Chronomancer - Chronophantasma Shatter

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Focused on: Condition damageControlMobility.

Designed for:


A PvP shatter build focusing on condition damage and Phantasm spawning.

Skill Bar


Slot Changes


  • over - attempts to counter boon heavy builds while making up for the nerfed illusion spawning. If you pick PD, take the trait on the Chronomancer line.


  • Shield can be replaced by Torch if you want to add some Stealth or burst damage to the build. Take on Illusions for this choice.



Superior Sigil of Doom
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (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 Doom
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 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 Rune of the Adventurer
Superior Rune of the Adventurer.pngSuperior Rune of the Adventurer
(1): +25 Condition Damage (2): +35 Power (3): +50 Condition Damage (4): +65 Power (5): +100 Condition Damage (6): +125 Condition Damage; When you use a heal skill you gain 25% endurance. (Cooldown: 10s)
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1000 Power +500 Vitality +500 Healing Power +1000 Condition Damage



  • Superior Rune of the Water Superior Rune of the Water
    Superior Rune of the Water.pngSuperior Rune of the Water
    (1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): 25% chance when struck to remove a condition. (Cooldown: 30s) (5): +100 Healing Power (6): +15% Boon Duration; When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
  • Superior Rune of Scavenging Superior Rune of Scavenging
    Superior Rune of Scavenging.pngSuperior Rune of Scavenging
    (1): +25 Condition Damage (2): +35 Vitality (3): +50 Condition Damage (4): +65 Vitality (5): +100 Condition Damage (6): +20% Poison Duration, convert 7% of your Vitality into Condition Damage.
  • Superior Rune of Tormenting Superior Rune of Tormenting
    Superior Rune of Tormenting.pngSuperior Rune of Tormenting
    (1): +25 Condition Damage (2): +10% Torment Duration (3): +50 Condition Damage (4): +15% Torment Duration (5): +100 Condition Damage (6): +20% Torment Duration; When you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20s)



  • Use shatters to deal damage, cleanse conditions, and heal yourself.
  • Whenever you shatter a phantasm for the first time it'll respawn - let your phantasms attack at least once before shattering them for a 2nd time.
  • When you run out of shatter skills activate .
  • and are some of the most important skills in the build. Note: if the target is dodging or has invulnerability when the blocking phase of the skill ends the Phantasm won't be summoned at all.
  • Root people into your shatters with .
  • Always try to shatter when you have 3 active illusions in order to proc . Getting the most out of this trait is a crucial part of the build.
  • is an area interrupt, therefore your best skill to stop an enemy group reviving or stomping an enemy.
  • You can safe stomp both by using and a combination of start Stomp, and back on your target. These stomps use important cooldowns, use them only if necessary.
  • Since the Shatter effects also occur on the caster (players are considered illusions too), do it in melee range to maximaze the damage whenever you can.
  • The first healing tick of will be recieved by the caster (and the caster alone) regardless of location. The second part is an AoE heal for which you must be standing inside the well. Although you only have to spend the last split second inside the well to gain all the healing it offers, staying in it for the duration can still be beneficial as a conditon will be removed each second. if you opt to stay inside then make sure defensive cooldowns are available as you'll be a sitting duck.

Continuum Split (CS)

  • allows you to use your skills twice.
  • Offensive use: CC your target with either or , cast and press right before it finishes casting, then unload your shatters while using . The additional Moa can be used on an enemy approaching a downed body (however if used after the enemy has started reviving it will not interrupt the channel, additional CC must be used) or kept for later.
  • Defensive use: cast after using CS, and exit CS before the last pulse of the well. 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.
  • Phantasms, Wells, and applied Moa morphs will still persist after CS ends.

Phase Retreat


Top Streamers

Build rating - 5 stars
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18 Ratings
5 stars
Quehzy gave this build 5 stars November 2017

Very GOOD! You can control and win 1v3 situations <3

5 stars
Utrex gave this build 5 stars May 2017

A valid condition-applying build that can win many duels/small-scale fights if kited well with. Still works after the patch.

5 stars
Vicroth gave this build 5 stars May 2017

Don't listen to that last message if you're a Mesmer player, ( He just said that portal entre is one of the worst utilities you can take in pvp, so he probably doesn't rank in high level divisions ^^ ), this build is still very viable to take in the current meta. The condition application is still relatively high, even with the sigil + Clone + Continuum + Shield nerfs, you just have to be somewhat more careful against class counters. I still think it works really well and you can still impact games if you play the build correctly

15 More Ratings
5 stars
Lithril gave this build 5 stars July 2016

if i know i can land my condition shatters on the enemy i forget sword and throw in sceptor, it has good clone generation and an extra block, but if you stack your confusion beam(cant be reflected) its gg unless they have more condi clears. just seems silly for a small evade, 1 root swap to get in. meh probably to each his own. i still prefer sceptor over sword.

5 stars
Questioner gave this build 5 stars June 2016

There is a weak point at the build. In 1v1 against a druid or a war, the foe does not lose the focus because there is no longer any stealth. So it's easy for the ranger to use the burst of the pets and there is not much way to avoid that. This is also getting a problem in teamfights. There are just a few who can still get away with it, but the missing stealth helps the enemies to stay focused on the right one. The ranger should be mentioned in counter.

But the great thing is the ability to nearly travel around the map with the portal and the blink.

5 stars
DCook42 gave this build 5 stars June 2016

I agree with Dhaos - I have swapped to Scepter and I'm not looking back (which was difficult as I have Bolt and I historically love sword). The block from Scepter 2 has a low CD + clone gen, which combined with shield 4 allows for alot of fight-on-point potential plus the shatter fodder. A well timed Scepter 3 does nice damage as well (and combined with shatters can really stack confusion). I have noticed since changing to scepter, my end of game stats consistently show more damage. With either sword or scepter, terrific build.

5 stars
Michram gave this build 5 stars May 2016

Very helpful build.

5 stars
Exciton gave this build 5 stars March 2016

This build turns out to be pretty strong in current meta. After double rev gets nullified by ESL, this spec seems to be the 5th best choice. Although being potent in most 1v1s, the build really shines with portal play and moa. So it does require a bit more map awareness compared to other specs.

5 stars
TaigaShinyouju gave this build 5 stars March 2016

Chronophantasma trait is totally usable with other Chronomancer builds, instead of Seize the Moment. Quickness is a boon that can be corrupted.

5 stars
Manumotate gave this build 5 stars February 2016

- Good sustain

- Good damage, you can chain shatter your clones.

- Portal and Moa are really powerful.

- Powerful mobility with portal and blink.

5 stars
RedDave gave this build 5 stars February 2016

Well I used to play power mes all the time but its gone now. So this is the best mes build actually :)

5 stars
RainyDreamer gave this build 5 stars February 2016

This is just an all-around awesome build with powerful offensive, defensive and team utility. I'm usually not a huge fan of condition builds, but the Shatters feel great with the Chronomancer traits. Decent survivability and condition removal. So long as you're methodical about it you can easily fight on points so long as you know when to cut your losses via portal/mobility.

5 stars
Billaboong gave this build 5 stars February 2016

Best mesmer build available. Gotta watch out for the decap with the Stealth and Invulnerability. Great sustain and condition damage plus team play with Portal. Knowing the kiting spots for Phase Retreat improves the build experience a lot.

5 stars
CGSN gave this build 5 stars February 2016

Damn, this build got out. I've been running this for a couple of months and the interaction between persistence of memory, shield 4, and mental defense is incredibly powerful and a solid core for any mesmer build. It's very hard to bring down as the double blocks from Shield 4 are nearly always up and they spam an AoE slow attack on your opponents as well. A condition shatter build like this is likely to be the strongest way to exploit the interaction between those traits while outputting solid AoE damage of its own and bringing the ever important portal and moa utilities that a Mesmer provides for the group.

EDIT - This build's been nerfed in an insane number of ways since it was originally uploaded. Moa duration almost halved, Shield 4 block duration reduced, Mental Defense CD increased, Defender damage reduction reduced, Persistence of Memory halved. Still a good build since Moa and Portal are utilities that are extremely difficult to replace, but no longer has the blanket effectiveness it once did in its current form.

5 stars
Momc gave this build 5 stars February 2016

Agreed. I hate playing this but it does feel like the best Mesmer has to offer at the moment. You should add Medic's Feedback as a variant btw

5 stars
Toeofdoom gave this build 5 stars February 2016

I've played something similar for a while now, it is very effective at keeping point control up in small fights by abusing portal for mobility. It is competitive in 1v1s - if outnumbered it can generally keep 2 people busy for long enough for help to arrive (allowing a 4v3 elsewhere), but cannot bunker a point in such a situation.

It survives and feeds shatters using very short echo of memory/mental defense cooldowns. In team fights it has high impact control (moa, aoe diversion and tides of time) and decent damage.

Basic usage requires good use of active defenses to survive, especially against unblockable attacks

5 stars
Goruu gave this build 5 stars February 2016

I hate playing this build, but it got into esportz.

5 stars
Hanz gave this build 5 stars February 2016

One of the best skirmisher build I've seen in a while. Decent pressure, sustain, mobility, party utility, one of the best duelists and counters revs.