Build:D/any GvG Zurrie Dervish

This split dervish is usually referred to as the "Zurrie derv", after a player who popularized it. Tank the lord pit, kill knights, and generally cause as much aggravation as possible with an unkillable bar.

Frequency

 * Seen in many GvG team builds to run flags, lineback physicals or as a solosplit character.

Attributes and Skills
[build prof=Dervish/any ScytheMastery=11+1 Mysticism=10+1+1 WindPrayers=4+1 EarthPrayers=9+1][Avatar of Lyssa][Harrier's Grasp][Aura Slicer][Heart of Fury (PvP)][Mystic Regeneration (PvP)][Mirage Cloak][Fleeting Stability][Lyssa's Haste (PvP)][/build]
 * Variants
 * Replace [[Lyssa's Haste@5]:
 * – counter hex builds on split side. Also useful in 8v8 situations against hexways.
 * – general defense. The increased armour rating decreases armour dependent damage by 34%. Use if you solo split against guilds that are likely to defend against you with elementalists.
 * – anti-spell defense. Less strong against elementalists than [[vow of piety], but it improves your survivability against mesmers.
 * – 10+1 scythe mastery, 9+1 wind prayers, 7+1 earth prayers. Significantly improves the 1v1 performance against necromancers. Allows to kill NPCs through a defending necromancer. Decreases the survivability against other defending characters and the lord damage you deal.
 * – application like Grenth's aura, but without attribute reshuffling.
 * – over [[Fleeting Stability@10]. 7+1 Wind and Earth Prayers. Run significantly faster than any other character in the match and deal slightly more damage against balling targets.
 * Increase your wind prayers to be safe against weakness. Usually not necessary, as the most commonly seen source of weakness is [[oppressive gaze], which puts the weakness on top and allows to remove it with [[harrier's haste].

Equipment
Runes and insignia
 * 5 windwalker insignias.
 * Rune of superior vigor.

Weapons

Note: Replace of defense with of fortitude if using vow of piety. Additionally keep in your inventory:
 * Vampiric and zealous scythes of enchanting, 15^enchantment.
 * Insightful staff of enchanting, +5e^ench.
 * Swift with a 10%HCT inscription if using spells with a casting time above 0.25.
 * Crippling spear of defense, -5 energy with
 * Strength shield of fortitude, -20% cripple duration.
 * Strength shields of fortitude, +10 armor against each damage type.
 * Crippling long bow of defense, 10%hrt.

Usage
Flag running Main Team Splits and Skirmishes Flag Pushing
 * Maintain [[Avatar of Lyssa@12].
 * Maintain your defensive enchantments whenever needed.
 * Run past everything that does not apply hex snares.
 * If you play [[holy veil], maintain it and remove snares from self.
 * Don't run too far out of monk range to reach the flag stand, as teams may still turn on you and kill you with the damage of multiple casters.
 * Prevent knock downs with [[fleeting stability@10], remove cripple with [[harrier's grasp].
 * Lineback unless your team can play offensively.
 * Camp the ranger and interrupt [[apply poison] against teams with a poison ranger.
 * Maintain your defensive enchantments and [[harrier's grasp@5], camp opposing frontline characters. Interrupt their spikes.
 * Priority: (1) [[Frenzy]; (2) Hammer Warrior; (3) [[Avatar of Balthazar]
 * Against caster-based builds, lineback key characters and interrupt their important skills with [[Lyssa's haste@5].
 * Example: Take out [[air of disenchantment] in trainways.
 * When you can afford to play offensively, charge to the opposing team's runner and interrupt [[healing burst] whenever possible.
 * Look for opportunities to kill NPCs.
 * The build allows to survive all NPCs in lord pit if using Vow of Piety@5]/[[Grenth's Aura@10]/[[Mystic Vigor@25], unless the opponent defends with specific damage characters. (See [[)
 * Lure the knights to an archer or the bodyguard for AoE autoattacks.
 * If a defending monk runner tries to save all NPCs you're attacking, avoid actually killing the knights. If possible, get both archers and the bodyguard instead. The knights will die in no time when your main team dervish eventually pushes into the base or if you killed the bodyguard and ball the knights on the guild lord.
 * Kill characters caught away from healers using the cripple from [[Harrier's Grasp@8].
 * Run past your opponent and snare the opponent's flag running character with [[harrier's grasp], unless it is another Zurrie Dervish.
 * Keep an eye on your compass: The opponent may try to collapse you, especially if the flag running character can put some pressure on you.
 * Coordinate dangerous pushes with your fuse monk.
 * You can usually attack flag running characters despite you'd normally lose a 1v1 against them (see ) because they'll need to hold the flag and push it past you, putting them at a severe disadvantage.

Counters

 * Interruption of the avatar.
 * List of how changing the utility skill of the main bar changes your performance against various characters you may encounter outside of 8v8 situations.