Chronomancer - Phantasmal Chaos

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Direct damageRoamingBurst.

Designed for:


  • A PvP Chronomancer build which utilises Chaos and Illusions, specifically , and to maintain permanent uptime on a huge selection of boons, while still having high burst, DPS and utility.



Slot Changes

Portal can be substituted if you feel you don't need it (This should be rare, if ever):

  • - Burst Damage.
  • - Good for interrupts.
  • - Strong AOE damage especially when combined with
  • - Boons and group utility if you're involved in teamfights more often.
  • - Another Phantasm.



  • Trades the (Good for Aegis procs, daze on enemies) from using your heal skill for more consistent defense from power based attacks.
  • If you feel you can get a lot of interrupts off, this trait provides a lot of offensive support. It also has no internal cooldown, so a chaos storm placed into the middle of a teamfight can very quickly provide a lot of benefits if it is interrupting frequently. The immobilise is also good for getting your burst off without enemies dodging it.


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 Exploitation
Superior Sigil of Exploitation.pngSuperior Sigil of Exploitation
Deal 5% extra damage to targets below 50% health.
Superior Sigil of Cleansing
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Purging
Superior Sigil of Purging.pngSuperior Sigil of Purging
On hit: remove a condition. (Cooldown: 10s)
Superior Rune of Leadership
Superior Rune of Leadership.pngSuperior Rune of Leadership
(1): +8 to All Stats (2): +2% Boon Duration (3): +12 to All Stats (4): +3% Boon Duration (5): +16 to All Stats (6): +5% Boon Duration; when you use an elite skill, convert up to 2 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Equipment Changes


  • Berserker Amulet Berserker Amulet
    Berserker Amulet.pngBerserker Amulet
    +1200 Power +900 Precision +900 Ferocity
    - Only good if you're carrying through the lower ranks and want to instant kill people.


  • Superior Rune of Strength 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.
    - Trades a lot of defense for a minor offensive boost



  • This build is low on stunbreaks, but high on methods of avoiding CC. is your only option of breaking CC if you're caught.
    • grants Stability Stability on shatter, if you see CC coming that you can't avoid with any other means, use a shatter to avoid it.
    • deals reasonable damage if the block is triggered and will deal damage to a target up to 900 range away with very little tells, this is good for applying counter pressure to someone trying to set up burst or CC.
    • can provide multiple Aegis Aegis and Daze Daze procs. Standing inside Chaos Storm and baiting your opponents inside of it can allow you to avoid a lot of attacks/CC through blocks and interrupting their skills. This can rapidly turn fights in your favour.
    • If you're standing above an active portal from , you can use it while CC'd.
  • This build is susceptible to heavy condition pressure.
    • Your best methods of condition removal are:
      • inside of to remove two conditions via , and grant Resistance Resistance from .
      • Swapping to, and attacking with, Staff to proc
        Superior Sigil of Cleansing Superior Sigil of Cleansing
        Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
        Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
        Superior Sigil of Purging Superior Sigil of Purging
        Superior Sigil of Purging.pngSuperior Sigil of Purging
        On hit: remove a condition. (Cooldown: 10s)
      • Cast a second time once ends to cleanse another two conditions.

Interactions with and other traits

  • This trait allows for a huge range of boons to have permanent, or near permanent uptime on you, due to multiple factors.
    • When you shatter with , if your phantasms are in range, they will also get the boons from it. Depending on how many phantasms you have spawned at the time of shatter, this can increase the boon length you would normally get from these shatters to up to 5x their stated duration (if you hit 4 phantasms) as these boons will come right back on to you when the phantasms turn into clones.
    • With and You will have nearly permanent Quickness Quickness and 25 Might Might.
    • If your phantasms stand in , you will get high levels of Retaliation Retaliation and Aegis Aegis.
  • Because your phantasms give you all of their boons when they turn into clones, in team fights they can be used to "soak" boons that your allies provide that you might not otherwise be in range for. This allows you to have an a lot larger effective fighting area, without having to ball up with allies. (This will keep you out of range of your allies heals though, so you need to chose wisely in how you operate)


  • Due to the traits taken, phantasms make up a large portion of your Damage.
    • Try to always lead with . If you have 25 might when summoning this phantasm, it can do upwards of 12k DPS by itself on first summon.
    • Don't underestimate the damage that can do when buffed with and , it can provide solid power DPS that is hard for an enemy to evade, when you might lock yourself in staff while playing on the defensive.
      • Try to always get a cast of off before you rotate back into your Sword/Sword set. Because you're using and the warlocks apply 12 stacks of Vulnerability Vulnerability, you can get 25 stacks of Vulnerability Vulnerability up quite easily for your burst in Sword/Sword.
    • is a large part of your burst and utility, try to time your bursts for when the Disenchanter has stripped boons off of your opponent, leaving them vulnerable to CC, or just your damage after things like Retaliation Retaliation,
      Protection Protection
      Apply protection to yourself.
      Protection.pngProtection (10s): -33% Incoming Damage
      Range.pngRange: 1,200
      and Regeneration Regeneration have been stripped. If the opponent has no boons, Disenchanter will spike them quite hard by itself.
      • Disenchanter is also unblockable, so it can be used as a last resort hit of damage if an enemy is blocking on low HP.
  • A lot of mesmer skills, but Phantasms specifically, can be cast without facing at your opponent. This can lead to powerful fakeouts where you cast the phantasms while running away, before quickly turning and locking down your opponent for a burst. Such as , weapon swap, and while fleeing, then , , and as your phantasms also jump onto your opponent.
  • If you're Blind Blinded, your phantasms won't cast at all, and will be put on full cooldown. This is deadly for this build, so make sure you strip the blind via using a weak attack such as auto attacking the enemy or using a shatter before the phantasm casts to prevent this.

Continuum Split (CS)

  • allows you to use your skills twice. This skill also grants a few seconds of Resistance Resistance, you can consider using CS for that in some extreme cases where youreally need to survive and there's no other way around it.
  • It's best used for double elite activation. Activate CS just before finishes casting, then unload as many shatters/Phantasms and skills in general as you possibly can while CS is active.
  • Important: CS prevents capture point contribution, same as . If you're the only one holding a point, try to keep the time spent in CS to the bare minimum.
  • Phantasms, Wells, and applied boons will still persist after CS ends.


  • Strong Disengage, such as Spellbreakers and Theives. If they don't know how to disengage well, they will most likely lose the fight.
  • Heavy Condition pressure. While you have a lot of tools to avoid being hurt or hit at all, the conditions that do hit, will stick quite well as you're low on condition cleanses without blowing big cooldowns. Try to avoid taking fights where conditions are unavoidable.
Build rating - 4 stars
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2 Ratings
3 stars
Utrex gave this build 3 stars November 2018

Hits hard sure, but it's really susceptible against conditions.

5 stars
Artazkaran gave this build 5 stars November 2018

I am playing this build right now in rankeds and i have no problem with it. Giant burst and lots of survivability are making this build awesome for me. Thakns for it :D