A Guide for the Student on the Ways and Means of the Warg and the Stalking of Prey

Flayer Damage Build

Flayer Damage Build

Before we get into corruptions and traits it is important to point out that this build isn’t concerned with producing high spike damage (such as creeps can produce!), but rather persistent damage. The idea is that by using Flayer for some increased survivability you should be able to last long enough to wear an opponent down through moderately good damage. Obviously this build isn’t particularly useful at rapidly burning targets and it shouldn’t be used for such a tactic.


The corruption setup is very deliberately a mixed bag. As with any Flayer build there are defensive corruptions, but we will also be using a number of offensive corruptions as well to ensure that the build has some punch to it. Now for the offensive side of things I have opted for Mastery boost corruptions and it is worth explaining why I choose those over Critical Rating Boost corruptions. As mentioned above this build is not about spike damage, rather it is about producing consistent damage. An increase in base damage fits that aim better than an increase to critical damage, which is, by its nature, more random.

The corruption setup looks like this:

  • Critical Protection Boost x3
  • Health for Power Rank 1
  • Health for Power Rank 2
  • Mastery Boost x4
  • Physical/Tactical Mitigation Boost x2

In testing this has proven to be a consistently good setup. The morale boosts get your morale pool up to an acceptable level for fights that might last longer than a few seconds whilst the critical protection boosts help to deal with high freep spike damage and extend your morale pool a little further. Using more than three critical protection boosts isn’t recommended because unless you opt for all six you don’t get significantly more benefit than using three whilst using up valuable trait slots that could give a bigger return on investment from other corruptions.

Rounding out the defensive corruptions are the physical mitigation boosts. Two might not seem like very much, but in testing they provided a good level of protection when used in conjunction with various armour buffs available to wargs. Of course the two physical mitigation boosts can be swapped for tactical mitigation boosts depending upon which freeps you will primarily be fighting.

Four mastery boost corruptions might seem like an odd number to choose. Why not just three and opt for another physical mitigation boost? Why not six and get the set bonus? In testing four mastery boosts have proven to be quite effective in terms of providing sufficient damage to take down opponents whilst leaving room for some extra defensive corruptions. If you use destiny/store buffs then you could probably reduce the number of mastery boosts to three by using a damage buff. This would free up a slot for another defensive boost e.g. a third mitigation boost. Equally a store defence tome might allow you to free up a defensive slot for another mastery boost.


Racial traits mostly focus on defence and utility:

  • Foe of the Light
  • Four-Legged Foe
  • Pack Alpha
  • Pack Elder
  • Pack Mentality

As you can see there is a good mixture of defensive traits here with Foe of the Light, Four-legged Foe, Pack Elder and Pack Mentality all increasing various defensive stats, some better than others it has to be said. Some of these traits also provide extra utility: Foe of the Light increases stealth level, which is worth its weight in gold and Four-legged Foe provides a nice increase to both run speed and stealth run speed.

Pack Alpha completes our selection of racial traits with a moderate increase to offensive stats to help damage output.

Class traits consist of the following:

  • Enhanced Skill: Stealth
  • Armour Boost (extra armour means extra mitigations)
  • Enhanced Skill: Disappear (it is always useful to have our escape skills on as short a cooldown as possible, but for a Flayer build it is equally important to have Topple on a short cooldown)
  • Enhanced Skill: Eye Rake – (more frequent interrupts and increased dps)
  • Enhanced Skill: Flayer
  • Enhanced Skill: Sprint (extra survivability when used for escape and of course an effective way of dealing with slows)
  • Free slot

Enhanced stealth is important in a Flayer build because we will still be using stealth to move around. Enhanced Skill: Flayer is a more obvious choice as it enhances the basic Flayer bonuses. Like the enhanced version of Flayer Armour Boost will also serve to boost defences. Enhanced Sprint is another good defensive boost, not just for escaping, but to more readily negate slows.

The enhanced version of Eye Rake is included to help boost dps (through cutting the animation of skills) and to provide a more consistent interrupting ability.

Enhanced Disappear reduces the cooldown of Topple, which can be very useful in long fights and allows us to move from fight to fight with Topple ready for use more quickly.

The inclusion of a free trait slot in this build means that you can tailor it a little more to your own preferences and gives the build a little more flexibility. I would suggest the enhanced version of Rabid Bite for the free slot as it can prove useful against certain certain freep classes. Equally the enhanced version of Sense Prey might be useful if you are going to be fighting Burgers.


The strategy with this build is quite straightforward: keep pummelling away. The extra survivability you will have should allow you to last through the initial blasts from big hitting skills, by which point the freep should hopefully start to panic as they haven’t destroyed you as quickly as expected allowing you to put them on the back foot.

The key is to keep stacking as many bleeds as possible whilst making good use of Scratch and Snip to bolster your direct damage. Given that fights might last longer than you are used to it is important to employ your debuffs where possible i.e. Brutal Fangs, Flea Bitten, Muscle Tear, Snap, etc. It is also important to use the Flayer heal effectively and Sprint can be useful here to allow you to kite your opponent (assuming you aren’t fighting a ranged class) in order to allow Flayer to heal you up a bit.

This type of build has worked quite well for me in 1vs1 situations and should provide consistently good results in group and raid situations too.

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