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Amalgam - Condi DPS

The community gave this build a rating, making it top-tier: Great

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 DPS build for Amalgam.


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.


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.


Skill Variants

  • Bomb Kit could be swapped out for Plasmatic State to simplify the rotation somewhat. This is a moderate DPS loss.
    • Flamethrower can be swapped out for Flame Turret or Liquid State to simplify the rotation even further 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


Trait Variants

  • None of the Adept traits in Amalgam offer any DPS, so you can run whichever survivability you think will be most useful.
  • The grandmaster traits in Amalgam do not offer much damage for condition builds, so it is a smaller DPS loss than other builds to take New Genes and provide boons.


Equipment

Head
Viper
Shoulders
Sinister
Chest
Viper
Hands
Sinister
Legs
Viper
Feet
Viper
Backpiece
Sinister
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Spear
Viper
Sigil
Sigil
Pistol
Viper
Pistol
Viper
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • Either sigil could be swapped for a Sigil of Superior Sigil of Geomancy. The sigil is cheaper than Sigil of Superior Sigil of Bursting and the damage is slightly better than Sigil of Superior Sigil of Earth, but it requires you to be in melee to benefit and variance in your kit swaps can reduce its DPS.
  • Sigil of Superior Sigil of Doom is more consistent than Sigil of Superior Sigil of Earth, but there's not much difference between the two.
  • The recommended setup is practically the same damage as full Viper stats Viper stats gear.
    • In this case, would be the stronger utility.


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 you should also run Bomb Kit rather than Plasmatic State.
  • 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

    • for a cheaper alternative


Usage

Spear rotations

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.


Rotation fundamentals

Your three biggest damage contributions come from Lightning Rod ⇒ Electric Artillery, Conduit Surge and Shrapnel Grenade (along with Fire Bomb if using Bomb Kit). 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.


Simplified Rotation

Click to view Toggle

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
  7. Shrapnel Grenade
  8. Poison Grenade
  9. Offensive Protocol: Obliterate, and stow Grenade Kit during the cast
  10. Devastator
  11. Plasmatic State
  12. Electric Artillery
  13. Conduit Surge
  14. Grenade Kit
  15. Shrapnel Grenade
  16. Evolve, and stow Grenade Kit during the cast
  17. Liquid State (if using)
  18. Offensive Protocol: Shred
  19. Lightning Rod
  20. Conduit Surge
  21. Grenade Kit
  22. Shrapnel Grenade
  23. Freeze Grenade, and stow Grenade Kit during the cast


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.


Bomb Kit Rotation

In addition to the rotation fundamentals above you want to weave in uses of Flame Blast and Fire Bomb.

To give the rotation some structure, key skills with the same cooldown are "linked" together. This creates a combo when you use Poison Grenade:

  1. Poison Grenade
  2. Flamethrower ⇒ Stoke the Flames ⇒ Flame Blast
  3. Offensive Protocol: Obliterate, and stow Flamethrower during the cast
  4. Devastator


This gives a complete loop of ~17 seconds. Within this main loop are three sub-loops in which we want to use Conduit Surge, Shrapnel Grenade and Flame Blast. In two of these sub-loops we can also use Fire Bomb.

Part 1: Use the combo above. Enough skills are used here that Lightning Rod/Electric Artillery is immediately available again, so this is the loop we skip Bomb Kit.
Part 2: Starts the same, but Flame Blast won't immediately be available after Grenade Kit, so Bomb Kit is used instead followed by Flamethrower.
Part 3: Most of the big skills have been used by this point, so the time is filled using the remaining bombs in Bomb Kit. If you're fast, then Fire Bomb won't quite be off cooldown after Grenade Kit, so Flamethrower is used first.


Due to the complexity of the rotation, it can be easy to be slow. If so, you can drop certain skills in order to not delay more important ones. The lowest value skills are Freeze Grenade, Air Blast, Magnetic Bomb and Big Ol' Bomb. Most of these skills also happen to be CC skills, so it can be worth holding on to them where CC is important too.


Example Opener

The Bomb Kit skills at the start are only worthwhile if you can pre-cast them before the fight starts. You may notice that the opener is almost identical to the main loop except for a Flame Blast being replaced by Galvanic Bomb. If desired, you can just do the main loop after opening with Evolve and Flux State

  1. Big Ol' Bomb
  2. Magnetic Bomb
  3. Evolve, and stow Bomb Kit during the cast
  4. Flux State
  5. Lightning Rod
  6. Conduit Surge
  7. Grenade Kit
  8. Shrapnel Grenade, and Defensive Protocol: Thorns during the cast
  9. Poison Grenade
  10. Flamethrower
  11. Stoke the Flames
  12. Bomb Kit
  13. Galvanic Bomb
  14. Offensive Protocol: Obliterate, and stow Bomb Kit during the cast
  15. Devastator
  16. Electric Artillery
  17. Conduit Surge
  18. Grenade Kit
  19. Shrapnel Grenade
  20. Bomb Kit
  21. Fire Bomb
  22. Evolve
  23. Flamethrower
  24. Flame Blast
  25. Air Blast
  26. Offensive Protocol: Shred
  27. Napalm, and stow Flamethrower during the cast
  28. Lightning Rod
  29. Conduit Surge
  30. Grenade Kit
  31. Shrapnel Grenade
  32. Freeze Grenade, and Flamethrower during the cast
  33. Flame Blast
  34. Bomb Kit
  35. Fire Bomb
  36. Big Ol' Bomb
  37. Galvanic Bomb, and stow Bomb Kit during the cast


Part 1

  1. Lightning Rod/Electric Artillery
  2. Conduit Surge
  3. Grenade Kit
  4. Shrapnel Grenade
  5. Defensive Protocol: Thorns
  6. Poison Grenade
  7. Flamethrower
  8. Stoke the Flames
  9. Flame Blast
  10. Offensive Protocol: Obliterate, and stow Flamethrower during the cast
  11. Devastator


Part 2

  1. Lightning Rod/Electric Artillery
  2. Conduit Surge
  3. Grenade Kit
  4. Shrapnel Grenade
  5. Bomb Kit
  6. Fire Bomb
  7. Evolve (if available), otherwise Magnetic Bomb
  8. Flamethrower
  9. Flame Blast - if not immediately available, use Air Blast first
  10. Air Blast
  11. Offensive Protocol: Shred
  12. Napalm (if available), and stow Flamethrower during the cast


Part 3

If you are very fast, then Freeze Grenade won't be immediately available on loops where Napalm wasn't used. It is optimal to Weapon swap Weapon swap and do an auto chain on spear before going back into Grenade Kit and continuing the rotation. It is only a bit worse to just throw Grenades until it is ready instead.

  1. Lightning Rod/Electric Artillery
  2. Conduit Surge
  3. Grenade Kit
  4. Shrapnel Grenade
  5. Freeze Grenade
  6. Flamethrower
  7. Flame Blast
  8. Bomb Kit
  9. Fire Bomb
  10. Galvanic Bomb
  11. Big Ol' Bomb, and stow Bomb Kit during the cast
  12. Return to start of Part 1
  • Use Flux State off cooldown


Video example


Plasmatic State Rotation

Example Opener

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


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: Obliterate, 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 Offensive Protocol: Shred, 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: Shred and Flux State off cooldown.
  • Thanks to Symbiotic Synergy, there is some freedom with when you use Evolve, ideally you can combine it with Flux State or Plasmatic State without delaying your core combo. Make sure not to let it reach two charges.
  • Freeze Grenade is low priority, so you can skip it if you know there are important cooldowns available.


Crowd Control

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


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