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Best Dungeonborne Fighters Guide and Build

Dungeonborne Fighters Guide

Fighters excel on the frontline by being the tankiest class in Dungeonborne. They can easily take on multiple opponents due to their defensive options and have some of the best initiations in the game. This job can perform great in solo and group mode and can easily take on any adversary in PvP and PvE. However, players must still use the right builds and tactics to ensure their Fighters are in their best form.

 

Dungeonborne Fighters Overview

The Fighter is a close-ranged specialist who thrives in the thick of battle. They can access many weapons, making them slightly more flexible than most jobs. However, this class performs better as the group's initiator, as their kit mainly involves engaging enemies immediately. 

Aside from their tanky nature, they also feature several AoE strikes designed to damage swathes of enemies. They also have excellent mobility that lets them move faster than your typical front line. However, their true potential shows up in their skills and passives. Here is the list of all the abilities and perks this class has:

Active Skills 💪

  • Whirlwind (2H Weapons Only): Enter 3rd Person POV and starts to spin around using your 2H Sword to deal damage with every rotation to all enemies within reach and ends with a heavy overhead slash. This skill cannot be interrupted once it has been executed.
  • Rush: Allows Fighters to execute a fast instant forward dash toward a target location.
  • Battle Cry: Let out a large war cry that increases attack damage, Physical Resistance, and Life Steal by 30% for five seconds.
  • Inspire: Increase the movement speed of the whole team by 150 for three seconds.

While fighters can use any weapon, their Whirlwind skill is exclusive to 2H Swords only, which makes using other loadouts awkward. However, this class can still use different sets because it has access to tons of aura abilities and passive perks. 

Passive Bonuses 🎁 

  • Proficiency (50 Strength): Increase the Fighter's movement speed by a moderate amount for a period when using Whirlwind
  • Fired Up (87 Strength): Killing an enemy player resets Rush's cooldown
  • Vengeful Riposte (33 Dexterity): Successfully parrying or blocking an attack will make the next attack a critical strike
  • Weapon Mastery (42 Stamina): Activate a shield when using Whirlwind
  • Restraint (27 Will): Allies can no longer deal friendly damage to you and vice versa

Two perks focus on Whirlwind, which is essential if you run solo. However, you only need Restraint and Vengeful Riposte in group mode. Your stat preference will always depend on what type of game mode or build you are running.

Best Fighter Stats 📈

Your stat priority depends on whether you like playing solo or being in groups. However, Dexterity is always a must when activating Vengeful Riposte because the increased damage for every block significantly increases your DPS potential regardless of your build. Otherwise, your other focus will vary depending on your setups and composition.

If you like to play alone for most of your runs, you must focus on Stamina, Strength, and Dexterity. Stamina should be your next focus after Dexterity so that you can activate Weapon Mastery if you like running Whirlwind. The shield it provides improves your defensive capabilities. However, if you prefer running Battle Cry instead of WW, you want to dump your stats on Strength to get Fired Up quickly. 

In group mode, you’ll need Restraint to remove the pressure of friendly fire, so invest in Will. This is a crucial perk for team fights, which is entirely useless when you are solo. After you obtain the passives for both Dexterity and Will, you can go for Strength or Stamina, depending on your need. Your last two stat priorities will depend on what type of build you are running in Teamplay.

Best Fighter Weapon ⚔️

Your primary consideration here is whether to run a 2H weapon + crossbow or a weapon + shield combination + crossbow (ideally, a mace and a shield). In any case, you want a crossbow in your loadout because you cannot deal ranged damage. Your Rush only allows you to shorten the distance between you and enemies, but the arbalest will enable you to maintain your distance while dealing damage.

Your choice of what type of build to go for hinges on whether you want to use Whirlwind. When used correctly, it's a very situational skill that can deal with massive damage and help you eliminate enemies. At the same time, the animation for the whole skill will leave you vulnerable to tons of attacks even if you have the Weapon Mastery passive activated. 

Whirlwind is viable in many instances but requires excellent timing and skill. If you prefer to go this route, then go with a two-handed sword. Otherwise, a good alternative build would be a mace (or any one-handed weapon) and a shield. If you aren't running a Whirlwind, this setup will give you enough offensive and defensive capabilities to engage in most fights. If you pop your buff with this set, you can also be a reliable damage dealer in duels or group battles.

How to Play as a Fighter 👊🏼

Your playstyle will always depend on what type of loadout you are running and in what context. Regarding PvE, using basic attacks to kill mobs to preserve your cooldowns is always better. In PvP, everything will depend on timing, build, perks, and composition. 

🤾‍♂️ Solo Play

First, we gotta clarify that the 2H Sword Whirlwind build is okay in either solo or team play, and its efficiency will depend on the user's skills. Your first action is determining whether an enemy knows your presence. If you have yet to be detected and can sneak up on them, try to get as close as possible and pop Whirlwind once in effective range. Doing this will let you do good opening damage and tip the duel in your favor early on. 

However, if you have been spotted or the enemy is aware of your presence, you’ll need to identify their class. If they run primarily a melee class with limited ranged capabilities, it's ideal to pepper them with crossbow shots before engaging in melee fights to chip away part of their HP. However, it would help if you rushed at casters immediately to give them little time to fire too many attacks. If you try exchanging attacks with these people with a crossbow, you’ll take unnecessary damage due to their ranged superiority.

The key to winning duels is blocking as many times as possible to activate your Vengeful Riposte. Regardless of build, you want to do this tactic whenever you engage in a melee fight. However, if you are up against enemies that tend to run away from close-quarter engagements, you’ll want to keep hammering them down with a flurry of attacks before they manaage to get away. 

Rushing is always an excellent initiating skill for closing the distance between enemies. If you are running Battle Cry, you should pop the buffs only when you are sure you will engage in a prolonged fight, not a hit-and-run type. You only get a few seconds of offensive and defensive bonuses, so you want to get as many hits as possible while the buffs are active. 

If you are using Whirlwind, we want to remind players to time this skill usage properly because knowledgeable gamers know how to block it. However, when WW has been executed, no one can cancel or interrupt it. The best way is to use this skill at the beginning when opponents don't know you have Whirlwind or when they are unguarded. You can only do one compelling Whirlwind at most during a duel because enemies will see this ability once you use it.

👨‍👨‍👦‍👦Team Fights

Teamfights are more straightforward, especially if you have Restraint active. Whirlwind becomes more effective in a team setting because you will likely land your shots. Enemies must either block your spin attack or defend against your teammates' barrages, making WW even better. In addition, this skill can damage multiple foes simultaneously, which is excellent when you are fighting multiple people in close quarters.

Running Battle Cry and Inspire is more tricky because you’ll want to correctly time using these skills. These skills also affect your teammates, so you need to know the right moment to pop them. Battle Cry should be used directly after the start of fights to reduce the damage your party receives and to augment your overall damage. Inspire should only be used when chasing a retreating enemy or running away. Never use it to initiate fights because it acts as a sort of lifeline for your team.

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