Gunbreaker PvP Guide for FFXIV
This page contains an overview to the Gunbreaker in PvP for FFXIV with the knowledge one needs to jump right into Crystalline Conflict and the Frontline modes. Below you will find information on both the strengths and weaknesses of Gunbreaker, alongside their abilities and how they interact with each other.
Gunbreaker FFXIV PvP Overview
The Gunbreaker is one of four Tanks who much like the Warrior specialises around heavy brawling. The Key difference is that the Gunbreaker sustains through active combat to stack shielding which can be combined with damage reductions and a counter ability. The Strong AoE abilities are made all the more lethal with with Limit Break that will not only CC targets but increase the damage they take whilst reducing the damage that they deal perfect for large grouped up team fights.
As of Patch 7.1 the Gunbreaker has become much more beginner friendly as the old janky Junction system has been removed and those abilities once accessed through the Junction system are now freely available. For those of you with a aggressive play style who enjoy diving in for a good brawl with the capabilities to survives and deal serious damage the Gunbreakers current version just might be for you.
Note: This guide is focused on PVP as a whole; Frontline, Crystalline Conflict and Rival wings all play differently to one another, however the fundamentals and understanding of a role translate across all game modes.
Gunbreaker PvP Strengths and Weaknesses
An Amazing Single Target Rotation which applies three separate sets of shields giving Gunbreakers good survivability.
The Only tank to have triple dash with there
Rough Divide allowing you never to miss a opportunity and give chase relentlessly.
Fated Circle A powerful AOE ability that allows you to deflect damage when struck over the next 10s before following up with a mass Heavy CC.
Access to damage reduction with a auto heal that goes off at 50% that can be used on yourself or party members.
Relentless Rush is a powerful Limit Breake reducing your damage taken, while at the same time increasing the damage enemy players taken.
The Role actions
Rampart and
Rampage shine with the Gunbreaker allowing you to become unkillable or to deal insane amounts of damage.
Limit Break cannot be negated by CC effects but is vulnerable to Knock-back effects pushing you out off your effective range.
Your best CC Mass Stun is locked behind the second phase off your Limit Break.
Generally weak to CC spam as you to build shields to become a pain for the enemy team CC spam prevents you from using your shield combo's.
Long single-target rotations make killing targets with a lot of mobility a struggle.
Gunbreakers do not have the same Survivability potential as a Paladin if caught out alone you are very easily over powered with little chance of escape.
No ranged abilities with ranged enemies being your biggest weakness as you need to avoid taking poke damage as much as possible when engaging.
PvP Basics
Skill Selection
Every job has access to a few common actions, but their utility differs between jobs.
Recuperate
Recuperate – This is your most important healing ability. MP in PVP is
only used for this ability. With a max of 10,000 MP, recup will consume 2,500 and
heals you for 15,000 HP. The amount of healing received can be increased and reduced
by healing up or down status effects, such as
Summon Seraph
to increase or
Biolysis to decrease. You gain 500 MP per 3 seconds passively,
something to keep in mind!
Standard-issue Elixir
Standard-issue Elixir – This is your second-most important
healing ability. Elixir allows you to gain back all your HP and MP,
resetting yourself for the next fight!
The listed cast time is 4.5 seconds, which means the cast is actually
snapshotted as complete after 4 seconds, after which you can move and
opponents can no longer cancel your Elixir. You'll see moments where you
get hit, and the position will still finish.
When not under pressure, make sure to top up your resources for the next fight. As with the animations counted in the death timer, you will be out for 20~ seconds instead vs a 4 second Elixir!
Guard
Guard – Grants 90% damage reduction and immunity to most
crowd-control debuffs for up to 4 seconds. Using another action cancels
this guard early. Damage over Time effects that have been applied before Guard
will always tick for the full amount and wont be negated with Guard!
Per Patch 7.1, there have been multiple abilities added that work
against Guarded targets. Where
Shield Smite and
Chain Stratagem
half the defensive bonus of Guard (90% → 45%), there are also abilities that simply
ignore guard when dealing damage;
Drill,
Assassinate,
Enchanted Riposte,
Disesteem,
Wreath of Fire,
Serpent's Tail and
Chaotic Spring
Damage per ability is now tight to animations, compared to pre-7.1 where the damage would register when pressed. This means Guard is more reactive than it has been before, but it's also possible now to start ability animations that will hit the moment your Guard ends. Beware of your surroundings and what the enemy is doing!
Purify
Purify – Cleanses all common crowd-control debuffs and
provides a 2-second immunity to further crowd control, draw in and knockback effects. Use
this to prevent yourself from getting CC-chained to death. As of patch 7.35 Purify is
now a cost of 2500 MP with every use and can be recast every 4s.
With the amount of crowd-control abilities, try not to be trigger-happy when using Purify. Taking a stun with no follow up from the enemy team, doesn't bring you in danger! If you have no defensives ready against a crowd-control heavy enemy team, it's recommended to play defensively before making another engage.
Sprint
Sprint – Toggle for increased movement speed. This is a GCD
and using any other action cancels the buff, so be smart in using it. Sage is a fragile
job, as it has the lowest HP out of any job. If you are using off-global abilities repeatedly
while running away or chasing, you should try to late-weave them if you can afford to,
to avoid canceling too much of the Sprint duration.
Damage Abilities
Keen Edge rotation
A Gunbreakers most basic combo consists of
Keen Edge,
Brutal Shell,
Solid Barrel and
Burst Strike which all share a 5 yalm
reach dealing 5,000, 6,000, 7,000 and 8,000 damage in sequence. A full rotation will play
into one of the Gunbreakers main actions
Continuation that grants
access to certain abilities, in this case a full Keen Edge rotation combo's into
Hypervelocity for a instant 4,000 damage follow up that also
generates a 8,000 barrier.
Unlock most roles whose basic rotation serves little purpose a Gunbreakers is rather handy to obtain a bonus shield before moving into the main combo's to generate even more shields. This can utilised to great effectiveness on Frontline maps such as Shatter and Secure since you can attack the Ice and Drones to ready that free bonus shield before engaging the enemy teams. The Gunbreakers true power right now is how unkillable they have become take any opportunity you can to maximise shields up time and you will dominate in PvP.
Fated Circle
Fated Circle is your go to AoE ability and is how you would now
access the effects Nebula from the old junction system. A 6 yalm wide AoE dealing
8,000 damage to all struck granting Nebula for 8s along side dealing a counter attack
each time you suffer damage for the next 10s for 4,000 per counter attack.
Using
Fated Circle readies your instant follow up the
Fated Brand granting access to further shielding and a mass CC
effect.
Fated Circle does not need to deal damage in order
to access the Nebula counter attack effect some scenarios you will give up the damage
just to have Nebula activate before you engage, whilst other times you can hang back
with Nebula activate as the counter attack can rack up quite a lot of damage.
Fated Brand
Fated Brand is
Fated Circle follow up
with the same 6 yalm radius dealing 4,000 damage to everyone struck. Any target struck
with receive Heavy+ 75% for the next 3s often times forcing enemy players to give up
2000 MP. Regardless of weather or not you land the attack you will also obtain a 8,000
barrier lasting 6s.
The CC effects and Bonus shields are the reason as to why sometimes you would cast
Fated Circle before engaging so as when you dive into a crowed
you can instantly drop CC and shield up which is a amazing opening to combo into your
Limit Break
Relentless Rush which greatly benefits when your targets
are slowed.
Gnashing Fang Continuation Rotation
The Gnashing Fang combo is a six part rotation for single targets that will also
build your shields for engaging larger croweds starting with the
Gnashing Fang into
Jugular Rip,
Savage Claw,
Abdomen Tear,
Wicked Talon ending with
Eye Gouge.
The rotation is effectively a 1-2 combo you repeat three times, the first strike is pure damage
with the follow up being damage and shields
Gnashing Fang and
Jugular Rip deal 11,000 damage and grant a 6,000 barrier. Actions 3-4
Savage Claw into
Abdomen Tear deal 12,000 damage
including a 6,000 barrier ending with
Wicked Talon and
Eye Gouge
dealing 13,000 alongside one final 6,000 barrier.
This constant stream of shielding is why Gunbreakers in Frontline now have become a
true menace for there survivability as you can also combine damage reductions from
Heart of Corundum and
Rampart to tank through almost
any scenario.
Blasting Zone
The
Blasting Zone is your main single target instant follow up
ready to use at any moment with a very fast animation applying damage to your target
almost instantly. With a 5 yalm reach you deal 5,000 damage which scales up to 10,000
as your target drops to 50% HP.
With A Battle High Five in Frontline that 50% damage bonus changes this damage to
10,000 up to 15,000 almost on par with the
Smite action DPS have access to
and is best used with your explosive Burst combo's for jumping those squishier ranged
roles.
Utility
Rough Divide
Rough Divide is your very powerful gap closer which as of the
most recent patch can hold up to 3 charges. You can jump any target within a 20 Yalm reach
dealing a extra 2,000 damage in the process that very same target increases your own
Damage dealt and Healing done by 10% while also increasing movement speed by a extra
25%.
This 1 extra charge and Bonus 25% movement speed has now allowed you as the Gunbreaker to keep maximum uptime while also allowing you to have two dashing for the main fight with always one final dive at the ready to jump a fleeing target. The bonus 10% damage you obtain for 7s alone is reasons to engage every target you can with your dash as that very same 10% stacks with BH which ranges from 10% up to 50% bonus damage.
Heart of Corundum
Heart of Corundum can be cast upon both yourself or a targeted
party member applying a 10% reduction in damage taken for the next 10s that also will
auto Heal for 12,000 should the player drop under 50% HP.
Playing Solo this is amazing for yourself combined with shields you are extremely hard
to kill but its also a very powerful ability to combo with a Dark Knight going in for there
Salted earth pull give them
Heart of Corundum or perhaps a whitemage
and other Squishy targets getting dove in the backline, A good read on the situation
can be the difference in saving a party member.
Limit Break
The Gunbreaker is blessed with one of the most powerful yet hardest to use Limit Breaks
in PvP the
Relentless Rush and
Terminal Trigger.
This two part Limit break rotation begins with
Relentless Rush a 6
yalm radius ability unleashing a flurry of strikes over a 4s period. Each strike deals
4,000 damage to any player stuck with each strike apply 1 stacks of Relentless Shrapnel
up to a maximum of 5 stacks, each stack increases that players damage taken by 5% for the next
6s allowing for a maximum 25% increase to damage taken. During the first 4s of your
Limit Break you take 25% less damage from all sources.
Drop
Rampage before using your Limit Break and enemy targets can taken up
to 50% bonus damage from all sources provided you can land all 5 stacks of Shrapnel. It
is up to you as the Tank to decide how long you stay active sometimes its only safe going
for 1 to 3 stacks which is a more common fact in Crystalline Conflict whereas during
Frontline with a team you can push for the full 5 stacks.
During any stage while using your Limit Break you can Re-trigger to activate your
Terminal Trigger for a quick 12,000 and Stun for every play hit.
This base damage will already be increased by your Shrapnel Stacks and weather or not
you added the damage boost from
Rampage before hand.
This limit Breaks biggest weakness is knock-back no CC can stop the LB while active
even when hit by Silence or Imp however knock-backs place you far enough away that your
slow moment will not allow you to catch up. However there is a small piece of tech
you can use in such situation if knocked away trigger
Terminal Trigger
and instantly
Relentless Rush dash to a enemy player as Terminal
Trigger has a animation long enough for you to jump onto a target right as the damage and CC
Stun lands amazing for catching players of Guard which will take some time and practice to master.
PvP Role Actions
Your Role Actions consist of
Rampage,
Rampart and
Full Swing full swing can be a fun pick due to its 30 yalm knock back
and the ability to remove Guard from players under its effect. The best use requires
high ground with maps such as Secure and Shatter and can be rather difficult to land
as the Warrior using your draw in or stun before hand to line your target up is often
met with Purify preventing you from landing a successful knockback.
Secondly is
Rampart which will reduce damage taken by 50% while
increasing healing via actions by 25% for 15s. This is the perfect choice for the
beginner Warrior increasing your already amazing self sustain even further. For a more
experienced Warrior Rampart is the role action you would switch too when your team
fail to back you up.
the Third and best option is your
Rampage with a 10 yalm radius
you increase all targets damage taken by 25% for the next 10s, this combined with the
Warriors already explosive AoE capabilities you become a one man army able to deal
60-70% of most players HP within seconds. Once your Battle High in Frontline builds
both your damage and healing increase meaning you would have less need to use Rampart.
One final note for Warriors choosing between Rampage and Rampart, the 25% bonus healing
via actions from Rampart with only effect your
Recuperate since Rampage
also means you deal 25% more damage. This means for example with Bloodwhetting healing
active the results are the same if you did 5,000 to a target Ramparts 25% extra healing
would heal for 6250, whereas dealing 25% more damage to a 5,000 hit would also be a
6250 heal with the bonus payoff then enemies take more damage from all sources Rampart for
the Warrior is solely a defensive boost.
Your Role Actions consist of
Rampage,
Rampart and
Full Swing full swing can be a fun pick due to its 30 yalm knock back
and the ability to remove Guard from players under its effect. The best use requires
high ground with maps such as Secure and Shatter and can be rather difficult to land
as the Gunbreaker as your CC is locked behind your Limit break and to catch them by
surprise you typically dash in with
Rough Divide which can
be tricky enough since you need to engage from the correct angle.
Secondly is
Rampart which will reduce damage taken by 50% while
increasing healing via actions by 25% for 15s. This is a perfect choice for the Gunbreaker
as Ramparts defensive and healing bonuses on top of large amounts of shield generation
can straight up make you unkillable even in times when you are trapped 1v24. The
Rampart is also a very good safety pick to combine with your limit break as this combines
ramparts defensive bonus with your limit breaks so long as you are not knocked away
this is the best way to land there entire limit break.
the Third and best option for all out raw damage
Rampage with a 10 yalm radius
you increase all targets damage taken by 25% for the next 10s, this combined with the
Gunbreakers Limit Break
Relentless Rush target can take up to 50%
more damage from all sources becoming a walk over for your team. Rampages bonus damage
alone is very strong with the Gunbreakers already DPS like damage as your BH grows making
it a valid strategy to use someone on singled targets like a pesky Dark Knight whose
Battle High you want to keep low.
Burst Rotations
This first rotation is worth noting as it is a great way to start off with a bonus shield which works best on Shatter and Secure when you can attack the objective to gain this bonus shield safely.
Rough Divide
Keen Edge
Brutal Shell
Solid Barrel
Burst Strike
Hypervelocity
This second rotation is how you would maximise shield generation with you single target combinations allowing you to out sustain every other role in those 1v1s.
Rough Divide
Keen Edge
Brutal Shell
Solid Barrel
Burst Strike
Hypervelocity
Gnashing Fang
Jugular Rip
Savage Claw
Abdomen Tear
Wicked Talon
Eye Gouge
Blasting Zone
This third rotation is how you would maximise the damage from your AoE abilities through quickly diving in dropping damage with enough defensive's to survive and fall back to safety.
Heart of Corundum
Rough Divide
Rampage
Fated Circle
Fated Brand
The Gunbreakers mass Heavy can be very effective sometime worth a quick jump into the crowd to land that one effect.
Fated Circle
Heart of Corundum
Rough Divide
Rampage
Fated Brand
If you prefer the safer approach to your limit break this rotation would be your rotation of choice.
Rampart
Heart of Corundum
Fated Circle
Rough Divide
Relentless Rush
Terminal Trigger
Fated Brand
Blasting Zone
If your aiming for that huge bonus damage of up to 50% to enemy damage taken by all sources the rampage play is your go to.
Heart of Corundum
Fated Circle
Rough Divide
Rampage
Relentless Rush
Terminal Trigger
Fated Brand
Blasting Zone
This final Limit Break rotation is a way to solo combo against a singled out target great for clutch up moments and taking down a tough to kill role.
Heart of Corundum
Rough Divide
Rampage
Gnashing Fang
Jugular Rip
Relentless Rush
Terminal Trigger
Savage Claw
Abdomen Tear
Wicked Talon
Eye Gouge
Blasting Zone
Changelog
- 22 Oct. 2025: Guide Updated
- 10 Jul. 2022: Guide added.
Salamander, also known as Taichou Salamander has been a long time FFXIV player since around the 2.0 era. They have done a mix of content over the years with PvP being one off their favourites having been there to see how it has changed over the years. Make sure to check out their FFXIV PvP guides on YouTube!
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