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Mutation Character Builds

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The Witcher 3: Wild Hunt Blood and Wine Mutations Character Builds Guide

The Witcher 3: Wild Hunt - Blood and Wine allows you to transform Geralt into an almost unstoppable force with the right combinations of mutations and skills. Only available via the huge Blood and Wine expansion, mutations are acquired through a quest that you can take on relatively early during your time in Toussaint. Once you've gained access, you'll soon come to find that, although specific in their use, mutations can greatly enhance the effectiveness of the grizzled Witcher.

As such, we've put together this guide on how to best combine these new mutations with existing skills and abilities - with any luck, it'll help you put together character builds that will be of a huge benefit during your adventures. But first, we need to cover some of the basics.

How do you unlock mutations?

As mentioned, you need to complete a certain quest in order to gain access to the new mutation menu. The secondary quest in, er, question is named "Turn and Face the Strange", and you're sure to stumble across it at one point or another. While travelling around Toussaint, you'll encounter a messenger boy who has a letter for you. This triggers a cutscene which, in turn, triggers the quest. Once you're on the trail, the quest itself isn't too difficult - although it is reasonably lengthy - and by the end of it, you'll be able to make use of mutations.

However, it's worth pointing out that the game doesn't actually tell you that you've gained access to mutations once the quest is over - the mutation menu simply appears as part the character tab. You can view it by pressing triangle on the skill screen.

How do mutations work?

Mutations add a whole new layer to Geralt's development, so the fresh system is something that you'll need to wrap your head around. Mutations work on top of existing skills and abilities - the ones that you buy with skill points when you level up. There are 12 mutations in all.

You can only have one mutation active at a time, and, like existing skills and abilities, each mutation belongs to a different skill category: there are red (combat) mutations, blue (signs) mutations, green (alchemy) mutations, and yellow (general) mutations. Depending on which mutation you have equipped at any one time, you'll be able to equip up to four extra skills or abilities of that same colour.

However, actually unlocking each mutation is a pretty expensive endeavour. You'll need a lot of greater mutagens, and a lot of unused skill points to unlock everything, but, as hinted, mutations can be incredibly powerful tools, so ultimately, they're well worth the effort.

You may just be after one specific mutation, but it's worth unlocking as many as you can. In order to unlock the four extra skill slots which we mentioned earlier, you'll need to have unlocked specific amounts of mutations. Put simply, the first extra skill slot is unlocked when you've acquired 2 mutations, the second is unlocked when you have 4, the third is unlocked when you have 8, and the fourth is unlocked when you have all 12.

With that out of the way, let's take a look at the mutations themselves.

Combat Mutations Deadly Counter

Description: Humans and monsters that are immune to counterattacks (pressing L2 just as an attack is about to hit Geralt) take 25% more damage from your sword attacks. If your opponent isn't immune to counterattacks, a successful counter will automatically kill them if their health is less than 25%.

Our thoughts: 25% extra damage to enemies that can't be countered is a pretty big bonus, and the ability to finish off weakened foes with one well timed counterattack could be very useful - especially when fighting against groups of humans. Of course, to get the most out of Deadly Counter, you'll need to be skilled at triggering counterattacks in the first place.


Description: When you kill an enemy with a sword attack, you get guaranteed dismemberment or a finishing animation. What's more, every time a sword attack connects, your attack power is increased by 5%, up to a maximum of 250%. However, if you take damage (excluding damage from toxicity), the attack power increase will disappear.

Our thoughts: Dismemberments and finishers look great when you pull them off, but Bloodbath's guarantee of seeing them is really just the icing on the cake. Ultimately, you're here for the extra sword damage, which stacks every time you connect with the enemy. You can potentially rack up gigantic amounts of damage with this mutation - but you have to make sure that you're not hit. High risk, very high reward.

Signs Mutations Magic Sensibilities

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