Emotes are a special subset of chat commands that cause the player's character to perform an animation; a corresponding description of the emote appears in the emote chat channel. They cannot be used underwater.
List of emotes
Each emote is listed below with the corresponding chat-window text. The third column shows the text that appears when you direct an emote at the current target, by appending "@" after the emote, e.g. "/salute @".
|Command||Chat message||Targeted message|
|/beckon||[Character] beckons.||[Character] beckons to [Target].|
|/bow||[Character] bows.||[Character] bows for [Target].|
|/cheer||[Character] cheers.||[Character] cheers for [Target].|
|/cry||[Character] is crying.|
|/dance||[Character] is busting out some moves, some sweet dance moves.|
|/laugh||[Character] laughs.||[Character] laughs with [Target].|
|/no||[Character] disagrees.||[Character] disagrees with [Target].|
|/point||[Character] points.||[Character] points at [Target].|
|/salute||[Character] salutes.||[Character] salutes [Target].|
|/shrug||[Character] shrugs.||[Character] shrugs at [Target].|
|/sleep||[Character] goes to sleep.|
|/surprised||[Character] is surprised.||[Character] is surprised by [Target].|
|/threaten||[Character] is threatening.||[Character] threatens [Target].|
|/wave||[Character] waves.||[Character] waves at [Target].|
|/yes||[Character] agrees.||[Character] agrees with [Target].|
/rank is a special case: while it causes your character to perform an animation, it does not send a message to the chat log like other emotes and can only be used once a minute.
You can create custom emotes by typing, , , or followed by a space and the text to display as an emote. There are no associated animations for custom emotes, and opponents in World vs World will not be notified of these in their chat logs, they will see "[<world> <rank>] gestures." instead. For example,
/me laughs in triumphdisplays "[Character Name] laughs in triumph" in a gray color, but the character will not perform the laughing emote. If done in World vs World by a player, a foe would see it as: "[World Name] Invader gestures."
If you target another player or NPC and include an "@" after a non-custom emote, the emote will be directed toward that player or NPC.
/cheer @while targeting Logan Thackeray displays [Character] cheers for Logan Thackeray .
NOTE: the "@" is not an actual [Target] variable, so appending "@" to a custom emote just prints the "@" at the end of the custom emote text.
/me tickles @while targeting Logan Thackeray displays [Character] tickles @ and not [Character] tickles Logan Thackeray.
Appending an asterisk "*" to an emote (e.g. "/dance *") will put it into a queue which is processed every 5 seconds. This allows for multiple players to do emotes at the exact same time.
The dance, kneel, sit, sleep and cry emotes are persistent - meaning they will not stop until you do a physical action. When you use a skill with an activation time, move, perform an action (including entering combat and looting), sheathe / draw a weapon, or press the Esc key, the emote will end.
Showing your weapons during an emote
A user can show a weapon persistently during an emote by using an item skill before starting it and then dropping the item. This will also work with certain skill replacement skills as well as environmental weapons (first using the skill or picking up or using the weapon and then starting the emote before dropping the environmental weapon or returning the weapon skill bar to normal). The classes and races which automatically have a skill to facilitate this include Guardian, Warrior, Engineer, Elementalist, and Charr. All other races which are not in those above classes need to acquire an environmental weapon via a consumable (like the peg leg from Agent Cotts). Necromancers can use Death Shroud, begin an emote, and then turn off Death Shroud, and the weapon will be displayed while the emote is in action. Rangers can use any Porcine pet's unique skill to summon an environmental weapon which can be used similarly to other environmental weapons
But by far the easiest method is to open the hero menu, unequip your weapon, then re-equip it.
- The dance emote shows a race-dependent choreography:
- Asura will dance the robot opening with an asura golem start-up animation.
- Charr will dance the Haka, a traditional dance from the Māori people of New Zealand.
- Humans will do the Australian underground Hardstyle dance Melbourne Shuffle, featured in the music video for "Party Rock Anthem" by LMFAO.
- Norn will dance Carlton's Dance from the Fresh Prince of Bel Air.
- Sylvari will dance the Bhangra, a Punjabi-style dance.
- In the December PvP update, the command /rank was updated to allow /rank [rank_level] to show any unlocked rank finisher. (e.g. /rank 43 spawns the tiger rank finisher if it is unlocked in the account).
- While in a transformation, the dance and other emotes are based on which skeleton model the transformation uses (e.g. Lich Form uses a male norn skeleton). Transformations that don't use a skeleton model used by a playable race usually don't have an animation for most emotes.
- /dance was not available until the August 21st Stress Test. Many emotes from Guild Wars 1 such as /guitar, /flute, and /drum are not in the game but when entered into chat they do not yield an 'invalid command' message. Since this was also true for /dance, many suspect that these emotes will be available in the future. UPDATE: /flute and /drum -- along with many more musical instruments -- have since been made available as Gem Store items.
- Some Molten Alliance enemies in the Cragstead instance are capable of performing a /taunt emote. Performing this emote yourself does not yield the 'Unknown command' message.
- Throughout the Shiverpeaks, using /kneel in front of altars/shrines gives boons.
- In Charr territory, using /salute on charr statues gives boons.
- Using /threaten on ornery crabs turns them to hermit crabs.