Wardancer PvP Guide

With a waltz of kicks and punches, Wardancer’s mesmerising performance will leave one speechless in PvP. The dead can’t talk after all.

Wardancer is an incredibly fast melee enabler with a decent amount of damage on her skills. Though nothing hits hard, everything hurts. Paired with mobility and team support, she’s a force to be reckoned with.

One has to keep in mind that she has no Push Immunities, which means knowing when to engage and commit is critical. The tradeoff is collection of fast and Push-inflicting skills herself. Taking on a hybrid damage dealer and enabler role, she uses her team buffs to protect her team while being relatively difficult to catch and hard to duel against. Capable of both leading and supporting, she’ll show that it doesn’t take two to tango.

Lv:

[classessel]
Required Skill Points : 0

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ENGRAVING LEVEL:

1

Desired Stats

750 Swiftness and 250 Domination.

Ultimate

Always use Fist of Dominance for your Awakening. It can be used defensively due to its wide hitbox to catch multiple targets, but it may be easy to burst you down if you miss. Alternatively, use it offensively after a catch or get a second Push on enemies with no ground escape rolls for big damage conversions.

Alternate pods & skills

Moon Flash Kick

Rather than increased dash range, you can use Crescent Kick as a reliable damage tool with the single attack pod. It may be harder to land, but when it does it hits incredibly hard.

Esoteric Skill: Call of the Wind God:

or

Tricky wide Push skill that can yield many double or triple catches on enemy players. Does great damage too while being Paralysis immune and surprisingly tricky for melees to interrupt. Suffers vs enemies with ranged Pushes or melees that can contest its range.

Phoenix Advent

Useful Hard CC engage with great range that is itself Paralysis immune.

Tips

  • Inner Ki Combustion is a gigantic source of damage. Time your engages with Thunder Kick or Phoenix Advent for when it is due to blow up – that way you can get heavy damage without needing to force ground escape rolls.
  • Mana management is as important as cooldown management. Keep a close attention to how much of it you have at any one point – especially after buffs. It’s a terrible feeling to go in only to then realise you can do nothing due to mana issues.
  • Wardancer has no Push Immunities, so you want to really plan initiations. Make sure you have the correct resources to be able to escape and don’t overcommit too hard. Mobility is your greatest defence.
  • A lot of Wardancer’s damage comes from just landing skills. There is no need to overcommit to long setups and it may be preferable to swap targets frequently to get multiple Pushes and force out ground escape rolls that your team can then follow up on.