Cache-Control: no-store, must-revalidatePragma: no-cacheExpires: 0Koudelka's Guild Wars Skills

Koudelka's Guild Wars Skills

Custom Skill Designs for Guild Wars. Select a profession to see all of their new skills.

Elementalist

Necromancer

Mesmer

Warrior

Monk

Ranger

Assassin

Ritualist

Dervish

Paragon

PvE-Only Cross-Profession Elites

IconNameProfessionAttributeTypeCostActivation TimeRechargeDescription
All Creatures Great and SmallRangerBeast MasteryElite Skill25 25 For 20 seconds, attacks struck by all pets belonging to all party members deal an additional 1...12...15 earth damage to all adjacent foes. This effect ends if any of those pets die.
Aswan FadeRangerBeast MasterySkill15 1 15 If your pet is dead, resurrect it at 5...15...20% health. Otherwise, Shadow Step your pet to your location and heal it for 25...40...45 health. If you have Aswan Fade equipped, your pet will travel with you.
Aswan PounceRangerBeast MasteryPet Attack25 8 Your pet attempts an attack which strikes all adjacent foes.
BeartrapRangerBeast MasteryTrap10 2 20 Create a Beartrap at your location. When it is triggered, all nearby foes are struck for 10...80...85 piercing damage. This damage has an extra 20% armour penetration against crippled foes. Beartrap expires after 90 seconds. This Trap is easily interrupted.
Beast ModeRangerBeast MasteryElite Form5 3 45 You and your pet combine as one and you assume Beast Mode for 20...65...70 seconds. While in this form, conditions on you end 10...70...80% faster, you gain +0...5...6 health regeneration, your attacks cause bleeding for 3 seconds, and you gain a strike of adrenaline every time a non-summoned foe in earshot dies. Beast Mode ends if your health falls below 50%.
Carnivorous BiteRangerBeast MasteryPet Attack5 8 Your pet attempts a Carnivorous Bite which deals +1...9...11 damage. If the target is fleshy, your pet also steals 2...30...35 Health.
Ghosthound of GrenthRangerBeast MasteryElite Skill5 35 For 1...35...40 seconds, your pet gains +0...3...4 Health regeneration, cannot be targeted by hexes, and is immune to all conditions except for burning.
Honey TrapRangerBeast MasteryTrap15 2 20 Place a Honey Trap at your location. When triggered, Honey Trap cripples nearby foes for 1...3...4 seconds and causes foes to lose 3...6...7 Energy every second for five seconds. Honey Trap expires after 90 seconds. This Trap is easily interrupted.
Lynx of LyssaRangerBeast MasteryElite Skill5 20 For 3...15...16 seconds, your pet's attacks steal 2 Energy from foes it hits. When it hits a foe, you gain 3 Energy. When Lynx of Lyssa ends, your pet loses a hex.
Quick ClawRangerBeast MasteryElite Pet Attack5 1 Your pet attempts an attack which activates twice as quickly as usual.
Rabid SlashRangerBeast MasteryPet Attack5 12 Your pet attempts a Rabid Slash which deals +5...18...20 fire damage. If this attack hits a foe with either Bleeding or Diseased, that foe is set on fire for 1...3...4 seconds.
See in the DarkRangerBeast MasterySkill25 10 For 10 seconds, effects which would cause your pet's attacks to either miss, or be blocked, are 10...70...80% less likely to make your pet's attacks miss.
Sniff Out EvilRangerBeast MasterySkill15 30 For 20 seconds, your pet moves 33% faster and deals +0...6...8 more damage to foes for each hex spell that foe has equipped. (Max: +40)
Speak to NatureRangerBeast MasterySkill5 10 For 5...25...30 seconds, echoes, chants, and shouts you use which target any ally, or affect allies or party members, are also automatically applied to your pet, even if it is out of earshot. Effects applied to your pet in this way last 50% longer.
Spider TrapRangerBeast MasteryTrap10 2 20 Create a Spider Trap at your location. When it is triggered, all nearby foes are poisoned and crippled for 3...10...12 seconds. Foes who were already crippled before being struck take 10...30...35 piercing damage. Spider Trap expires after 90 seconds. This Trap is easily interrupted.
ZoonoticismRangerBeast MasterySkill5 30 For 10...75...90 seconds, every time your pet suffers a condition, that condition is spread to all adjacent foes with the same remaining duration.
Bow SnapRangerExpertiseMelee Attack Skill5 1 10 Interrupt target foe and deal an extra +0...6...10 damage. This skill has melee range and can only be used with a bow.
Melandru's GuidanceRangerExpertiseElite Skill5 10 For 0...8...11 seconds, you are immune to all effects which would reduce your movement speed.
Order of the Green DruidRangerExpertiseElite Skill5 60 For 1...50...60 seconds, Expertise no longer reduces the cost of your attack or touch skills, but instead, reduces the cost of spells you cast by the same amount. This effect ends if your Health falls below 50%.
Serpentine IntuitionRangerExpertiseStance10 45 For 3...30...35 seconds, your bow attack skills recharge twice as quickly, but cost an extra 5 Energy. This extra Energy cost is not reduced by Expertise.
Throw RocksRangerExpertiseSkill5 1 25 Target touched foe is dazed for 0...2...2 seconds.
Throw TwigsRangerExpertiseSkill5 1/4 8 Interrupt target touched foe. (50% chance of failure with Expertise 4 or less)
Throw VinesRangerExpertiseSkill10 1 10 Target touched foe is crippled for 0...5...6 seconds.
Agatha's ArrowRangerMarksmanshipElite Bow Attack10 1 10 If Agatha's Arrow hits, target foe is marked. While the mark exists, you cannot attack foes except for the marked foe. Your bow attacks against that foe have an extra 2...13...15% armour penetration and deal an extra 4...12...15 damage. The mark lasts for 10 seconds, or until the foe dies.
Arrows of DispellingRangerMarksmanshipElite Preparation15 2 18 For 0...6...7 seconds, your arrows remove enchantments. When you remove an enchantment in this way, any damage you would have dealt is reduced to zero.
Astral ArrowRangerMarksmanshipElite Bow Attack5 10 If this attack hits, target foe loses 3...12...14 Energy. This attacks deals no damage.
Barrel ShotRangerMarksmanshipBow Attack10 12 Fire an arrow at target foe, starting from half the usual range. It continues past target foe for 50 feet and hits up to 0...7...8 more foes adjacent to the arrow's path.
Blast ShotRangerMarksmanshipBow Attack15 7 If this attack hits, target foe is struck for +8...30...35 damage and all adjacent foes (not including the target) are hit for 8...45...50 piercing damage.
Coup de GraceRangerMarksmanshipBow Attack15 6 This attack deals an extra +1...15...18 damage for every 10% lower than full Health target foe has (Maximum: +70%). This attack has half the range.
Cupid's ArrowsRangerMarksmanshipPreparation5 2 5 For 24 seconds, your arrows have half the range, but deal an extra 6...18...20 damage.
Destabilizing ShotRangerMarksmanshipBow Attack25 25 If this attack hits, target foe is placed under the Destabilizing Shot effect for 0...3...4 seconds. If during this time target foe is struck by another one of your bow attacks, that foe is knocked down. Destabilizing Shot cannot target adjacent foes.
Eagle ArrowRangerMarksmanshipBow Attack10 10 Shoot an arrow which follows a high-flying arc and moves at half speed. If it hits its target, that foe and all nearby foes are struck for +5...15...20 damage.
Exalted ShotRangerMarksmanshipBow Attack15 21 If this attack hits while you are under the effects of a preparation, you deal an additional +5...33...37 damage and gain 3...5...6 Energy. Exalted Shot recharges three times as quickly if it is your only attack skill.
Flint ArrowsRangerMarksmanshipElite Preparation5 2 12 For 5...20...24 seconds, your bow attacks also hit every foe between you and your target. This preparation ends if you use an attack skill.
Furious ArrowRangerMarksmanshipBow Attack5 1 8 You gain +1...3...4 adrenaline if this arrow hits. All of your non-bow attack skills are disabled for 2 seconds
Fusilier ShotRangerMarksmanshipBow Attack15 1/2 10 Fire an arrow at target foe and up to two other random nearby foes, and interrupt them if these arrows hit.
Honey-Tipped ArrowsRangerMarksmanshipPreparation5 2 12 For 24 seconds, your arrows also apply Cracked Armour for 1...3...4 seconds.
Hot Shot BombRangerMarksmanshipBow Attack15 15 If this attack hits, place a Hot Shot Bomb on target foe. Every second for 4 seconds, that foe is set on fire for 0...3...3 seconds. Every second, Hot Shot Bomb attempts to move on to the nearest adjacent foe for its remaining duration.
Measured ShotRangerMarksmanshipBow Attack25 8 If this attack hits, you deal +10...40...45 damage with an additional 10% armour penetration. Measured Shot cannot be blocked.
Nitro ArrowsRangerMarksmanshipPreparation5 2 24 For 18 seconds, you deal cold damage with your bow attacks. Your bow attacks deal an additional 1...5...6 damage and cause foes to move 15% slower for 1 second.
Parting ShotRangerMarksmanshipBow Attack5 1 3 If this attack hits, you move 33% faster for 1...8...10 seconds and you cure yourself of crippled, but you cannot attack for 3 seconds.
Pounding ShotRangerMarksmanshipBow Attack10 10 If this attack hits, deal +5...17...20 damage to target foe and apply Cracked Armour for 1...8...9 seconds.
Serrated ArrowsRangerMarksmanshipPreparation5 2 12 For 24 seconds, your arrows deal an extra +5...14...16 damage against bleeding foes.
Silencing ShotRangerMarksmanshipBow Attack15 15 If this attack hits, target foe is dazed for 0...1...2 seconds.
Smoke BombRangerMarksmanshipBow Attack15 10 If this attack hits, set a Smoke Bomb on target foe. After 3 seconds, or earlier if the target dies, all adjacent foes, not including the target, take 20...50...53 earth damage and are interrupted.
Sonic ShotRangerMarksmanshipElite Bow Attack5 2 Lose your current preparation and fire arrows at target foe and up to 1...8...10 other foes in the area. Sonic Shots causes bleeding for 3...23...25 seconds if it hits, or is blocked, but not if it's obstructed.
Squadron's ArrowsRangerMarksmanshipPreparation5 2 24 For 24 seconds, your arrows travel twice as fast and you gain an extra strike of adrenaline every time they hit.
Stalked by WindsRangerMarksmanshipElite Preparation5 2 20 For 3...18...20 seconds, every time your arrows hit a foe they create a windy effect which spreads to all adjacent foes. Foes struck by this effect will have all of their spells made easily interruptable by attacks for 2 seconds.
Sticky BombRangerMarksmanshipBow Attack15 14 If this attack hits, place a Sticky Bomb on target foe. After 3 seconds, or earlier if the target dies, that foe and all adjacent foes take 10...65...70 earth damage. Attacking or moving foes take an additional 10...25...30 piercing damage.
Still AirRangerMarksmanshipNature Ritual5 5 60 Create a level 1...12...14 spirit. Arrows fired by all creatures in range travel 33% more slowly, but are 50% less likely to be blocked. This does not affect arrows missing or being obstructed. This spirit dies after 12...55...60 seconds.
Suffocating ShotRangerMarksmanshipBow Attack10 1 14 If Suffocating Shot hits, target foe suffers from 5 points of Overcast. If that foe was casting a spell, Suffocating Shot recharges twice as quickly.
Thorn BombRangerMarksmanshipBow Attack15 10 If this attack hits, set a Thorn Bomb on target foe. After 3 seconds, or earlier if the target dies, all adjacent foes, not including the target, take 20...70...75 piercing damage.
Warning ShotRangerMarksmanshipBow Attack5 1/2 3 If Warning Shot hits a foe with over 95% Health, that foe is interrupted.
Windswept ArrowsRangerMarksmanshipPreparation5 2 12 For 24 seconds, your arrows move +0...100...125% faster and you attack +0...25...33% faster while using a bow. However, your arrows have a 25...10...6% chance of missing.
Arrows of a Thousand ThornsRangerWilderness SurvivalElite Preparation5 2 24 For 8...35...38 seconds, your arrows fly twice as quickly and cannot be blocked. However, every time you fire an arrow, the target it flies toward is randomly reselected from all foes in the bow's range.
AutumnRangerWilderness SurvivalNature Ritual5 3 60 Create a level 1...8...10 spirit. For creatures within its range, all elemental damage is earth damage instead. This spirit dies after 30...126...150 seconds.
Blood MoonRangerWilderness SurvivalNature Ritual5 5 30 Create a level 1...10...12 spirit. All creatures in range with an immunity to bleeding have their immunity nullified, and the duration of bleeding is extended on all in range by 0...25...33%. This spirit dies after 20...100...107 seconds.
Bramble CloakRangerWilderness SurvivalSkill5 1 20 For 10 seconds, enemies which attempt to hit you in melee range are struck for 1...14...18 piercing damage and bleed for 1...3...5 seconds.
Bury DeepRangerWilderness SurvivalPreparation5 2 12 For 24 seconds, you suffer -1 in Wilderness Survival, but traps you place last 50...100...110% longer before expiring.
Calm After the StormRangerWilderness SurvivalNature Ritual25 3 45 Create a level 1...8...10 spirit. All non-spirit creatures in range gain 1 Energy every 6 seconds. This spirit dies after 9...43...47 seconds.
Cosmic StruggleRangerWilderness SurvivalNature Ritual25 5 45 Create a level 1...10...12 spirit. Every time any creature in range hits another creature, that creature transfers a condition they are suffering to their target. This spirit dies after 15...55...60 seconds.
CycloneRangerWilderness SurvivalElite Nature Ritual25 5 60 Create a level 1...7...8 spirit. All creatures in range casting spells take 1...8...9 damage per second. This spirit dies after 7...47...50 seconds.
DawnRangerWilderness SurvivalElite Nature Ritual5 3 15 Create a level 1...10...12 spirit. For creatures within its range, all physical and elemental damage is converted to holy damage. This conversion takes place after armour considerations. This spirit dies after 20...90...96 seconds.
Exalted TrapRangerWilderness SurvivalTrap10 2 20 Place an Exalted Trap at your location. When triggered, the Exalted Trap forces all nearby foes to Shadow Step 100 feet away. If Exalted Trap is your only equipped Trap, those foes take 10...50...55 piercing damage. Exalted Trap is easily interrupted and expires after 90 seconds.
Faith in NatureRangerWilderness SurvivalSkill5 10 You gain +2 Wilderness Survival. This effect ends if you attack or use a skill which is not a Nature Ritual.
FrigidityRangerWilderness SurvivalNature Ritual10 5 20 Create a level 1...10...12 spirit. Touch skills used by all creatures in range cost an additional 15 Energy. This spirit dies after 20...100...107 seconds.
Global WarmingRangerWilderness SurvivalElite Nature Ritual5 3 30 Create a level 1...8...10 spirit. All creatures in range take 3 fire damage every second while not moving, attacking, or using a skill. This only affects foes with more than 90% Health. This spirit dies after 10...38...44 seconds.
HeatwaveRangerWilderness SurvivalNature Ritual10 5 45 Create a level 1...8...10 spirit. All creatures in range suffer from -5 armour against earth and fire damage. This spirit dies after 10...55...60 seconds.
Ice AgeRangerWilderness SurvivalElite Nature Ritual5 3 30 Create a level 1...8...10 spirit. All creatures in range take 3 cold damage every second while moving. This only affects foes with less than 100% Health. This spirit dies after 10...38...44 seconds.
Ill-Fated EclipseRangerWilderness SurvivalNature Ritual5 5 45 Create a level 1...10...12 spirit. Every time any creature in range sacrifices their own Health, they lose 10...65...70 Health. This spirit dies after 30...150...160 seconds
InundationRangerWilderness SurvivalNature Ritual10 5 45 Create a level 1...8...10 spirit. All creatures in range suffer from -5 armour against cold and lightning damage. This spirit dies after 10...55...60 seconds.
Melandru's BalanceRangerWilderness SurvivalElite Nature Ritual5 3 10 Create a level 1...7...8 spirit. Within the spirit's range, among all non-summoned species types, whichever species is the least populous gains +10 armour and +3 Health regeneration. This spirit dies after 10...55...60 seconds.
Ooze TrapRangerWilderness SurvivalTrap15 2 20 Place an Ooze Trap at your location. Enemies nearby the trap when it is triggered are struck for 15...25...30 earth damage every second for 5 seconds. Foes struck in this way move 33% slower for 5 seconds. Ooze Trap expires after 90 seconds. This Trap is easily interrupted.
Pastoralist's FocusRangerWilderness SurvivalPreparation5 2 20 For 3...18...21 seconds, traps you use activate twice as quickly and are not easily interrupted, but are triggered immediately.
Pressure FrontRangerWilderness SurvivalNature Ritual25 3 45 Create a level 1...8...10 spirit. All non-spirit creatures in range lose 1 Energy every 6 seconds. This spirit dies after 9...43...47 seconds.
Season of the WitchRangerWilderness SurvivalElite Nature Ritual5 3 15 Create a level 1...11...12 spirit. Hexes cast in range last 50% longer. This spirit dies after 5...45...50 seconds.
Season of the WolfkinRangerWilderness SurvivalNature Ritual10 5 45 Create a level 1...9...11 spirit. All creatures in range gain 3 Health every time they strike a foe. This spirit dies after 10...100...110 Health.
Signet of SharpnessRangerWilderness SurvivalSignet1/4 8 For 1...6...7 seconds, your next attack skill has an additional 33% chance of landing a critical hit.
Snowy TerrainRangerWilderness SurvivalNature Ritual10 5 45 Create a level 1...8...10 spirit. Non-spirit creatures within its range move 15% slower and take an extra 3 damage from all cold sources. This spirit dies after 30...78...90 seconds.
Spirit AnimalRangerWilderness SurvivalSkill5 5 For 10 seconds, the next Nature Ritual you cast activates twice as quickly and recharges 10...33...40% faster.
SpringRangerWilderness SurvivalNature Ritual5 3 60 Create a level 1...8...10 spirit. For creatures within its range, all elemental damage is lightning damage instead. This spirit dies after 30...126...150 seconds.
SummerRangerWilderness SurvivalNature Ritual5 3 60 Create a level 1...8...10 spirit. For creatures within its range, all elemental damage is fire damage instead. This spirit dies after 30...126...150 seconds.
Tranquil SeasRangerWilderness SurvivalNature Ritual25 5 60 Create a level 1...10...12 spirit. Creatures within its range cannot be interrupted. This spirit dies after 30...88...98 seconds.
TrapdoorRangerWilderness SurvivalTrap15 2 30 Place a Trapdoor at your location. When triggered, Trapdoor knocks down the nearest 1...2...3 nearby foes for 3 seconds. Trapdoor expires after 90 seconds. This Trap is easily interrupted.
Wild ArrowRangerWilderness SurvivalBow Attack10 5 Wild Arrow deals +5...22...25 damage if you are not enchanted, and +5...22...25 damage if your target is not enchanted.