This is the list of all 57 PvP Runes available in Guild Wars 2.
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Name Bonus
Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): +15% might duration; 25% chance when struck to gain might for 5 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% might duration; +5% damage while under the effects of might.
Rune of the Afflicted (1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Poison Duration (5): +100 Condition Damage (6): +20% bleeding duration; when you are downed, you create a death nova. (Cooldown: 30s)
Rune of Air (1): +25 Ferocity (2): +10% Swiftness Duration (3): +50 Ferocity (4): When you use a heal skill you gain swiftness for 5 seconds. (Cooldown: 10s) (5): +100 Ferocity (6): +20% swiftness duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20s)
Rune of Balthazar (1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +15% burning duration; when you're struck below 20% health gain quickness for 5 seconds. (Cooldown: 90s) (5): +100 Condition Damage (6): +20% burning duration; when you use a heal skill nearby foes are burned for 3 seconds. Cooldown: 10s
Rune of the Centaur (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): -50% Incoming Cripple Duration (5): +100 Power (6): +20% swiftness duration; when you use a heal skill, you and all nearby allies gain swiftness for 10 seconds. (Cooldown: 10s)
Rune of the Citadel (1): +25 Power (2): +10% Fury Duration (3): +50 Power (4): 25% chance when struck to gain fury for 15s. (Cooldown: 30s) (5): +100 Power (6): 20% fury duration; 50% chance when struck to summon a bomb. (Cooldown: 15s)
Rune of Divinity (1): +8 to All Stats (2): +10 to all stats (3): +12 to All Stats (4): +14 to All Stats (5): +16 to All Stats (6): +18 to All Stats
Rune of the Dolyak (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): +65 Vitality (5): +100 Toughness (6): Regenerate health every second.
Rune of Dwayna (1): +25 Healing (2): +10% Regeneration Duration (3): +50 Healing (4): 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45s) (5): +100 Healing (6): +20% regeneration duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10s)
Rune of the Eagle (1): +25 Precision (2): +35 Ferocity (3): +50 Precision (4): +65 Ferocity (5): +100 Precision (6): +6% damage against targets with less than 50% health.
Rune of Earth (1): +25 Toughness (2): +10% Protection Duration (3): +50 Toughness (4): 25% chance when struck to gain protection for 3 seconds. (Cooldown: 30s) (5): +100 Toughness (6): +20% protection duration; when struck below 20% health you gain a magnetic aura for 5 seconds. (Cooldown: 90s)
Rune of Fire (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10s. (Cooldown: 5s) (5): +100 Power (6): +20% burning duration; when struck below 80% health you gain a fire aura for 5s. (Cooldown: 60s)
Rune of the Flame Legion (1): +25 Power (2): +10% Burning Duration (3): +50 Power (4): 25% chance to cause burning for 1s when hit. (Cooldown: 10s) (5): +100 Power (6): +20% burning duration; +7% damage against burning foes.
Rune of the Flock (1): +25 Healing (2): 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10s) (3): +50 Healing (4): When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds. (5): +100 Healing (6): When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
Rune of Grenth (1): +25 Condition Damage (2): +10% Chill Duration (3): +50 Condition Damage (4): 25% chance when struck to cause chill for 3 seconds. (Cooldown: 30s) (5): +100 Condition Damage (6): +20% chill duration; when you use a healing skill nearby foes are chilled for 3 seconds. Cooldown: 10s
Rune of the Grove (1): +25 Healing (2): +10% Protection Duration (3): +50 Healing (4): 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30s) (5): +100 Healing (6): +20% protection duration; 50% chance when struck to root the attacking foe. (Cooldown: 90s)
Rune of Hoelbrak (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10s. (Cooldown: 5s) (5): +100 Power (6): +20% might duration; -20% condition duration applied to you.
Rune of Ice (1): +25 Vitality (2): +10% Chill Duration (3): +50 Vitality (4): 25% chance when struck to cause an ice nova. (Cooldown: 30s) (5): +100 Vitality (6): +20% chill duration; +7% damage against chilled foes.
Rune of Infiltration (1): +2% damage against foes with less than 50% health. (2): +35 Precision (3): +4% damage against foes with less than 50% health. (4): +65 Precision (5): +6% damage against targets with less than 50% health. (6): When struck below 20% health, cloak for 4 seconds. (Cooldown: 60s)
Rune of the Krait (1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% bleeding duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% bleeding duration; when you use your elite skill, you inflict bleeding, torment, and poison on nearby foes for 8 seconds. (Cooldown: 45s)
Rune of the Lich (1): +25 Vitality (2): +5% Condition Duration (3): +50 Vitality (4): +10% Condition Duration (5): +100 Vitality (6): 50% chance when struck to summon a jagged horror. (Cooldown: 60s)
Rune of Lyssa (1): +25 Precision (2): +5% Condition Duration (3): +50 Precision (4): When you use a heal skill you gain a random boon for 10 seconds. (Cooldown: 10s) (5): +100 Precision (6): When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45s)
Rune of Melandru (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): -10% Incoming Condition Duration; -10% Incoming Stun Duration (5): +100 Toughness (6): -15% Incoming Condition Duration; -15% Incoming Stun Duration
Rune of Mercy (1): +25 Toughness (2): Gain up to 400 toughness while reviving an ally, based on your level. (3): +50 Toughness (4): You resurrect allies with 30% more health. (5): +100 Toughness (6): You revive allied players 20% faster.
Rune of the Ogre (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): 25% chance when struck to summon a rock dog. (Cooldown: 90s) (5): +100 Power (6): +4% damage
Rune of the Pack (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 30s) (5): +100 Power (6): +20% Swiftness Duration; +125 Precision
Rune of Rage (1): +25 Ferocity (2): +10% Fury Duration (3): +50 Ferocity (4): 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30s) (5): +100 Ferocity (6): +20% fury duration; while under the effects of fury gain +5% damage.
Rune of Rata Sum (1): +25 Precision (2): +10% Poison Duration (3): +50 Precision (4): +15% Weakness Duration (5): +100 Precision (6): +20% poison duration; 50% chance when struck to summon a radiation field. (Cooldown: 90s)
Rune of the Svanir (1): +25 Toughness (2): +10% Chill Duration (3): +50 Toughness (4): -50% Incoming Chill Duration (5): +100 Toughness (6): +20% chill duration; when you're struck below 20% health, gain Frost Aura for 5 seconds. (Cooldown: 90s)
Rune of Speed (1): +25 Vitality (2): +10% Swiftness Duration (3): +50 Vitality (4): 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30s) (5): +100 Vitality (6): +20% Swiftness Duration; +25% Movement Speed
Rune of the Undead (1): +25 Condition Damage (2): +35 Toughness (3): +50 Condition Damage (4): +65 Toughness (5): +100 Condition Damage (6): 7% of toughness is converted to condition damage.
Rune of Vampirism (1): +25 Power (2): 15% chance when struck to cause your next attack to steal life. (Cooldown: 25s) (3): +50 Power (4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s) (5): +100 Power (6): When struck below 25% health, you steal health from nearby foes. (Cooldown: 40s)
Rune of the Wurm (1): +25 Vitality (2): +35 Ferocity (3): +50 Vitality (4): +65 Ferocity (5): +100 Vitality (6): 7% of vitality is converted to ferocity.
Rune of the Necromancer (1): +25 Condition Damage (2): +35 Vitality (3): +50 Condition Damage (4): +65 Vitality (5): +100 Condition Damage (6): +20% Fear Duration
Rune of the Mesmer (1): +25 Power (2): +35 Precision (3): +50 Power (4): +65 Precision (5): +100 Power (6): +33% Daze Duration
Rune of the Engineer (1): +25 Toughness (2): +35 Condition Damage (3): +50 Toughness (4): +65 Condition Damage (5): +100 Toughness (6): While wielding a conjured weapon, environmental weapons, kits, banners, and stolen items gain +7% damage.
Rune of the Ranger (1): +25 Precision (2): +35 Ferocity (3): +50 Precision (4): +65 Ferocity (5): +100 Precision (6): +7% damage while you have an active companion.
Rune of the Elementalist (1): +25 Power (2): +35 Condition Damage (3): +50 Power (4): +65 Condition Damage (5): +100 Power (6): +20% Burning Duration; +20% Chill Duration
Rune of the Thief (1): +25 Precision (2): +35 Condition Damage (3): +50 Precision (4): +65 Condition Damage (5): +100 Precision (6): When striking your foe from behind or the side gain +10% damage.
Rune of the Warrior (1): +25 Vitality (2): +35 Power (3): +50 Vitality (4): +65 Power (5): +100 Vitality (6): -20% recharge on weapon swap.
Rune of the Guardian (1): +25 Toughness (2): +35 Healing (3): +50 Toughness (4): +65 Healing (5): +100 Toughness (6): When you block a foe's attack, burn that foe for 1 second.
Rune of the Soldier (1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.
Rune of Adventure (1): +25 Condition Damage (2): +35 Power (3): +50 Condition Damage (4): +65 Power (5): +100 Condition Damage (6): When you use a heal skill you gain 50% endurance. (Cooldown: 10s)
Rune of the Fighter (1): +25 Power (2): +35 Toughness (3): +50 Power (4): +65 Toughness (5): +100 Power (6): When you use a heal skill you gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Rune of the Scholar (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +10% damage while your health is above 90%
Rune of the Water (1): +25 Healing (2): +5% Boon Duration (3): +50 Healing (4): 25% chance when struck to remove a condition. (Cooldown: 30s) (5): +100 Healing (6): +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
Rune of the Monk (1): +25 Healing (2): +5% Boon Duration (3): +50 Healing (4): +10% boon duration; 25% chance when struck to heal for a small amount. (Cooldown: 15s) (5): +100 Healing (6): +10% Outgoing heal effectiveness to allies.
Rune of the Nightmare (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers a condition. (Cooldown: 45 seconds)
Rune of the Forge (1): +25 Toughness (2): +10% Burning Duration (3): +50 Toughness (4): +15% Protection Duration (5): +100 Toughness (6): When struck below 50% health you gain protection for 10s and burn nearby foes. (Cooldown: 60s)
Rune of the Baelfire (1): +25 Power (2): +10% Burning Duration (3): +50 Power (4): 25% chance to gain vigor for 5 seconds when struck. (Cooldown: 25s) (5): +100 Power (6): +20% burning duration; 50% chance when struck to cause a fire nova. (Cooldown: 30s)
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