Stats

AttributeValue
Supply cost60
Range10,000 units (longest in WvW)
Damage typeHeavy arcing AoE
Effective vsWalls, gates, large stacked groups
Ineffective vsSingle mobile targets, anything inside 2,000 units

What it does

The Trebuchet is the heaviest siege weapon in WvW. Its 10,000-unit range means it can hit objectives from across an entire borderland. Many of the legendary trebuchet positions on Eternal Battlegrounds and the Borderlands let you break a Keep's outer wall before the defenders even know they're being attacked.

The trade-off: it's slow to fire, has a minimum range (you can't hit anything close to you), and the projectile takes seconds to land — so it's poor at moving targets but devastating against stationary ones.

Skills

  • Skill 1 — Boulder: the standard heavy arc. Maximum structure damage. The default attack.
  • Skill 2 — Plague Boulder: applies Poison and Weakness on impact. Use against players defending a wall-top — they're easier to AoE-clear after the debuffs land.
  • Skill 3 — Cow: launches a comically large cow. Lower damage but applies Defiant Stance Strip + Cripple on a wide AoE. Iconic. Some commanders use this purely for the meme.
  • Skill 4 — Ice Boulder (Superior only): chills targets significantly. Pairs with Plague Boulder for extreme zerg slow-down.

Placement

  • Known long-range positions — every map has 3–5 spots where a treb can hit a Keep wall. Veterans memorise these. Examples: the cliffs north of Bay on EBG, the hills east of Garrison on Alpine BL.
  • Inside an allied Keep aimed outward — perfectly safe behind tier-3 walls, raining boulders on attackers from across the map.
  • Build behind a Shield Generator — the projectile-block dome protects the trebuchet from counter-fire.
  • Counter-treb position — when an enemy is treb'ing your wall, place yours within their position's range and out-trade them.

Counters

  • Counter-trebuchet — only weapon with the same range. Often it becomes a 1v1 treb war that decides the siege.
  • Havoc squad ground assault — trebs are usually placed in the open or inside enemy keeps; if attackers reach the operator, the treb dies fast.
  • Stealth gankers — a thief or mesmer can teleport in, kill the operator, then reposition before reinforcements arrive.
  • Take the supply away — a treb wants 60 supply per build. Kill the dolyaks feeding the depot to starve the position.

When to build one

  • You're starting a Keep siege and need to crack the outer wall before committing the zerg.
  • You're defending and the enemy has set up offensive siege at long range — out-treb them.
  • You hold a Tower with a known treb spot — pre-build it before attackers arrive.
  • You want to harass an enemy Keep all night without engaging — passive PPT denial.

Skip the treb when:

  • You're inside the minimum range — the treb literally cannot fire at close-up targets. Use a catapult or ram.
  • You don't have 60 supply. Two catapults (80 supply total) might do the job better.