The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Mobility
Designed for: PvP Conquest
Difficulty: Hard
This build was last updated on April 19, 2026 and is up to date for the June 2, 2026 patch.
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Mobility
Designed for: PvP Conquest
Difficulty: Hard
This build was last updated on April 19, 2026 and is up to date for the June 2, 2026 patch.
A burst focused glass cannon Berserker build for PvP. Uses signets to set up burst while nuking targets with Rifle and Greatsword bursts, making it quite strong at any range but also extremely squishy.
Weapons
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Amulets
Elite specialization mechanics
Berserker grants Warriors acceess to (F2), a mode during which they gain new burst skills.
To Enter Berserker mode you must have full adrenaline (30/30). The Berserking burst skills (Rifle) and (Greatsword) become available during this time frame, these cost 10 adrenaline (which amounts to 1 regular adrenaline bar, 1/3 of the cost of what it took to enter Berserker mode).
General
Your goal is to roam the map and +1 fights, try to avoid 1v1s. You don't fare well in longer fights due to your lack of sustain - Gunzerker is built to end fights as quickly as possible.
restores 5 adrenaline on weapon-swap. This is quite useful when you're just a little short of having enough adrenaline to use burst skills, especially if you're having difficulty building adrenaline.
Entering Berserker mode grants you so you get to ignore and for a short while.
Damage
Your primary goal is to land , the main burst skill in Berserker mode.
can be sacrificed for offensive purposes in order to reset the CD on and fill up your adrenaline bar so you can use it right away. Double bursts like these can often secure kills.
The main purpose of is to quickly fill up your adrenaline bar on use, granting you access to Berserker mode right at the start of a fight without having to waste time building adrenaline.
often gets used at the same time as Signet of Fury. The unblockable attacks make it easier to land your burst while the active gives you a bigger damage boost than the passive of the signet does.
Popping signets procs , which increases your critical strike damage.
is another great signet you could throw into your bursts. Not only does it buff your damage further, it also procs at the position of the enemy you're targeting. Sunless scales rather well with power and the damage is AoE, which makes it especially great against balled up targets (for example, stopping a rez attempt).
Another great AoE is on Greatsword. The only downside is that you'll have to move into melee range. On GS this and are the two main offensive skills.
On Rifle you have plenty of good options for damage, even aside from your burst skill.
is basically a lesser version of except it doesn't require adrenaline.
can be good, but it's more for ranged poking and adrenaline building rather than bursting. The damage isn't bad, it just takes long to finish unloading. This is basically a filler skill for when you want to do damage from a safe distance but you don't have your main CDs at the ready.
is fairly versatile. It's a CC, a gap builder, and an ammo refill. Even if it hits nothing, you can use it from range to stock up on other ammo skills, both for defensive and offensive purposes.
Sustain
Both weapons provide evade frames: on Greatsword and on Rifle.
On Rifle you can get another charge of quickly with .
Greatsword is good for running away in case you're being focused, which is your primary method of defense. You're not great at taking hits, so you need to use hit-and-run tactics.
is your only stunbreak, so use it wisely.