The Red Wolf
Mix igni, quen, and strong attacks to keep enemies ignited, your health full, and get meaty fire infused swings. Griffin set bonus allows for frequent sign casts and adrenaline gain via adrenaline burst to fuel replenishment. Wolf gear helps adrenaline and a few extra bonuses. Works great with magical sensibilities, conductors of magic, or even blood bath. Transmog to superior wolven swords and manticore armor.
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More: Close Range builds, Endgame builds, Sign builds, Melee builds, Roleplay builds
After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.
Adrenaline Point gain: +1%
The third Fast or Strong Attack has a 20% chance to make the next attack even more powerful, but only if it is the same attack type as the last.
Adrenaline Point gain: +1%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing damage. It has a 15% chance to instantly kill the target.
Adrenaline Point gain: +1%
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
When Vitality reaches 0, immediately consumes Adrenaline points to restore 10% Vitality per point. Can only be used once every 30 seconds.
Adrenaline Point gain: +1%
Reduces damage received while dodging by 100%.
Adrenaline Point gain: +3%
Fast attacks increase the next strong attack's damage by 15%.
Adrenaline Point gain: +1%
A Strong Attack has a 60% chance to increase the damage dealt by the next 2 Strong Attacks by 50%.
Adrenaline Point gain: +3%
Strong Attacks sunder enemy Armor, reducing enemy damage resistance by 10%. Stacks up to 3 time(s).
Adrenaline Point gain: +3%
Damage dealt by Igni also reduces Armor. Reduction amount increases with skill level. Increases Burn chance by 30%.
Stamina regeneration in combat: +1.5/s
Emits a continuous stream of fire that damages enemies. Reduces Stamina cost by 50%.
Stamina regeneration in combat: +1.5/s
Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.
Stamina regeneration in combat: +1.5/s
Creates an active shield. Maintaining and blocking with it does not drain Stamina. Damage absorbed by the shield restores Vitality.
Stamina regeneration in combat: +1.5/s
Axii can influence two targets simultaneously, but the effect is 50% weaker.
Stamina regeneration in combat: +0.5/s
Increases the duration of Yrden, Quen and Axii by 20%.
Stamina regeneration in combat: +0.5/s
After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 60%.
Stamina regeneration in combat: +1.5/s
Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.
Stamina regeneration in combat: +0.5/s
After casting a Sign, the next three melee attacks deal additional damage equal to 30% Sign intensity.
Stamina regeneration in combat: +1.5/s
Each piece of Light Armor increases critical hit damage by 8% and Fast Attack damage by 2%.
Vitality gain: +1%
Increases Adrenaline generation by 6% and allows Signs to generate Adrenaline.
Vitality gain: +3%
Loadout
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
A Strong Attack has a 60% chance to increase the damage dealt by the next 2 Strong Attacks by 50%.
Adrenaline Point gain: +3%
Strong Attacks sunder enemy Armor, reducing enemy damage resistance by 10%. Stacks up to 3 time(s).
Adrenaline Point gain: +3%
Reduces damage received while dodging by 100%.
Adrenaline Point gain: +3%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
Increases Adrenaline generation by 6% and allows Signs to generate Adrenaline.
Vitality gain: +3%
Damage dealt by Igni also reduces Armor. Reduction amount increases with skill level. Increases Burn chance by 30%.
Stamina regeneration in combat: +1.5/s
Emits a continuous stream of fire that damages enemies. Reduces Stamina cost by 50%.
Stamina regeneration in combat: +1.5/s
After casting a Sign, the next three melee attacks deal additional damage equal to 30% Sign intensity.
Stamina regeneration in combat: +1.5/s
Creates an active shield. Maintaining and blocking with it does not drain Stamina. Damage absorbed by the shield restores Vitality.
Stamina regeneration in combat: +1.5/s
Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.
Stamina regeneration in combat: +1.5/s
After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 60%.
Stamina regeneration in combat: +1.5/s
Mutations
When drawn, magic, unique and witcher swords increase Sign damage dealt by 50% of their own damage dealt.
Gear
After you cast a Sign, an Adrenaline Point is consumed and your next sword attack is charged with the power of that Sign.
After you cast a Sign, an Adrenaline Point is consumed and your next sword attack is charged with the power of that Sign.
When you enter combat, there's a 100 percent chance you will automatically get a Quen shield without using any Stamina.