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Assassin skills quick reference (Factions)

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Quest-medium This skill may be earned from a quest. See skill information for details.
Energy Energy requirement LeadAttack required Lead Attack required
Activation Activation time OffHand required Off-Hand Attack required
Recharge Recharge time DualAttack required Dual Attack required
Upkeep Maintenance cost

Critical Strikes

Black Lotus Strike Black Lotus Strike Lead Attack. If it hits, Black Lotus Strike strikes for +10...27 damage. If target foe is suffering from a hex, you gain 5...11 Energy.
    10 Energy     6 Recharge
Factions    
Critical Defenses Critical Defenses Enchantment Spell. For 4...9 seconds, you have a 75% chance to block. Critical Defenses refreshes every time you land a critical hit.
    10 Energy 1 Activation 30 Recharge
Factions    
Critical Eye Critical Eye Skill. For 10...30 seconds, you have an additional 3...13% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
    5 Energy     30 Recharge
Factions   Quest-medium
Critical Strike Critical Strike Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26 damage, results in a critical hit, and you gain 1...3 Energy.
OffHand required   5 Energy     6 Recharge
Factions    
Dark Apostasy Dark Apostasy Elite Enchantment Spell. For 3...14 seconds, every time you successfully land a critical hit, you remove one enchantment from your target. If you remove an enchantment in this way, you lose 10...5 Energy or Dark Apostasy ends.
    10 Energy ¼ Activation 15 Recharge
Factions    
Locust's Fury Locust's Fury Elite Enchantment Spell. For 10...30 seconds, you have an additional 50% chance to double strike while using daggers.
    10 Energy 1 Activation 10 Recharge
Factions    
Palm Strike Palm Strike Elite Skill. Target touched foe takes 10...54 damage and is Crippled for 1...4 seconds. This skill counts as an off-hand attack.
    5 Energy ¾ Activation 7 Recharge
Factions    
Seeping Wound Seeping Wound Elite Hex Spell. For 1...6 seconds, target foe moves 33% slower. That foe takes 5...25 damage each second while suffering from a condition. This spell has half the normal range.
    15 Energy ¼ Activation 12 Recharge
Factions    
Sharpen Daggers Sharpen Daggers Enchantment Spell. For 5...25 seconds, your dagger attacks cause Bleeding for 5...13 seconds.
    5 Energy 1 Activation 20 Recharge
Factions    
Twisting Fangs Twisting Fangs Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10...18 damage and struck foe suffers from Bleeding and Deep Wound for 5...17 seconds.
OffHand required   10 Energy     15 Recharge
Factions   Quest-medium
Unsuspecting Strike Unsuspecting Strike Lead Attack. If this attack hits, you strike for +19...29 damage. If your target was above 90% Health you deal an additional 15...63 damage.
    10 Energy     2 Recharge
Factions   Quest-medium

Dagger Mastery

Black Mantis Thrust Black Mantis Thrust Lead Attack. If this attack hits, you strike for +8...18 damage. If target foe is suffering from a hex, that foe is Crippled for 3...13 seconds.
    5 Energy 1 Activation 6 Recharge
Factions    
Blades of Steel Blades of Steel Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +5...14 damage (maximum bonus 60) for each recharging dagger attack.
OffHand required   5 Energy     8 Recharge
Factions    
Death Blossom Death Blossom Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +20...40 damage and all adjacent foes take 20...40 damage.
OffHand required   5 Energy     2 Recharge
Factions    
Desperate Strike Desperate Strike Lead Attack. If you have less than 50...74% Health, you deal +15...51 damage.
    5 Energy     6 Recharge
Factions    
Disrupting Stab Disrupting Stab Lead Attack. If this attack hits, it interrupts target foe's action. If that action was a spell, it is disabled for 3...9 seconds.
    5 Energy     10 Recharge
Factions    
Exhausting Assault Exhausting Assault Dual Attack. Must follow a lead attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers from Exhaustion.
LeadAttack required   5 Energy ½ Activation 8 Recharge
Factions    
Falling Spider Falling Spider Off-Hand Attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15...31 damage and target foe is Poisoned for 5...17 seconds.
    5 Energy     8 Recharge
Factions    
Flashing Blades Flashing Blades Elite Stance. For 5...25 seconds, you have a 75% chance to block incoming attacks while attacking. If you block an attack in this way, your attacker takes 5...17 damage.
    10 Energy     30 Recharge
Factions    
Fox Fangs Fox Fangs Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +10...30 damage if it hits.
LeadAttack required   5 Energy ½ Activation 3 Recharge
Factions   Quest-medium
Golden Lotus Strike Golden Lotus Strike Lead Attack. If it hits, this attack strikes for +5...17 damage. If you are under the effects of an enchantment, you gain 5...7 Energy.
    5 Energy     5 Recharge
Factions    
Golden Phoenix Strike Golden Phoenix Strike Off-Hand Attack. If you are not under the effects of an enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...26 damage and all adjacent foes take 10...26 damage.
Enchantment   5 Energy     8 Recharge
Factions    
Horns of the Ox Horns of the Ox Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +1...9 damage. If struck foe is not adjacent to any allies, that foe is knocked down.
OffHand required   5 Energy     12 Recharge
Factions    
Jagged Strike Jagged Strike Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for 5...17 seconds.
    5 Energy ½ Activation 1 Recharge
Factions    
Jungle Strike Jungle Strike Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...22 damage. If it hits a foe that was Crippled, that foe and all adjacent foes take +1...25 damage.
LeadAttack required   5 Energy ½ Activation 10 Recharge
Factions    
Leaping Mantis Sting Leaping Mantis Sting Lead Attack. If Leaping Mantis Sting hits, target foe takes +14...19 damage. If this attack strikes a moving foe, that foe is Crippled for 3...13 seconds.
    5 Energy ½ Activation 8 Recharge
Factions    
Moebius Strike Moebius Strike Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for +10...30 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
DualAttack required   5 Energy     2 Recharge
Factions    
Nine Tail Strike Nine Tail Strike Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be blocked and strikes for +15...35 damage if it hits.
OffHand required   5 Energy     8 Recharge
Factions    
Repeating Strike Repeating Strike Off-Hand Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26 damage. If it misses, it takes an additional 15 seconds to recharge.
OffHand required   5 Energy        
Factions    
Temple Strike Temple Strike Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for 1...8 seconds, and if target foe is casting a spell, that foe is interrupted.
LeadAttack required   15 Energy     20 Recharge
Factions    
Wild Strike Wild Strike Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...30 damage and any stance being used by target foe ends. This attack cannot be blocked.
LeadAttack required   5 Energy     4 Recharge
Factions    

Deadly Arts

Assassin's Promise Assassin's Promise Elite Hex Spell. For 5...13 seconds, if target foe dies, you gain 5...17 Energy and all your skills are recharged.
    5 Energy ¾ Activation 45 Recharge
Factions    
Crippling Dagger Crippling Dagger Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for 15...51 earth damage if it hits, and Cripples moving foes for 3...13 seconds. This spell has half the normal range.
    5 Energy 1 Activation 5 Recharge
Factions    
Dancing Daggers Dancing Daggers Spell. Send out three Dancing Daggers at target foe, each striking for 5...29 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
    5 Energy 1 Activation 5 Recharge
Factions   Quest-medium
Dark Prison Dark Prison Hex Spell. Shadow Step to target foe. For 1...5 seconds, that foe moves 33% slower.
    10 Energy ¼ Activation 30 Recharge
Factions    
Enduring Toxin Enduring Toxin Hex Spell. For 5 seconds, target foe suffers -1...4 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 5 seconds.
    5 Energy ¼ Activation 10 Recharge
Factions    
Entangling Asp Entangling Asp Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17 seconds.
LeadAttack required   10 Energy 1 Activation 20 Recharge
Factions    
Expose Defenses Expose Defenses Hex Spell. For 1...9 seconds, target foe cannot block your attacks.
    10 Energy 1 Activation 25 Recharge
Factions    
Expunge Enchantments Expunge Enchantments Skill. Target foe loses 1 enchantment. All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way, target touched foe loses 1 additional enchantment.
    10 Energy ¾ Activation 30 Recharge
Factions   Quest-medium
Impale Impale Skill. Must follow a dual attack. Target foe is struck for 25...85 earth damage and suffers from a Deep Wound for 5...17 seconds.
DualAttack required   5 Energy 1 Activation 15 Recharge
Factions    
Iron Palm Iron Palm Skill. Target touched foe suffers 5...41 damage, and if that foe is suffering from a hex or condition that foe is knocked down. Iron Palm counts as a lead attack.
    5 Energy ¾ Activation 20 Recharge
Factions    
Mantis Touch Mantis Touch Spell. Must follow a lead attack. Target foe becomes Crippled for 5...17 seconds. This skill counts as an off-hand attack.
LeadAttack required   5 Energy ¾ Activation 15 Recharge
Factions    
Mark of Death Mark of Death Hex Spell. For 4...9 seconds, target foe gains 33% less benefit from healing.
    10 Energy ¼ Activation 20 Recharge
Factions    
Scorpion Wire Scorpion Wire Hex Spell. For 8...18 seconds, the next time you and target foe are more than 100' apart, you Shadow Step to that foe and that foe is knocked down. This spell has half the normal range.
    5 Energy 1 Activation 10 Recharge
Factions    
Shameful Fear Shameful Fear Hex Spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5...17 damage.
    10 Energy 2 Activation 10 Recharge
Factions    
Shroud of Silence Shroud of Silence Elite Hex Spell. All of your spells are disabled for 15 seconds. For 1...3 seconds, target touched foe cannot cast spells.
    10 Energy ¾ Activation 30 Recharge
Factions    
Signet of Shadows Signet of Shadows Signet. Target foe takes 5...29 damage. If your target was Blinded, that foe suffers an additional 15...51 damage.
        1 Activation 30 Recharge
Factions    
Siphon Speed Siphon Speed Hex Spell. For 5...13 seconds, target foe moves 33% slower and you move 33% faster. This spell has half the normal range. This spell recharges 50% faster if cast on a moving foe.
    5 Energy 1 Activation 30 Recharge
Factions    
Siphon Strength Siphon Strength Elite Hex Spell. For 5...17 seconds, target foe deals -5...41 damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit.
    10 Energy 1 Activation 10 Recharge
Factions    
Way of the Empty Palm Way of the Empty Palm Elite Enchantment Spell. For 5...17 seconds, off-hand and dual attacks cost no Energy.
    5 Energy ¼ Activation 10 Recharge
Factions    

Shadow Arts

Beguiling Haze Beguiling Haze Elite Spell. Shadow Step to target foe. That foe becomes Dazed for 3...8 seconds.
    15 Energy ¼ Activation 20 Recharge
Factions    
Blinding Powder Blinding Powder Spell. Must follow an off-hand attack. Target foe and all adjacent foes become Blinded for 3...13 seconds.
OffHand required   5 Energy ¼ Activation 20 Recharge
Factions   Quest-medium
Caltrops Caltrops Spell. Target foe and all foes adjacent to your target are Crippled for 5...13 seconds. Caltrops has half the normal range.
    10 Energy ¼ Activation 10 Recharge
Factions   Quest-medium
Dark Escape Dark Escape Stance. For 5...13 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
    5 Energy     30 Recharge
Factions    
Death's Charge Death's Charge Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 65...173.
    5 Energy ¼ Activation 30 Recharge
Factions   Quest-medium
Heart of Shadow Heart of Shadow Spell. You are healed for 30...126. Shadow Step to a nearby location directly away from your target.
    5 Energy ¼ Activation 15 Recharge
Factions    
Mirrored Stance Mirrored Stance Hex Spell. For 10...30 seconds, whenever target foe enters a stance, you enter the same stance.
    5 Energy ¼ Activation 15 Recharge
Factions    
Return Return Spell. All adjacent foes are Crippled for 3...7 seconds. Shadow Step to target other ally's location.
    5 Energy ¼ Activation 15 Recharge
Factions    
Shadow Form Shadow Form Elite Enchantment Spell. For 5...18 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21 damage with a single skill or attack.
    5 Energy 1 Activation 30 Recharge
Factions    
Shadow Refuge Shadow Refuge Enchantment Spell. For 6 seconds, you gain 5...9 Health regeneration. When Shadow Refuge ends, you gain 40...88 Health if you are attacking.
    5 Energy 1 Activation 8 Recharge
Factions   Quest-medium
Shadow Shroud Shadow Shroud Elite Hex Spell. For 3...8 seconds, target foe cannot be the target of enchantments.
    10 Energy 1 Activation 20 Recharge
Factions    
Shadow of Haste Shadow of Haste Stance. For 10...34 seconds you move 15% faster than normal. When Shadow of Haste ends, you Shadow Step to your original location.
    5 Energy     45 Recharge
Factions    
Shadowy Burden Shadowy Burden Hex Spell. For 3...13 seconds, target foe moves 25% slower and while target foe has no other hexes, that foe has 20 less armor against your attacks.
    10 Energy ¼ Activation 15 Recharge
Factions    
Shroud of Distress Shroud of Distress Enchantment Spell. For 30...54 seconds, if you are below 50% Health, you have +3...7 Health regeneration and a 75% chance to block attacks.
    10 Energy 1 Activation 45 Recharge
Factions   Quest-medium
Unseen Fury Unseen Fury Stance. All adjacent foes are Blinded for 3...9 seconds. For 11...26 seconds, you cannot be blocked by Blinded foes.
    5 Energy     20 Recharge
Factions    
Viper's Defense Viper's Defense Spell. All adjacent foes are Poisoned for 5...17 seconds. Shadow Step to a nearby location directly away from your target.
    5 Energy ¼ Activation 10 Recharge
Factions    
Way of Perfection Way of Perfection Enchantment Spell. For 60 seconds, whenever you successfully land a critical hit, you gain 10...34 Health.
    5 Energy ¼ Activation 30 Recharge
Factions   Quest-medium
Way of the Fox Way of the Fox Enchantment Spell. For 10...30 seconds, your next 1...5 attacks cannot be blocked.
    5 Energy ¼ Activation 45 Recharge
Factions    
Way of the Lotus Way of the Lotus Enchantment Spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5...17 Energy.
    5 Energy ¼ Activation 20 Recharge
Factions    

No Attribute

Aura of Displacement Aura of Displacement Elite Enchantment Spell. When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement you return to your original location.
-1 Upkeep 10 Energy ¼ Activation 20 Recharge
Factions    
Dash Dash Stance. For 3 seconds, you run 50% faster.
    5 Energy     8 Recharge
Factions    
Mark of Instability Mark of Instability Hex Spell. For 20 seconds, the next time you hit target foe with a dual attack skill that foe is knocked down.
    10 Energy ¼ Activation 20 Recharge
Factions    
Recall Recall Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill, and all of your skills are disabled for 10 seconds.
-1 Upkeep 15 Energy 1 Activation 10 Recharge
Factions    
Signet of Malice Signet of Malice Signet. For each condition suffered by target foe, you lose one condition.
        ¼ Activation 5 Recharge
Factions    
Spirit Walk Spirit Walk Spell. Shadow Step to target spirit.
    5 Energy ¼ Activation 8 Recharge
Factions    

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