Quick Guide to Warrior Abilities
The greatest Warriors balance their offensive prowess with a sturdy defense.
Skill Tree Sections
- Core [A], Survival [B], Mourn Watch [C], Abilities [D], Lord of Fortune [E], Weapons [F], Grey Warden [G]
Specializations
- Reaper [X], Slayer [Y], Champion [Z]
Combat Basics
- Weapon Swap: Tap [Swap] to toggle between your two weapon configurations
- Charged Attack: Hold [Light], [Heavy], or [Ranged]
- Sprint Attack: Tap [Sprint] while moving and then tap [Light], [Heavy], or [Ranged]
- Jump Attack: While airborne, tap [Light], [Heavy], or [Ranged]
- Dodge: Tab [Dodge] to sidestep an attack or double-tap [Dodge] to roll out of the way
- Defend: Hold [Defend] while wielding your Shield or tap [Defend] at the right time while wielding a Two-Handed Weapon to block enemy attacks
Resources
- A Throwable Shield on a short cooldown
- Rage for Abilities. Generated while taking or dealing damage. Diminishes passively.
Abilities
- [A1] Driving Kick: [Smash, Control] Deals 300 Physical damage. Focus all your strength and determination into one mighty kick. Deals a very high amount of Stagger and very likely disrupts the target. Detonates Weakened. Costs 50 Rage
- [B1] Titan Stomp: [Area, Control] Deals 180 Physical damage. Create a shockwave around you by slamming into the ground. Deals very high Stagger to nearby enemies. Applies Overwhelm. 60s CD
- [B14] Groundbreaker: [Strike, Control] Deals 500 Fire damage. Shake and shatter the ground with your weapon, spreading cracks that explode after a short delay. Damage is applied on the initial strike and again a short time later. The secondary explosion applies Burning and is likely to disrupt enemies. Detonates Weakened. Costs 100 Rage
- [C11] Bloody Advance: [Projectile, Duration] Deals 210 Necrotic damage. Throw a fan of blades that seek out and impale nearby enemies. Applies Bleeding . While enemies are still impaled, a charged Shield Toss will cause a burst of damage to nearby enemies. Applies Sundered. Costs 50 Rage
- [D1] Spectral Bulwark: [Smash, Duration] Deals 240 Necrotic damage. Hone your guard and protect yourself from enemies foolish enough to attack. Enemies who hit you with a melee attack take damage and very high Stagger. Increases Defense by 50% while active. 60s CD
- [D14] Deadly Ground: [Area, Duration] Deals 600 Necrotic damage. Create a Necrotic field at your current location. Enemies caught inside the field take constant damage until they escape. Grants Enhanced Damage while you are inside the field. Costs 50 Rage
- [E11] Whirlwind: [Area, Smash] Deals 640 Physical damage. Unleash a whirlwind of steel that damages everything it hits and ends with a final massive blow. The final hit also deals increased damage and Stagger. It is also highly likely to disrupt enemies. Costs 100 Rage
- [F1] Fury of the Forge: [Strike, Projectile] Deals 200 Fire damage. Burning steel blades rain down on your enemies. Applies Burning on impact. Costs 50 Rage
- [F14] Cleaving Strike: Deals 300 Physical damage. A large, sweeping strike pushes a damaging wave over the battlefield. Damage dealt increases with distance from the target while applying Bleeding on hit. Costs 100 Rage
- [G11] Grappling Spear: [Projectile, Control] Deals 400 Fire damage. Harpoon your targets with a strong throw and drag them in for a closer encounter. Pulls your target toward you. Press [Light] or [Heavy] to perform a follow-up attack that deals Physical damage with a high chance to disrupt enemies. Applies Overwhelm. 60s CD
Ultimate
- [A2] Flashing Fists: Deals 1350 Physical damage. Batter your enemies with repeated, powerful blows. Deals damage to a large area 4 times.
Traits
- [A4] Shield Volley: [Ranged], then [Heavy] on return. Striking a Shield Toss with a Shield attack volleys the shield back at enemies up to 3 times, dealing damage each time.
- [A6] Tumbling Blades: [Dodge], [Dodge], then [Light] or [Heavy]. Use your speed to unleash a powerful attack immediately after performing a Combat Roll.
- [A8] Counterblow: [Light] or [Heavy] after a Perfect Defense. Deflect your enemy’s attack and perform a powerful counterattack.
- [B4] Return to Sender: Tap [Defend] the moment a projectile hits. Send incoming projectiles back at your attacker with Perfect Defense.
- [E14] Rolling Thunder: Hold [Light] or [Heavy], then [Light] or [Heavy]. After Charged attacks, use a Light attack or Heavy attack to follow up with an additional powerful Charged attack.
- [F4] Determined Death: You can now hold down your Final attacks, strengthening their impacts. Releasing with perfect timing adds a powerful effect based on your weapon type.
Passives
- [A3] Focused Retaliation: Gain Precision after a successful Perfect Defense.
- [A5] Rancor: Rage takes 50% longer to begin to decay.
- [A7] Downfall: [Light] or [Heavy] while airborne. Jump attacks guarantee Critical hits if the target is Knocked Down.
- [B2] Bulwark: Physical Resistance +10%
- [B3] Improved Throw: Shield Toss damage: +10%
- [B5] Providence: Advantage duration +20%
- [B6] Fortifying Shots: Defeating an enemy with a Projectile Ability grants Resistant. The duration of Resistant resets if it is already active
- [B7] Reinforced: Defeating an enemy with a Control Ability grants Deflect
- [B8] Necessary Steps: Primer Duration +20%
- [B9] Conditional Surrender: Primers applied by Control Abilities last 20% longer. Detonations triggered by Control Abilities deal 20% more damage.
- [B10] Supercharged: Projectile Abilities deal 75% more damage vs. Barrier
- [B11] Masochism: You generate 4 Rage when taking damage.
- [B12] Improved Health: Health +100
- [C1] Eclectic Armorer: While wearing different classifications of Helm and Armor: Shield Toss bounces +2; Ranged attack damage +15%; Weakpoint damage +15%
- [C2] Desolate Malady: Affliction damage +10%
- [C3] Enervation: Damage vs. Barrier +20%
- [C4] Ignition: Gain Flaming Weapons after defeating an enemy with a Weakpoint hit. Flaming Weapons deals +25% damage
- [C5] Necessary Steps: Primer Duration +20%
- [C6] Staying Power: For each active Duration Ability’s effect, you take 5% less damage from all sources.
- [C7] Double Shot: Activating any Projectile Ability also launches a projectile, dealing 100 damage to a nearby enemy
- [C8] Ricochet Shot: Shield Toss bounces +1
- [C10] Lingering Decay: Duration Abilities apply Necrosis on impact.
- [C12] Defy the Elements: Fire Resistance +10%; Cold Resistance +10%
- [C13] Mortal Wounds: Weakpoint damage +10%
- [C15] Carom: Enemies take 100% more damage and Stagger from environmental impacts
- [D2] Enraged: Rage generation +10%
- [D11] Lingering Rage: Your Rage no longer decays below 50, allowing you to sustain it between fights
- [D12] Insidious Rot: Maximum Necrosis stacks +1
- [D15] Death’s Blessing: Necrotic damage +10%
- [D18] Salt in the Wound: Hitting enemies with a Duration Ability adds 1 stack to all active Afflictions on the target
- [D19] Arm’s Reach: The effects of Smash Abilities cover a greater distance. The distance depends on the Ability.
- [D20] Wrath: Critical damage +10%
- [E1] Medium Armor Mastery: While wearing a Medium Helm and Armor: Final attack damage +20%; Charged attack damage +20%; Agile attack damage +20%; Takedown damage +20%
- [E4] Flames of Victory: Gain Flaming Weapons on a successful Takedown. You generate 25% more Stagger from weapons hits while Flaming Weapons is active
- [E8] Staggering Charge: Stagger from Charged attacks +20%
- [E9]: Smash Abilities now inflict 50% additional damage against Armor and 50% more Stagger.
- [E10]: Hitting your enemies with an Strike Ability inflicts additional damage equal to 50% of your base weak point damage
- [E16]: Final attacks deal critical damage against enemies with Low Health
- [F5] Wrath: Critical damage +10%
- [F6] Dazzle: Hitting multiple enemies with a single Area Ability grants Quickened.
- [F11] Incite Violence: Generate 15% more Rage from weapon attacks. This value is doubled vs. enemies suffering from an Affliction.
- [F18] Fighting Dirty: Hitting enemies with a Strike Ability applies an Affliction aligned with the Ability’s damage type
- [F20] Spill Blood: Maximum Bleeding stacks +1
- [G1] Heavy Armor Mastery: While wearing a Heavy Helm and Armor: Defense + 20% & You are now less likely to be disrupted when getting hit.
- [G4] Fiery Resolve: Gain Flaming Weapons on Perfect Defense. Flaming Weapons lasts 50% longer.
- [G5] Traumatize: Takedown damage +15%
- [G6] Breathing Room: The scope of Area Abilities is greatly increased
Reaper
Defender of the living and dead, the Mourn Watch Reaper leeches life from enemies, throws shields with precision, and turns their own pain into strength.
Become night’s blade. Steal life and risk death to gain incredible, unnatural abilities.
Ability
- [X2] Reaper: [Strike, Duration] Deals 380 Necrotic damage. Call forth an ethereal scythe that slashes and slices your enemies. Applies Siphon. Detonates Weakened. Costs 100 Rage
Ultimate
- [X1] Spirit Storm: Deals 1400 Necrotic damage. Call upon the Mourn Watch’s occult knowledge to unleash a Necrotic storm. A whirlwind moves toward your target, inflicting multiple hits and applying Siphon to enemies.
Traits
- [X5] Perfect Throw: Hold [Ranged] then release. Release Shield Toss the moment a new Charge level is attained to gain bonus damage and bounces.
- [X11] Death’s Throw: Tap or Hold [Ranged]. Converts Shield Toss to deal Necrotic damage.
Passives
- [X3] Devastation: Affliction damage +10%. Affliction duration +20%.
- [X4] Death’s Touch: While any Duration Ability is active, your Charged attacks also apply Necrosis to enemies.
- [X6] Shattering Throw: Shield Toss damage +10%. Shield Toss bonuses: +1
- [X7] Spirit of Hunger: Killing an enemy spawns a Necrotic projectile that follows enemies.
- [X8] Let It Linger: Shield Toss bounces now apply an Affliction based on your Shield’s damage type.
- [X9] Death’s Blessing: Necrotic damage +10%
- [X10] Reckless Shot: Projectile Abilities deal 25% more damage but consume 10% health.
- [X12] Invigoration: Leech effectiveness + 20%
- [X13] Living Decay: Your Necrotic damage now has 50% Penetration and restores 2% of your health.
- [X14] Desperation: Gain bonus damage relative to the amount of health your target and you have lost.
Slayer
Reckless in battle, the Lords of Fortune Slayer specializes in two-handed weapons, breaking enemy defenses, and quick movements around the battlefield.
Leap into the fray. Wield massive, punishing weapons while rushing enemies to deal devastating blows.
Ability
- [Y2] Heroic Leap: [Strike, Smash] Deals 300 Physical damage. Leap forward and deal heavy damage to any nearby enemies. Deals high Stagger and is likely to disrupt enemies. Detonates Weakened. Costs 50 Rage
Ultimate
- [Y1] For Gold and Glory: Deals 1200 Physical damage. Glory favors the bold. Leap into the fray. Deals very high Stagger to enemies within range.
Traits
- [Y5] Arc of Destruction: [Sprint] then [Light] or [Heavy] then [Light] or [Heavy]. After a Sprint Attack, use a Light attack or Heavy attack to follow up with an additional Final attack.
- [Y11] Two-Handed Wind-Up: Hold [Light] or [Heavy] (Two Hand). Charged attacks with your Two-Handed Weapon can be charged even further, unlocking a powerful new attack and greatly increasing its effectiveness.
Passives
- [Y3] Determination: Physical damage +10%
- [Y4] Striking Precision: Hitting an enemy with a Strike Ability grants Precision. The duration of Precision resets if it is already active.
- [Y6] Harder Hits: Weapon damage +10%. Ability damage +10%.
- [Y7] Double-Edged: Bonus Ability damage also applies to Weapon damage at 20% of its value. Bonus Weapon damage also applies to Ability damage at 20% of its value.
- [Y8] Violent Catharsis: Expending Rage heals you for 100% of the Rage spent.
- [Y9] Sharper Edge: Penetration +15%
- [Y10] Charged Smash: Smash Abilities are now Charged attacks. For Whirlwind, this applies only to the final hit.
- [Y12] Decisive Finish: Agile attack damage +10%. Charged attack damage: +10%. Final attack damage +10%.
- [Y13] Furor: Charged attacks generate more Rage relative to Charge level.
- [Y14] Blindside: After a short delay, Charged attacks deal an additional 150 Physical damage.
Champion
The pinnacle of Grey Warden combat prowess. The Champion is a born leader who rallies their allies, turns their fervor into flame, and wields a shield as a deadly weapon.
Be the shield. Shrug off damage while summoning righteous fire down on enemies.
Ability
- [Z2] Blight Bane: [Area, Projectile] Deals 600 Fire damage. Throw a Warden siege bomb that bursts into a cluster of explosives after a short delay. Launches multiple explosives with each capable of applying Burning to enemies in a small radius. Detonates Weakened. Costs 100 Rage
Ultimate
- [Z1] Warden’s Fire: Deals 1200 Fire damage. Unleash a barrage of strikes with the burning strength that resides within every Grey Warden. Applies Burning to enemies.
Traits
- [Z5] Inspiring Guard: Tap [Defend] the moment an enemy strikes. Executing a Perfect Defense now guards against otherwise unblockable attacks. Doing so grants Rally Party.
- [Z11] Reverb: Tap [Defend] the moment an enemy strikes. Trigger a powerful shockwave when executing a Perfect Defense. The shockwave deals 300 Fire damage and applies Burning to enemies.
Passives
- [Z3] Shield Bearer: Shield damage +10%
- [Z4] Bulkhead: For each equipped Control Ability, you gain 20 Defense.
- [Z7] The Best Defense: gain 50% of your Defense as bonus Shield attack damage.
- [Z6] Battle Cry: Health +10%. Defense +10%.
- [Z8] Aftermath: Unbroken Finale now also deals its damage in a large cone behind the target.The radius is doubled if you have Rally Party. This damage does not count as a Final attack.
- [Z9] Wildfire: Fire damage +10%
- [Z10] Endless Fire: Area Abilities now deal Fire damage. Blight Bane deals additional blasts.
- [Z12] Flare-Up: Maximum Burning stacks: +1
- [Z13] Ring of Fire: Burning is now also applied to enemies around the target.
- [Z14] Enflamed: Burning damage increases by 20% of your current Rage.