Warrior PvP Guide for FFXIV
This page contains an overview to the Warrior 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 Warrior, alongside their abilities and how they interact with each other.
Warrior FFXIV PvP Overview
The Warrior is one of four Tanks whose speciality focuses around heavy Brawling and self sustain. Providing powerful AoE damage a good Warrior is capable of going in full offence into large groups, if that is not your play style you can backup any other role including the other tanks to maximise on their opening.
Ever since 7.1 the buffs and fixes to animations have placed Warrior high within the meta for both Frontline and Crystalline Conflict. The Warriors Limit Break to this day remains extremely powerful shutting down the guards of every player struck whilst Warrior gains CC immunity allowing you to go on a true Rampage.
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.
Warrior PvP Strengths and Weaknesses
Extremely powerful AoE damage that can be converted into healing for self sustain through
Bloodwhetting
Limit Break not only Shuts down Guards but powers up your abilities damage whilst making you invulnerable to CC
The ability to reduce multiple targets damage dealt by 10% with
Orogeny
A powerful Single target Drawn-in with
Blota to single out targets and to drag enemies out of the high ground
Warrior has flexibility capable of being the engaging role or to equally provide just as effective follow-up
Your dash
Onslaught will increase that target's damage taken by 10% allowing to powerful coordinated attacks
Limit Break while powerful, leaves you defenceless locking you out from using
Guard for 15s
Your ability to fight effectively requires
Bloodwhetting when on cooldown you will have no means to sustain in large fights
No defensive abilities meaning making the wrong move you will be KO'd instantly with no time to react
Lack of Mobility having only one Dash to Target ability can leave you trapped if you over commit to a push
Weak to CC spam as your
Bloodwhetting only lasts for 10s Stuns, Binds and Knockback can prevent you from making any play
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
Heavy Swing Rotation
A Warriors most basic combo consist of Heavy Swing,
Maim
and
Storm's Path sharing the same 5 yalm reach you deal 5,000,
6,000 and 7,000 damage in sequence. These are Weaponskills meaning they can benefit
from the healing effects provided under
Bloodwhetting.
However Warrior is not big on Defensive plays and you would typically not engage
without Bloodwhetting at the ready and even then you would utilise
your AoE ability to maximise on the healing, meaning your Heavy Swing rotation is often
times only used when you have no other abilities remaining.
Primal Rend
Primal Rend is one of the strongest elements in your kit with a
20 yalm range that deals damage in a 5 yalm radius. Upon activation you dive onto your
target dealing 8,000 damage to all within range, Under the effect of Inner Release
provided by your Limit Break
Primal Scream the damage is increased
to 12,000.
The secondary effect is a Mass Stun lasting 2s which is why the Warrior is so powerful
weather you engage first or simply follow up. Your third effect is Primal Ruination
which unlocks your Primal Ruination whilst under the effects of your
Limit Break.
Primal Rend is also a Weaponskill which allows for healing with the effect of
Bloodwhetting which does not share cast timers with your strongest
AoE abilities, this allows you to close the gap opening with a powerful stun into even
more AoE damage all whilst self sustaining.
Orogeny
Orogeny is an instant ability with a 6 yalm radius.
Ability actions will not provide healing during
Bloodwhetting.
Orogeny’s base damage is 1,000 which will increase up to 10,000 as your own health
reaches maximum. Upon use you consume 10% off of your own HP with the benefit of all targets
struck dealing 10% less damage for the next 10s.
Orogeny is your gap-closer typically following Primal Rend
as this allows for you to engage with max health as part of your Burst Damage rotation
with enemies now dealing 10% less damage for 10s this also plays into Warrior's self sustaining.
In very fast engagements such as backing up a Dark Knight grouping players together
with their Salted Earth,
Primal Rend and
Orogeny combo
will be you got to play within Frontline as this not only Benefits the team during your
2s stun and enemy damage reduction, this will guarantee instant damage so you will not
miss out on building your Battle High.
Fell Cleave
Fell Cleave is your main action during Limit Breaks
with a 5 yalm range dealing 10,000 damage to your target that converts 25% of that
damage into HP. The main purpose to Fell Cleave is to obtain stacks of Burgeoning fury
whilst in your Limit break to unlock you
Primal Wrath since Fell
Cleave is a Weaponskill.
Primal Ruination
Primal Ruination is your AoE follow up to
Primal Rend
also being a weaponskill you can receive the healing effects from
Bloodwhetting
dealing 10,000 damage to all targets in a 5 yalm radius of your first target. During
your Limit Break this damage is boosted to 14,000.
After using Primal rend you will need to wait for the 2.4s recast time before use.
Meaning you weave this into the Burst Rotations once of cooldown and should always be
used when going for the Limit Break play as Primal Rend and
Primal Ruination together land a extra 8,000 damage.
Inner Chaos
Inner Chaos Is a very Simple 12,000 damage action which is boosted
to 16,000 during your Limit break, once again a Weaponskill able to receive healing from
your
Bloodwhetting.
Inner Chaos is unlocked following your action Blota allowing
you to draw a single target in, apply light CC with Heavy to follow up once again with
some decent single target damage.
Chaotic Cyclone
Chaotic Cyclone is an AoE Follow up unlocked after using
Bloodwhetting dealing 8,000 damage which is boosted to 12,000
during your Limit Break within a 6 yalm radius, once again a Weaponskill allowing
for healing with Bloodwhetting active.
Primal Wrath
Primal Wrath is your damage and CC combo in one ability dealing
6,000 within a 10 yalm radius apply a 3s bind to all struck. Primal Wrath is only
accessible during your Limit Break after using any 3 Weaponskills in a row which can
be done multiple times during the same Limit Break.
During your Limit Break using the typical Blood-whetting and AoE damage combos
you will on average gain access to Primal Wrath at least once
only going for a second one should you be safe enough to do so.
Utility
Onslaught
Onslaught is your 20 yalm gap closer, not really utilised for
damage as the damage scales from 500 up to 5,000 as your HP reaches maximum. Your
target will take 10% more damage from all sources for the next 10s.
In combination with your Primal Scream and the role action
Rampage you can place yourself in the ideal spot for these actions
before going into your Burst Damage rotations.
Blota
Blota is your 15 yalm reach single target draw in effect
launching a chain you pull the target to your side whilst applying a +75% Heavy.
Blota is also how you gain access to
Inner Chaos.
Blota allows you to get creative for example you can jump from high ground to pull your target with you, you can even make plays such as pulling a Limit Breaking Dancer away from your team including stopping players from escape. Never be in a rush to throw out this ability take the time to look for valuable opportunities.
Bloodwhetting
Bloodwhetting is your most important ability as this is your
means to sustain during battle converting 100% of your Weaponskill damage into HP
over the next 10s. You will also obtain a barrier which absorbs damage totalling 20%
of your maximum HP. Bloodwhetting also converts into your
Chaotic Cyclone.
As Warriors hold no defensive actions Bloodwhetting is the one skill you must play around essentially being your uptime. Without access to Bloodwhetting you can be very easily overwhelmed as you also do not have access to a escape ability.
Limit Break
Primal Scream
Primal Scream is your Limit Break with a 12 yalm cone
AoE reach with a charge time of 90s. Upon activation you scream towards your enemies
in a cone all struck cannot activate
Guard and those with Guard active
have it removed.
For the next 15s the power of Primal Rend,
Primal Ruination,
Inner Chaos and
Chaotic Cyclone is increased.
You will also move 25% faster along side becoming immune to the following CC actions, Stun, Heavy, Bind, Silence, Half-asleep, Deep Freeze, Knockbacks and Draw in effect. the Limit break CC effects of Monk, Dancer and Reaper will still take effect.
For the same 15s you yourself cannot active the effect of Guard you instead have your maximum HP increased by 25% which is instantly restored by the amount increased for the next 30s.
With any Weaponskill used you will obtain 1 stack of Burgeoning Fury upon 3 stacks
you can then utilise your action Primal Wrath.
The Warriors Limit Break can be used aggressively to mix with your own Burst damage creating the openings for your party whilst you run it down in full rampage mode and thanks you the removal of Guards you can combo of with any other job and there Limit Breaks. It is important to keep track of your Bloodwhettings 10s of healing as once that time is up with Limit Break active you cannot use Guard and are very easily burst down.
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 your 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 your 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.
Burst Rotations
The first rotation is a great way to draw back a fleeing target or a hard to kill role such as Gunbreakers allowing you to deal a junk of damage whilst setting up your team, while using Blota be sure to walk backwards to pull your target further.
Blota
Orogeny
Inner Chaos
This second rotation is the most common way to engage from range diving in with your Stun dealing some quick damage before retreating.
Bloodwhetting
Primal Rend
Orogeny
Chaotic Cyclone
This third rotation is one of the best ways to implement Rampage into your opener by gap closing first for max results.
Onslaught
Rampage
Bloodwhetting
Primal Rend - Then follow up with other abilities
This 4th rotation allows you to Limit Break and combo of in attempts to shutting down a specific target with tough to kill Roles such as Vipers and Gunbreakers who become even harder to kill with high battle highs.
Onslaught
Primal Scream
Blota
Rampage
Inner Chaos
Primal Rend
My final rotation is for when you hold nothing back during your Limit break your going in max damage and self sustain.
Primal Scream - from range to hit as many as possible
Onslaught - dash into the group
Rampage
Orogeny
Bloodwhetting
Primal Rend - slam as many as you can
Primal Ruination
Blota
Chaotic Cyclone
Primal Wrath
Changelog
- 27 Aug. 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!
- 3 Things You Must Do in FFXIV Patch 7.31—Out Now!
- Celebrate FFXIV 12th Anniversary with Events and Discounts!
- Final Fantasy XIV’s 2026 Fan Festival Reveal — What Does This Mean for 8.0’s Release Date?
- After Mare Synchronos Shut Down, What’s Next for FFXIV?
- Moonfire Faire 2025 Ends Tomorrow!
- Monster Hunter Wilds x FFXIV Collaboration: Omega Planetes and More!
- Save 40% Off Dawntrail Before August 27th—Xbox Too!
- Chinese FFXIV Leaks Upcoming 7.4 Gear—But is it Raid Ready?