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Template Code
Key Skills
  • Good
Synergy low
DPS high
Independence high
Acquiring basicseasy
Achieving masteryaverage

The Condi Scourge is an easy build to learn and provides access to good off-support tools and can be augmented to provide the means of a safety net at an acceptable amount of dps loss with the Blood Magic traitline (without any stat changes). The build can place lots of conditions and crowd control on multiple targets simultaneously with its shades and

. Due to large amounts of self-produced
in combination with its other tools, it is quite self-substantial.

Condi Scourge has multiple offensive control skill options, like using

, corrupt boons for
, cause conditions like
, etc. Condi Scourge and can modify itself to fit many given situations in fractals.

This build also does not have a formal rotation, and instead has a prioritization for its skills making it easy to focus on side objectives and quickly pick up where you left off in dealing damage.

Due to being a condition based build, it will not benefit as highly from slaying potions or as much as power builds.

  • Viper


  • Viper


  • Viper


  • Viper


  • Viper


  • Viper


  • Sinister Scepter


  • Viper Torch


Swap Weapons
  • This build only runs one weapon set for its primary damage, so you can utilize a warhorn in a secondary weapon set to bring extra CC with
Situational Runes
  • works best for using and utilizing
    , as its damage will be maximized with this rune. Note that you will have a loss of condition duration with this rune choice.
  • provides a large boost to personal survivability on top of your barrier generation at the cost of a minor dps loss.
Back and trinkets
  • Curses

  • Soulreaping

  • Scourge

Further information
Situational Skills

will replace
on any fight that is single target or cleave is not needed.

If you are going to replace a skill,

is your least beneficial utility, followed by

Can be taken if your group needs additional CC at an estimated loss of 2k dps or less.
If your group has more than one Necromancer (though this benefits Scourge a lot more) take this to provide Life Force for all Necromancer players for far more overall gain (summon and detonate off cooldown). Bone Minions can also work well if a target is highly mobile or you have frequent downtime where haunt can not be used on a target (e.g Light Phase Ai in Sunqua Peak.).
A strong boon corrput which can be used to boon rip on days with
A 1200 range teleport skill that can also work as a projectile blocker for fights like Old Tom in the Uncategorized fractal.
A secondary teleport skill that allows one to solo the turret room in the Thaumanova fractal. Also great for consuming conditions on consoles in the Aetherblade fractal.
A useful 1200 range 5 target
to help stack up golems at the Chaos Anomaly fight or the adds in the Arkk (see Shattered Observatory) fight. It also provides an extra 150 defiance bar damage. Hits up to five times if you cast it inside a mob with other enemies outside.
A go-to stunbreak skill for Scourge, that can also provide some decent conditions if you step in and out of your targets hitbox to proc it multiple times. Also works as a Punishment skill and has synergy with
A useful skill for mitigating projectiles.
This can provide you a minor dps increase in situations where barrier application is not needed. If you are using
and no other Punishment skill, you can take
A useful skill that allows you to double up on blinks. Also works as a Punishment skill and has synergy with
Blood Magic

Running Blood Magic instead of Soul Reaping can be an option if you really need more team revival power via

and more sustain in general. It will cause a personal damage loss but it can be helpful if your party is having trouble staying alive.
  • Bloodmagic


will bring some more CC via the warhorn skill

Situational Traits
If you are having trouble staying alive and needing a little bit of extra support and more frequent barrier, you can opt into it and drop
. This will also be your go-to option if you are not playing with
or any other Punishment skill.
Defiance Bar Damage
200 damage with
(300 if traited with
200 damage with
and 232 with
200 damage with
200 damage with
150-750 damage with
(see situational skills)
Skill Usage
Skill Prioritization


You can preemptively cast some shades before a fight starts to begin ramping up the benefits from


Prioritization: [Weapon/Utility Skills]

Always use this skill off-cooldown, even if it means interrupting auto-attack chains:

  1. (Scepter 3)

Use after finishing your current auto-attack chain:

  1. (Torch 4)
  2. (Scepter 2)
  3. (Torch 5)
  4. (Utility) (combo this with
  5. (F1)

Shade Skills

While you perform the above prioritization, you'll be using your shade skills to get additional applications of

) and
. If you can ensure that you have enough Life Force to cast
at all times, you can use any excess Life Force with the following prioritization:

  • If you're using
    , you should use
    off cooldown as it has no cast time.
  • You want to combo
    together to take advantage of
    . Use
    as you cast
    to ensure you transfer the right conditions (the self caused
  • While you want to maintain 3 shades up, you still want to focus on the rest of the skill prioritization as the wasted cooldown time outweighs the minor loss of Expertise.
  • Be sure to place shades on significant targets: A Scourge itself counts as a shade activator, and will already hit your primary target with shade abilities from your character. (For example, place them on Anomalies in the Shattered Observatory fractal)
  • If your group has three (or more) Scourges, you can all take
    and replace
    with a different utility skill of choice (provided all Scourges use their
    skill off cooldown).
  • Your
    trait has an internal cooldown of one second. Be sure to space out your shade skills (including
    ) instead of blindly spamming them off cooldown.