★ 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 Veil Ranger Rogue Build is a build you can create for the Veil Ranger 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!
Rogue Guides | ||
---|---|---|
Best Builds | Skill Tree & Priority |
All Equipment |
Duelist Builds |
Saboteur Builds |
Veil Ranger Builds |
List of Contents
Skills | 1.
Lightning Quiver Lightning Quiver Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area.
2. Reeling Bolt Reeling Bolt Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. Applies Weakened.
3. Storm's Path Storm's Path A Veil Jumper makes their own path. It just requires some creativity… or a lot of violence. Fire a massive blast from your Bow, damaging all enemies in the way. Detonates Overwhelmed.
4. Twin Gifts of Arlathan Twin Gifts of Arlathan Discovering bizarre relics means Veil Jumpers toy with more experimental approaches to combat. Throw two entangled relic fragments that rapidly bounce between targets.
|
---|---|
Main |
Golden Grassblade Golden Grassblade Physical
+30 Defense Reduce incoming damage by 5% for every missing Arrow, up to 25% Weapon attacks gain +10% of your Defense as bonus damage Gain +20 Defense per active Advantage +25% Stagger |
Off-Hand |
Storm Needle Storm Needle Physical
+20% Penetration Critical vs. enemies with High Health Melee Critical hits ignore Defense Melee Critical hits deal 30% of the damage in an area around the target +20% Barrier Damage |
Alt. Weapon |
Glory Hunter's Bow Glory Hunter's Bow Physical
+20% Charged attack damage 20% damage vs. enemies 20 or more meters away Weakpoint hits at 20 or more meters away deal 50% of your Critical damage as additional Weakpoint damage Ranged companions deal +100% weapon damage +10% Weapon Damage |
Helmet |
Forest Guardian's Veil Forest Guardian's Veil +15% Weakpoint Damage
+25% Damage vs. Barrier +10% Weakpoint Damage relative to Veil jumpers Allied Strength Weakpoint hits vs. enemies with Barrier are Critical +20% Electricity Resistance |
Armor |
Wanderer's Long Coat Wanderer's Long Coat +15% Electric Damage
+25% Electric Resistance Using an Electric Ability cleanses all Afflictions Gain Quickened (if not already granted) when you take Electric damage +20% Resistance (Any) |
Belt |
Twin Buckle Binding Twin Buckle Binding +23% duration of Potion effect
+10% Ability damage Grants Enhanced Damage on Potion use. Heal for 100 upon using any Ability while Quickened. |
Amulet |
Token of True Flight Token of True Flight +15% Critical Damage |
Ring 1 |
Graven Opal Graven Opal +20% Ranged attack damage
+15% Weakpoint damage +25% Arrow Generation |
Ring 2 |
Brass Root Brass Root +20% Shocked damage
+20% damage vs. Shocked enemies +25% Shocked duration +1 maximum Shocked stacks +25% Momentum Generation |
Runes | 1.
Shatter Shatter 2. Upend Upend 3. Ravage Ravage |
Companions | Bellara:
Galvanized Tear
Galvanized Tear Bellara creates a controlled tear in the Veil concentrated on enemies but sparing allies. Draws enemies toward a point on the battlefield, then deals damage to those pulled close.
Time Slow (Bellara)
Time Slow (Bellara) An Arlathan relic enables Bellara to conjure concentrated time anomalies on the battlefield. While active, these anomalies reduce the movement of enemies and companions but allow you to continue moving and attacking at normal speed.
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.
|
Taash:
Dragonfire Strike
Dragonfire Strike Taash lands a fiery overhead strike that leaves enemies concussed, confused, and burning. Applies Burning on hit.
Spitfire
Spitfire Taash spits a searing burst of flame that takes the fight out of the foe. Deals high Stagger.
Dragon's Roar Dragon's Roar Taash roars with draconic fury, drawing enemy attention. Taunts enemies in the area, forcing them to briefly focus their attacks on Taash. Does not affect some of the strongest boss enemies.
|
|
In the early game, focus on getting as much damage with charged bow shots and weakpoint damage to start off. Your abilities will not be doing great early on due to limited gear options.
Skills | 1.
Lightning Quiver Lightning Quiver Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area.
+75% Critical Damage 2. Reeling Bolt Reeling Bolt Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. Applies Weakened.
-15% Cooldown Duration 3. Storm's Path Storm's Path A Veil Jumper makes their own path. It just requires some creativity… or a lot of violence. Fire a massive blast from your Bow, damaging all enemies in the way. Detonates Overwhelmed.
+25% Ability Critical Damage 4. Twin Gifts of Arlathan Twin Gifts of Arlathan Discovering bizarre relics means Veil Jumpers toy with more experimental approaches to combat. Throw two entangled relic fragments that rapidly bounce between targets.
|
---|---|
Main |
Cutthroat's Sword Cutthroat's Sword Physical
+20% Critical damage Gain Precision on Perfect Dodge +10% Precision effectiveness Gain 25% Penetration while Precision is active +10% Weapon Damage |
Off-Hand |
Focal Blade Focal Blade Physical
Deal +40 added Electricity damage Final attacks deal an additional 100 Electric damage Apply Shocked on Final attacks Shocked now reduces enemy Electric Resistance by 25 +40 Added Electricity Damage |
Alt. Weapon |
Dauntless Greatbow Dauntless Greatbow Electric
Deal +40 added Electricity damage +15% Electric damage +15% Charged Bow Attack Damage |
Helmet |
Carastes Double-Hat Carastes Double-Hat +15% Momentum Generated
+25% Stagger on Ability use 25% Ability cost refunded on impact +20% Advantage Duration |
Armor |
Magister's End Magister's End +30% Electric Resistance
Gain Quickened on Perfect Dodge Gain 50 added Electric damage for attacks and Abilities while Quickened is active +20% Electricity Resistance |
Belt |
Twin Buckle Binding Twin Buckle Binding +23% duration of Potion effect
+10% Ability damage Grants Enhanced Damage on Potion use. Heal for 100 upon using any Ability while Quickened. |
Amulet |
Token of True Flight Token of True Flight +15% Critical Damage |
Ring 1 |
Graven Opal Graven Opal +20% Ranged attack damage
+15% Weakpoint damage +25% Projectile Ability Damage |
Ring 2 |
Focus of the Veil Focus of the Veil +15% Electric Damage
+25% Electric Resistance +20% Electric Ability damage vs. Barrier 50% of all of your other damage type bonuses contribute to your Electric damage bonus +25% Area Ability Damage |
Runes | 1.
Upend Upend 2. Electrify Electrify 3. Shatter Shatter |
Companions | Bellara:
Galvanized Tear
Galvanized Tear Bellara creates a controlled tear in the Veil concentrated on enemies but sparing allies. Draws enemies toward a point on the battlefield, then deals damage to those pulled close.
Time Slow (Bellara)
Time Slow (Bellara) An Arlathan relic enables Bellara to conjure concentrated time anomalies on the battlefield. While active, these anomalies reduce the movement of enemies and companions but allow you to continue moving and attacking at normal speed.
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.
|
Taash:
Dragonfire Strike
Dragonfire Strike Taash lands a fiery overhead strike that leaves enemies concussed, confused, and burning. Applies Burning on hit.
Spitfire
Spitfire Taash spits a searing burst of flame that takes the fight out of the foe. Deals high Stagger.
Dragon's Roar Dragon's Roar Taash roars with draconic fury, drawing enemy attention. Taunts enemies in the area, forcing them to briefly focus their attacks on Taash. Does not affect some of the strongest boss enemies.
|
|
Once you get to endgame, look for gear with Ability and Electric damage bonuses to boost the damage you do with your abilities. You'll also want to use any gear pieces with Critical Damage since at this point, you'll have lots of Burning application from Taash.
Order | Skill | Description |
---|---|---|
1 |
Evasive Maneuvers
(Core) |
Use your speed to launch a powerful attack from an Extended Dodge. Also applies to recovering from being Knocked Down. |
2 |
Endure
(Core) |
Lose 35% less Momentum when you take damage. |
3 |
Rain of Decay
(Control) |
Rain death from above. Damage is inflicted each second to all enemies caught in the area of this attack. |
4 |
Enervation
(Control) |
Damage vs. Barrier: +20% |
5 |
Bated Breath
(Control) |
Your Bow can now be charged up an additional level. |
6 |
Debilitating Shocks
(Veil Jumper) |
Take 15% less damage from enemies who are Shocked. |
7 |
More is Better
(Veil Jumper) |
Maximum Arrows: +2 |
8 |
Light Armor Mastery
(Veil Jumper) |
While wearing a Light Helm and Armor: Maximum Momentum: +50 Weak Point damage: +15% Charged Bow show damage: +20% |
9 |
Poisonous Precision
(Veil Jumper) |
Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons. Necrotic Weapons lasts 50% longer. |
10 |
Strong Draw
(Veil Jumper) |
Charged Bow damage: +10% |
11 |
Lightning Quiver
(Veil Jumper) |
Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area. |
12 |
Salvaged Arrows
(Veil Jumper) |
Arrows gained after defeating an enemy: +2 |
13 |
Hunter's Focus
(Veil Jumper) |
While Charging your Bow, pressing Lock On spends Momentum to temporarily sharpen your focus, slow down time, and let you aim with heightened accuracy. Aiming while airborne automatically triggers Hunter’s Focus. |
14 |
Killer Instinct
(Control) |
Stagger from Abilities: +20% |
15 |
Keen Eye
(Control) |
You generate 2 additional Momentum from Arrow hits. This bonus is doubled when hitting an enemy's Weakpoint. |
16 |
Burst of Speed
(Control) |
Momentum generation: +10% |
17 |
Reeling Bolt
(Control) |
Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. Applies Weakened. |
18 |
Archer's Strength
(Veil Jumper) |
Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
19 |
Mortal Wounds
(Veil Jumper) |
Weakpoint damage: +10% |
20 |
Breathing Room
(Veil Jumper) |
The scope of Area Abilities is greatly increased. |
21 |
Twin Gifts of Arlathan
(Veil Ranger) |
Discovering bizarre relics means Veil Jumpers toy with more experimental approaches to combat. Throw two entangled relic fragments that rapidly bounce between targets. |
22 |
Storm's Path
(Veil Ranger) |
A Veil Jumper makes their own path. It just requires some creativity… or a lot of violence. Fire a massive blast from your Bow, damaging all enemies in the way. Detonates Overwhelmed. |
23 |
Amperage
(Veil Ranger) |
Electric damage: +10% |
24 |
Compound Bow
(Veil Ranger) |
Your Bow’s base damage is added to all Projectile Ability damage. |
25 |
Shocking Malady
(Veil Ranger) |
Shocked duration: +20% |
26 |
Lightning Splash
(Veil Ranger) |
Hitting an enemy with an Area Ability also applies Shocked. |
27 |
Amperage
(Control) |
Electric damage: +10% |
28 |
Precise Power
(Control) |
Gain Enhanced Damage after defeating an enemy by hitting their Weakpoint. |
29 |
Collateral Damage
(Control) |
Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
30 |
Mortal Wounds
(Control) |
Weakpoint damage: +10% |
31 |
Sniper's Triumph
(Veil Ranger) |
After a Charged Weakpoint headshot, your next shot will fire multiple Arrows at once. |
32 |
Double Shock
(Veil Ranger) |
Maximum Shocked stacks: +1 |
33 |
Storm's Call
(Veil Ranger) |
Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them. |
34 |
Death Blow
(Veil Ranger) |
Hitting a Weakpoint on a Staggered enemy deals lethal damage. |
35 |
Precision Shot
(Veil Jumper) |
Dealing a Critical hit with a Projectile Ability grants Precision. |
36 |
Underdog's Bite
(Veil Jumper) |
Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
37 |
Breathing Room
(Control) |
The scope of Area Abilities is greatly increased. |
38 |
Shellbreaker
(Veil Jumper) |
Damage vs. Armor: +20% |
39 |
Knock Out
(Veil Jumper) |
Charged and charged bow attacks now deal a guaranteed Critical hit if the enemy has Low Health. |
40 |
Archer's Rhythm
(Veil Ranger) |
Firing a Charged Arrow the moment it reaches maximum Charge increases its damage by 50%. |
41 |
Marksmanship
(Veil Ranger) |
Charged Bow damage: +10% |
42 |
Opportunity Shocks
(Veil Ranger) |
When your Momentum is above 66%, Bows deal up to 75 additional Electric damage. The closer to a Perfect Shot, the stronger the effect. |
43 |
Hamstring
(Veil Ranger) |
Knock Down enemies when your Charged Arrow hits their legs. |
44 |
Sharper Edge
(Burst) |
Penetration: +15% |
45 |
Decisive Finale
(Burst) |
Unleash a decisive Heavy Final attack after a Light Attack Chain. |
46 |
Decisive Finish
(Burst) |
Agile attack damage: +10% Charged attack damage: +10% Final attack damage: +10% |
47 |
Sniper's Precision
(Burst) |
Damage from Projectile Abilities cannot be reduced while Precision is active. |
48 |
Underestimated
(Burst) |
Light attacks deal 10% more Health damage. |
49 |
Supercharged
(Burst) |
Projectile Abilities deal 75% more damage vs. Barrier. |
50 |
Determination
(Control) |
Maximum Momentum: +50 |
51 |
Heartseeker
(Control) |
Area Abilities deal 20% bonus damage vs health. |
52 |
Triple Threat
(Veil Jumper) |
Equipping an Ability of each damage type increases Ability damage by 25%. |
53 |
Providence
(Burst) |
Advantage duration: +20% |
54 |
Swift Death
(Burst) |
Gain Quickened after defeating an enemy with a Critical hit. |
55 |
Conductive Shot
(Burst) |
Projectile Abilities deal 100 Electric damage to enemies within 8 meters. |
Early game skill progression focuses on taking passives and traits that improve the damage of your bow while making your way to the Veil Ranger tree at the bottom.
Rogue Class Abilities and Builds
In the late game, we'll want to take skills that upgrade Projectile Skills since we have three of them. We'd also want to take the skills that Electric damage as well as Shocked application.
Early on, we want to go for the strongest Bow we can find for damage but also on the lookout for weapons with Electric and ability damage bonuses. Veil Rangers typically want to use Longbows for more damage.
At the endgame, we'll want a high rarity Dauntless Greatbow for more Electric damage that also stacks per remaining arrow. This will greatly improve the damage dealt with our Storm's Path and other abilities.
Use the best equipment you can find early game since most of the gear will most likely have their bonuses locked. If you can, use the ones that boost your weakpoint and bow damage.
In lategame, we'll want to use Caraste's Double-Hat to increase our ability damage since we use three Projectile abilities. Token of True Flight is also the best amulet for this build for the increase Projectile Ability damage.
Rune | Pros & Cons | |
---|---|---|
Early Game | ||
Shatter Shatter |
• Shatter allows ranged attacks to break through the enemies' guard when activated. • This rune is great for Veil Rangers specifically since it also increases Ranged attack damage by +10% passively. |
|
Upend Upend |
• Gives a passive +5% to all Resistances and turns your existing Resistances into offensive damage bonuses of the same type for 10 seconds when activated. • Activate the rune during extended damage windows to further increase your burst damage. |
|
Ravage Ravage |
• Gives you a flat damage boost to the enemy's health bar when activated. • Deals +50% damage when the enemies are reduced to their red health. • Great active effect for finishing off enemies after breaking their armor/barrier. |
|
End Game | ||
Upend Upend |
• Gives a passive +5% to all Resistances and turns your existing Resistances into offensive damage bonuses of the same type for 10 seconds when activated. • Activate the rune during extended damage windows to further increase your burst damage. |
|
Electrify Electrify |
• You won't really need to activate this rune but it gives a nice passive Electricity damage bonus to bump up your damage even more. | |
Shatter Shatter |
• Shatter allows ranged attacks to break through the enemies' guard when activated. • This rune is great for Veil Rangers specifically since it also increases Ranged attack damage by +10% passively. |
Early on, make use of any rune that can help with your damage/survivability such as Shatter and Upend which also grant nice passive bonuses.
In the late game, use Upend, Electrify, and Shatter as your runes for damage and utility. With the right equipment, you'll have a lot of Electric resistance by the endgame which can be turned into damage bonuses by using Upend.
Companion | Build |
---|---|
Bellara | Skills:
Galvanized Tear
Galvanized Tear Bellara creates a controlled tear in the Veil concentrated on enemies but sparing allies. Draws enemies toward a point on the battlefield, then deals damage to those pulled close.
Time Slow (Bellara)
Time Slow (Bellara) An Arlathan relic enables Bellara to conjure concentrated time anomalies on the battlefield. While active, these anomalies reduce the movement of enemies and companions but allow you to continue moving and attacking at normal speed.
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.
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 |
Taash | Skills:
Dragonfire Strike
Dragonfire Strike Taash lands a fiery overhead strike that leaves enemies concussed, confused, and burning. Applies Burning on hit.
Spitfire
Spitfire Taash spits a searing burst of flame that takes the fight out of the foe. Deals high Stagger.
Dragon's Roar
Dragon's Roar Taash roars with draconic fury, drawing enemy attention. Taunts enemies in the area, forcing them to briefly focus their attacks on Taash. Does not affect some of the strongest boss enemies.
Equipment: Main Weapon: Neckbreaker Neckbreaker Physical
Attack My Target applies Burning to Antaam enemies (30s CD) The entire party deals +25% Damage vs. Antaam enemies Keepsake: Treasure Treasure Physical
Taash gains +25% Weapon damage Taash’s Weapon attacks are always Critical vs. Knocked Down enemies Armor: Plumed Platemail Plumed Platemail +50% Detonation damage vs. Dragons
Detonating Dragons adds 1 stack to every Affliction already on them |
Galvanized Tear is Bellara's best ability when dealing with multiple enemies to group them all up in one spot allowing you to quickly dispatch them with your abilities. Time Slow can be used to debuff enemies allowing you to easily aim for weakpoints with your bow while Replenish can be used for emergency healing.
Taash is the best companion for a Veil Ranger due to his Burning application which is the Critical Condition for your Electric abilities. He can also detonate Weakened and apply Overwhelm which are great combos with a Veil Ranger.
Companion | Build |
---|---|
Bellara | Skills:
Galvanized Tear
Galvanized Tear Bellara creates a controlled tear in the Veil concentrated on enemies but sparing allies. Draws enemies toward a point on the battlefield, then deals damage to those pulled close.
Time Slow (Bellara)
Time Slow (Bellara) An Arlathan relic enables Bellara to conjure concentrated time anomalies on the battlefield. While active, these anomalies reduce the movement of enemies and companions but allow you to continue moving and attacking at normal speed.
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.
Equipment: Main Weapon: Concentration Concentration Physical
Attack My target applies Vulnerability to Electric damage (30s CD) Electric Vulnerability is now 25% more effective Keepsake: Focusing Contraption Focusing Contraption Physical
24% Increased Healing Bellara's Ability cooldowns are reduced by 10% Your other companion's cooldowns are reduced by 10 seconds whenever Bellara's Abilities defeat an enemy Armor: Utility Dress Utility Dress The entire Party gains +25% Weakened duration
Bellara deals +25% Damage vs. Weakened enemies Trinket: Humming Curiosity Humming Curiosity The first instance of damage from Shocked deals +200% Electric damage
+25% Shocked duration |
Taash | Skills:
Dragonfire Strike
Dragonfire Strike Taash lands a fiery overhead strike that leaves enemies concussed, confused, and burning. Applies Burning on hit.
Spitfire
Spitfire Taash spits a searing burst of flame that takes the fight out of the foe. Deals high Stagger.
Dragon's Roar
Dragon's Roar Taash roars with draconic fury, drawing enemy attention. Taunts enemies in the area, forcing them to briefly focus their attacks on Taash. Does not affect some of the strongest boss enemies.
Equipment: Main Weapon: Golden Locus Golden Locus Physical
Attack My Target deals +25% damage vs. health; this bonus is doubled vs. Dragons Attack My Target's damage bonus is now tripled vs. Dragons Keepsake: Jade Cleaver Jade Cleaver Physical
The entire party gets +1 maximum Burning stacks Taash's basic attacks can interrupt Burning stacks Armor: Strong Arm Strong Arm Overwhelemed enemies have reduced Fire Resistance
Bonuses to Overwhelmed effectiveness are also applied to this Fire Resistance reduction Trinket: Numbing Herbs Numbing Herbs All of Taash's Abilities apply Burning
Burning applied by Taash reduces enemy Defense by -15% per stack |
Get the Explosive Timing upgrade for Dragonfire Strike that applies Burning on Detonations. This allows for easier Burning application with your Reeling Bolt and Dragonfire Strike combo. Also upgrade Spitfire with Spreading Weakness to allow Taash to passively use Spitfire every 60 seconds for passive Overwhelm.
For Bellara, you can upgrade her Galvanized Tear to have more Shocked application with Lingering Spark or a bigger AoE with Grasp of the Beyond.
Veil Rangers are snipers that can pick off targets from afar using their bow skills. Keep your distance and shoot down enemies before they can get to you by applying Shocked and making use of Electric damage to defeat them.
Use Primers and Detonations from your Abilities and Companions to really do damage against groups of enemies. With Taash, you can make use of both Weakened and Overwhelmed combos.
For this build, you'll want to use your Reeling Bolt and Taash's Dragonfire Strike to trigger the Weakened combo. After which, Taash's Spitfire can also be used to apply Overwhelmed, which can be detonated by Storm's Path.
To maximize your damage using the bow, aim for enemy weakpoints such as their heads to deal the most damage. Weakpoints may differ between enemies so try aiming for different spots when you encounter an unfamiliar enemy.
Since you will be mostly fighting at ranged with your bow, position yourself safely at a distance so you can shoot arrows without worry of being attacked. Make use of your Companions' abilities such as Taash's taunt to get enemy aggro away from you.
Use the Hunter's Focus trait from the Veil Jumper section of the skill tree to help you aim for enemy weakpoints more reliably. The momentum drain from using this trait isn't really that much so you can use it for a bit just before you shoot to adjust your aim.
All Classes, Specializations, and Best Builds
Warrior Class | ||
---|---|---|
Champion | Slayer | Reaper |
Mage Class | ||
Death Caller | Spellblade | Evoker |
Rogue Class | ||
Duelist | Veil Ranger | Saboteur |
Veil Ranger Build and Best Skills
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