The Marauder

Difficulty 90%
Versatility 85%
Mobility 95%
Career information
Race Chaos
Role Melee DPS
Armor Medium
Weapons 1h Axe
Special Mechanic Mutations
Mirror Career White Lion / Shadow Warrior
Gender Male only
Abbrevations Mara

Archetype: Melee DPS

Special Mechanic: Mutations

 

Class Details: An offensive brawler, Marauders are all about getting face to face with their opponents and pounding them into dust. Marauders rely on choosing the proper mutation for the situation at hand, and each mutation unlocks additional special abilities that have their own strengths and weaknesses.

If you happen to find a Marauder in their unchanged form, thank Sigmar for the blessing and attack them immediately. Marauders are warrior-born and make intimidating opponents even without the hand of Tzeentch intervening, but your chances of defeating them are greatly reduced if they have time to mutate before an attack. Once changed, learn to recognize the various (and repulsive) mutations that have overtaken the Marauder, as these will be important clues as to what additional gifts the Lord of Change has granted this particular warrior.

Career Masteries

The Marauder is Tzeentchs favored agent of destruction, and has been granted the simplest and purest gift that the Raven Lord can give: change. The Marauder changes his very blood, bone, and body to reshape himself into a perfect warrior, capable of wreaking havoc and mayhem upon any foes who dare to cross him. He is, by necessity, only lightly-armored, since any more solid protection would merely be rent asunder as his warped and corrupted flesh distorted within it, but he ensures victory by simply slaughtering his enemies before they can react.

There are three different mutations that the Marauder can reshape his body into, each of which serves a specific purpose and offers its own benefits. By changing his very body as needed, the Marauder is capable of dispatching most any enemy, but he must always be aware of the flow of battle and ready to mutate into a different form as necessary. A Marauder who chooses poorly will find his punishment to be swift and immediate, for he is helpless and vulnerable during the few moments that it takes his body to flow into a new form, and a perceptive enemy will leap at the chance to take advantage of this brief window of weakness.

Path of Brutality

The Path of Brutality is focused around the Marauders ability to warp his arm into a sharpened spike of bone. This blade-like appendage can deal horrifying injuries to an enemy, and a player specialized deeply in Brutality will likely be dealing the most damage possible against a single enemy, especially if the foe is distracted by others.

Path of Savagery

The Path of Savagery leads to a Marauder changing their arm into a monstrous claw, capable of tearing at enemies to cripple and hinder them while they quickly bleed to death. While perhaps not dealing as much immediately obvious damage as his other mutations, a master of Savagery kills his enemies in a more insidious way, weakening the target steadily so that they never realize just how much danger they’re in until its already too late.

Path of Monstrosity

The Path of Monstrosity focuses on the Marauder mutating their arm into a hideous club-like bludgeon of flesh and gore. The master of Monstrosity can use the massive bulk of their warped arm to defend themselves somewhat, and can sweep their limb around in broad, arcing swings, capable of damaging several enemies with each single smash.

Important Stats

 

As a Marauder you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points

 

Strength Skill: Increases your melee damage and  reduces your opponent’s chance to block or parry.

Weapons Skill: Increases your armor penetration and parry. 

Critical Chance: Increases your chance to deal critical damage ( not the amount). 

Wounds: Increases your overall HP. You can never have enough HP.

Acquiring Gear

There are many ways to get gear:

  1. Open RvR:  The gear and weapons you get here are for your main spec. When you kill or lock a zone you will be given a number of War Crests according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes.
  2. Scenarios: Scenarios remain a very strong source of gear. You continue to earn War Crests at the end of every scenario, which are then traded with vendors in Altdorf (Order) or the Inevitable City (Destruction) for armor and weapons. The quality of gear from scenarios can still be among the best in the game, making them a crucial part of gearing up.
  3. Achievements & Tokens: The Tome of Knowledge is still a vital system. By completing achievements (e.g., killing a certain number of creatures, collecting specific items, or exploring areas), you unlock entries in your Tome. These unlocks can reward tokens that are then traded in the library in Altdorf or the Inevitable City for unique jewels or tactics. Some very desirable sets and bonuses can be acquired this way. The development team has continued to add more Tome Achievement Unlocks, including some tied to Live Events as of 2025.
  4.  Tier 4 epic quests: The epic quest lines in each area continue to be a source of significant rewards. Upon completing these lengthy, multi-step quest chains, you are typically given a choice of a powerful item, often with unique appearances or stats. These quests are a reliable way to get high-quality gear.
  5.  Dungeons & Lairs: Dungeons and lairs are still important for acquiring gear, weapons, and jewels, both while leveling up and for end-game progression. The RoR team has been actively updating and even adding new PvE content. For example, as of early 2025, there’s a “Lost Vale” dungeon update introducing new armor sets (Dark Promise sets, including main spec, off-spec, and hybrid options), and materials for crafting permanent rings.
  6. Ward System: The game utilizes a “Ward” system where you often need to unlock lower-tier Ward sets before being able to equip higher-tier dungeon gear (e.g., Gunbad -> City -> Bastion Stair).
  7. Public Quests (PQs): While not strictly “dungeons,” PQs are large-scale PvE events that can also provide gear through loot bags. RoR has implemented different difficulties for PQs (Easy, Normal, Hard) which scale with the recommended number of players and offer varying loot quality.

The Marauder: Chaotic Bruiser of the Destruction Frontline

 

The Marauder in Warhammer Online: Return of Reckoning is a highly aggressive and adaptable melee DPS class, embracing the raw, uncontrolled power of Chaos. These offensive brawlers excel at getting face-to-face with opponents and pounding them into dust. Their unique strength lies in choosing the proper mutation for the situation at hand, each unlocking additional special abilities with their own strengths and weaknesses. This “stance dancing” adds immense depth and versatility to their RVR role.

 

RVR Strengths: Mutating Mayhem and Battlefield Disruption

 

  • Adaptive Offensive Mutations: The Marauder’s defining mechanic revolves around their mutations. By selecting the right mutation, they can drastically alter their abilities and playstyle on the fly, making them incredibly flexible. This allows them to function as a glass cannon melee DPS, a “tankie” regeneration build, or a long sustain combatant, adapting to burst, durability, or prolonged engagement needs in RVR. While “stance dancing” maximizes efficacy, the text notes it’s “not 100% necessary to play them,” indicating accessibility for varying skill levels.
  • Versatile Damage Dealer (Single Target & AoE): Marauders possess both strong single-target and AoE builds. This allows them to deliver focused burst on high-priority targets or cleave through multiple enemies in a packed frontline, making them adaptable to different RVR scenarios.
  • Abundant Utilities and Debuffs: The Marauder brings a wealth of utilities and debuffs that are highly impactful in RVR:
    • Armor Debuff: Crucial for increasing the damage taken by all enemies affected, benefiting the entire party/warband.
    • AoE Knockdown: A powerful crowd control ability for disrupting enemy formations, stopping casts, or securing kills on multiple targets.
    • Pull Ability (Single Target while Moving): A fantastic tool for isolating specific enemies, pulling them out of position, or preventing their escape.
    • Spammable AoE Skill: Consistent area damage for sustained pressure in large melees.
    • Sprint: Essential for closing gaps with elusive enemies or repositioning quickly.
    • These many utilities allow the Marauder to bring a lot to any formation when played well.
  • Flexible RVR Presence: Marauders are highly sought after across RVR activities:
    • Great Melee DPS: Considered one of the best on the Destruction side.
    • Can Solo: Their adaptability, various builds, and inherent utilities (like sprint and self-sustain mutations) allow them to effectively solo in RVR.
    • Group and Warband Play: There is usually a spot in both groups and warbands, sometimes even more than 1 spot, due to their high damage, versatility, and crucial debuffs/CC. They can act as frontline damage, disruptors, or flankers.

RVR Challenges: Mastering Mutation Management

  • Mutation Management: While not strictly necessary for basic play, mastering the “stance dancing” and choosing the proper mutation for each situation is key to maximizing a Marauder’s RVR potential. This adds a layer of complexity that rewards skillful play.

The Marauder in RVR: The Brutal and Adaptive Brawler

The Marauder in Warhammer Online: Return of Reckoning is a premier melee DPS class defined by its aggressive, adaptable playstyle and unique mutation mechanic. Their ability to deliver high damage (both single target and AoE), combined with a wealth of crucial debuffs and crowd control, makes them a significant threat in any RVR scenario. Whether solo roaming or plunging into the heart of a warband melee, a well-played Marauder brings chaotic, unbridled destruction to the battlefield.

Playing a Damage Per Second (DPS) class in Warhammer Online: Return of Reckoning (RoR) is all about maximizing your offensive output, assisting your tank, and eliminating enemy threats efficiently. While tanks soak damage and healers keep everyone alive, DPS are the sharp end of the spear, responsible for taking down the enemy.

Just like with tanks, the specific skill names and mechanics will vary slightly between DPS careers (e.g., White Lion, Slayer, Witch Hunter, Shadow Warrior for Order; Choppa, Marauder, Sorcerer, Squig Herder for Destruction), but the core principles of effective DPS remain consistent.

 

The Core Philosophy of a RoR DPS

 

A successful RoR DPS focuses on:

  1. Target Prioritization: Knowing who to hit and when to hit them.
  2. Damage Maximization: Utilizing your rotations, procs, and cooldowns effectively to output the highest possible damage.
  3. Situational Awareness: Avoiding unnecessary damage, positioning for optimal attacks, and reacting to battlefield changes.
  4. Assisting Allies: Peeling for healers, interrupting key enemy abilities, and adding utility where needed.

 

Essential DPS Skills and Their Usage

 

1. Core Damage Abilities (Spam/Rotation Skills)

 

  • What they do: These are your bread-and-butter attacks, forming the core of your damage rotation. They generate resources (if applicable) or simply deal consistent damage.
  • When they’re used:
    • On Cooldown (or as part of your rotation): Most DPS careers have a specific sequence of abilities that maximize their damage output. Learn this rotation and execute it consistently.
    • Resource Management: If your class uses a resource (e.g., Meticulous Strike for Witch Hunters generating ‘Accuracy’), ensure you’re using your skills in a way that keeps your resource high enough to use your more powerful abilities.
  • Example: As a Choppa, your core rotation might involve alternating between “Furious Choppa” (damage + rage generation) and “Rampage” (damage + rage consumption), trying to keep your “Reckless Abandon” buff up as much as possible. You’re constantly hitting these abilities as soon as they’re available, focusing on your primary target.

 

2. Burst / Cooldown Abilities

 

  • What they do: These are your most powerful damage-dealing abilities, often with long cooldowns. They are designed to deliver a massive spike of damage in a short window.
  • When they’re used:
    • Opening Engagements: Often used at the very start of a fight, especially in coordinated assaults, to quickly eliminate a priority target.
    • Execute Phase: When an enemy’s health drops low, burst abilities can quickly finish them off before they can be healed or escape.
    • Responding to Healing: If an enemy is being heavily healed, a coordinated burst from multiple DPS can overwhelm the healing.
    • Focus Fire: Used in conjunction with other DPS to quickly eliminate a pre-called target.
  • Example: As a Sorcerer, you might open with “Daemonic Breath” or “Gaze of the Dark Gods” to apply a powerful debuff or initial burst, followed by your core rotation. When your group calls for a focus fire on an enemy healer, you pop your “Gifts of Chaos” to significantly amplify your damage for a short duration and unleash your most powerful spells.

 

3. Interrupts (Punt, Stagger, Silence)

 

  • What they do: These abilities stop an enemy’s current cast, preventing them from using a spell or channeled ability.
  • When they’re used:
    • Critical Casts: Identify and interrupt high-impact enemy abilities. This includes:
      • Heals: Stopping enemy healers from saving their allies.
      • CC: Preventing enemy mages from polymorphing your tank or putting your healer to sleep.
      • Big DPS Spells: Interrupting powerful AoE nukes or single-target burst spells.
    • Denying Resources: Some abilities are crucial for resource generation. Interrupting them can starve an enemy.
    • Setting up Kills: Interrupting an enemy’s escape ability can ensure they stay in range for your group to finish them.
  • Example: You see an enemy Archmage beginning to cast “Healing Resonance,” a powerful AoE heal. You immediately use your “Rift Blade” (Shadow Warrior) or “Gut Ripper” (Witch Hunter) to interrupt the cast, denying their group a significant amount of healing.

 

4. Crowd Control (CC) – Roots, Snares, Stuns, Disarms, Blinds

 

  • What they do: These abilities impair enemy movement, actions, or vision, making them vulnerable or preventing them from attacking.
  • When they’re used:
    • Peeling for Allies: If an enemy melee DPS is on your healer, a root or snare can create distance, allowing your healer to escape or for your tank to re-engage.
    • Target Isolation: Rooting a specific enemy can prevent them from fleeing or reaching their allies for healing.
    • Setting Up Kills: Stuns can hold an enemy in place for your group to burst them down without retaliation. Disarms prevent melee attackers from using their weapons.
    • Kiting: Applying snares to keep dangerous melee enemies at a distance while you deal damage.
  • Example: An enemy Witch Elf has bypassed your tank and is now tearing into your Bright Wizard. You quickly apply a “Winged Death” (Witch Hunter) to root the Witch Elf, allowing your Bright Wizard to create distance and for your tank to pick them up.

 

5. Debuffs (Offensive Utility)

 

  • What they do: DPS classes often have abilities that reduce enemy armor, resistances, outgoing damage, or healing received.
  • When they’re used:
    • Focus Fire Enhancement: Apply armor or resistance debuffs to the enemy target your group is focusing. This significantly increases the damage all your allies deal to that target.
    • Threat Reduction: Debuffs that reduce enemy damage output can ease the burden on your healers, especially from dangerous melee DPS.
    • Anti-Heal: Apply anti-healing debuffs to enemy healers or high-priority targets to reduce the effectiveness of incoming healing.
  • Example: Your warband is focusing an enemy Ironbreaker. As a Squig Herder, you consistently apply “Barbed Arrow” to him, reducing his armor and making him much easier for your entire group to burn down.

 

General DPS Principles

 

  • Target Priority:
    • Healers First (often): Eliminating enemy healers is usually the quickest way to win a fight.
    • Squishy DPS: Mages, archers, and some melee DPS are often easier to kill than tanks and can deal significant damage if left unchecked.
    • Debuffers/CCers: Sometimes, taking out an enemy who is consistently applying powerful debuffs or CC to your team is a higher priority.
    • Tanks Last: Tanks are designed to be hard to kill. Only focus them if all higher priority targets are dead or they are isolated and vulnerable.
  • Positioning:
    • Melee DPS: Stay on the enemy’s flanks or back to avoid cleaves and maximize your damage (some classes get bonuses for this). Stick to your tank’s target or peel for your healers.
    • Ranged DPS: Maintain maximum range from the enemy frontline while still having line of sight to your target. Stay near your healers for potential peels or heals. Avoid being isolated.
  • Situational Awareness:
    • Watch for Enemy CC: Be ready to break free from roots, snares, or stuns, or to anticipate them and use a defensive ability.
    • Avoid AoE: Don’t stand in enemy AoE spells. Even as a DPS, taking unnecessary damage taxes your healers.
    • Protect Yourself: Don’t rely solely on your healers. Use your personal defensive abilities (e.g., “Dodge” for Witch Hunters, “Thousand Cuts” for Slayers) when you’re taking heavy damage.
  • Communication: Call out your targets, especially if you’re initiating on a healer. Let your group know if you’re getting focused or if you’re out of position.
  • Renown Skills: Prioritize offensive renown skills like Weapon Skill/Ballistic Skill, Initiative, and Strength/Intelligence. Defensive renown can be useful too, but your primary role is damage.
  • Potions: Keep damage potions and speed potions on hand to enhance your burst or escape sticky situations.

By mastering these elements, a DPS player in RoR becomes a crucial force, turning the tide of battle through decisive damage and intelligent utility.

Pre Best in Slot Gear

Pre-Best-in-Slot Gear Set:
Helmet: Sentinel Set
Shoulders: Vanquisher Set
Cloak: Beastlord Set
Chest: Vanquisher Set
Belt: Vanquisher Set
Gloves: Vanquisher Set
Boots: Vanquisher Set
Main hand: Bloodlord Chaosaxe
Offhand: Subjugator Axe
Jewelry Slot 1: Beastlord Ring (Also Beastlord Pocket Item )
Jewelry Slot 2: Genesis Remnant of the Warrior
Jewelry Slot 3: Genesis Aspect of the Warrior
Jewelry Slot 4: Sentinel Ring (+4% melee crit )
Talisman: Wounds until 7000+ HP > Weapon Skill

Best in Slot Gear

Best-in-Slot Gear Set:
Helmet: Sovereign Abomination Set
Shoulders: Sovereign Abomination Set
Cloak: Sovereign Abomination Set
Chest: Sovereign Abomination Set
Belt: Triumphant Set
Gloves: Triumphant Set
Boots: Triumphant Set
Main hand: Bloodlord Chaosaxe
Offhand: Fortress Labrys
Jewelry Slot 1: Sovereign Abomination
Jewelry Slot 2: Genesis Remnant of the Warrior
Jewelry Slot 3: Genesis Aspect of the Warrior
Jewelry Slot 4: Triumphant Ring ( +4% melee crit )
Talisman: Wounds until 7000+ HP > Weapon Skill

Warband Builds

Marauder Build

Marauder Crushing Blow Build Spent you ability points as shown below: Path of Brutality 12 points  /  Path of Monstrosity 17 Points Pick the following morals: Pick the following tactics: The reason why the Brute Force tactic (+160 STR) isn’t picked is because of the very low Damage bonus multipliers for Mara’s AOE abilities. Slotting Jagged [...]

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