damage. Stance skills and
- and can be used more freely for damage mitigation while other stunbreaks such as Dolyak Stance are available. If only one of these skills is available, keep it for emergencies to serve as a stunbreak.
are there to let you fix some mistakes and patch gaps in your defenses. Once stance CDs have been used you should play much more carefully as you could become an easy target.
- Both weapon sets and both pets provide ways to avoid damage (not even counting all the CC):
- Dagger 4 has an evade frame on .
- Shortbow has an evade frame on .
- Bee is more offensive but still has , which is a rather lengthy CC. It's also a mobility skill you could use to run away.
- Alpine Wolf has to help you mitigate incoming damage.
- Dodging applies
Protection, which also heals thanks to the trait . When playing with Nature Magic, dodging also removes 1 condition.
- Wolf's is perhaps the most powerful defensive skill in the build. It breaks stuns, grants immunity to direct damage and even cleanses some conditions.
- is useful in just about any situation. It mitigates both conditon and strike damage, makes you immune to any form of CC, and even cleanses some conditions.
- Condition cleansing is rather limited. is more of a last resort for when you've taken too much damage and need to survive. Under heavy pressure use the time while your healing skill is active to disengage and reset fights using your mobility skills.
- is one of your best tools for managing condition levels before having to resort to Bear Stance. Adding it to both sets is definitley worth considering if condi builds are giving you a hard time, or if you're not playing with Nature Magic.
- is basically an extra dodge which improves your endurance regen so you can avoid even more attacks right after. Great skill when you're being pressured and need to play more defensively.
Protection and as has no cast time, this can be used even while CC'd in order to survive enemy burst!
grants
Related Builds
- Soulbeast - Poisonbeast - sPvP version of the build.
Ratings

Comments
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