The Witcher 3 Guide – Best Builds

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Marie-Ange Demory
@marie-angedemory
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The brilliance of The Witcher 3: Wild Hunt's character progression system lies in its complexities. There are countless ways to forge Geralt, whether you like to enter battle waving your blades like a madman, make careful use of your magical signs, or prefer to prepare for every fight using your alchemical knowledge.

Note : With the release of Blood and Wine, The Witcher 3's second expansion, we've written another character building guide that focuses on the mutation system. you can find it by clicking here.



Guias – The Witcher 3: Wild Hunt – PS4

  • Guide: The Witcher 3: Wild Hunt – Tips for Beginners
  • The Witcher 3 Skill Guide
  • The Witcher 3 Guide – Combat Tips and Tricks
  • The Witcher 3 Guide – Best Builds
  • The Witcher 3 Guide – All Places of Power
  • The Witcher 3 Guide - How to Defeat Each Enemy Type
  • The Witcher 3 – Triss, Yennefer, and Other Options Romance Guide
  • The Witcher 3 – How to start a New Game +

It's safe to say we spent a lot of time on the open-world adventure - perhaps a lot of time - but our understanding of the title's skill system allowed us to write this character building guide. By no means should this guide be the final word on effective builds for Geralt, but hopefully it will at least give you some ideas on how you want to play and what skills you should invest in later. To get started though, note that you must be at least level 30 to make full use of these builds, as that's when all 12 of your skill slots will be available.



Melhores Builds – The Witcher 3: Wild Hunt

pure combat

Focusing purely on Combat skills, this build is all about being as effective as possible for hitting monsters and people with bits of metal. Fast attacks, strong attacks, defensive techniques and adrenaline spikes combine to create a fighter who relies on his weapons and reflexes over magic and alchemy. Pure Combat lacks versatility but is highly specialized.

Skill categories used:

Combat Skills:

  • Muscle Memory (Combate)
    An obvious choice, as you'll want to do as much damage as possible with your standard attacks.
  • Strength Training (Combat)
    Another obvious choice, purely for the damage bonus to your strong attacks.
  • Arrow Block (Combat) OU resolution (Combat)
    Both skills can be useful for building pure Combat. Arrow Deflection can be useful against ranged attackers, but Resolve can help save your adrenaline points.
  • Precise Hits (Combat)
    To make your fast attacks as deadly as possible, a higher chance of critical hits and more damage from critical hits can be a big help.
  • Crushing Blows (Combat)
    Again, the increased chances of getting a critical hit count towards making your swordplay as damaging as possible.
  • Fleet Footed (Combate)
    Since the Pure Combat build won't rely heavily on potions, Fleet Footed's damage resistance buff is a good way to help conserve your health.
  • Immortal (Combat)
    This skill can be very important for the construction of Pure Combat. Spending adrenaline points to revive when you're killed can easily come in handy if you don't rely on potions to heal yourself.
  • Whirl (Combat)
    Whirl is a deadly Pure Combat technique when used correctly. It turns Geralt into a deadly spinning blade, great for fending off multiple enemies and capable of dealing massive damage when fighting a single enemy.
  • Render (Combat)
    A powerful addition to your arsenal not to be missed.
  • Razor Focus (Combat)
    A brilliant skill to increase adrenaline points, which count towards Whirl and Rend. A must for this build since you're relying on your blades.
  • Crippling Strikes (Combate)
    Blood damage is a great way to add more kick to your already potent fast attacks.
  • Sunder Armor (Combat)
    Destroying your enemies as you fight is perfect for this specialized build. As always, the more damage you can do with your swords, the better.

pure signals

Focusing purely on signals and their related abilities, this build is all about making your signals as effective as possible, making the most of enemy weaknesses in the process. You'll still need to rely on sword attacks, as Signs are primarily built to complement Geralt's swordplay, but mastering his entire Signal arsenal can make him surprisingly versatile against a wide variety of enemies.



Categories of Skills Used : Signs

Abilities:

  • Far Reaching Nature (Sinais)
    Aard is all about crowd control, which is why your range is important, especially for this build, where you'll want to have as much breathing space as possible.
  • Explosive Shield (Signs) OU Molten Armor (Signs) O
    Explosive Shield is useful when you're being pushed back by smaller enemies - another skill that's nice to have when you need some breathing room. However, Melt Armor can come in handy when you need to deal a little more damage to your enemies. If you have a more defensive mind, opt for the former, while the latter will prove valuable if you are more offensive.
  • Delusion (Signs) OU Maintained Glyphs (Signs) A
    illusion can be useful if you are finishing off a final enemy or want to take an opponent out of the game for a while. It also opens up some unique dialog options. On the other hand, Sustained Glyphs is a decent upgrade if you find yourself using the yrden sign a lot, and only requires two skill points to max.
  • Nature Sweep (Sinais)
    Perfect for crowd control if you're surrounded on all sides.
  • Firestream (Signals)
    Transforms igni into one of the most harmful signs. A handy tool for this build when it comes to dealing raw damage.
  • Magic Trap (Signs)
    Very useful in multiple situations, courtesy of its multiple effects. Use it correctly and you'll be able to control entire fights.
  • Active Shield (Signals)
    Very helpful to pass up. Active Shield's bubble shields from all directions and restores health when doing so. Perfect for healing as you will not increase the effectiveness of your potion.
  • Puppet (Signs)
    Incredibly useful when fighting groups. Puppet can not only give you breathing space, it can also help you level the playing field.
  • Fire Intensity (China)
    The Pure Signs build relies on igni as the main attack that deals damage, so increasing its effectiveness and chance to ignite enemies is a must.
  • Quen Intensity (Signs)
    Simply put, increasing the effectiveness of your shield will always pay off.
  • Shock wave (signs)
    Adding damage to the aard gives you more reason to use it, especially when a group of enemies is already low on health.
  • Pyromaniac (Signs) OU Glifos Supercharged (Signos)
    By increasing your chances of burning your opponents, the Pyromaniac can come in handy when you're trying to do some lasting damage. Likewise, Supercharged Glyphs are also effective in destroying health. Depends on which signal you tend to use more between igni and yrden.



pure alchemy

Possibly the most demanding build, Pure Alchemy focuses purely on alchemy skills, and it's all about making your potions, oils, bombs, and decoctions as potent as possible. This build requires patience and lots of foraging ingredients. Of course, you'll still have to use swordplay and your signs, but your alchemy will bolster all your abilities and allow you to exploit as many enemy weaknesses as you can.

Skill Categories Used : Alchemy

Abilities:

  • Poisoned Blades (Alchemy)
    More damage from oils can't hurt, especially when you're not focusing on Combat skills.
  • Frenzy (Alchemy)
    Slowing down time can be a lifesaver against tougher enemies, and with an alchemy skill-based build, your toxicity level is likely to normally be above zero.
  • Refreshment (Alchemy)
    Instant health restoration is mandatory with how many potions you will drink. Pure Alchemy's main healing medium.
  • Protective coating (alchemy) A
    damage resistance against enemies will always come in handy, as long as you're prepared for the fight.
  • Endure Pain (Alchemy)
    Extra health will help you survive as you continue to take potions. This skill can make the Pure Alchemy build look a little tired when used in conjunction with Refreshment.
  • Delayed Recovery (Alchemy)
    Perfect for battles where you'll make the most of your potions. Having its effects last as long as you are able to maintain your toxicity level can be a godsend.
  • Fixative (Alchemy)
    More oil charges will always come in handy, especially against specific enemy groups.
  • Efficiency (Alchemy)
    Carrying more bombs doesn't hurt, as they are pretty limited in just two uses.
  • Synergy (Alchemy)
    With this build, all 12 skills equipped will be based on alchemy, so with a green mutagen in each slot, you can increase your vitality by a surprising amount with this skill.
  • Side effects (Alchemy)
    A risky skill, but probably worth it for this build, where you'll pop a lot of potions. The extra effects can, with luck, change the course of a battle.
  • Hunter Instinct (Alchemy)
    With this build, you won't be using your adrenaline points for much else, so a higher chance of critical hits can really come in handy when you need extra damage.
  • Killing Spree (Alchemy) OR Adaptation (Alchemy)
    Killing Spree is a decent option for more offensive players, while Adaptation is more versatile. The former is great against groups of enemies, while the latter can really help make your decoctions more effective overall.

polyvalent

Making use of all three main skill categories, the All-Rounder is a build that is all about versatility, allowing you to tackle any situation. The downside is that you won't be fully versed in any particular skill set, but you should have a good chance of finding victory against any type of opponent with the right tactics.

Categories of Skills Used: Combat, Signs, Alchemy, General

Abilities:

  • Muscle memory (Combat)
    A simple start to this build, upgrading your fast attacks is always welcome.
  • Strength Training (Combat)
    No harm in strengthening your strong attacks either.
  • Melt Armor (Signs)
    A decent way to add some damage to your standard attacks, as this build doesn't specialize in any particular skill category.
  • Far Reaching Nature (Sinais) OU Delusion (Signs)
    Both skills are essentially about crowd control, with Delusion having the conversational option bonus. Choosing between the two mostly comes down to personal preference.
  • Increased tolerance (alchemy)
    The versatile may have to revert to using the potion when the going gets tough, so having a higher overdose limit can be useful.
  • Frenzy (Alchemy) With
    Increased Tolerance, this skill can help you survive when the going gets tough.
  • Fleet Footed (Combate)
    Lowering the damage you take from dodging is sure to come in handy for a build that needs to adapt to changing situations.
  • Immortal (Combat)
    A second chance at life might be just what you need as a guarantee in tougher battles.
  • Firestream (Signals)
    A good alternate attack that does damage, for when your swords aren't cutting you.
  • Active Shield (Signals)
    A great way to regain lost health and perfect for finding the balance between offense and defense when playing All-Rounder build.
  • Refreshment (Alchemy) OU Sun and Stars (General)
    Both skills aim to keep your health at a reasonable level. Refreshment is obviously the best choice in battle, while Sun and Stars can come in handy when you need to conserve food or potions.
  • Rage Control (General)
    A great skill that is sure to come in handy - especially since this build doesn't use adrenaline points for anything other than Immortal.

offensive warrior

Focusing primarily on the Combat skill category, the Offensive Warrior build is all about supporting your swordplay with damage signals and buff-based alchemy. This build is for players who want to go on the offensive, ideally killing their enemies before there is much need for defense.

Categories of Skills Used: Combat, Signs, Alchemy, General

Abilities:

  • Muscle memory (Combat)
    As always, the perfect place to start.
  • Strength Training (Combat)
    More damage is always good when it comes to this build.
  • Far-Reaching Nature (Sinais)
    More range on the aard means you can catch more enemies off guard, preparing them for a one-hit deadly finisher.
  • Melt Armor (Signs)
    Tearing through your enemy's armor is a good strategy for offensive mind building.
  • Poisoned Blades (Alchemy)
    Even more damage to your swords if you have the right oils for the job.
  • Precise Hits (Combat)
    An offensive build will not dodge critical hits to deal maximum damage.
  • Crushing Blows (Combat)
    Again, the more critical hits, the better.
  • Nature Sweep (Sinais)
    More crowd control and potentially more knock downs. Perfect for opening enemies to your powerful blows.
  • Firestream (Signals)
    Simply one of the most harmful signs. For the offensive warrior, it's just another way to destroy your opponent.
  • Render (Combat) OR Whirl (Combat)
    Any of these techniques can be the main damage dealer, so what matters is choosing the one that best suits your style. Rend is great for single enemies, but it's slow and needs to be timed correctly. Spinning is most useful in general, but can be quick and undisciplined.
  • Razor Focus (Combat)
    The more adrenaline points you have, the more you can use skills like Rend or Whirl.
  • Rage Management (General) OU Focus (General) The
    Rage Management is great for when you're interested in using your damage signals as much as possible, but Focus increases the damage of your attacks even more. Either one is a valid investment for this construction.

Defensive warrior

Focusing primarily on the Combat skill category, the Defensive Warrior build is all about supporting your swordplay with defense-oriented signals and buff-based alchemy. This build is basically about survivability: effectively defending against your opponent's attacks while waiting for the perfect chance to strike back.

Categories of Skills Used: Combat, Signs, Alchemy, General

Abilities:

  • Strength Training (Combat)
    Strong attacks are the main damage method of this build. You're dealing powerful attacks whenever you get the chance.
  • Deflection Arrow (Combat)
    Going down the defensive lane, deflecting projectiles can really come in handy when you're surviving against humanoid groups.
  • Far-Reaching Nature (Sinais) OU Delusion (Signs)
    Both skills allow you to better control battles. Personal preference will determine which is best for your playstyle.
  • Exploding Shield (Signs) O
    Quen will obviously be useful for a build based on survivability. The Explosive Shield gives you time to fight back if the enemy manages to break your defense.
  • Increased Tolerance (Alchemy)
    Swallowing potions like gulping helps keep your vitality high, further increasing your survivability. The more you can drink without passing out, the better.
  • Frenzy (Alchemy)
    Being able to properly react to your opponent's attacks courtesy of slow motion is a good fit for a defensive build.
  • Fleet Footed (Combate)
    Reducing damage while dodging is an obvious choice for the Defensive Warrior.
  • Immortal (Combat)
    Another obvious choice. If the enemy manages to break through your defenses and take you down, you will rise again.
  • Active Shield (Signals)
    Mandatory for this build. Having protection from all angles will always come in handy, and the health restoration is just icing on the cake, making you even harder to kill.
  • Magic Trap (Signs) OU Puppet (Signs) A
    Trap Magic has its uses in slowing down your enemies, while Puppet can turn the tide when fighting groups.
  • Refreshment (Alchemy)
    Healing your vitality every time you sip a potion is a solid addition to this build.
  • Survival Instinct (General) OU Bear School Techniques (General) O
    Survival Instinct provides a direct boost of vitality – an obvious choice, you might think, but Bear School Techniques are perfect for this build if you have a full set of heavy armor.

Alchemical Warrior

Splitting the focus between Combat skills and alchemy skills, the Alchemical Warrior is a build that aims to support your swordsmanship with a lot of alchemical knowledge. Potions, oils, bombs, and decoctions will give you an edge with the right preparation, and then you'll use your Combat prowess to finish the job.

Skill Categories Used: Combat, Alchemy

Abilities:

  • Muscle Memory (Combate)
    A solid fit, of course.
  • Strength Training (Combat)
    More raw sword damage is never a bad thing for this build.
  • Poisoned Blades (Alchemy)
    Further increases your sword damage when the right oils are used.
  • Increased Tolerance (Alchemy) OU Frenzy (Alchemy)
    Increased Tolerance is a safe choice if you use a lot of potions, while Frenzy is obviously based on survival during Combat.
  • Precise Hits (Combat) OU Crushing Blows (Combat) OU Fleet Footed (Combate) OU Immortals (Combat)
    None of these skills are crucial for the Alchemical Warrior as a whole. If you prefer a more offensive approach, opt for Precise Hits or Crushing Blows, while Fleet Footed and Undying are geared towards a more defensive mindset. Or you can mix and match.
  • Precise Hits (Combat) OU Crushing Blows (Combat) OU Fleet Footed (Combate) OU Immortals (Combat)
    Same as above. None of these skills are crucial to building the Alchemical Warrior as a whole. If you prefer a more offensive approach, opt for Precise Hits or Crushing Blows, while Fleet Footed and Undying are geared towards a more defensive mindset. Or you can mix and match.
  • Protective coating (alchemy)
    Making better use of its oils, the protective coating works well with poisoned blades.
  • Refreshment (Alchemy) OU Endure Pain (Alchemy)
    Both abilities rely on ingesting the potion, so the choice comes down to whether you want to restore your health or rely on your extra max vitality.
  • Whirl (Combat)
    A versatile move to have in your arsenal.
  • Render (Combat)
    Another reliable technique, which is a solid addition to this build as you won't be using up a lot of adrenaline points.
  • Fixer (Alchemy) Augmenting
    further the effectiveness of your oils, Fixative grants a nice bonus to longevity.
  • Efficiency (Alchemy) OU Fast Metabolism (Alchemy)
    This choice largely depends on how many potions you use. If you're drinking a lot, Fast Metabolism can help you stay safe, while Efficiency can make pumps more reliable and versatile.

Magic sword

Splitting the focus between Combat and Signal abilities, the Spellsword is a versatile build that combines the powers of both sword and spell. Signs are used to take advantage of your enemy's weaknesses, while your Combat skill will allow you to kill them.

Categories of Skills Used: Combat, Signs, General

Abilities:

  • Muscle memory (Combat)
    You know why this is here now.
  • Strength Training (Combat)
    And this one.
  • Melt Armor (Signs)
    Melt Armor is a snug fit for this build as it allows you to weaken your enemies for your sword attacks.
  • Far-Reaching Nature (Sinais) OU Delusion (Signs)
    Again, it's all about your preferred method of crowd control. Aard is great for forcing openings against multiple opponents, while Delusion can leave a single enemy defenseless.
  • Precise Hits (Combat) OU Crushing Blows (Combat)
    This one comes down to the type of sword attack you prefer. Precise strikes tend to be the best choice when you're taking advantage of small openings, while crushing strikes are perhaps best for strikes after a successful signal attack.
  • Fleet Footed (Combate)
    The Magic Sword's construction depends on your ability to stay alive while your stamina regenerates so you can cast another signal. Fleet Footed helps ensure you don't take too much damage from a poorly timed dodge.
  • Nature Sweep (Sinais) OR Firestream (Signals) OR Magic Trap (Signs)
    It all depends on what kind of Spellsword you want to be. Aard Sweep is good for keeping enemies at bay, Firestream is great for raw damage, while Magic Trap is versatile and can help you control battles when used correctly.
  • Active Shield (Signals)
    Active Shield is the Spellsword's primary defensive option. Recovering health with each blocked attack is very useful to pass up when you're not making the most of potions.
  • Render (Combat) OR Whirl (Combat)
    Both techniques are perfect for lessening pain on an enemy you've just left open with your signals.
  • Razor Focus (Combat)
    Great for boosting adrenaline points, which will come in handy for this build, especially with the Flood of Anger skill.
  • Rage Flood (Combat)
    Spending your adrenaline points to maximize the effectiveness of your cast signal, Flood of Rage can make the Magic Sword a force to be reckoned with.
  • Rage Control (General) OU Griffin School Techniques (General)
    Another use for your adrenaline points, Rage Control can be very useful in helping you make sure you have the wherewithal to cast your signals no matter what. However, Griffin School techniques can bring out the full potential of this build if you have a good set of medium armor.

Studious

The Scholar build combines signs and alchemy to fully exploit enemies' weaknesses. It's a versatile build that might take some getting used to and you'll need to keep track of your alchemy supplies, but your vast knowledge of magic and potions will keep you one step ahead of your enemies.

Skill Categories Used: Signs, Alchemy, General

Abilities:

  • Melt Armor (Signs)
    Since you won't be using any Combat skills, Melt Armor can help you do more damage with your blades.
  • Illusion (Signs) A
    Illusion can be great to buy time while you wait for a potion to kick in.
  • Increased Tolerance (Alchemy)
    Useful for this build, as you will drink some potions.
  • Acquired Tolerance (Alchemy)
    This build is all about knowledge, so this particular skill makes a lot of sense to leave out, but it won't reach its full potential until later in the game, when you discover a lot of formulas.
  • Firestream (Signals)
    One of the Scholar's primary means of dealing raw damage.
  • Active Shield (Signals)
    As with any building that makes use of this ability, survivability goes up a notch. Along with the Scholar's alchemical abilities, Active Shield can make the build quite resilient.
  • Refreshment (Alchemy)
    Restoring a portion of vitality for each potion drunk is sure to come in handy. Another skill that increases your resilience.
  • Endure Pain (Alchemy)
    The max vitality boost might be just what the medic ordered when all you need is to cast just one more signal to turn the tide of battle.
  • Fire Intensity (China)
    Supporting names like Firestream makes a lot of sense for this build.
  • Quen Intensity (Signs)
    Increasing the effectiveness of your magic shield can pay dividends when you wait for your stamina to recharge.
  • Pyromaniac (Signs)
    Along with the other igni abilities this build uses, Pyromaniac can help you deal lasting damage to your enemies.
  • Rage Control (General)
    Since you won't be using adrenaline points for much else while using this build, you can also keep them in reserve for when you really need to cast a signal.

On its own

A specialized build that aims to maximize the damage of your quick attacks while staying alive when dodging. Fast, deadly attacks are the bread and butter of this build, while evasive techniques, various signals, and adrenaline points also play a role. A build for those who prefer to use agility to get the best out of their enemies.

Categories of Skills Used: Combat, Signs, Alchemy, General

Abilities:

  • Muscle memory (Combat)
    Fast attacks are the backbone of this build, so they need to do as much damage as possible.
  • Resolve (Combat)
    It's worth taking purely so you can retain as many adrenaline points as possible, no matter the cost.
  • Melt Armor (Signs)
    Great for getting the most out of your quick attacks; Melt Armor makes sure you can always do some decent damage.
  • Delusion (Signs)
    Perfect for when you need some breathing room. Also, complicated dialog options seem to suit this build especially well.
  • Poisoned Blades (Alchemy)
    Only useful for extra damage.
  • Precise Hits (Combat)
    Your fast attacks are becoming incredibly deadly with this skill.
  • Fleet Footed (Combate)
    The Rogue's lack of magical and alchemical defenses means it relies on its evasive skill when it comes to avoiding damage, so Fleet Footed is an ideal skill.
  • Whirl (Combat)
    Great if you manage to get surrounded, or if you want to do some serious damage to a single enemy.
  • Razor Focus (Combat)
    I have to keep building those adrenaline spikes.
  • Crippling Strikes (Combate)
    By maximizing the damage of your quick attacks, Crippling Strikes ensures that you are almost always destroying your enemy's health bar, reducing them for the final blow.
  • Deadly Precision (Combate)
    Instant kills are the icing on the cake of this already deadly build.
  • Adrenaline Burst (General) OU Focus (General) OU Techniques of the School of the Cat (General)
    A tricky choice, as each skill has its use. Adrenaline Burst can help with things like Deadly Precision, while Focus is a good choice when it comes to powering up your moves in general. Meanwhile, Cat School Techniques is perfect if you have a good light armor set.
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