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Amalgam - Alacrity Support Condi DPS

The community gave this build a rating, making it second-tier: Good

Focused on: Condition damage

Designed for: Raids and Fractals

Expansions required: Visions of Eternity buildsJanthir Wilds builds

Difficulty:
Normal

This build was last updated on September 18, 2026 and is up to date for the July 14, 2026 patch.

Overview

A condi Alacrity Alacrity DPS build for Amalgam.

In addition to Alacrity Alacrity, this build generates ~13 Might Might and 35% Fury Fury. It also provides 20% Stability Stability, but as you need to use the skill for Alacrity Alacrity, you cannot use it reactively.


Skill Bar

Spear
Utility


Protocol Variants

Offensive Protocol: Shred does an underwhelming amount of damage, so it could easily be swapped out for a utility option. Note that without Offensive Protocol: Shred you provide no Fury Fury.


Pistol Variants

Players who don't own Janthir Wilds cannot use spear, so Pistol/Pistol is the next best option. Pistols also have better ranged capabilities, which might be preferable on some encounters. Bomb Kit performs better than Flamethrower, but only if you can regularly be in melee range.


Skill Variants

  • Flamethrower can be swapped out for Flame Turret or Liquid State to simplify the rotation for a moderate DPS loss. Both skills offer similar DPS.
    • Flame Turret is completely passive but cannot move and so is unsuitable against bosses that move a lot.
    • Liquid State gives you an evade and deals more damage long-term, but takes a while to ramp up.
  • The heal skill can be whatever you want, though some options stand out:
    • A.E.D. allows you to survive some one-shot attacks.
    • Healing Turret does an AoE condi cleanse when it is placed, which can be situationally useful.


Template Code

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Specializations

  • None of the Adept traits in Amalgam offer any DPS, so you can run whichever survivability you think will be most useful.


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Viper
Feet
Celestial
Backpiece
Viper
Accessory
Sinister
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Spear
Viper
Sigil
Sigil
Pistol
Viper
Pistol
Viper
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • This setup provides ~24% boon duration. You could go as low 18%, but this is not recommended. Feel free to add as much boon duration as is required to maintain Alacrity Alacrity.
  • If using the Relic of the Steamshrieker build, Sigil of Superior Sigil of Bursting is higher damage than Sigil of Superior Sigil of Doom.


Less-toughness Versions

The above setup has +208 toughness (with food), increasing to +328 when under the effects of Evolve. If this is high enough to interfere with tanking, you can lower it by replacing Celestial stats Celestial stats gear with Ritualist stats Ritualist stats. If you want no toughness at all, you can replace your food with (or ascended versions) and swap in an additional Ritualist stats Ritualist stats piece.


Non-SotO Relics

  • Players that own Janthir Wilds but not Secrets of the Obscure can use Relic of the Steamshrieker. Note that this locks you into Med Kit as a heal and Spear as a weapon, plus you should also replace Plasmatic State with Bomb Kit.
  • There are two options for core relics. Relic of Thorns has the highest potential, but it isn't triggered reliably on every encounter. Relic of the Aristocracy works everywhere, but requires modifying your gear as follows:
    • You would want to swap some pieces to Sinister stats Sinister stats such that you reach ~67% base condition duration, with bleeding and burning duration capped.
    • It may be recommended to pick an option that offers some utility instead.


Consumables

Food

  • or ascended versions


Utility


Usage

Spear rotation

The basic structure of Spear's rotation will be very familiar to players of engineer: You finish your auto chains and use DPS skills off cooldown until you use Conduit Surge (skill 2), then jump into Grenade Kit and use Shrapnel Grenade along with Freeze Grenade or Poison Grenade if they are off cooldown.

The unique aspect of Spear is the Focused mechanic, which is applied by Conduit Surge and refreshed by the last hit of the auto chain. You can only have a single Focused target, and hitting the target with Spear skills will trigger enhanced effects:

  • The autoattack chain will apply Vulnerability Vulnerability
  • Conduit Surge applies more Burning Burning
  • Lightning Rod ⇒ Electric Artillery deals more damage, and applies more Vulnerability Vulnerability and Burning Burning.
  • Roiling Skies deals (slightly) more CC.
  • Devastator will hit the Focused target with Focused Devastation, applying more damage and Burning Burning.


Spear fundamentals

Your three biggest damage contributions come from Lightning Rod ⇒ Electric Artillery, Conduit Surge and Shrapnel Grenade. When you activate Lightning Rod a whirling AoE spins around you for four seconds, gaining a charge for each target hit. After this Electric Artillery will activate and do damage according to its charge. The cooldown for the skill begins once you activate Lightning Rod so using this skill is high priority, while you can afford to delay Electric Artillery if needed (it lasts until Lightning Rod is ready again).

Conduit Surge and Shrapnel Grenade have the same cooldown, so every time you use Conduit Surge you can immediately jump into Grenade Kit and use Shrapnel Grenade. These two skills form the backbone of your rotation.

You can swap out of Grenade Kit either by pressing Grenade Kit again or by weapon swapping. Using weapon swap will cancel animations when used, which could result in cancelling a grenade skill before its finished. Using Grenade Kit a second time to leave the kit avoids this issue, but if you're only casting a single grenade skill (which is often the case) then the cooldown on kit swaps won't have ended when you need to leave. Ideally you should practise both methods.


Alacrity

Alacrity Alacrity (and Might Might) is applied around the you every time a Morph skill is used. This means they should be used off cooldown as a priority. Defensive Protocol: Thorns has no cast time, so it is easy to use without disrupting your rotation.


Simplified Rotation

Example Opener

  1. Evolve
  2. Flame Turret (if using)
  3. Flux State, and Defensive Protocol: Thorns during the cast
  4. Lightning Rod
  5. Conduit Surge
  6. Grenade Kit
    1. Shrapnel Grenade
    2. Poison Grenade
    3. Freeze Grenade, and stow Grenade Kit during the cast
  7. Offensive Protocol: Obliterate
  8. Plasmatic State
  9. Electric Artillery
  10. Conduit Surge
  11. Grenade Kit
    1. Shrapnel Grenade
  12. Weapon Swap Weapon Swap to exit Grenade Kit
  13. Devastator
  14. Liquid State (if using)
  15. Offensive Protocol: Shred
  16. Lightning Rod
  17. Conduit Surge
  18. Grenade Kit
    1. Shrapnel Grenade
  19. Weapon Swap Weapon Swap to exit Grenade Kit


For the simplified rotation (without Flamethrower), follow the guidance above while using protocols, utility skills and Flux State off cooldown, though they are lower priority than weapon skills.


Flamethrower Rotation

Example Opener

  1. Evolve
  2. Defensive Protocol: Thorns - make sure encounter boon rip has occurred
  3. Flux State
  4. Lightning Rod
  5. Conduit Surge
  6. Grenade Kit
  7. Shrapnel Grenade
  8. Poison Grenade
  9. Flamethrower
  10. Stoke the Flames
  11. Offensive Protocol: Shred, and stow Flamethrower during the cast
  12. Plasmatic State
  13. Devastator
  14. Electric Artillery
  15. Conduit Surge
  16. Grenade Kit
  17. Shrapnel Grenade, and Flamethrower during the cast
  18. Flame Blast
  19. Offensive Protocol: Obliterate
  20. Napalm, and stow Flamethrower during the cast
  21. Lightning Rod
  22. Conduit Surge
  23. Grenade Kit
    1. Shrapnel Grenade
    2. Freeze Grenade
  24. Flamethrower during the cast
    1. Air Blast
    2. Flame Blast, and stow Flamethrower during the cast


Rest of the Rotation

The backbone of the rotation is to use Lightning Rod/Conduit Surge as close to off cooldown as possible, then jump into Grenade Kit, use Shrapnel Grenade, and either Poison Grenade or Freeze Grenade if they are off cooldown.


It can help to "link" together skills with the same cooldown to make tracking your kits easier. This creates a second combo when you use Poison Grenade:

  1. Poison Grenade
  2. Flamethrower
  3. Stoke the Flames
  4. Offensive Protocol: Shred, and stow Flamethrower during the cast
  5. Devastator (optional - played optimally, Devastator is lower priority than other skills, but you can keep them linked to give more structure to the rotation)


  • Use Defensive Protocol: Thorns off cooldown.
  • You usually want to switch to Flamethrower after Grenade Kit. Try to look at your cooldowns each time you enter Flamethrower - if none of your cooldowns are below five seconds, skip it after the next Grenade Kit.
    • It can help to use skills such as Plasmatic State and Flux State as you swap into Flamethrower - this gives you a short moment during the animation to check whether any cooldowns are available, and exit if not.
  • Use at most two Flamethrower skills each time you enter the kit. Air Blast is the lowest priority and can be skipped if you wish to save it for CC.
  • Use Offensive Protocol: Obliterate, Evolve and Flux State off cooldown.
  • Freeze Grenade is low priority, so you can skip it if you know there are important cooldowns available.


Steamshrieker Rotation

Relic of the Steamshrieker gives extra damage when leaping inside or blasting a water field. The water field is provided by Cleansing Field in Med Kit and the rotation is structured to line up all your leaps and blasts while this field is active. Performed quickly enough, you should get six triggers of the relic.


Example Opener

The Magnetic Bomb at the start is only worthwhile if you can pre-cast it before the fight starts.

  1. Magnetic Bomb
  2. Evolve, and stow Bomb Kit during the cast
  3. Flux State
  4. Defensive Protocol: Thorns
  5. Offensive Protocol: Obliterate


Part 1

  1. Lightning Rod/Electric Artillery
  2. Conduit Surge
  3. Grenade Kit
  4. Shrapnel Grenade
  5. Bomb Kit
  6. Big Ol' Bomb
  7. Galvanic Bomb
  8. Med Kit
  9. Cleansing Field - you want to get this down quickly before Galvanic Bomb detonates
  10. Flamethrower
  11. Flame Blast
  12. Weapon swap Weapon swap to exit Flamethrower
  13. Devastator


Part 2

  1. Lightning Rod/Electric Artillery
  2. Conduit Surge - if you're quick, the water field from Cleansing Field will still be active
  3. Grenade Kit
  4. Shrapnel Grenade
  5. Bomb Kit
  6. Fire Bomb
  7. Flamethrower
  8. Stoke the Flames
  9. Offensive Protocol: Shred
  10. Napalm (if available), otherwise Flame Blast ⇒ Air Blast
  11. Stow Flamethrower during the cast of the last skill


Part 3

  1. Lightning Rod/Electric Artillery
  2. Conduit Surge
  3. Grenade Kit
  4. Shrapnel Grenade
  5. Poison Grenade
  6. Freeze Grenade
  7. Flamethrower
  8. Napalm (if available), otherwise Air Blast ⇒ Flame Blast
  9. Bomb Kit
  10. Fire Bomb
  11. Magnetic Bomb (optional) - only if Obliterate is not immediately available
  12. Offensive Protocol: Obliterate, and stow Bomb Kit during the cast
  13. Return to start of Part 1
  • Use Evolve, Flux State and Defensive Protocol: Thorns off cooldown. You should delay the first two if the water field from Cleansing Field is still active.


Video example


Pistol Rotation

Example Opener

  1. Evolve
  2. Defensive Protocol: Thorns - make sure encounter boon rip has occurred
  3. Flux State
  4. Blowtorch
  5. Poison Dart Volley
  6. Bomb Kit
  7. Fire Bomb
  8. Galvanic Bomb
  9. Grenade Kit
  10. Shrapnel Grenade
  11. Poison Grenade
  12. Offensive Protocol: Obliterate, and stow Grenade Kit during the cast
  13. Plasmatic State
  14. Static Shot
  15. Offensive Protocol: Shred, and stow Bomb Kit during the cast


Rest of the Rotation

The backbone of the rotation is to autoattack and use pistol skills off cooldown. Poison Dart Volley has the same cooldown as Fire Bomb so we link those skills together, jump into Bomb Kit to use Fire Bomb after each Poison Dart Volley. You should also use Galvanic Bomb if it is available (every other time).

Shrapnel Grenade is a large part of your DPS, but less than Fire Bomb. Practically, it's best to use Grenade Kit ⇒ Shrapnel Grenade after each Bomb Kit, along with either Poison Grenade or Freeze Grenade if they're available. These latter two skills won't always line up neatly, so it is optimal to note their remaining cooldown and jump back into Grenade Kit to use them if you would otherwise be autoattacking on pistol.

Big Ol' Bomb is also a small DPS increase to use, so you could jump into Bomb Kit to use it if you would otherwise be autoattacking on pistol. As it is a CC skill, you can also delay its use until a defiance bar.


  • Use Defensive Protocol: Thorns off cooldown.
  • It can help to use skills such as Plasmatic State and Flux State as you swap into Grenade Kit - this gives you a short moment during the animation to check whether any cooldowns are available, and exit if not.
  • Use Offensive Protocol: Obliterate, Offensive Protocol: Shred, Evolve and Flux State off cooldown.


Crowd Control

  • Static Shock (with A.E.D.)
  • Roiling Skies
  • Air Blast (Flamethrower)
  • Flux State


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