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Elementalist

At a glance

A spellcaster that changes between fire, water, air, and earth to use multiple skill sets with the same weapon.

Core elementalist

Elementalists change their weapon bar through four elemental attunements. The same staff offers fire attacks in Fire and healing skills in Water. Normal weapon swapping is available outside combat; during combat, switch attunements instead.

Elementalists wear light armor and share the lowest base-health tier with guardians and thieves. Use Water's healing, Earth's defenses, and Air's mobility when needed. Respond before an attack becomes dangerous instead of relying on your health pool.

In combat, change attunements instead of swapping weapons. Core elementalist has four elements with five weapon skills each, for 20 weapon skills. Learn your main attacks, healing, and defensive options in each element first.

Armor class
Light
Base health
Low
Beginner difficulty
High

Attunements

Attunements are your core profession mechanic. F1–F4 switch between Fire, Water, Air, and Earth, replacing weapon skills 1–5.

Fire: Offense, with direct damage and Burning. Use it when you need to deal damage.

Water: Healing and support, including self-healing, ally healing, and condition removal.

Air: Burst damage, mobility, and control. Its tools help you disrupt enemies or reposition.

Earth: Defense and sustained damage, including Protection, defensive effects, and Bleeding.

The key is choosing the element that provides the skill you need. Deal damage in Fire, switch to Water for healing, or use Air's control and movement tools. Practice makes these transitions feel natural.

Weapon skills

Weapons by Attunement

Weapon skills 1–5 change with your attunement. Use F1–F4 to switch between Fire, Water, Air, and Earth.

Two-Handed Weapons
Main-Hand Weapons
Off-Hand Weapons
Aquatic Weapons

Utility skills

Utility Families

Elementalist utilities make more sense as families than as isolated buttons. Arcane covers general-purpose support, Cantrips focus on survival and resets, Conjures create temporary weapon bundles, Glyphs interact naturally with attunements, and Signets stay simple and reliable.

Arcane Family
Arcane Brilliance
Arcane Brilliance
Heal
Arcane. Blast the area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit. If this skill finishes a combo, you heal an additional amount.
Recharge20sDamage0.5Healing4840Healing Increase per Target10%Number of Targets5Radius360Combo FinisherBlast 100%Combo Healing1320Traited · Apply Buff/Condition4s (Trait 263)
Arcane Blast
Arcane Blast
Utility
Arcane. Blast your foe with energy for critical damage.
Range1500Recharge1sDamage1.4Maximum Count3Maximum Count2Count Recharge20Combo FinisherProjectile 100%Traited · Apply Buff/Condition5s (Trait 263)
Arcane Echo
Arcane Echo
Utility
Arcane. The next weapon skill you use has significantly reduced recharge, and this skill's recharge is increased by the original recharge of the affected skill.
Recharge15sApply Buff/Condition10sRecharge reduced to1
Arcane Shield
Arcane Shield
Utility
Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes for critical damage.
Recharge25sStunBreaktrueDamage1.5Apply Buff/Condition5s × 3Radius360Number of Targets5Traited · Apply Buff/Condition4s × 2 (Trait 263)
Arcane Wave
Arcane Wave
Utility
Arcane. Blast foes in the target area with an energy wave for critical damage.
Range600Recharge2sDamage1.4Radius240Combo FinisherBlast 100%Number of Targets5Maximum Count2Count Recharge25Count Recharge30Daze2Traited · Apply Buff/Condition2s (Trait 263)
Cantrip Family
Ether Renewal
Ether Renewal
Heal
Cantrip. Cure a condition and heal yourself with every pulse.
Recharge15sHealing996Conditions Removed1Pulses8Endurance Gained6Traited · Apply Buff/Condition6s (Trait 364)
Cleansing Fire
Cleansing Fire
Utility
Cantrip. Cure conditions and burn foes. Gain might for each condition removed.
Recharge20sStunBreaktrueApply Buff/Condition6s × 2Radius240Conditions Removed5Conditions Removed4Number of Targets5Apply Buff/Condition9s × 3Traited · Apply Buff/Condition6s (Trait 364)
Lightning Flash
Lightning Flash
Utility
Cantrip. Teleport to target area.
Range900Recharge20sDamage1.5Radius120Traited · Apply Buff/Condition4s (Trait 364)
Armor of Earth
Armor of Earth
Utility
Cantrip. Protect yourself with earth armor and gain protection and stability, then gain barrier for each unique boon you have.
Recharge25sStunBreaktrueMaximum Boon Scaling12Maximum Boon Scaling6Apply Buff/Condition6sApply Buff/Condition6s × 10Duration6Barrier per Boon655Traited · Apply Buff/Condition4s (Trait 364)
Mist Form
Mist Form
Utility
Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
Recharge30sStunBreaktrueDuration3Prevents Capture-Point ContributionMovement Speed Increase66%Traited · Apply Buff/Condition4s × 2 (Trait 364)
Tornado
Tornado
Elite
Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes.
Recharge60sDamage1.1Launch600Apply Buff/Condition3s × 2Stability and Damage Pulse3Duration15Duration10Radius240UnblockableCombo FieldLightningNumber of Targets5Boon Application Interval3Combo FinisherWhirl 100%Traited · Apply Buff/Condition6s (Trait 364)
Conjure Family
Conjure Flame Axe
Conjure Flame Axe
Utility
Conjure. Manifest a lava axe in your hands and at the target location. Wielders of the weapon gain increased power and condition damage.
Range1200Recharge60sApply Buff/Condition0sDuration30
Conjure Flame Axe
Conjure. Manifest a lava axe in your hands and at the target location. Wielders of the weapon gain increased power and condition damage.
Range1200Recharge60sApply Buff/Condition0sDuration30
Conjure Lightning Hammer
Conjure Lightning Hammer
Utility
Conjure. Manifest a lightning hammer in your hands and at the target location. Wielders of this weapon gain increased precision and ferocity.
Range1200Recharge60sApply Buff/Condition0sDuration30
Conjure Lightning Hammer
Conjure. Manifest a lightning hammer in your hands and at the target location. Wielders of this weapon gain increased precision and ferocity.
Range1200Recharge60sApply Buff/Condition0sDuration30
Conjure Earth Shield
Conjure Earth Shield
Utility
Conjure. Manifest a magnetic shield in your hands and at the target location. Wielders of the weapon gain increased toughness and vitality.
Range1200Recharge60sApply Buff/Condition0sDuration30
Conjure Earth Shield
Conjure. Manifest a magnetic shield in your hands and at the target location. Wielders of the weapon gain increased toughness and vitality.
Range1200Recharge60sApply Buff/Condition0sDuration30
Conjure Frost Bow
Conjure Frost Bow
Utility
Conjure. Manifest a frost bow in your hands and at the target location. Wielders of this weapon gain increased condition duration and healing power.
Range1200Recharge60sApply Buff/Condition0sDuration30
Conjure Frost Bow
Conjure. Manifest a frost bow in your hands and at the target location. Wielders of this weapon gain increased condition duration and healing power.
Range1200Recharge60sApply Buff/Condition0sDuration30
Conjure Fiery Greatsword
Conjure Fiery Greatsword
Elite
Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and burns foes. Wielders of this weapon gain increased power and condition damage and cast Lesser Fiery Eruption at regular intervals on random enemies.
Range1200Recharge180sDamage1Apply Buff/Condition0sApply Buff/Condition3sDuration30Radius150Number of Targets3
Conjure Fiery Greatsword
Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and burns foes. Wielders of this weapon gain increased power and condition damage and cast Lesser Fiery Eruption at regular intervals on random enemies.
Range1200Recharge180sDamage1Apply Buff/Condition0sApply Buff/Condition3sDuration30Radius150Number of Targets3
Glyph Family
Glyph of Elemental Harmony
Glyph of Elemental Harmony
Heal
Glyph. Heal yourself and gain a boon based on your attunement.
Recharge20sHealing6494Apply Buff/Condition20Apply Buff/Condition10Apply Buff/Condition10Apply Buff/Condition3Traited · Apply Buff/Condition20 (Trait 229)Traited · Apply Buff/Condition20 (Trait 229)Traited · Apply Buff/Condition20 (Trait 229)Traited · Apply Buff/Condition6 (Trait 229)
Glyph of Storms
Glyph of Storms
Utility
Glyph. Create a storm based on your attunement.
Range900Recharge60s
Glyph of Lesser Elementals
Glyph of Lesser Elementals
Utility
Glyph. Summon a lesser elemental based on your attunement.
Recharge40sDuration120
Glyph of Elemental Power
Glyph of Elemental Power
Utility
Glyph. Unleash elemental energy around yourself. Its effect will differ based on your attunement.
Recharge25sStunBreaktrueApply Buff/Condition0sApply Buff/Condition0sApply Buff/Condition0sApply Buff/Condition0sRadius240Number of Targets5Traited · Apply Buff/Condition20 (Trait 229)Traited · Apply Buff/Condition10 (Trait 229)Traited · Apply Buff/Condition10 (Trait 229)Traited · Apply Buff/Condition3 (Trait 229)
Glyph of Renewal
Glyph of Renewal
Utility
Glyph. Revive allies with different attunement effects.
Recharge90s
Glyph of Elementals
Glyph of Elementals
Elite
Glyph. Summon an elemental based on your attunement.
Recharge40sDuration120
Glyph of Lesser Elementals
Glyph of Lesser Elementals
Glyph of Lesser Elementals
Base
Glyph. Summon a lesser elemental based on your attunement.
Recharge40sDuration120
Glyph of Lesser Elementals
Glyph of Lesser Elementals
Fire Attunement
Glyph. Summon a lesser fire elemental.
Recharge40sDuration120Traited · Apply Buff/Condition10 (Trait 229)Traited · Apply Buff/Condition6 (Trait 229)
Glyph of Lesser Elementals
Glyph of Lesser Elementals
Water Attunement
Glyph. Summon a lesser water elemental.
Recharge40sDuration120Traited · Apply Buff/Condition10 (Trait 229)Traited · Apply Buff/Condition5 (Trait 229)
Glyph of Lesser Elementals
Glyph of Lesser Elementals
Air Attunement
Glyph. Summon a lesser air elemental.
Recharge40sDuration120Traited · Apply Buff/Condition10 (Trait 229)
Glyph of Lesser Elementals
Glyph of Lesser Elementals
Earth Attunement
Glyph. Summon a lesser earth elemental.
Recharge40sDuration120Traited · Apply Buff/Condition3 (Trait 229)
Glyph of Renewal
Glyph of Renewal
Glyph of Renewal
Base
Glyph. Revive allies with different attunement effects.
Recharge90s
Renewal of Fire
Renewal of Fire
Fire Attunement
Glyph. Revive an ally; you're revived the next time you're downed.
Range900Recharge90sApply Buff/Condition15sRevive Targets1Radius180Traited · Apply Buff/Condition10s (Trait 229)Traited · Apply Buff/Condition6s × 3 (Trait 229)
Renewal of Water
Renewal of Water
Water Attunement
Glyph. Revive an ally with full health.
Range900Recharge90sHealing100%Revive Targets1Radius180Traited · Apply Buff/Condition10s (Trait 229)Traited · Apply Buff/Condition5s (Trait 229)
Renewal of Air
Renewal of Air
Air Attunement
Glyph. Revive and teleport an ally to your location.
Range900Recharge90sRevive Targets1Radius180Traited · Apply Buff/Condition10s (Trait 229)
Renewal of Earth
Renewal of Earth
Earth Attunement
Glyph. Revive allies around you.
Range900Recharge90sRevive Targets3Radius360Traited · Apply Buff/Condition3s (Trait 229)
Glyph of Storms
Glyph of Storms
Glyph of Storms
Base
Glyph. Create a storm based on your attunement.
Range900Recharge60s
Firestorm
Firestorm
Fire Attunement
Glyph. Create a firestorm at the target area.
Range900Recharge25sDamage0.5Number of Targets5Duration10Radius240Apply Buff/Condition2sTraited · Apply Buff/Condition10s (Trait 229)Traited · Apply Buff/Condition6s × 3 (Trait 229)
Ice Storm
Ice Storm
Water Attunement
Glyph. Create an ice storm at the targeted area.
Damage is reduced per target each time foes are struck by this skill.
Range900Recharge30sDamage0.8Minimum Damage0.32Damage Reduction per Hit10%Apply Buff/Condition3sNumber of Impacts18Duration6Radius240Number of Targets5Traited · Apply Buff/Condition10s (Trait 229)Traited · Apply Buff/Condition5s (Trait 229)
Lightning Storm
Lightning Storm
Air Attunement
Glyph. Create a lightning storm at the targeted area.
Damage is reduced per target each time foes are struck by this skill.
Range900Recharge60sDamage0.825Minimum Damage0.2475Damage Reduction per Hit5%Number of Impacts36Duration9Radius240Apply Buff/Condition8s × 2Traited · Apply Buff/Condition10s (Trait 229)
Sandstorm
Sandstorm
Earth Attunement
Glyph. Create a sandstorm at the target area.
Range900Recharge40sDamage0.5Apply Buff/Condition3sApply Buff/Condition3sPulses11Number of Targets5Duration10Radius240Traited · Apply Buff/Condition3s (Trait 229)
Glyph of Elementals
Glyph of Elementals
Glyph of Elementals
Base
Glyph. Summon an elemental based on your attunement.
Recharge40sDuration120
Glyph of Elementals
Glyph of Elementals
Fire Attunement
Glyph. Summon an elemental based on your attunement.
Recharge40sDuration120Traited · Apply Buff/Condition10s (Trait 229)Traited · Apply Buff/Condition6s × 3 (Trait 229)
Glyph of Elementals
Glyph of Elementals
Water Attunement
Glyph. Summon an elemental based on your attunement.
Recharge40sDuration120Traited · Apply Buff/Condition3 (Trait 229)
Glyph of Elementals
Glyph of Elementals
Air Attunement
Glyph. Summon an elemental based on your attunement.
Recharge40sDuration120Traited · Apply Buff/Condition10 (Trait 229)
Glyph of Elementals
Glyph of Elementals
Earth Attunement
Glyph. Summon an elemental based on your attunement.
Recharge40sDuration60Traited · Apply Buff/Condition10 (Trait 229)
Tornado
Tornado
Tornado
Land
Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes.
Recharge60sDamage1.1Launch600Apply Buff/Condition3s × 2Stability and Damage Pulse3Duration15Duration10Radius240UnblockableCombo FieldLightningNumber of Targets5Boon Application Interval3Combo FinisherWhirl 100%Traited · Apply Buff/Condition6s (Trait 364)
Whirlpool
Whirlpool
Underwater
Cantrip. Shape-shift into a swirling maelstrom that pulls foes into its destructive vortex.
Recharge60sDamage2.2Apply Buff/Condition3s × 2Damage Pulse1Boon Gain Interval3Boon Application Interval3Pull300Duration15Radius240Number of Targets5
Signet Family
Signet of Restoration
Signet of Restoration
Heal
Signet Passive: Grants health every time you cast a spell.
Signet Active: Heal yourself.
Recharge20sHealing3275Healing per Cast202Healing per Cast171Traited · Apply Buff/Condition4s (Trait 287)
Signet of Fire
Signet of Fire
Utility
Signet Passive: Improves critical chance.
Signet Active: Burn your target and nearby foes.
Range1200Recharge12sDamage0.5Apply Buff/Condition10s × 2Apply Buff/Condition0sRadius240Number of Targets5Traited · Apply Buff/Condition4s (Trait 287)
Signet of Air
Signet of Air
Utility
Signet Passive: Grants a 25% increase in movement speed.
Signet Active: Blind your target and nearby foes.
Range1200Recharge20sDamage0.5Apply Buff/Condition5sApply Buff/Condition5s × 8Radius240Apply Buff/Condition0sNumber of Targets5Breaks StunTraited · Apply Buff/Condition3s (Trait 287)
Signet of Earth
Signet of Earth
Utility
Signet Passive: Reduce incoming strike damage.
Signet Active: Immobilize and bleed your foe.
Range1200Recharge15sDamage0.5Apply Buff/Condition0sApply Buff/Condition9s × 4Apply Buff/Condition3sTraited · Apply Buff/Condition3s (Trait 287)
Signet of Water
Signet of Water
Utility
Signet Passive: Reduces incoming condition duration.
Signet Active: Damage and chill foes while healing and reviving allies in an area.
Range1200Recharge20sDamage0.5Healing1940Apply Buff/Condition3sApply Buff/Condition0sCondition Duration Reduction20%Condition Duration Reduction10%Radius240Revive Percentage5%Number of Targets5Conditions Removed3Traited · Apply Buff/Condition4s (Trait 287)

Core specializations

Choose 3 of the 5 core specialization lines, then one trait from each line's Adept, Master, and Grandmaster tiers.

Core Traits

The core trait lines decide which attunements you lean on most and what role you want to sharpen. This is where you choose whether Fire, Water, Air, or Earth carries more weight, and whether you want more damage, support, or survivability. Clicking a trait or specialization icon opens the English GW2 Wiki for precise values and trigger conditions.

Tempest: Heart of Thorns

Stay in an element, then unleash an overload

Tempest rewards staying in an attunement long enough to overload it. It adds an off-hand warhorn and Shouts, with strong options for supporting nearby allies.

After remaining in the same attunement, press its F1–F4 key again to use an overload.

Overload Fire: Attacks nearby enemies and grants allies Might. Completing the channel leaves a fire tornado that continues attacking and granting Might.

Overload Water: Heals nearby allies during the channel, then finishes with a larger heal and condition removal. It is an important healer skill.

Overload Air: Repeatedly strikes nearby enemies with lightning. Completing it gives allies Static Charge and leaves an area that continues the lightning attacks.

Overload Earth: Grants Stability at the start, provides Protection to nearby allies, and cripples enemies. Completion immobilizes enemies and leaves a dust cyclone that attacks and provides Protection.

Overloads are channeled skills. Completing one gives an additional effect, but enemy crowd control can interrupt it. The used attunement takes longer to recharge, so plan both a safe time to channel and your next element.

Shouts: Skills that provide nearby allies with auras or boons and attack enemies. Some are instant while others have cast times; check the skills you intend to use during an overload.

Tempest | Overloads and Shouts

Tempest opens an Overload by re-attuning to the same element. After you stay in a chosen attunement long enough, pressing the same F1 through F4 again casts a separate Overload skill, while Shouts fill the gaps with nearby support and counterpressure.

How Overload Works

An Overload is a channeling skill. If you finish the cast, you get the full final burst and the attached bonus effect. If it is canceled early, only the opening cast effect and the strikes that happened during the channel apply. Tempest constantly asks whether you should finish the channel or cut it short and move on.

Tempest Feel

The core decision is whether to stay in the current element long enough to finish an Overload or to cut the channel and attune elsewhere because the situation changed. Warhorn and the Shout family make that rhythm especially clear.

Attunements and Overloads
Fire Attunement
Fire Attunement
F1
Attune to fire, gaining heavy damage and burning abilities.
Traited · Apply Buff/Condition15s (Trait 264)Traited · Number of Targets5 (Trait 264)Traited · Radius240 (Trait 264)
Overload Fire
Overload Fire
Overload. Unleash your flames, granting might to allies and burning enemies. Finishing the cast creates a tornado that continues to grant might and burn foes.
Using this skill causes the attunement to have a longer recharge.
Range180Recharge20sStunBreaktruePulse Damage0.9Pulse Damage1Apply Buff/Condition3sApply Buff/Condition16s × 2Duration5Interval1Combo FieldFireCombo FinisherWhirl 100%
Water Attunement
Water Attunement
F2
Attune to water, gaining superior support and healing abilities.
Traited · Apply Buff/Condition5s (Trait 264)Traited · Number of Targets5 (Trait 264)Traited · Radius240 (Trait 264)Traited · Radius240 (Trait 1962)
Overload Water
Overload Water
Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration.
Using this skill causes the attunement to have a longer recharge.
Recharge20sStunBreaktrueHealing392Final Heal3220Apply Buff/Condition8sApply Buff/Condition5sConditions Removed per Pulse1Interval1Radius360Water Attunement Recharge20Number of Allied Targets5Number of Allied Targets5Traited · Apply Buff/Condition4s (Trait 1886)
Air Attunement
Air Attunement
F3
Attune to air, gaining heavy damage and control abilities.
Traited · Apply Buff/Condition5s (Trait 264)Traited · Number of Targets5 (Trait 264)Traited · Radius240 (Trait 264)
Overload Air
Overload Air
Overload. Use your air magic to summon a nimbus that repeatedly strikes nearby enemies. When this ability is complete, imbue your allies with electricity and create a lingering static region that strikes enemies at the same interval.
Using this skill causes the attunement to have a longer recharge.
Range360Recharge20sStunBreaktrueDamage0.85Apply Buff/Condition10sApply Buff/Condition10sRadius360Attack Interval1Boon Interval1Number of Targets3Combo FieldLightningField Duration4Apply Buff/Condition1sTraited · Apply Buff/Condition4s (Trait 1886)
Earth Attunement
Earth Attunement
F4
Attune to earth, gaining superior damage-over-time and defensive abilities.
Traited · Apply Buff/Condition0s (Trait 1674)Traited · Apply Buff/Condition5s (Trait 264)Traited · Number of Targets5 (Trait 264)Traited · Radius240 (Trait 264)
Overload Earth
Overload Earth
Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final immobilizing blast of power to the area, leaving behind a dust cyclone that delivers the same effects as the overload.
Using this skill causes the attunement to have a longer recharge.
Recharge20sStunBreaktrueDamage0.75Apply Buff/Condition3sApply Buff/Condition9sApply Buff/Condition4sApply Buff/Condition1sApply Buff/Condition4s × 3Interval1Storm Duration4Radius240Number of Targets5Number of Targets5Combo FinisherBlast 100%Traited · Apply Buff/Condition4s (Trait 1886)Traited · Apply Buff/Condition4s × 4 (Trait 1902)
Tempest Shouts
Healing Skills
"Wash the Pain Away!"
"Wash the Pain Away!"
Shout
Shout. Mists billow from you, healing allies in range and cleansing conditions.
Recharge20sFirst Heal2344Second Heal1310Third Heal660First Heal Radius240Second Heal Radius360Third Heal Radius600Conditions Removed3Number of Targets5Number of Targets5
Utility Skills
Shout
"Aftershock!"
"Aftershock!"
Shout
Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain a magnetic aura.
Range600Recharge30sDamage0.75 × 2Apply Buff/Condition4sApply Buff/Condition5sApply Buff/Condition6sApply Buff/Condition2sNumber of Targets5Blast Radius240Combo FinisherBlast 100%Apply Buff/Condition5s
"Eye of the Storm!"
"Eye of the Storm!"
Shout
Shout. Imbue your voice with the element of air, massively increasing speed and breaking stun for nearby allies.
Recharge30sStunBreaktrueApply Buff/Condition5sApply Buff/Condition10sApply Buff/Condition5sNumber of Targets5Number of Targets5Radius600
"Feel the Burn!"
"Feel the Burn!"
Shout
Shout. Heat waves blast out from the player, causing damage and granting fire aura to allies.
Recharge25sDamage2.5Apply Buff/Condition15s × 8Apply Buff/Condition10sApply Buff/Condition15s × 8Apply Buff/Condition4sApply Buff/Condition4s × 2Number of Targets5Number of Targets5Blast Radius600Count Recharge25Maximum Count2Traited · Apply Buff/Condition15s × 10 (Trait 1891)Traited · Apply Buff/Condition15s × 9 (Trait 1891)Traited · Apply Buff/Condition5s (Trait 340)
"Flash-Freeze!"
"Flash-Freeze!"
Shout
Shout. Unleash a torrent of ice on enemy locations, chilling those who cannot escape. Grant frost aura to allies in range.
Recharge25sDamage0.7Damage0.1Apply Buff/Condition4sApply Buff/Condition4sApply Buff/Condition4sNumber of Targets5Radius600
Elite Skills
"Rebound!"
"Rebound!"
Shout
Shout. Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.
Recharge75sHealing2836Apply Buff/Condition5sApply Buff/Condition5s × 3Apply Buff/Condition4Apply Buff/Condition4Apply Buff/Condition4Apply Buff/Condition4Number of Allied Targets5Number of Allied Targets5Radius600Traited · Apply Buff/Condition5 (Trait 340)

Weaver: Path of Fire

A battle mage using two elements at once

Weaver combines one element in the main hand with another in the off hand. It adds a main-hand sword and Stances, with unique Dual Attacks based on the element pair.

A new attunement enters your main hand, while the previous one moves to your off hand. Weapon skills 1–2 use the main-hand element, and skills 4–5 use the off-hand element.

Dual Attack: skill 3: The element combination determines this skill. Fire/Water and Air/Earth, for example, give different attacks. Plan the sequence of attunements to reach the combination you need.

Weaver attunements recharge faster than core attunements. Because each transition changes only part of the weapon bar, the result is a continuous sequence of combinations rather than a complete bar replacement.

Stances: Temporarily strengthen you. Some effects depend on your current attunement combination.

Weaver | Dual Attunement and Dual Attacks

Weaver attunes to two elements at once. When you attune to a new element, the current main-hand attunement shifts to the off hand and the new element takes the main hand. Attuning to the same element twice in a row returns you to a normal single-attunement weapon bar.

Dual Attack Structure

The main-hand attunement determines skills 1 and 2, the off-hand attunement determines 4 and 5, and skill 3 changes into a Dual Attack based on the pairing. The result is the same Dual Attack regardless of the order of the two elements, so the key habit is reading your main hand and off hand correctly first.

Main-Hand Rules

Core utility skills and traits such as Glyph of Elementals, Soothing Mist, and Empowering Flame use the main-hand attunement. For example, Soothing Mist does not activate if Earth is in the main hand and Water is in the off hand. Reading Weaver correctly means checking both the Dual Attack on skill 3 and the main-hand attunement rules behind it.

Dual Attack Weapon Skills

Weaver can be attuned to two elements at once. When you attune to a new element, the current main-hand attunement moves to the off hand and the new attunement takes the main hand. Attuning to the same element twice in a row returns you to a normal single-attunement bar.

The main-hand attunement determines skills 1 and 2, the off-hand attunement determines skills 4 and 5, and skill 3 changes into a Dual Attack based on the pairing. The Dual Attack is the same regardless of the order of the two elements.

Core utility skills and traits such as Glyph of Elementals, Soothing Mist, and Empowering Flame use only the main-hand attunement.

Dagger
Steam Surge
Steam Surge
3
Fire + Water Attunement
Dual Attack. Slide to an area, blasting foes with steam while healing nearby allies.
Range600Recharge18sDamage1.75Healing427Interval1Duration4Number of Targets5Number of Allied Targets5Radius240Combo FieldWater
Plasma Burst
Plasma Burst
3
Fire + Air Attunement
Dual Attack. Burn your foes within a plasma blast.
Recharge15sDamage2Apply Buff/Condition6sRadius240Number of Targets5Combo FinisherBlast 100%
Ashen Blast
Ashen Blast
3
Fire + Earth Attunement
Dual Attack. Blind your foes with burning ashes.
Range300Recharge12sInitial Strike0.1Secondary Strike1.4Apply Buff/Condition3sApply Buff/Condition8sNumber of Targets5
Katabatic Wind
Katabatic Wind
3
Air + Water Attunement
Dual Attack. Release a frigid wind that damages foes, then damages them again after a short delay.
Recharge18sInitial Damage0.1Delayed Damage1.25Apply Buff/Condition3sApply Buff/Condition4sInitial Daze0Delayed Daze2Radius240Number of Targets5Delay1Combo FinisherBlast 100%
Mud Slide
Mud Slide
3
Water + Earth Attunement
Dual Attack. Trip your foes with mud as you slide past them.
Range450Recharge20sDamage0.15Knockdown2Mud Duration3Number of Hits per Target1Radius45Blast Radius180
Grinding Stones
Grinding Stones
3
Air + Earth Attunement
Dual Attack. Shred foes with a storm of stones. Take reduced damage while the storm is active.
Recharge15sDamage0.275 × 6Apply Buff/Condition5sApply Buff/Condition6s × 6Apply Buff/Condition3sDamage Reduced25%Interval1Duration3Radius180Number of Targets3
Pistol
Frostfire Flurry
Frostfire Flurry
3
Fire + Water Attunement
Dual Attack. Fire multiple bullets of fire and ice, inflicting conditions.
If you have a fire bullet, consume it to gain fire aura. If you have an ice bullet, consume it to cause the ice shots to inflict additional conditions.
Range900Recharge15s
Purblinding Plasma
Purblinding Plasma
3
Fire + Air Attunement
Dual Attack. Fire a ball of plasma that explodes when it hits, striking enemies behind the target.
If you have a fire bullet, consume it to create an area of fire beneath the initial target. If you have an air bullet, consume it to reduce the cooldown of this skill.
Range900Recharge12sNumber of Targets5Combo FinisherProjectile 100%
Molten Meteor
Molten Meteor
3
Fire + Earth Attunement
Dual Attack. Bombard your foe with a meteor that inflicts multiple conditions.
If you have a fire bullet, consume it to cause the shot to explode when it strikes an enemy, damaging other foes in the blast. If you have an earth bullet, consume it to inflict additional bleeding.
Range900Recharge12s
Flowing Finesse
Flowing Finesse
3
Air + Water Attunement
Dual Attack. Evade backward and grant yourself boons.
If you have an ice bullet, consume it to gain frost aura. If you have an air bullet, consume it to gain superspeed.
Recharge12s
Echoing Erosion
Echoing Erosion
3
Water + Earth Attunement
Dual Attack. Bleed your foe with ice and stone.
If you have an ice bullet, consume it to heal yourself. If you have an earth bullet, consume it to grant yourself barrier.
Range900Recharge15s
Enervating Earth
Enervating Earth
3
Air + Earth Attunement
Dual Attack. Fire a quick shot that debilitates your target.
If you have an air bullet, consume it to also inflict daze. If you have an earth bullet, consume it to also inflict bleeding on your target.
Range900Recharge12sCombo FinisherProjectile 100%
Scepter
Fiery Frost
Fiery Frost
3
Fire + Water Attunement
Dual Attack. Launch a fire-and-ice bolt while evading and removing movement-impairing conditions.
Range1200Recharge15sApply Buff/ConditionApply Buff/ConditionApply Buff/ConditionDamage1.1Apply Buff/Condition4sApply Buff/Condition3s
Plasma Beam
Plasma Beam
3
Fire + Air Attunement
Dual Attack. Fire a superheated jet of plasma at your foe.
Range900Recharge15sDamage0.55 × 5Damage0.44 × 5Number of Targets3
Fracturing Strike
Fracturing Strike
3
Fire + Earth Attunement
Dual Attack. Call a meteor from the sky that crashes to the ground, creating an eruption of magma.
Range900Recharge12sDamage1.2 × 2Apply Buff/Condition8s × 6Apply Buff/Condition3s × 2
Glacial Drift
Glacial Drift
3
Air + Water Attunement
Dual Attack. Whirl air and ice together, sending out a supercooled projectile that chills enemies it strikes.
Range900Recharge15sApply Buff/Condition5sDamage2Apply Buff/Condition4sNumber of Targets5Daze2
Stone Tide
Stone Tide
3
Water + Earth Attunement
Dual Attack. Bleed your foe with ice and sharpened stones. The first pulse of this skill cripples enemies.
Range900Recharge15sDamage0.3 × 8Apply Buff/Condition3s × 8Apply Buff/Condition3s × 8Interval0Duration2Number of Targets5Radius180Apply Buff/Condition4s
Earthen Synergy
Earthen Synergy
3
Air + Earth Attunement
Dual Attack. Smite your enemies with the earth and sky, dealing damage from below and then stunning from above.
Range900Recharge15sInitial Damage1.4Secondary Damage1Stun2Radius120Number of Targets3
Sword
Twin Strike
Twin Strike
3
Fire + Water Attunement
Dual Attack. Quickly strike enemies in front of you with the extreme nature of fire and water.
Range130Recharge10sInitial Strike1Second Strike1.5Apply Buff/Condition3sApply Buff/Condition8sNumber of Targets3
Pyro Vortex
Pyro Vortex
3
Fire + Air Attunement
Dual Attack. Strike enemies in an arc in front of you, creating burning vortexes on enemies you hit.
Range130Recharge12sInitial Strike1Damage0.33Apply Buff/Condition2sApply Buff/Condition2sPulses8Duration3Number of Targets3Targets per Field1Radius90
Lava Skin
Lava Skin
3
Fire + Earth Attunement
Dual Attack. Cover yourself in an increasing barrier while dealing damage to nearby enemies.
Recharge18sApply Buff/Condition5sApply Buff/Condition5sDamage0.33Apply Buff/Condition1sInitial Barrier650Barrier per Pulse379Pulses5Interval1Number of Targets5Radius180Traited · Initial Barrier1018 (Trait 2077)
Shearing Edge
Shearing Edge
3
Air + Water Attunement
Dual Attack. Form a frozen blade and spin it toward your enemies.
Range600Recharge12sDamage1.8Apply Buff/Condition3sNumber of Targets5Apply Buff/Condition8s × 3Pierces
Natural Frenzy
Natural Frenzy
3
Water + Earth Attunement
Dual Attack. Unleash a volley of ice and earth at your enemies.
Range600Recharge10sDamage0.44 × 8Apply Buff/Condition6sApply Buff/Condition2sNumber of Hits8
Gale Strike
Gale Strike
3
Air + Earth Attunement
Dual Attack. Strike your enemies, lifting them and creating cyclones at their locations.
Range170Recharge20sDamage0.275Apply Buff/Condition5s × 5Apply Buff/Condition5s × 5Float2Cyclone Lifetime2Cyclone Radius120Initial Targets3Number of Targets per Cyclone1
Hammer
Dual Orbits: Fire and Water
Dual Orbits: Fire and Water
3
Fire + Water Attunement
Dual Attack. Summon projectiles of fire and ice that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the ice projectile is active, you take reduced damage from conditions. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Range130Recharge18sApply Buff/Condition15sApply Buff/Condition1sDamage0.001Apply Buff/Condition15sApply Buff/Condition6sDamage0.001Number of Targets2
Dual Orbits: Fire and Air
Dual Orbits: Fire and Air
3
Fire + Air Attunement
Dual Attack. Summon projectiles of fire and air that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the air projectile is active, your chance to critically strike is increased. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Range130Recharge18sApply Buff/Condition15sApply Buff/Condition1sDamage0.001Apply Buff/Condition15sApply Buff/Condition2sDamage0.001Number of Targets2
Dual Orbits: Fire and Earth
Dual Orbits: Fire and Earth
3
Fire + Earth Attunement
Dual Attack. Summon projectiles of fire and earth that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Range130Recharge18sApply Buff/Condition15sApply Buff/Condition1sDamage0.001Apply Buff/Condition15sApply Buff/Condition3sDamage0.001Number of Targets2
Dual Orbits: Water and Air
Dual Orbits: Water and Air
3
Air + Water Attunement
Dual Attack. Summon projectiles of ice and air that circle around you, striking enemies they pass through. While the ice projectile is active, you take reduced damage from conditions. While the air projectile is active, your chance to critically strike is increased. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Range130Recharge18sApply Buff/Condition15sApply Buff/Condition6sDamage0.001Apply Buff/Condition15sApply Buff/Condition2sDamage0.001Number of Targets2
Dual Orbits: Water and Earth
Dual Orbits: Water and Earth
3
Water + Earth Attunement
Dual Attack. Summon projectiles of ice and earth that circle around you, striking enemies they pass through. While the ice projectile is active, you take reduced damage from conditions. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Range130Recharge18sApply Buff/Condition15sApply Buff/Condition6sDamage0.001Apply Buff/Condition15sApply Buff/Condition3sDamage0.001Number of Targets2
Dual Orbits: Air and Earth
Dual Orbits: Air and Earth
3
Air + Earth Attunement
Dual Attack. Summon projectiles of air and earth that circle around you, striking enemies they pass through. While the air projectile is active, your chance to critically strike is increased. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Range130Recharge18sApply Buff/Condition15sApply Buff/Condition2sDamage0.001Apply Buff/Condition15sApply Buff/Condition3sDamage0.001Number of Targets2
Staff
Pressure Blast
Pressure Blast
3
Fire + Water Attunement
Dual Attack. Send out a vaporous projectile that violently explodes if it hits the ground or strikes an enemy, healing allies and damaging foes in the area. Heal yourself if you strike an enemy.
Range1200Recharge15sDamage1.75Apply Buff/Condition4sApply Buff/Condition4sAlly Healing1285Self Healing1285Radius240Number of Targets5
Plasma Blast
Plasma Blast
3
Fire + Air Attunement
Dual Attack. Launch a ball of plasma that explodes on impact at your foes.
Range1200Recharge12sDamage1.66Radius180Number of Targets5
Pyroclastic Blast
Pyroclastic Blast
3
Fire + Earth Attunement
Dual Attack. Launch a molten rock that devastates an area.
Range1200Recharge15sImpact Damage0.8Pulse Damage0.4Apply Buff/Condition3sApply Buff/Condition1sPulses4Interval1Radius180Number of Targets5Combo FieldFireTraited · Pulses6 (Trait 1510)
Monsoon
Monsoon
3
Air + Water Attunement
Dual Attack. Launch a hurricane in a direction, knocking enemies back and making them vulnerable.
Range1200Recharge20sDamage0.25Apply Buff/Condition4sApply Buff/Condition8s × 8Knockback400
Lahar
Lahar
3
Water + Earth Attunement
Dual Attack. Create an area that cripples and damages enemies. The first pulse of this skill immobilizes enemies.
Range1200Recharge20sApply Buff/Condition5sDamage0.25 × 5Apply Buff/Condition2sDuration5Interval1Number of Targets5Apply Buff/Condition2s
Pile Driver
Pile Driver
3
Air + Earth Attunement
Dual Attack. After a short channel, launch a hyper-fast boulder that decimates foes in its path.
Range1200Recharge18sDamage2.1PiercesDaze2Number of Targets5Combo FinisherProjectile 100%
Spear
Frostfire Ward
Frostfire Ward
3
Fire + Water Attunement
Dual Attack. Gain fire and frost aura. Reduce the recharge of your primary attunement. Your next strike will deal additional damage to enemies around your target and remove conditions from you.
Recharge15s
Galvanize
Galvanize
3
Fire + Air Attunement
Dual Attack. Gain might and superspeed. Reduce the recharge of your primary attunement. Your next strike will deal additional damage to enemies around your target.
Recharge12s
Fiery Impact
Fiery Impact
3
Fire + Earth Attunement
Dual Attack. Gain stability. Reduce the recharge of your primary attunement. Your next strike will deal additional damage to enemies around your target and inflict conditions.
Recharge15sCombo FinisherBlast 100%
Elutriate
Elutriate
3
Air + Water Attunement
Dual Attack. Remove a damaging and a nondamaging condition from yourself. Reduce the recharge of your primary attunement. Your next strike will deal additional damage to enemies around your target and inflict conditions.
Recharge20s
Soothing Burst
Soothing Burst
3
Water + Earth Attunement
Dual Attack. Heal yourself. Reduce the recharge of your primary attunement. Your next strike will deal additional damage to enemies around your target and heal you.
Recharge20sCombo FinisherBlast 100%
Shale Storm
Shale Storm
3
Air + Earth Attunement
Dual Attack. Create a brief storm of whirling rocks that destroy incoming projectiles. Reduce the recharge of your primary attunement. Your next strike will deal additional damage to enemies around your target and inflict conditions.
Recharge18s
Trident
Hydrothermal Vent
Hydrothermal Vent
3
Fire + Water Attunement
Create a thermal vent around your target.
Range1200Recharge15sDamage0.5Apply Buff/Condition2sInterval1Duration4Number of Targets5
Plasmic Strike
Plasmic Strike
3
Fire + Air Attunement
Quickly heat the area around your enemy, melting defenses.
Range1200Recharge12sDamage1.33Apply Buff/Condition5s × 5Number of Targets5Radius240
Molten Burst
Molten Burst
3
Fire + Earth Attunement
Gain a shield of earth, then release a molten burst from your location.
Recharge12sApply Buff/Condition5sDamage1.33Apply Buff/Condition8sBarrier1418Radius240Number of Targets5
Absolute Zero
Absolute Zero
3
Air + Water Attunement
Send out a supercooled shard that freezes enemies it hits.
Range1200Recharge20sDamage0.77Stun1Number of Targets5Pierces
Elemental Compression
Elemental Compression
3
Water + Earth Attunement
Inflict the area around your target with the immense pressures of the earth and sea.
Range1200Recharge12sDamage1.25Apply Buff/Condition6sRadius240Number of Targets5
Sodden Swath
Sodden Swath
3
Air + Earth Attunement
Launch a twisting earthen vortex at your enemies.
Range1200Recharge18sDamage0.33 × 4PiercesApply Buff/Condition6s × 4Number of Targets5

List of weaver skills

Dual Attack

Weaver Stances
Healing Skills
Aquatic Stance
Aquatic Stance
Stance
Stance. Flow like water, gaining endurance. While this stance is active, restore some endurance when you dodge.
Recharge20sInitial Heal6480Apply Buff/Condition5sEndurance Gained50Stance Endurance Gain25Stance Endurance Gain15
Utility Skills
Stance
Primordial Stance
Primordial Stance
Stance
Stance. Channel the prime elements at their core, dealing damage based on your current attunements. Fully attuning deals the same condition twice.
Recharge5sDamage0.33Apply Buff/Condition5sApply Buff/Condition2Apply Buff/Condition1Apply Buff/Condition3Apply Buff/Condition6Interval1Radius180Maximum Count2Count Recharge20Count Recharge25Number of Targets5
Stone Resonance
Stone Resonance
Stance
Stance. Enter an earthen state, gaining barrier periodically over the course of the stance. While the stance is active, protection on you is more effective.
Recharge25sApply Buff/Condition5sApply Buff/Condition5sApply Buff/Condition5sBarrier1069Barrier794Pulses5Interval1Effectiveness Increased20%
Twist of Fate
Twist of Fate
Stance
Stance. Break stun, then spin and briefly evade attacks and remove movement-impairing conditions. While this stance is active, you cannot be inflicted with those conditions.
Recharge25sStunBreaktrueApply Buff/Condition3sEvade1Apply Buff/Condition6sApply Buff/ConditionApply Buff/ConditionApply Buff/Condition
Unravel
Unravel
Stance
Stance. For a period of time, you forego your weaver training, choosing to fully attune to elements instead. Gain boons based on your primary attunement, and reduce all attunement cooldowns.
Recharge25sApply Buff/Condition5sApply Buff/Condition5Apply Buff/Condition5Apply Buff/Condition5Apply Buff/Condition5Recharge Reduced100%
Elite Skills
Weave Self
Weave Self
Stance
Stance. Temporarily reduce the recharge time of attunements while gaining bonuses for attuning to new elements. Successfully attuning to all elements ends this stance and grants Perfect Weave.
Recharge90sApply Buff/Condition20sApply Buff/Condition0Apply Buff/Condition0Apply Buff/Condition0Apply Buff/Condition0Apply Buff/Condition10sRecharge Time2
Tailored Victory
Tailored Victory
Release all of your woven elements and end your Weave Self stance, causing gravity itself to unravel around you.
UnblockabletrueDamage0.75Float3Number of Targets5Radius360

Catalyst: End of Dragons

A battle mage placing elemental spheres

Catalyst uses F5 to place a Jade Sphere, granting allies boons and creating a combo field. It adds a hammer and Augments; choose the weapon appropriate to your build.

Build energy by hitting enemies, then spend 10 to place a Jade Sphere. Normally, hits do not generate energy while a sphere is active. The Sphere Specialist trait lets you gain energy from hits during that time too.

Jade Sphere: Its base PvE boons are Might in Fire, Resolution in Water, Fury in Air, and Protection in Earth. Each sphere creates a combo field and affects up to five allies within its area.

To provide Quickness in PvE, select Spectacular Sphere. This trait grants Quickness and an additional elemental boon when you deploy a sphere. Build energy and use spheres across attunements to maintain allies' boons.

Hammer: A two-handed weapon mixing melee and mid-range attacks. Its skills differ by element, and you can create orbiting elemental projectiles for bonuses before launching them at enemies.

Augments: Skills that strengthen you and gain additional effects within the corresponding Jade Sphere. For example, Relentless Fire lasts longer when used inside your Fire sphere.

Catalyst | Jade Sphere and Augments

Catalyst places a Jade Sphere (F5) that matches your current attuned element and finishes Hammer's orbiting projectiles with Grand Finale. Attunement, F5, and hammer skill 3 operate as one connected package.

F5 Use

F5 places the sphere for the element you are currently attuned to. The field type and granted boons change with Fire, Water, Air, and Earth, so you decide the attunement first and press F5 second.

Hammer Rhythm

Hammer builds orbiting projectiles on skill 3 and cashes them out with Grand Finale while you stay in the same attunement. Catalyst often works better when you finish one elemental set cleanly before swapping away.

Fire Attunement
Deploy Jade Sphere
Deploy Jade Sphere
F5
Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element.
Recharge15sRadius240Number of Targets5Interval1Combo FieldFireApply Buff/Condition10sApply Buff/Condition5sEnergy Cost10Damage0.25Duration5Traited · Apply Buff/Condition2s (Trait 2234)Traited · Radius360 (Trait 2234)Traited · Apply Buff/Condition2s (Trait 2234)Traited · Apply Buff/Condition10s × 5 (Trait 2234)Traited · Apply Buff/Condition20s (Trait 2251)Traited · Apply Buff/Condition8s (Trait 2251)
Water Attunement
Deploy Jade Sphere
Deploy Jade Sphere
F5
Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element.
Recharge15sRadius240Damage0.25Apply Buff/Condition1sApply Buff/Condition1sCombo FieldWaterInterval1Energy Cost10Number of Targets5Duration5Traited · Apply Buff/Condition2s (Trait 2234)Traited · Radius360 (Trait 2234)Traited · Apply Buff/Condition2s (Trait 2234)Traited · Apply Buff/Condition5s (Trait 2234)Traited · Apply Buff/Condition2s (Trait 2251)Traited · Apply Buff/Condition2s (Trait 2251)
Air Attunement
Deploy Jade Sphere
Deploy Jade Sphere
F5
Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element.
Recharge15sNumber of Targets5Damage0.25Apply Buff/Condition1sApply Buff/Condition1sApply Buff/Condition1sCombo FieldLightningInterval1Radius240Energy Cost10Duration5Traited · Apply Buff/Condition2s (Trait 2234)Traited · Apply Buff/Condition2s (Trait 2234)Traited · Apply Buff/Condition5s (Trait 2234)Traited · Apply Buff/Condition5s (Trait 2234)Traited · Apply Buff/Condition2s (Trait 2251)Traited · Apply Buff/Condition2s (Trait 2251)Traited · Apply Buff/Condition2s (Trait 2251)Traited · Radius360 (Trait 2234)
Earth Attunement
Deploy Jade Sphere
Deploy Jade Sphere
F5
Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element.
Recharge15sRadius240Number of Targets5Damage0.25Apply Buff/Condition1sApply Buff/Condition1sCombo FieldPoisonInterval1Energy Cost10Duration5Traited · Apply Buff/Condition2s (Trait 2234)Traited · Apply Buff/Condition2s (Trait 2234)Traited · Radius360 (Trait 2234)Traited · Apply Buff/Condition2s (Trait 2251)Traited · Apply Buff/Condition2s (Trait 2251)Traited · Apply Buff/Condition2s (Trait 2234)Traited · Apply Buff/Condition3s (Trait 2234)
Catalyst Augments
Healing Skills
Soothing Water
Soothing Water
Augment
Augment. Regenerate health and cleanse conditions over time. If this is cast in range of your Water Sphere, the recharge time is reduced.
Recharge25sHealing1340Healing1541Interval1Pulses5Conditions Removed1Recharge Reduced20%
Utility Skills
Augment
Fortified Earth
Fortified Earth
Augment
Augment. Block attacks. Gain barrier if the channel completes successfully. If this is cast within range of your Earth Sphere, the recharge time is reduced.
Recharge20sBarrier3000Duration3Recharge Reduced33%
Invigorating Air
Invigorating Air
Augment
Augment. Gain increased endurance regeneration and superspeed. If this is cast within range of your Air Sphere, the recharge time is reduced.
Recharge20sStunBreaktrueApply Buff/Condition5sEndurance Regeneration Increase100%Duration5Recharge Reduced33%Endurance Gained25
Relentless Fire
Relentless Fire
Augment
Augment. Your attacks and conditions deal increased damage, and your attacks are unblockable. If this is cast within range of your Fire Sphere, the duration is increased.
Recharge20sDamage Increase10%Apply Buff/Condition5s × 10Duration5Duration Increase3
Shattering Ice
Shattering Ice
Augment
Augment. Your successful attacks will trigger an additional strike on nearby enemies that applies chill. If this is cast within range of your Water Sphere, the duration is increased. This effect can occur once per interval.
Recharge20sDamage0.6Interval1Interval0Duration5Apply Buff/Condition1sApply Buff/Condition1sRadius180Number of Targets3Duration Increase3
Elite Skills
Elemental Celerity
Elemental Celerity
Augment
Augment. Reduce the recharge of weapon skills of your current attunement. If this is activated in range of your sphere, gain a boon based on its element.
Recharge90sApply Buff/Condition6Apply Buff/Condition6Apply Buff/Condition6Apply Buff/Condition4Recharge Reduced100%Recharge Time Reduced25

Evoker: Visions of Eternity

An elementalist fighting alongside a familiar

Evoker specializes in one element and fights with its familiar. F5 commands the selected familiar, and Meditation skills are added. Using a pistol requires Expanded Weapon Proficiency separately from Evoker training.

Choose a familiar by right-clicking the F5 slot outside combat: Fire's fox, Water's otter, Air's hare, or Earth's toad. You cannot switch to another familiar during combat.

Familiar commands require six charges. Using a weapon skill grants one charge, or two if the skill's attunement matches your familiar.

Using a basic familiar command three times unlocks an empowered command.

Elemental Procession: elite skill: Summons all four familiars to use their empowered skills together.

Meditations: Evoker's utility skill type. Their elemental associations let them work with your chosen familiar.

Evoker | Familiar Commands and Meditations

Evoker combines attunement-based familiar commands with Meditation utilities. It is less about rotating weapon skills alone and more about treating each attunement and command as one connected action set.

Key Structure

Evoker combat is best read through its Fire / Water / Air / Earth familiar commands and Meditation utilities. When you change attunements, the character of your available command changes with them.

Combat Feel

Evoker feels most coherent when attunement swapping, command use, and Meditation follow-ups are viewed as one sequence. It helps to read each attunement as a package instead of isolated buttons.

Familiar Commands
Conflagration
Conflagration
Fire Familiar
Familiar. Summon the fox to attack your target, inflicting burning and then spreading burning on that foe to nearby enemies.
Range900Damage0.67Damage0.3619Apply Buff/Condition5s × 2Blast Radius360Maximum Stacks Transferred9Number of Targets5Maximum Stacks Transferred5Apply Buff/Condition5s × 2
Buoyant Deluge
Buoyant Deluge
Water Familiar
Familiar. Summon the otter to throw a massive ball of water at the target location. When the ball lands, it heals allies in the area and removes conditions from them while stunning enemies.
Range900Apply Buff/Condition2s × 4Healing4510Healing3230Conditions Removed3Radius360Stun2Number of Targets5Number of Allied Targets5
Lightning Blitz
Lightning Blitz
Air Familiar
Familiar. Summon the hare to shadowstep to and attack enemies around your target for critical damage. For each unique enemy struck, your next strike creates an arc of chain lightning.
Range900Damage0.122Damage0.1448Number of Hits5Apply Buff/Condition3sApply Buff/Condition6s
Seismic Impact
Seismic Impact
Earth Familiar
Familiar. Summon the toad at your location. The toad leaps up and slams the ground, knocking down enemies and creating a rocky barrier that enemies can't cross. Allies in the area gain protection.
Knockdown2Apply Buff/Condition2s × 5Radius180Number of Targets5Apply Buff/Condition6sApply Buff/Condition8s × 4Apply Buff/Condition10s × 6Combo FinisherBlast 100%Damage0.7238Damage0.4524
Evoker Meditations
Healing Skills
Rejuvenate
Rejuvenate
Meditation
Meditation. Heal yourself and charge your familiar skill.
Recharge18sHealing6420Traited · Apply Buff/Condition4s (Trait 2415)
Utility Skills
Meditation
Fox's Fury
Fox's Fury
Meditation
Meditation. Grant boons to nearby allies, then inflict burning on your target based on the amount of might you have. If fire is your specialized element, this skill breaks stun, grants additional boons, and strikes enemies around your target.
Range900Recharge18s
Hare's Agility
Hare's Agility
Meditation
Meditation. Gain endurance and swiftness. Your next few strikes create an arc of chain lightning. If air is your specialized element, this skill breaks stun and grants blur.
Range600Recharge20sStunBreaktrueEndurance Gained50Damage1Radius180Number of Targets3Apply Buff/Condition10s × 5Apply Buff/Condition10sTraited · Apply Buff/Condition2s (Trait 2344)Traited · Apply Buff/Condition5s (Trait 2415)
Otter's Compassion
Otter's Compassion
Meditation
Meditation. Remove conditions from nearby allies while granting them boons and increasing their incoming healing for a duration. If water is your specialized element, this skill breaks stun for nearby allies.
Recharge20sConditions Removed3Apply Buff/Condition4sApply Buff/Condition5sApply Buff/Condition6sRadius600Breaks StunNumber of Targets5Traited · Apply Buff/Condition4s (Trait 2415)
Toad's Fortitude
Toad's Fortitude
Meditation
Meditation. Block incoming attacks, then strike nearby enemies with shattering rocks. Grant protection to nearby allies if this skill completes successfully. If earth is your specialized element, this skill grants resistance to allies and breaks stun.
Recharge15sStunBreaktrueDamage1.5Apply Buff/Condition10s × 4Apply Buff/Condition4sDuration1Radius300Number of Targets5Traited · Apply Buff/Condition4s (Trait 2344)Traited · Apply Buff/Condition5s × 3 (Trait 2415)Traited · Apply Buff/Condition3s × 2 (Trait 2415)Traited · Apply Buff/Condition5s × 2 (Trait 2415)
Elite Skills
Elemental Procession
Elemental Procession
Meditation
Meditation. Summon all four familiars to use their empowered skills.
Range900Recharge60sTraited · Apply Buff/Condition5s (Trait 2415)

Frequently asked questions

Is elementalist the hardest profession?

It has many skills to learn and a small health pool. Start by remembering each element's broad role: Fire for offense, Water for healing, Air for mobility, and Earth for defense. Practice Fire and Water first, then bring in Air and Earth as you learn their skills.

Which elite specialization should I try first?

For PvE: Tempest. It adds overloads to the familiar attunement system. Stay in an element, then press its key again for a strong area effect. Overload Water's healing is especially helpful when learning open-world combat.

For close combat: Catalyst. Hammer offers a battle-mage style, while Jade Sphere provides boons for group play.

Try Weaver later. Managing two elements at once adds complexity. Get comfortable with core attunement switching first.

VoE option: Evoker. Choose it if you want an elemental familiar fighting beside you. Charge its commands with your weapon skills, then use an empowered command after three basic commands.

Elite specializations require level 80, the corresponding expansion, and completed core skill and trait training. Once eligible, you need 250 hero points to unlock one fully. In HoT or PoF maps, 25 previously uncompleted hero challenges give 10 points each, for a total of 250.

Is it a problem that I cannot swap weapons during combat?

Switch attunements with F1–F4 to access different weapon-skill sets. Core elementalist has 20 weapon skills across its four elements. Learn your build's main attunements first, then use the others for healing, control, or defense when needed. Normal weapon swapping is available outside combat.