★ Classes & Builds: Warrior, Mage, Rogue
★ Equipment: Weapons, Armor, and Accessories
★ All Major Choices and effects on the story
★ Romance Guides for each Companion
★ Beginner and Combat guides for starting out
★ Find all Treasure Chests and Wolf Statues
The Slayer Warrior Build is a build you can create for the Slayer specialization in Dragon Age: The Veilguard. Learn the best skills to get, the best weapon and armor to use, the best companions to bring, and more!
Warrior Guides | ||
---|---|---|
Best Builds | Skill Tree & Priority |
All Equipment |
Champion Builds |
Reaper Builds |
Slayer Builds |
List of Contents
Skills | 1.
Driving Kick Driving Kick 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.
2. Fury of the Forge Fury of the Forge Burning steel blades rain down on your enemies. Applies Burning on impact.
3. Whirlwind Whirlwind Unleash a whirlwind of steel that damages everything it hits and ends with a final massive blow. The final hit deals increased damage and Stagger. It is also highly likely to disrupt enemies.
4. Flashing Fists Flashing Fists Batter your enemies with repeated, powerful blows. Deals damage to a large area 4 times.
|
---|---|
Main |
Woodsong Cleaver Woodsong Cleaver Physical
+15% Rage generation +100% Rage generated from taking damage Barrier and Armor damage is increased by 1% for every 2 Rage Regenerate Rage over time while in combat +10% Weapon Damage |
Off-Hand |
Captain's Heater Captain's Heater Physical
+30 Defense +100 Health +10% Resistances Weapon damage is increased by 15% of the sum of all your Resistances. +25% Stagger |
Alt. Weapon |
Winged Glaive Winged Glaive Physical
+15% Light attack damage +20% Light Final attack damage +10% Weapon Damage |
Helmet |
Carastes Double-Hat Carastes Double-Hat +15% Momentum Generated
+25% Stagger on Ability use 25% Ability cost refunded on impact +20% Resistance (Any) |
Armor |
Brawler's Decorated Leathers Brawler's Decorated Leathers +15% Rage Generation
-50% Rage decay rate While Rage is above 50, take 10% less damage from all sources Double Rage generation when it is below half of your total +20% Resistance (Any) |
Belt |
Reinforced Binding Reinforced Binding 10% Resistances
Grants Immovable on Potion use +25% Advantage duration |
Amulet |
Heart of Andraste Heart of Andraste +25% Enhanced Damage duration
+10% Enhanced Damage effectiveness Gain Enhanced Damage on Takedown +15% Critical Damage |
Ring 1 |
Biting Thumb Biting Thumb +10% Weapon Damage
+10% Final, Agile, and Charged attack damage +25% Armor and Barrier damage with weapons +25% Rage Generation |
Ring 2 |
Amaranthine Loop Amaranthine Loop +25% Stagger
+25% Staggered Duration +25% Takedown damage +25% Rage Generation |
Runes | 1.
Besiege Besiege 2. Ravage Ravage 3. Upend Upend |
Companions | Bellara:
Fade Bolts
Fade Bolts Bellara channels the energy of the Fade through her gauntlet to unleash a volley of magic projectiles. Applies Shocked on hit.
Replenish (Bellara)
Replenish (Bellara) Veil Jumpers never know what the Fade might throw at them. Bellara throws you a magical lifeline, instantly restoring your health.
Enfeebling Shot Enfeebling Shot Bellara fires a magic-infused shot from her bow, dousing her target in Fade magic. Deals high Stagger.
|
Harding:
Soothing Potion (Harding)
Soothing Potion (Harding) An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation.
Adrenaline Rush (Harding)
Adrenaline Rush (Harding) Harding gives a rousing shout, motivating you to act with renewed determination. Grants Enhanced Damage.
Shred Shred Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger.
|
|
The Early Game Slayer's build functions mostly on stacking raw damage buffs and Rage Generation, as most of their abilities need Rage to use.
As with most Early Game set-ups, the enchantments used do not matter too much as the early build relies more on whether or not the player can get higher-stat items for the time being.
Skills | 1.
Heroic Leap Heroic Leap Leap forward and deal heavy damage to any nearby enemies. Deals high Stagger and is likely to disrupt enemies. Detonates Weakened.
+75% Critical Damage 2. Driving Kick Driving Kick 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.
+25% Ability Stagger 3. Whirlwind Whirlwind Unleash a whirlwind of steel that damages everything it hits and ends with a final massive blow. The final hit deals increased damage and Stagger. It is also highly likely to disrupt enemies.
+25% Ability Critical Damage 4. For Gold and Glory For Gold and Glory Glory favors the bold. Leap into the fray. Deals very high Stagger to enemies within range.
|
---|---|
Main |
Woodsong Cleaver Woodsong Cleaver Physical
+15% Rage generation +100% Rage generated from taking damage Barrier and Armor damage is increased by 1% for every 2 Rage Regenerate Rage over time while in combat +20% Armor Damage |
Off-Hand |
Fade-Touched Bulwark Fade-Touched Bulwark Physical
On Perfect Defense, nearby enemies are pulled toward you +20% Barrier Damage |
Alt. Weapon |
Elven Rockbreaker Elven Rockbreaker Physical
+15% Rage generation +8 Rage on kill Gain Enhanced Damage when expending Rage 3 times in a short duration Maximum Rage increased by 50 +15% Charged Attack Damage |
Helmet |
Field-Commander's Helm Field-Commander's Helm Rage generation: -75%
All of your Abilities now have a 60-second cooldown but no Rage cost Your damage is increased by +1% for every 2 Rage +10% Ultimate Generation |
Armor |
Brawler's Decorated Leathers Brawler's Decorated Leathers +15% Rage Generation
-50% Rage decay rate While Rage is above 50, take 10% less damage from all sources Double Rage generation when it is below half of your total +20% Advantage Duration |
Belt |
Warping Wrap Warping Wrap +15% Momentum generation
Grants Precision on Potion use Time Dilation effect is increased by 20% |
Amulet |
All-Mother's Copse All-Mother's Copse +20% Tool Ability damage
+25% Tool Ability damage vs. enemies with Low Health Gain 25 Rage when using a Smash Ability vs. an enemy with Armor or Barrier Smash Abilities gain added damage from Flaming Weapons +15% Critical Damage |
Ring 1 |
Biting Thumb Biting Thumb +10% Weapon Damage
+10% Final, Agile, and Charged attack damage +25% Armor and Barrier damage with weapons +25% Rage Generation |
Ring 2 |
Twin Palladium Twin Palladium +4 Rage on kill
+15% Rage generation +25% Smash Ability Damage |
Runes | 1.
Fortify Fortify 2. Escalate Escalate 3. Ravage Ravage |
Companions | Harding:
Soothing Potion (Harding)
Soothing Potion (Harding) An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation.
Adrenaline Rush (Harding)
Adrenaline Rush (Harding) Harding gives a rousing shout, motivating you to act with renewed determination. Grants Enhanced Damage.
Shred Shred Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger.
|
Neve:
Icebreaker
Icebreaker Neve conjures shards of ice to launch at her enemies. Fires 6 projectiles at targets that explode after a short delay.
Blizzard
Blizzard Neve summons a swirling vortex of ice to thrash and hamper her enemies. Deals damage each second to all enemies in the area of effect.
Glacial Pace Glacial Pace Neve concentrates her magic into a single bolt, stopping enemies in their tracks. On hit, applies Chilled.
|
|
By Late Game, the Slayer should have plenty of overall buffs spread out on their kit, with emphasis on Rage Generation, Ability Damage, and Charged Attack Damage.
At this point, most of the Slayer's equipment and abilities should be able to deal high stagger damage to frequently open up enemies for takedowns.
Order | Skill | Description |
---|---|---|
1 |
Counterblow
(Core) |
Deflect your enemy’s attack and perform a powerful counterattack. |
2 |
Downfall
(Core) |
Jump attacks guarantee Critical hits if the target is Knocked Down. |
3 |
Fury of the Forge
(Weapons) |
Burning steel blades rain down on your enemies. Applies Burning on impact. |
4 |
Velocity
(Weapons) |
Stagger from weapon attacks: +20% |
5 |
Guardian's Reprieve
(Lord of Fortune) |
Performing a Takedown heals you for 250 health and grants Deflect. |
6 |
Concentration
(Lord of Fortune) |
Charged attack damage: +10% |
7 |
Flames of Victory
(Lord of Fortune) |
Gain Flaming Weapons on a successful Takedown. You generate 25% more Stagger from weapon hits while Flaming Weapons is active. |
8 |
Bulwark
(Lord of Fortune) |
Physical Resistance: +10% |
9 |
Concussive Smash
(Lord of Fortune) |
Hitting enemies with a Smash Ability permanently reduces their Defense by 20. |
10 |
Whirlwind
(Lord of Fortune) |
Unleash a whirlwind of steel that damages everything it hits and ends with a final massive blow. The final hit deals increased damage and Stagger. It is also highly likely to disrupt enemies. |
11 |
Staggering Charge
(Lord of Fortune) |
Stagger from Charged attacks: +20% |
12 |
Overhand Smash
(Lord of Fortune) |
Smash Abilities now deal an additional 50% damage vs. Armor and deal 50% more Stagger. |
13 |
Precision Strikes
(Lord of Fortune) |
Hitting enemies with a Strike Ability deals increased damage equal to 50% of your base Weakpoint damage. |
14 |
Heavy Hitter
(Lord of Fortune) |
Heavy attack damage: +10% |
15 |
Blunt Force
(Lord of Fortune) |
Enemies are Knocked Down when their Armor breaks. |
16 |
Bulwark
(Lord of Fortune) |
Physical Resistance: +10% |
17 |
Executioner's Gaze
(Lord of Fortune) |
Final attacks are Critical hits vs. enemies with Low Health. |
18 |
Determined Death
(Weapons) |
You can now hold down your Final attacks, strengthening their impacts. Releasing with perfect timing adds a powerful effect based on your weapon type. |
19 |
Wrath
(Weapons) |
Critical damage: +10% |
20 |
Dazzle
(Weapons) |
Hitting multiple enemies with a single Area Ability grants Quickened. |
21 |
Rolling Thunder
(Lord of Fortune) |
After Charged attacks, use a Light attack or Heavy attack to follow up with an additional powerful Charged attack. |
22 |
For Gold and Glory
(Slayer) |
Glory favors the bold. Leap into the fray. Deals very high Stagger to enemies within range. |
23 |
Heroic Leap
(Slayer) |
Leap forward and deal heavy damage to any nearby enemies. Deals high Stagger and is likely to disrupt enemies. Detonates Weakened. |
24 |
Incite Violence
(Weapons) |
Generate 15% more Rage from weapon attacks. This value is doubled vs. enemies suffering from an Affliction. |
25 |
Sharper Edge
(Slayer) |
Penetration: +15% |
26 |
Charged Smash
(Slayer) |
Smash Abilities are now Charged attacks. For Whirlwind, this applies only to the final hit. |
27 |
Determination
(Slayer) |
Physical damage: +10% |
28 |
Striking Precision
(Slayer) |
Hitting an enemy with a Strike Ability grants Precision. The duration of Precision resets if it is already active. |
29 |
Concentration
(Weapons) |
Charged attack damage: +10% |
30 |
Bloody Vengeance
(Weapons) |
Charged attacks with Swords or Axes apply Bleeding to enemies. Charged attacks with Mauls or Shields deal 15% bonus damage vs. Bleeding enemies. |
31 |
Wear and Tear
(Weapons) |
Damage from Area Abilities gain 30% Penetration. |
32 |
Two-Handed Wind-Up
(Slayer) |
Charged attacks with your Two-Handed Weapon can be charged even further, unlocking a powerful new attack and greatly increasing its effectiveness. |
33 |
Decisive Finish
(Slayer) |
Agile attack damage: +10% Charged attack damage: +10% Final attack damage: +10% |
34 |
Furor
(Slayer) |
Charged attacks generate more Rage relative to Charge level. |
35 |
Blindside
(Slayer) |
After a short delay, Charged attacks deal an additional 150 Physical damage. |
36 |
Shellbreaker
(Abilities) |
Damage vs. Armor: +20% |
37 |
Critical Power
(Abilities) |
Gain Enhanced Damage on Critical hit kill. |
38 |
Wrath
(Abilities) |
Critical damage: +10% |
39 |
Arm's Reach
(Abilities) |
The effects of Smash Abilities cover a greater distance. The distance depends on the Ability. |
40 |
Depth of Fury
(Weapons) |
Maximum Rage: +50 |
41 |
Decisive Finish
(Weapons) |
Agile attack damage: +10% Charged attack damage: +10% Final attack damage: +10% |
42 |
Arc of Destruction
(Slayer) |
After a Sprint Attack, use a Light attack or Heavy attack to follow up with an additional Final attack. |
43 |
Harder Hits
(Slayer) |
Weapon damage: +10% Ability damage: +10% |
44 |
Double-Edged
(Slayer) |
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. |
45 |
Violent Catharsis
(Slayer) |
Expending Rage heals you for 100% of the Rage spent. |
46 |
Quick Strikes
(Lord of Fortune) |
Defeating an enemy with a Strike Ability replenishes 25 Rage. |
47 |
Shellbreaker
(Lord of Fortune) |
Damage vs. Armor: +20% |
48 |
Critical Leverage
(Weapons) |
Strike Abilities are guaranteed to do Critical damage vs. enemies more than 10 meters away. |
49 |
Underestimated
(Weapons) |
Light attack damage vs. health: +10% |
50 |
Punisher
(Weapons) |
Damage dealt by Strike Abilities vs. enemies with Low Health increases by 25%. |
51 |
Triple Threat
(Lord of Fortune) |
Equipping an Ability of each damage type increases Ability damage by 20%. |
52 |
Fighting Dirty
(Weapons) |
Hitting enemies with a Strike Ability applies an Affliction aligned with the Ability's damage type. |
53 |
Spill Blood
(Weapons) |
Maximum Bleeding stacks: +1 |
54 |
Desolate Malady
(Weapons) |
Affliction damage: +10% |
55 |
Staggering Finale
(Weapons) |
Stagger from Final attacks: +20% |
The Set-up for an Early Game Slayer is based on unlocking as many direct damage and ability buffs while making your way to the Slayer Tree.
While this build foregoes defensive options and essentially makes Rook a direct-confrontation glass cannon, it makes up for it by giving the player the ability to shred most enemies they will come across.
By Late Game, the Slayer should invest into plenty of Ability Upgrades that upgrade either Smash or Area abilities, as all three of their basic abilities are Smash-focused, with Whirlwind being an Area ability.
Slayer does not have any hard Skill Breakpoints as the power gain is incremental instead of sudden, meaning that every upgrade counts towards improving Slayer's damage over time.
As much as possible, use any weapon that boosts your overall damage as specific weapon choices really do not have too much of an effect in the early game.
By Late Game however, a Slayer's arsenal is incredibly versatile, as most of their damage will come from abilities. Despite that, Elven Rockbreaker stands out as a solid choice due to the high damage and stagger numbers.
When building your Slayer for the early game, you might want to focus on the Warrior's main drawback of being locked out to abilities at the start of a fight due to sub-par Rage Generation.
By Late Game, Field-Commander's Helm drastically changes the build, as it allows Slayer to use all of their Rage abilities for free, setting them up to have cooldowns instead, as well as empowering their damage using the rage bar.
Rune | Pros & Cons | |
---|---|---|
Early Game | ||
Besiege Besiege |
• Probably the best rune to slot in the early game. • Bypasses Barrier attack damage penalty altogether, making sure you are breaking it the fastest way possible. • Use this if enemies have the blue barrier meter up. |
|
Ravage Ravage |
• A straight up damage boost against enemies. • Deals +50% damage when the enemies are reduced to their red health. • Great for finishing off enemies. |
|
Upend Upend |
• Gives you additional bonuses to damage that scales with how much defensive stats you originally had. • Good as an early-game glass cannon option once you stagger an opponent. |
|
End Game | ||
Fortify Fortify |
• Grants invulnerable for a brief period which is useful for keeping Rook alive in key moments of a fight. | |
Escalate Escalate |
• Enhances your next ability with more damage. • Passively gives +10% Ability Damage. • Great for maxing out the damage of your abilities. |
|
Ravage Ravage |
• Flat damage boost when damaging Health. • Deals 50% more damage for all attacks/spells when you are damaging their health. • Ideal for finishing off enemies. |
The Slayer's early rune setup is meant to give them straight increases to damage against multiple types at the cost of survivability.
When reaching endgame however, the Slayer's Late Game Rune setup consists of Fortify for the invulnerability window, and Escalate and Ravage for the damage buffs, with Escalate in particular being a good rune to look out for.
Companion | Build |
---|---|
Bellara | Skills:
Fade Bolts
Fade Bolts Bellara channels the energy of the Fade through her gauntlet to unleash a volley of magic projectiles. Applies Shocked on hit.
Replenish (Bellara)
Replenish (Bellara) Veil Jumpers never know what the Fade might throw at them. Bellara throws you a magical lifeline, instantly restoring your health.
Enfeebling Shot
Enfeebling Shot Bellara fires a magic-infused shot from her bow, dousing her target in Fade magic. Deals high Stagger.
Equipment: Main Weapon: Storm Storm Physical
Attack My Target deals +50% Barrier damage Deals a burst of Electric damage to all nearby enemies if this attack breaks its target’s Barrier Armor: Utility Dress Utility Dress The entire Party gains +25% Weakened duration
Bellara deals +25% Damage vs. Weakened enemies |
Harding | Skills:
Soothing Potion (Harding)
Soothing Potion (Harding) An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation.
Adrenaline Rush (Harding)
Adrenaline Rush (Harding) Harding gives a rousing shout, motivating you to act with renewed determination. Grants Enhanced Damage.
Shred
Shred Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger.
Equipment: Main Weapon: My Regards My Regards Physical
Attack My Target deals +300% damage vs. Staggered enemies +25% Staggered duration Armor: Scout's Compassion Scout's Compassion Detonations have +50% Penetration
Detonations grant the whole party +25% Penetration for 10 seconds |
For this build, we suggest bringing Harding and Bellara because of both of them being able to trigger Sundered, and Bellara being able to apply Weakened, which can be detonated by Rook's Driving Kick.
Harding's role in the fight is to either keep Rook topped up on health and buffs, or apply Sundered onto opponents, while Bellara detonates Sundered using Fade Bolts, or prime the Weakened status with Enfeebling Shot.
Companion | Build |
---|---|
Harding | Skills:
Soothing Potion (Harding)
Soothing Potion (Harding) An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation.
Adrenaline Rush (Harding)
Adrenaline Rush (Harding) Harding gives a rousing shout, motivating you to act with renewed determination. Grants Enhanced Damage.
Shred
Shred Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger.
Equipment: Main Weapon: My Regards My Regards Physical
Attack My Target deals +300% damage vs. Staggered enemies +25% Staggered duration Armor: Scout's Compassion Scout's Compassion Detonations have +50% Penetration
Detonations grant the whole party +25% Penetration for 10 seconds Trinket: Bianca's Bolt Bianca's Bolt +1 Revival Charges
Reviving reduces Harding's cooldowns by 50% |
Neve | Skills:
Icebreaker
Icebreaker Neve conjures shards of ice to launch at her enemies. Fires 6 projectiles at targets that explode after a short delay.
Blizzard
Blizzard Neve summons a swirling vortex of ice to thrash and hamper her enemies. Deals damage each second to all enemies in the area of effect.
Glacial Pace
Glacial Pace Neve concentrates her magic into a single bolt, stopping enemies in their tracks. On hit, applies Chilled.
Equipment: Main Weapon: Winged Locus Winged Locus Cold
Attack My Target makes targets Vulnerable to Cold damage Vulnerability to Cold damage is increased by 25% Armor: Gabardine Overcoat Gabardine Overcoat All Detonations are +50% wider
Neve's next Ability deals +15% damage per enemy hit by a Detonation Trinket: Exhaustive Notes Exhaustive Notes +50% Frozen duration
Enemies have -25% to all their Resistances while Frozen |
By Late Game, keep Harding but swap out Bellara for Neve as she will be able to contribute more personal damage and a way to trigger Weakened passively.
The rest of Neve's kit can be changed as needed to fit the scenario, and you can opt to replace Blizzard or Icebreaker with her Supportive Ability instead.
The Slayer's main bread-and-butter is being able to abuse Rage generation to spam their abilities and deal heavy health and stagger damage to multiple opponents.
With that, the Slayer needs to be hyper-aggressive to take full advantage of the rage generation, the damage they let Rook do, and the utility they bring.
Regardless of whether or not you are using the Field-Commander's Helm, your main priority should be to generate rage via attacks and general aggression.
During the early game, use your main weapons to shred foes, and shield to stagger them. By Late Game, rage should be easier to generate, making its benefits easier to activate.
Heroic Leap becomes one of your general-use abilities that inflict high stagger and knocks down smaller opponents with the impact.
Use this as a way to either start fights if Driving Kick is on cooldown, or weave it during your attacks to potentially open up opponents for takedowns.
Neve or Bellara can apply weakened onto opponents, allowing you to use Driving Kick on them to not only send them flying and deal high stagger, but also prime them as a traveling explosive.
Apply weakened with your allies and aim the afflicted opponent into group with Driving Kick for heavy AoE damage.
Whirlwind is a powerful tool for dealing damage to swathes of opponents, as well as knocking them back and keeping Rook invulnerable for its duration.
It should be noted that Whirlwind can be cancelled early by hitting the attack button, though it is advised to let it run for the entire duration.
For Gold and Glory is a powerful ability that annihilates most of the enemies that are unlucky enough to be its target. Use this whenever available as a high-damage and high-value nuke.
If it is available before a fight starts, you may opt to cast this as the opening move on a high priority target, as this will either kill them or set them up to be finished off by the rest of your abilities.
All Classes, Specializations, and Best Builds
Warrior Class | ||
---|---|---|
Champion | Slayer | Reaper |
Mage Class | ||
Death Caller | Spellblade | Evoker |
Rogue Class | ||
Duelist | Veil Ranger | Saboteur |
Slayer Build and Best Skills
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The skill tree order is all messed up, additionally the companion names don’t match equipment and skills.