Catalyst - Fresh Air Cata

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage and Mobility

Designed for: PvP Conquest

This build was last updated on April 27, 2023 and is up to date for the May 02, 2023 game patch.

Overview

A Catalyts take on the Scepter archetype, this PvP build brings the usual burst damage while adding some extra sustain and a variety of boons/auras. FA Catas aim to kite their opponents with Superspeed Superspeed and CC spam while keeping them pressured.


Skill Bar

Scepter/Focus
Utility


Skill Variants

Utility

  • over - Armor is a better defensive skill in general but it's on a longer CD. It's up to you to decide what's more important to you, a stronger defensive or more frequent access to a stun break. The Signet's Blind Blind could also be used proactively to avoid incoming attacks.


Weapons

  • Off-hand Dagger over Focus is also a viable option.


Template Code

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Specializations


Equipment

Scepter
Focus
Sigil
Sigil
Rune
Amulet


Equipment Variants

Amulet

  • - if you're not comfortable with the low HP, a combination of Marauder Amulet and for higher survivability at the cost of slightly lower damage would also be a viable option.


Usage

Elite specialization basics

  • Catalysts gain access to Deploy Jade Sphere which drops an AoE combo field with pulsing boons depending on the attunement they were used in.
  • The Jade Sphere costs energy to deploy, you build energy by hitting enemies or swapping attunements thanks to .
  • Jade Spheres are instant and can be used while casting skills or sitting in a CC.


General

  • The build's all about swapping in and out of every few seconds, made possible by which recharges Air whenever you land a critical strike.
  • Swapping to Air triggers which you should immediately follow up with a for instant burst damage. Entering this attunement also grants you Ferocity from for a few seconds, which is why most of your heavy hitting skills should land in this small time frame. More on that later.
  • Recharging Air: to recharge Air you need to score a critical hit. The fastest way to do it on attunements with slower skills is to start channeling the air autoattack just before leaving . Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.
    • Jade Spheres are great for this too. While their damage is insignificant, they are instant cast ranged AoEs that strike multiple times and can crit.
  • This build can self-stack Might Might by blasting the fire field created by the Fire Jade Sphere and . Do not prioritize Might stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
  • The first dodge you perform after swapping to Earth attunement
  • is an excellent skill for setting up burst, use it right before swapping out of Air into another attunement.
  • 's main purpose is to reset/reduce the CDs on and for extra sustain, but if you want to get greedy it could also reset burst and CC cooldowns in other attunements.
    • With Off-hand Dagger you should use the elite in Air for mobility/evasion, Water for cleansing/healing or Fire for burst damage.
  • Gaining an aura grants you 1 stack of Stability Stability. The first combo you perform in a given attunement always grants you an aura via .
  • A common tatic is to cast and burst enemies before it falls on them. This presents a no-win situation for many builds: they can either facetank your burst but dodge the tooth, or dodge your burst and facetank the tooth.


Notable burst combos

These are some potential combos you can use based on the techniques outlined above. The quicker you pull these chains off, the better.

From Fire:

  1. Drop your Fire Jade Sphere to passively begin stacking Might Might.
  2. for more Might.
  3. - optional: right at your target before you finish casting Phoenix to make it near instant.
  4. - swap to this just before Phoenix is about to hit the target.


From Earth:

  1. then swap to during the channeling to make the projectiles land in the right attunement. Hurl is a guaranteed projectile finisher which has synergy with your Spheres, consider dropping one before doing this combo. Any Sphere except Water will result in a damage boost.


From Water:

  1. - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but can do the trick too.
  2. Swap to while casting Water Trident, preferably even before the 2nd strike of Shatterstone goes off so that it may benefit from Air's damage modifiers.


Survival

  • makes it easy to kite most specs. Avoid melee range whenever you can!
  • is a source of spammable Chill Chill which you can even place behind your back when running away. Chill is great at building distance.
  • Needless to say other CCs can also be used for shaking off pursuers.
  • and provide excellent protection against enemies who use projectiles. These however do not work against unblockable projectiles, and some ranged builds - such as this one - are mostly unaffected by projectile reflects and blocks.
  • is the build's best condition cleanse which can also be used while stunned.
  • offers protection against all kinds of pressure.
  • is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness.
  • The first strike of Blinds enemies while the snare is useful for keeping distance.


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Ratings

This build has a rating of 5 stars based on 8 votes.
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5 stars
Velkix gave this build 5 stars • April 2023
Old King still shines in the new trend. Good to see this build needs more teamwork to maximize the value. The damage is in the right position right now. The only issue is that Fortified Earth is too perfect for ele. 3s Block in utility and 30s(or even 20s) CD.
3 stars
Deloitte34 gave this build 3 stars • April 2023
Very easy to CC and kill, takes an experience ele player to pull it off , while deemed OP when used by vets...it's close to rubbish when used by your average JoE
5 stars
Vex gave this build 5 stars • March 2023
Even repeated nerfs couldn't kill it.. unfortunately. Still feels unkillable on a bunch of classes and the damage is still crazy. Nerfing the elite was a step in the right direction but it's not enough, the build is cracked. Fresh air never should've become a competitive build.
5 stars
Gkhougaz gave this build 5 stars • January 2023
The French Worms won the EU MAT with five of these today. The NA winner had two. Take that as you will. (Nerf it for the love of God).
5 stars
Rhubarbpie gave this build 5 stars • January 2023
Extremely overpowered build. The only thing it requires is that you can press buttons fast to swap between attunements. You basically just spam 2 of each element with air in between and do RIDICULOUS damage. Earth 2 3 Air 2 3 Fire 2 3 Air 2 3 Water 2 3 Air 2 3
5 stars
Necro master gave this build 5 stars • January 2023
even a pvp noob can ez play to p2 meta build but big nerf soon . cuz Very Low Investment but Super High Return .
5 stars
Hanz gave this build 5 stars • January 2023
Current FOTM spec, one of the most popular ranked builds and for good reason. Very strong burst damage with little downtime, S tier kiting with chill + superspeed and instant blinds if anyone gets close. Bit vulnerable to conditions but earth 4 and 5 are great defensives in any situation and could be reset by the elite for more sustain.
5 stars
Goon gave this build 5 stars • January 2023
This build has a strong mix of sustain, damage and mobility if dagger off-hand is taken. Definitely can provide prescence in ranked as a roamer/duelist hybrid.

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