Chronomancer - Burden Shatter

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.

Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Direct damageMobilityControl.

Designed for:


A PvP Chronomancer build which injects some phantasm focus into the shatter playstyle.

Skill Bar


Slot changes

For the optional slot:

  • - damage, boon removal, and synergy with traits.
  • - mobility and stun breaking.
  • - stealth and stun breaking.


Specialization changes

Inspiration can be replaced by Illusions for more damage:

If you opt for this trait line then take

Marauder Amulet Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity


Superior Sigil of Agility
Superior Sigil of Agility.pngSuperior Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Exposure
Superior Sigil of Exposure.pngSuperior Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of vulnerability for 5 seconds. (Cooldown: 9s)
Superior Sigil of Annulment
Superior Sigil of Annulment.pngSuperior Sigil of Annulment
Your next attack after swapping to this weapon while in combat will remove 2 boons from your target.
Superior Sigil of Energy
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of Strength
Superior Rune of Strength.pngSuperior Rune of Strength
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1000 Power +1000 Precision +500 Toughness +500 Ferocity

Equipment Changes


  • will lower your damage, but improves your Quickness Quickness uptime significantly (when using the Illusions line)



  • Use for mobility while traveling between capture points. Phase Retreat teleports you in the opposite direction of where you're facing, so to teleport "forward" turn around to use it and then turn back. We recommend you set up a bind for about face to do this in a fluid manner (Options ⇒ Control Options ⇒ Movement). Make sure you don't have an enemy targeted while using thisskill for movement purposes.
  • Phantasms respawn for a second attack.
  • The main source of damage will come from . One use of this skill will grant 4 phantasms in total: 2 because of Can't find such trait "Imagined Burden"! Please refer to our trait index, and then again from .
  • Phantasms will passively stack Might Might for you through .
    • Note Phantasms are not affected by Might Might that is applied to them. They are, however, affected by might which is applied to the caster, meaning that as long as the mesmer has might, their phantasms will hit harder as well.
  • Use to set up burst with Vulnerability Vulnerability stacking.
  • Summoning a phantasm transfers one condition to it from yourself.
  • Signets grant and cleanse a condition, which makes an even stronger defensive cooldown.
  • Avoid melee range whenever possible, only go in for shatters.
  • Shatters remove conditions and heal you.
  • Gaining puts Aegis Aegis on allies near you.
  • is the strongest mobility skill in the game. Its range is big enough to reach between capture points on most maps, and can be used by allies too. How you use it depends entirely on your creativity! A few starting points:
    • Drop a portal on a capture point you've just won and move on. Come back with if you need to defend it. Alternatively, drop a portal if you're losing the fight and move on. Now your enemy is forced to either afk on the point or hand you a free decap as you can just come back after they had left.
    • If your team is losing a fight, cut your losses by making your team escape through an already deployed portal, potentially steamrolling another capture point by outnumbering your enemy there.
    • Use the portal on the brink of death and go through to safety.
    • Open your portal, start finishing off the target immediately, take the portal, then take the portal again near the end of the animation. Gfycat:
      Portal Stomp


  • Staff is what you use for sustain, ranged poking, and mobility.
  • is a great defensive tool against direct damage, mainly because of Weakness and Protection. Note: this skill can be used while stunned.
  • is the strongest skill on this weapon. Standing in it supplies allies with defensive boons including Aegis Aegis while inflicting several conditions that can mitigate damage like Weakness Weakness or Chill Chill (Chill makes it harder to reach you while slowing down their skill recharge rate), it even has a chance to CC them with Daze Daze. Excellent skill to use when you need area denial for downed cleave, sustain, and other such scenarios.
  • is good for building some distance between you and your target, and can even be used while stunned, potentially allowing you to save dodges for later.
    • If used in PR grants . Keep in mind that this doesn't stack in duration, so try not to overlap Chaos Armors.
  • summons 2 Phantasms, each periodically stacking Vulnerability Vulnerability on your target, which is useful for setting up burst. After the attack they'll turn into cones, potentially fueling shatters.

Greatsword burst:

  • Try to stand close to your target for maximum shatter damage.
  • Use and as your clone appears, immediately followed by a .
  • If your enemy's trying to heal after your burst, use to interrupt it.

Continuum Split

  • allows you to use your skills twice. This is best used for and .
  • Even though your HP will reset after CS ends thus reverting any damage/healing received, it's possible to gain healing from the final pulse of if that occurs after CS ends.
Build rating - 5 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
3 Ratings
5 stars
Hanz gave this build 5 stars June 2018

Previously it was hard to justify playing this build, because bunker chrono did almost the same damage but with 10 times the sustain, and both ended up getting the same nerfs for a while. However, now that the other build's damage has been nuked from orbit this gets to shine a bit more. It's a gimmick but a workable one, wouldn't really recommend it for ATs but should be fine for climbing ranked, and it's somewhat unique.

5 stars
Pwadigy gave this build 5 stars April 2018

This build should definitely be taken seriously in this meta, as excellent timing with this build can result in perfect kills (0% damage taken). The key is to heavily exploit sword shield, and only go for the greatsword combo when the timing is perfect. This build is rather all-or-nothing, as maximizing the burst requires a lack of actual sustain, so it's up to the user to time damage mitigation cycles on Sw/Sh with enemy bursts. This build has been popping up in 1600+ and at the top of ATs recently, as the sheer amount of damage that it can get off in a few seconds, while setting up additional bursts (that continue passively) makes the build for less than a gimmick. And if a skilled player can play around the builds (technically) low survivability by using excellent timing, or simply bursting down a target fast enough, then this build will take you far.

5 stars
CGSN gave this build 5 stars February 2018

Some of the choices taken here like Signet of Ether make this particular variant absurdly gimmicky, but the foundation of this build is powerful. 4X Berserkers for every GS4 puts on very heavy pressure at 1200 range, and being able to do that 2-4X through Signet of the Ether and Continuum Split make it so classes without long duration damage mitigation will not be able to even start a fight. There's even more available if you add in additional toolbar damage Phantasms to this cheesy combo like Disenchanter and/or Defender.

There's still most of the old power shatter tools in this kit as well which, while doing less damage due to the trait spread, still exists for additional damage.

That being said, more so than ever before, this build has no ways to deal with condition damage short of never being hit with it in the first place. The best way to utilize this build would be to try to stay at 1200 range at all costs. When played like that though, it is an incredibly disruptive +1 build with possibly the heaviest 1200 range burst and continuous pressure available in the game.