Wolven AdrenalineThe Witcher 3 RemasteredCombat/Sign hybrid, Adrenaline synergy, Euphoria.build by Mr_GPublished · Updated ·
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More: Endgame builds, Sign builds, Melee builds
Combat has the most amount of skills you'll need, and you will start getting the ones you need earlier such as Resolve, Undying, and Razor Focus. Signs has some essential skills that brings it all together, but they're acquired much further in (combat remains more potent early game and signs tend to become strong towards the mid game to late game). General has some good skills that further increase the build's efficiency, but they have no synergy with mutagens so they must be obtained later. Alchemy is last since it will only be used once mutations are unlocked, specifically for Euphoria (unlocking the skill slots requires an enormous amount of skill points, leaving alchemy as a very late game investment).
After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.
Adrenaline Point gain: +1%
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%
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%
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
When Vitality reaches 0, consumes Adrenaline points immediately to restore 10% Vitality per point. Restores Vitality with bonus 67%. The effect can only be used once every 30 seconds.
Adrenaline Point gain: +3%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline. Reduces Stamina and Adrenaline cost by 50%
Adrenaline Point gain: +3%
Reduces damage received while dodging by 33%.
Adrenaline Point gain: +1%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 30% per point upon hitting an enemy.
Adrenaline Point gain: +3%
After a successful counterattack or dodge, the next attack deals 33% additional damage. Damage dealt by crossbows is multiplied by 2.
Adrenaline Point gain: +1%
When casting a Sign, consumes 3 Adrenaline points to cast the Sign at its highest level. Increases Sign intensity by 150%.
Adrenaline Point gain: +3%
Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.
Stamina regeneration in combat: +0.5/s
Creates an active shield. Maintaining and blocking with it drains Stamina by 100%. Damage absorbed by the shield restores Vitality.
Stamina regeneration in combat: +0.5/s
Enemies under the influence of Yrden lose 10 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.
Stamina regeneration in combat: +0.5/s
Increases damage dealt by Aard by 1% of current Vitality.
Stamina regeneration in combat: +0.5/s
Alternate Sign mode: Aard strikes down all opponents within a certain radius. Reduces knock-down chance by 21%.
Stamina regeneration in combat: +0.5/s
Increases Aard range by 1 yard(s).
Stamina regeneration in combat: +0.5/s
Increases Aard and Igni intensity by 30% against enemies inside Yrden.
Stamina regeneration in combat: +0.5/s
Adrenaline increases Sign intensity by 30% per Adrenaline point.
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: +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
Increases the maximum number of bombs in each slot by 1.
Potion duration time and bomb damage: +2%
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 60% if the correct oil is applied.
Potion duration time and bomb damage: +6%
All bombs, even those that do not inflict damage, now deal 50 damage in addition to their normal effects.
Potion duration time and bomb damage: +2%
Adds 15% protection against attacks from the monster type targeted by the oil.
Potion duration time and bomb damage: +6%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Decoctions increase maximum Vitality by 300 for the decoction's effective duration.
Potion duration time and bomb damage: +2%
While at 80% Toxicity or higher, take 150% damage from enemies. Increases critical hit damage equal to 33% of current Toxicity.
Potion duration time and bomb damage: +2%
Toxicity drops 1 points per second faster.
Potion duration time and bomb damage: +2%
Drinking a potion has a 100% chance of activating the effects of another random potion without increasing Toxicity. You can only have one bonus effect at a time.
Potion duration time and bomb damage: +6%
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%
Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.
Vitality gain: +3%
Each piece of Heavy Armor increases maximum Vitality by 2% and Strong Attack damage by 2%.
Vitality gain: +1%
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 1 Adrenaline point(s) per cast.
Vitality gain: +3%
Loadout
Resolve, Razor Focus, and Adrenaline Burst are your main sources towards generating and upkeeping adrenaline. Focus is the main anchor towards signs that makes the adrenaline skills investment and hybrid aspect work: Focus synergises with Adrenaline Burst, Flood of Anger, Resonance, and Anger Management. Resonance is a strong skill to "compensate" whenever you use Flood of Anger and Anger Management as you will get a damage buff after casting any sign, making the loss of adrenaline points less heart-felt. Undying is a really good "generalist" combat perk, especially for the harder difficulties (you already generate tons of adrenaline, so if you were to die you would be topped all the way to the top and it wouldn't take much effort to recover the stamina points as you would after using Flood of Anger or Anger Management). Wolf School Techniques is just a straightforward but very good buff towards our 2 main investments. Afterschok is decent for interrupting enemies when casting a sign (such as for the alternate cast of Yrden). Since Flood of Anger is a decent investment of adrenaline points whenever you use it, being able to guarantee its value is great (and since you'll be using combat a fair bunch, stunning enemies after a quick cast sets them up for a hit or 2). Whirl and Rend are decent combat skills that add variety and benefit from adrenaline (and can be exponentially stronger with Severance), and while strong they are mostly there for role-playing purposes.
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
When Vitality reaches 0, consumes Adrenaline points immediately to restore 10% Vitality per point. Restores Vitality with bonus 67%. The effect can only be used once every 30 seconds.
Adrenaline Point gain: +3%
When casting a Sign, consumes 3 Adrenaline points to cast the Sign at its highest level. Increases Sign intensity by 150%.
Adrenaline Point gain: +3%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline. Reduces Stamina and Adrenaline cost by 50%
Adrenaline Point gain: +3%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 30% per point upon hitting an enemy.
Adrenaline Point gain: +3%
Adrenaline increases Sign intensity by 30% per Adrenaline point.
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: +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
Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.
Vitality gain: +3%
Increases Adrenaline generation by 6% and allows Signs to generate Adrenaline.
Vitality gain: +3%
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 1 Adrenaline point(s) per cast.
Vitality gain: +3%
Mutations
Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75% (to a maximum of 75%).
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 60% if the correct oil is applied.
Potion duration time and bomb damage: +6%
Adds 15% protection against attacks from the monster type targeted by the oil.
Potion duration time and bomb damage: +6%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Drinking a potion has a 100% chance of activating the effects of another random potion without increasing Toxicity. You can only have one bonus effect at a time.
Potion duration time and bomb damage: +6%
Gear
Increases the range of Whirl by 1.1 yards and Rend by 1.9 yards.
Increases the range of Whirl by 1.1 yards and Rend by 1.9 yards.
When you enter combat, there's a 100 percent chance you will automatically get a Quen shield without using any Stamina.
Alchemy
Accelerates Vitality regeneration. Taking damage does not interrupt regeneration.
Increases Sign intensity. Extended duration. Signs always apply their special effects.
Extended duration. Grants 100% critical hit chance during storms.
Accelerates Stamina regeneration. Extended duration. Never expires at night.