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Difference between revisions of "Herald - Spear Power Herald"

 
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| relic = Relic of the Zephyrite
 
| relic = Relic of the Zephyrite
 
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===Equipment Variants===
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'''Relics'''
 +
* {{Relic|Relic of Leadership}} - adds more cleansing to the build in case you're struggling against condition builds. Works especially well with the Glint elite, providing instant condi removal on activation.
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 +
* {{Relic|Relic of Surging}} - much like Zephyrite and Leadership this also works best with the Glint elite. The {{Tooltip|Shocking Aura}} proc can be used to stop incoming burst attempts or counterpressure enemies.
  
  
 
==Usage==
 
==Usage==
To be added<!--'''General'''
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'''General'''
 +
*Invoking a legend resets energy to 50, procs various traits such as {{Trait|Invoking Torment}} or {{Trait|Spiritual Reckoning}}, and could even trigger the sigils of your active weapon set (if they are not on CD) among other things. Swapping legends is basically the main '''resource management''' tool in the build - swap whenever you're out of CDs or low on energy.
  
*Invoking a legend resets energy to 50, removes 1 condition and could even proc the sigils of your current weapon if they're not on CD. Swapping legends is basically the main '''resource management''' tool in the build - swap whenever you're out of CDs, low on energy, or need to cleanse.
+
*Start on Dragon stance (Glint) and while still in the base activate the following 4 upkeep skills for party buffing:  
 
+
** {{Skill|Facet of Nature}} (use its active when your energy is about to hit 0)
*Begin on {{Skill|Legendary Dragon Stance}} (Glint) and immediately activate the following 3 upkeep skills for party buffing:  
 
 
** {{Skill|Facet of Elements}}
 
** {{Skill|Facet of Elements}}
 
** {{Skill|Facet of Strength}}
 
** {{Skill|Facet of Strength}}
 
** {{Skill|Facet of Darkness}}
 
** {{Skill|Facet of Darkness}}
** Optional: add {{Skill|Facet of Nature}} to the mix just before leaving from spawn, especially if a teammate wants to stack boons (a ranger using {{Skill|Call of the Wild}} for example)
 
  
* In combat don't try to maintain your Glint upkeeps for too long, in most cases they shouldn't stay up for more than 3 seconds. Activating Facet of Elements and Strength only to immediately follow up with using {{Skill|Elemental Blast}} and {{Skill|Burst of Strength}} is a perfectly fine thing to do - these are also some of your best AoE skills.
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*Swapping legends deactivates the upkeep skills of that legend without sending them on full CD.
 
 
* {{Skill|Chaotic Release}} can be used to knock downed opponents away from their teammates who are trying to revive them, or to knock them off of capture points - the latter allows you to take the cap while bleeding them out, delaying their respawn.
 
 
 
* Both elite skills have obvious tells and are easy to dodge, stow weapons to cancel casting if they're about to be evaded/blinded - this will save all the energy cost and only send the skill on a cd of 5 seconds. The same qualities make these skills perfect for fake casting by stowing weapons immediately after beginning the cast, baiting enemy dodges/blocks without spending energy/CDs.
 
  
 
*{{Skill|Facet of Darkness}} is one of the most versatile and strongest skills in the build:
 
*{{Skill|Facet of Darkness}} is one of the most versatile and strongest skills in the build:
 
** {{Skill|Gaze of Darkness}} is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
 
** {{Skill|Gaze of Darkness}} is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
** The {{Tooltip|Blind}} from Gaze can be used to avoid powerful attacks without wasting dodges, and can help you stomp warriors / revenants / engineers / rangers by blinding their downed CC. Even mesmers can be stomped with a little luck because of the AoE reveal.
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** The {{Tooltip|Blind}} from Gaze can be used to avoid powerful attacks without wasting dodges, and can help you stomp Warriors / Revenants / Engineers / Rangers by blinding their downed CC. Even Mesmers can be stomped with a little luck because of the AoE reveal.
 
** If you're {{Tooltip|Blinded}} while channeling {{Skill|Chaotic Release}} you can use {{Skill|Gaze of Darkness}} at the last moment before the skill finishes its animation - in this case Gaze of Darkness will miss instead of your elite.
 
** If you're {{Tooltip|Blinded}} while channeling {{Skill|Chaotic Release}} you can use {{Skill|Gaze of Darkness}} at the last moment before the skill finishes its animation - in this case Gaze of Darkness will miss instead of your elite.
  
*Movement speed is capped at 33% while out of combat, making {{Tooltip|Swiftness}} just as strong as {{Skill|Superspeed}}. During combat however {{Skill|Impossible Odds}} can be used for boosting your mobility, which is also useful for disengaging.
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*{{Skill|Chaotic Release}} can be used to knock downed opponents away from their rezzing teammates, or to knock them off of capture points - this allows you to take the cap while bleeding them out, delaying their respawn.
 
 
 
 
'''Dealing Damage'''
 
*Herald no longer has the sustain it once had, and staying in melee range without active blocks or evasion could quickly overwhelm it. Although generally perceived as a melee build, there are quite a few ranged skills that will play an important part. The build's geared towards massive burst damage and utilizes hit-and-run tactics.
 
 
 
* {{Trait|Song of the Mists}} delivers an attack whenever you swap legends. Swapping to Shiro is an easy way of instantly getting {{Tooltip|Quickness}}, setting the stage for burst combos or helping you cleave downed targets with autoattack spam.
 
 
 
*Use skills like {{Skill|Elemental Blast}}, {{Skill|Chilling Isolation}}, Shiro's {{Skill|True Nature (Assassin)}} or {{Skill|Shackling Wave}} to poke from a safe distance if going into melee would be too dangerous (bunch of hostile AoEs on point for example).
 
  
*Create openings where you can pressure targets uninterrupted by utilizing your CC skills such as {{Skill|Surge of the Mists}} or {{Skill|Chaotic Release}}. Make every moment count by capitalizing on the setup with tools like {{Tooltip|Quickness}}, {{Skill|Enchanted Daggers}} and {{Skill|Impossible Odds}} to further increase the damage of your followup burst.
+
* Upkeep skills continue to provide their bonuses for a few seconds after their chain skills have been used up.
  
*{{Skill|Shackling Wave}} and {{Skill|Deathstrike}} will serve as the primary burst skills in the build.
+
* Shiro's quite good at chasing targets due to {{Skill|Phase Traversal}}. This can even be used as a mobility tool when moving between capture points, provided that you can lock onto a target. The unblockable attacks coupled with {{Tooltip|Quickness}} make this especially great at initiating fighs and immediately putting pressure on enemies, but the high cost can often force you to swap to Glint for an energy refill shortly after.
  
*{{Skill|Unrelenting Assault}} works best in 1v1s, where the damage isn't split. In teamfights it's mainly used for the evasion.
 
** '''Note:''' If you're facing an opponent with access to {{Tooltip|Stealth}} land {{Skill|Facet of Darkness}} chain skill on them to apply {{Tooltip|Revealed}}, as stealth '''cancels''' Unrelenting Assault.
 
  
* Glint's {{Skill|Burst of Strength}} and {{Skill|Elemental Blast}} and Shiro's {{Skill|True Nature (Assassin)}} are cheap and excellent sources of AoE burst damage.
+
'''Damage'''
 +
* Both weapon sets and both legends have great offensive capabilities.
  
*{{Skill|Phase Traversal}} is great for initiating fights from range and immediately starting off with {{Tooltip|Quickness}} coupled with unblockable attacks. Quickness can be used to do burst damage or cleave downed targets better through auto attacking, while the unblockable attacks could seal the fate of enemies relying on blocking as their last resource option for sustain. Either follow up with hard hitting attacks or a {{Skill|Surge of the Mists}} if you wish to interrupt them (and to cancel their blocking skill).
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* {{Skill|Legendary Assassin Stance}} (Shiro) is mainly for '''single target'''. Both {{Skill|Enchanted Daggers}} and {{Skill|Impossible Odds}} can be used to boost your damage with minimal investment.
** This skill is quite expensive though, you might want to blow your remaining energy on a few weapon skills while upkeeping {{Skill|Impossible Odds}} for a few seconds before swapping to Glint to replenish your energy.
 
  
*{{Skill|Jade Winds}} won't be used much because it blows pretty much your entire energy pool, leaving you defenseless and with barely anything to capitalize on the CC. That's not to say this skill is useless, it's quite a strong CC but you need to know when to use it. Some examples:
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* Maintaining {{Skill|Impossible Odds}} costs quite a lot of energy, there are 2 scenarios where it's worth the upkeep:
** Setting up kills for your teammates, in which case it doesn't matter if you run out of energy because they can finish off the stunned enemies for you.
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** Turning it on for 2-3 seconds at a time when you're doing bursts.
** Joining a fight that's already in progress. Here you could use Jade Winds as an opening move trying to tip the scales in your team's favor and then simply swap legends for an energy refill.
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** Maintaining it for a longer duration when spamming {{Skill|Abyssal Fire}} from range. This is used in situations where you either can't afford to go in melee range of your target, or you're waiting for your CDs to come back up. The upkeep cost is less taxing when you're only using the auto (which is free), and once you're ready to burst your target again you can just swap legends for an energy refill.
** Interrupting very important channels like a rez or a stomp.
 
  
* You should interrupt Jade Winds with a '''weapon stow''' if you feel like the skill's going to miss, for example if you got {{Tooltip|Blinded}}. It's too expensive to be wasted.
+
* {{Skill|True Nature (Assassin)}} when used on Shiro is a cheap and strong AoE skill with boon removal. The passive bonus lingers for a few seconds, giving you armor ignoring damage procs.
  
 +
* {{Skill|Legendary Dragon Stance}} (Glint) brings midrange AoE pressure to the table. Using some of your upkeep skills just to follow up with their chain skill is a perfectly fine thing to do, and {{Skill|Elemental Blast}} + {{Skill|Burst of Strength}} provide decent damage even from range. These are also extremely cheap, so you can weave them into burst combos anytime.
  
'''Stacking Damage Sources'''
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* Sword is fairly simple, {{Skill|Chilling Isolation}} does good AoE damage (and hits even harder vs single target) while {{Skill|Unrelenting Assault}} works best against single target where the damage isn't split.
* Most Sword skills deliver multiple strikes per use, making this set ideal for stacking damage procs. Proper use of these effects contribute a lot to the burst damage of the build. A skill like {{Skill|Unrelenting Assault}} might not be a major threat on its own but when every attack also delivers 2-3 other attacks it's suddenly quite formidable.
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** In teamfights Unrelenting Assault is more of a defensive skill you use for the evasion.
  
*{{Skill|Enchanted Daggers}} is a skill with life steal, which means the damage it deals bypasses any damage mitigation including {{Tooltip|Protection}} or even {{Skill|Endure Pain}}. That being said it still can't go through evasion or invulnerabilities such as {{Skill|Distortion}}. It's more of a burst CD than a healing skill in many cases and it's quite cheap.
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* The spear autoattack automatically flips between melee and ranged versions depending on your distance to the target.
  
*Consuming Shiro's {{Skill|True Nature (Assassin)}} (F2) causes the passive life steal effect to persist for several seconds thanks to {{Trait|Draconic Echo}}.
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* Spear is built around {{Skill|Abyssal Raze}}.
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** The skill becomes more powerful the more you use it (you can see the stacks above the right side if your skill bar), and swapping weapons at 3 stacks of AR does an AoE attack.
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** It has multiple charges and you should never sit at max charges for too long, so keep using this as much as possible.
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** Every other Spear skill reduces its CD by a certain amount.
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** It'd make sense to use this skill right as you swap to Spear so you can start reducing its CD immediately with other skills, but {{Skill|Abyssal Blot}} (for CC) and {{Skill|Abyssal Blitz}} (for evasion) often end up taking priority.
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** The AoE ring is small and the skill's a bit slow, so it can be hard to land on moving targets. Works great as a followup to CC though, or if you're getting attacked in melee in which case the enemy isn't moving around as much.
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** The weapon swap bonus at 3 stacks is more of just a nice bonus. Don't camp spear just because you're chasing the 3rd stack, especially if you're out of CDs or getting focused by the enemy team.
  
*{{Skill|Impossible Odds}} can augment any skill and increases your damage output significantly while active. It's quite expensive though, so don't maintain it for more than a few seconds at a time, use it only for bursts. Note that it's only single target damage, '''doesn't cleave'''.
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* {{Skill|Abyssal Blot}} is the strongest skill on spear, delivering heavy AoE damage while also CCing targets and enabling you to land other skills freely. Makes it much easier to land AR too.
**Always stop maintaining this skill if you're about to hit 0 energy - turning it off sends it on a 1 second CD while running out of energy results in a 4 second CD.
 
  
* While {{Skill|Burst of Strength}} doesn't add another source of damage, it does provide a bonus damage modifier and {{Trait|Draconic Echo}} further increases this bonus by keeping {{Skill|Facet of Strength}}'s passive {{Tooltip|Might}} stacking going for a few seconds after use.
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* {{Skill|Abyssal Force}} does decent damage and also recharges AR by a significant amount, use it whenever it's available but make sure that you're missing an AR charge.
  
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* {{Skill|Abyssal Blitz}} is a skill with evasion and should be kept for defensive purposes.
  
'''Burst Combo Examples'''
 
  
These are merely supposed to give you some ideas for doing burst damage, you don't have to follow them all the time
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'''Sustain'''
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* Every weapon and legend offers some level of survivability.
  
''Ranged combo''
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* Spear and Shiro are the least defensive ones but even these two have evade frames, namely on {{Skill|Abyssal Blitz}} and {{Skill|Riposting Shadows}}.
:# {{Skill|Enchanted Daggers}} then wait a bit for your energy to bounce back
 
:# {{Skill|Phase Traversal}}
 
:# {{Skill|Impossible Odds}}
 
:# {{Skill|Chilling Isolation}} or {{Skill|Shackling Wave}}  
 
:# Any of your other skills on the weapon set, or swap to staff for a CC (skill 5). If you don't have the energy for followup skills just swap legends for a refill. Alternatively you could cut Impossible Odds from the rotation if you're energy-starved.
 
  
 +
* Sword has {{Skill|Unrelenting Assault}} which is yet another source of evasion, but the rather lengthy cast time makes it less ideal under pressure.
  
''Melee Combo''
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* Both of the shield skills provide healing, cleansing and even blocking, although {{Skill|Crystal Hibernation}} is a much stronger block than {{Skill|Envoy of Exuberance}}. CH can also function as a time-out button - you can't move, but at least you should be protected from most attacks while stabilizing yourself as every pulse of this skill '''heals''' and '''cleanses''' conditions. At least you can move while using EoE though, and EoE can even be shared with allies, adding a small bit of group support to the build's toolkit.
:# {{Skill|Surge of the Mists}}
 
:# Activate {{Skill|Impossible Odds}} when SotM starts moving forward. '''Note:''' if you started this chain on Glint then legend swapping to Shiro for this step would also grant you {{Tooltip|Quickness}} from {{Trait|Song of the Mists}} and could even proc the sigils of Staff. The Quickness however is wasted on SotM so in this scenario you might want to consider swapping legends near the end of the cast and only activate Impossible Odds when you use Shackling Wave.
 
:# Weapon swap
 
:# {{Skill|Shackling Wave}}
 
:# {{Skill|Deathstrike}}
 
:# {{Skill|Chilling Isolation}}
 
  
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* {{Skill|Riposting Shadows}} by itself won't help you against damaging conditions, but it does cleanse several movement-impairing ones all at once. Using this before your other condi removals will significantly increase the odds of those removing damaging conditions (like shield skills or {{Skill|True Nature (Dragon)}} when used on Glint).
  
''Glint AoE Combo''
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*{{Skill|Facet of Light}}'s chain effect {{Skill|Infuse Light}} is your jail free card - makes you immortal for the duration by converting all incoming damage into healing (except for fall damage). It's also by far your best tool for dealing with '''condition spikes'''. Some players may stop pressuring you once Face of Light's been activated, in this case you should just wait a couple of seconds before using Infuse Light. Make sure you get at least 10k healing out of this skill, try to predict when burst is coming and use Facet of Light in advance - FoL has a cast time thus cannot be used while stunned, but Infuse can.
:# {{Skill|Chaotic Release}}
 
:# {{Skill|Elemental Blast}}
 
:# Cast {{Skill|Burst of Strength}} but immediately swap legends, the skill won't be interrupted
 
:# Activate {{Skill|Impossible Odds}} while still casting BoS
 
:# {{Skill|Chilling Isolation}}
 
  
 
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* {{Skill|Facet of Chaos}} can instantly apply {{Tooltip|Protection}} even while CC'd, which makes it a really potent source of damage mitigation.
''Damage Stacking Combo (works best against single target)''
 
:# {{Skill|Enchanted Daggers}}
 
:# {{Skill|True Nature (Assassin)}} (Shiro) - use the chain skill immediately, the passive effect will linger for a few seconds
 
:# {{Skill|Impossible Odds}}
 
:# {{Skill|Unrelenting Assault}}
 
 
 
 
 
'''Self Sustain & Conditions'''
 
*{{Skill|Facet of Light}}'s chain effect {{Skill|Infuse Light}} is your jail free card - makes you immortal for the duration by converting all incoming damage into healing. It's also by far your best tool for dealing with condition spikes. Some players may stop pressuring you once Face of Light's been activated, in this case you should just wait a couple of seconds before using Infuse Light. Make sure you get at least 10k healing out of this skill, try to predict when burst is coming and use Facet of Light in advance - FoL has a cast time thus cannot be used while stunned, but Infuse is instant.
 
 
 
*Revenant doesn't have any mass cleanses, instead it's the proper chaining of smaller removals that's going to do the trick:
 
** The highest possible number of conditions that can be removed in one combo is '''8''' ('''9''' if we count {{Tooltip|Blindness}}, which you should attempt to remove before starting the chain).
 
** Ideally start with {{Skill|Riposting Shadows}} to get rid of all snares and hard-CC such as Fear and Taunt. This skill alone could remove '''4''' different non-damaging conditions thus increasing the chance of cleansing the more important, damaging ones with other skills. The evade frame of the skills also ensures that you won't be inflicted with new conditions.
 
** Swapping to staff removes a condition thanks to {{Sigil|Cleansing}} (if taken) and swapping legends can remove another one via the trait {{Trait|Cleansing Channel}}, bringing the total count to '''6'''. If you were already on Staff it's still possible to proc the Cleansing sigil with a legend swap, as explained earlier.
 
** Finish the chain with {{Skill|Renewing Wave}}.
 
** After this you should be safe, but you've also exhausted your kit so play defensively for a while in order to avoid getting hit with new conditions by chaining blocks/evasions, or just staying at a safe distance for a couple of seconds.
 
 
 
* {{Skill|True Nature (Dragon)}} cleanses 3 conditions when used on Glint. Against condition specs you should hold onto this skill for longer in case you need to use it defensively.
 
 
 
*The combination of Staff and Shiro gives the revenant amazing tools for disengaging/stalling. {{Skill|Riposting Shadows}} gives 15 endurance whilst also evading and removing every hard-CC / snare from the player. In addition to that Staff has a short CD block/evasion in form of {{Skill|Warding Rift}} and {{Skill|Surge of the Mists}}.
 
 
 
*Safest way to benefit from {{Skill|Enchanted Daggers}} when you need it for the healing is to use skills with evasion/blocking that also deal damage, such as Warding Rift, Surge of the Mists, or Unrelenting Assault.-->
 
  
  
 
==Top Streamers==
 
==Top Streamers==
 
* Twitch: [https://www.twitch.tv/notoriousnaru NotoriousNaru]
 
* Twitch: [https://www.twitch.tv/notoriousnaru NotoriousNaru]
 +
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* Twitch: [https://www.twitch.tv/keyyba Keyba]

Latest revision as of 12:56, 4 August 2025

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Utility

Designed for: PvP Conquest

Expansions required: Heart of Thorns buildsJanthir Wilds builds

Difficulty:
Normal
This build was last updated on August 04, 2025 and is up to date for the August 19, 2025 patch.

Overview

A power-based taken on Revenant spear. This PvP Herald build is going for a more defensive approach while still dealing quite heavy damage.


Skill Bar

Spear
Sword/Shield
Utility
Utility


Template Code

[&DQkJGwM5NC/cEdwRBhIGEisSKxLUEdQRyhHKEQIBAgMGEisS1BEGEisS1BEDCQFaAFcAAA==]
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Specializations


Equipment

Spear
Sigil
Sigil
Sword
Shield
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Relics

  • Relic of Leadership - adds more cleansing to the build in case you're struggling against condition builds. Works especially well with the Glint elite, providing instant condi removal on activation.
  • Relic of Surging - much like Zephyrite and Leadership this also works best with the Glint elite. The Shocking Aura Shocking Aura proc can be used to stop incoming burst attempts or counterpressure enemies.


Usage

General

  • Invoking a legend resets energy to 50, procs various traits such as Invoking Torment or Spiritual Reckoning, and could even trigger the sigils of your active weapon set (if they are not on CD) among other things. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs or low on energy.
  • Start on Dragon stance (Glint) and while still in the base activate the following 4 upkeep skills for party buffing:
    • Facet of Nature (use its active when your energy is about to hit 0)
    • Facet of Elements
    • Facet of Strength
    • Facet of Darkness
  • Swapping legends deactivates the upkeep skills of that legend without sending them on full CD.
  • Facet of Darkness is one of the most versatile and strongest skills in the build:
    • Gaze of Darkness is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
    • The Blind Blind from Gaze can be used to avoid powerful attacks without wasting dodges, and can help you stomp Warriors / Revenants / Engineers / Rangers by blinding their downed CC. Even Mesmers can be stomped with a little luck because of the AoE reveal.
    • If you're Blinded Blinded while channeling Chaotic Release you can use Gaze of Darkness at the last moment before the skill finishes its animation - in this case Gaze of Darkness will miss instead of your elite.
  • Chaotic Release can be used to knock downed opponents away from their rezzing teammates, or to knock them off of capture points - this allows you to take the cap while bleeding them out, delaying their respawn.
  • Upkeep skills continue to provide their bonuses for a few seconds after their chain skills have been used up.
  • Shiro's quite good at chasing targets due to Phase Traversal. This can even be used as a mobility tool when moving between capture points, provided that you can lock onto a target. The unblockable attacks coupled with Quickness Quickness make this especially great at initiating fighs and immediately putting pressure on enemies, but the high cost can often force you to swap to Glint for an energy refill shortly after.


Damage

  • Both weapon sets and both legends have great offensive capabilities.
  • Legendary Assassin Stance (Shiro) is mainly for single target. Both Enchanted Daggers and Impossible Odds can be used to boost your damage with minimal investment.
  • Maintaining Impossible Odds costs quite a lot of energy, there are 2 scenarios where it's worth the upkeep:
    • Turning it on for 2-3 seconds at a time when you're doing bursts.
    • Maintaining it for a longer duration when spamming Abyssal Fire from range. This is used in situations where you either can't afford to go in melee range of your target, or you're waiting for your CDs to come back up. The upkeep cost is less taxing when you're only using the auto (which is free), and once you're ready to burst your target again you can just swap legends for an energy refill.
  • True Nature (Assassin) when used on Shiro is a cheap and strong AoE skill with boon removal. The passive bonus lingers for a few seconds, giving you armor ignoring damage procs.
  • Legendary Dragon Stance (Glint) brings midrange AoE pressure to the table. Using some of your upkeep skills just to follow up with their chain skill is a perfectly fine thing to do, and Elemental Blast + Burst of Strength provide decent damage even from range. These are also extremely cheap, so you can weave them into burst combos anytime.
  • Sword is fairly simple, Chilling Isolation does good AoE damage (and hits even harder vs single target) while Unrelenting Assault works best against single target where the damage isn't split.
    • In teamfights Unrelenting Assault is more of a defensive skill you use for the evasion.
  • The spear autoattack automatically flips between melee and ranged versions depending on your distance to the target.
  • Spear is built around Abyssal Raze.
    • The skill becomes more powerful the more you use it (you can see the stacks above the right side if your skill bar), and swapping weapons at 3 stacks of AR does an AoE attack.
    • It has multiple charges and you should never sit at max charges for too long, so keep using this as much as possible.
    • Every other Spear skill reduces its CD by a certain amount.
    • It'd make sense to use this skill right as you swap to Spear so you can start reducing its CD immediately with other skills, but Abyssal Blot (for CC) and Abyssal Blitz (for evasion) often end up taking priority.
    • The AoE ring is small and the skill's a bit slow, so it can be hard to land on moving targets. Works great as a followup to CC though, or if you're getting attacked in melee in which case the enemy isn't moving around as much.
    • The weapon swap bonus at 3 stacks is more of just a nice bonus. Don't camp spear just because you're chasing the 3rd stack, especially if you're out of CDs or getting focused by the enemy team.
  • Abyssal Blot is the strongest skill on spear, delivering heavy AoE damage while also CCing targets and enabling you to land other skills freely. Makes it much easier to land AR too.
  • Abyssal Force does decent damage and also recharges AR by a significant amount, use it whenever it's available but make sure that you're missing an AR charge.
  • Abyssal Blitz is a skill with evasion and should be kept for defensive purposes.


Sustain

  • Every weapon and legend offers some level of survivability.
  • Spear and Shiro are the least defensive ones but even these two have evade frames, namely on Abyssal Blitz and Riposting Shadows.
  • Sword has Unrelenting Assault which is yet another source of evasion, but the rather lengthy cast time makes it less ideal under pressure.
  • Both of the shield skills provide healing, cleansing and even blocking, although Crystal Hibernation is a much stronger block than Envoy of Exuberance. CH can also function as a time-out button - you can't move, but at least you should be protected from most attacks while stabilizing yourself as every pulse of this skill heals and cleanses conditions. At least you can move while using EoE though, and EoE can even be shared with allies, adding a small bit of group support to the build's toolkit.
  • Riposting Shadows by itself won't help you against damaging conditions, but it does cleanse several movement-impairing ones all at once. Using this before your other condi removals will significantly increase the odds of those removing damaging conditions (like shield skills or True Nature (Dragon) when used on Glint).
  • Facet of Light's chain effect Infuse Light is your jail free card - makes you immortal for the duration by converting all incoming damage into healing (except for fall damage). It's also by far your best tool for dealing with condition spikes. Some players may stop pressuring you once Face of Light's been activated, in this case you should just wait a couple of seconds before using Infuse Light. Make sure you get at least 10k healing out of this skill, try to predict when burst is coming and use Facet of Light in advance - FoL has a cast time thus cannot be used while stunned, but Infuse can.
  • Facet of Chaos can instantly apply Protection Protection even while CC'd, which makes it a really potent source of damage mitigation.


Top Streamers


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
4 stars
Fawkes gave this build 4 stars • May 2025
This has been nerfed considerably in the few patches. I think after the may 6th, 2025, patch it has fallen off quite a bit…
5 stars
Hanz gave this build 5 stars • April 2025
Recently replaced condi Herald as the meta pick for Revenant, keeping the versatility of spear while adding more burst damage.

Comments

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