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Chronomancer - Boon Support Power DPS

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 damageSupport and Utility

Designed for: Raids

Expansions required: Heart of Thorns buildsSecrets of the Obscure buildsJanthir Wilds builds

Difficulty:
Normal
This build was last updated on March 15, 2025 and is up to date for the February 11, 2025 patch.

Overview

Power Quickness chronomancer provides either permanent Quickness Quickness from

or permanent Alacrity Alacrity from to its subgroup while dealing good DPS. Both variants play the same way, with the major boon you provide changing with the grandmaster trait you select.

This build can also easily tank. If the aggro is toughness based, simply equip some toughness. The amount needed will depend on the encounter and you and your squad's performance and skill. Nevertheless, it is often better for a healer to tank.

As with all mesmer builds, it has access to plentiful utility should it be required, such as

, , or .


Skill Bar

Dagger/Sword
Spear
Utility


Weapon Variants

  • Sword is the best mainhand weapon for players that don't own Secrets of the Obscure.
  • Greatsword is the best replacement for Spear for players that don't own Janthir Whilds. This also makes the build fully ranged (assuming Dagger mainhand), which could have niche use.
  • Spear/Greatsword are mandatory but offhand Sword can be replaced by a Shield for tanking and extra boons, or Focus if you need to pull adds into the boss.


Skill Variants

Utility

For maximum DPS, you can run

and replace with . The default build has been chosen to allow access both to a free utility slot (swapping out ) and the extra boons from .

You can easily replace

or , depending on whether boons or DPS is more important. Even can be swapped out if needed, though it the highest DPS of the three utilities.

Elite


Template Code

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Note that the Grandmaster trait has not been selected


Specializations

Quickness Quickness variant
Use .
Alacrity Alacrity variant
Use .


Trait Variants


Specialization Variants

Sometimes, utility is more important than damage. The Inspiration traitline massively lowers your damage but is very rarely taken for the Aegis Aegis of

if would not be enough, or if the cooldown of is too long to deal with some mechanic so you complement it with , for example if tanking Vale Guardian. Replaces Dueling.


Equipment

Head
Assassin
Shoulders
Assassin
Chest
Assassin
Hands
Assassin
Legs
Assassin
Feet
Assassin
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Assassin
Ring
Berserker
Ring
Assassin
Dagger
Berserker
Sword
Berserker
Sigil
Sigil
Spear
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Consumables

Food


Utility


Usage

Spear rotation

The most important skill to understand on Spear is

. This skill is a spin attack that deals extra damage to enemies that are on the outer edge of its radius. This radius roughly corresponds to maximum melee range, so you can reliably hit with it, but you may need to stand further back than usual and annoy some boon supports.

Hitting your target with

applies a buff called Clarity Clarity. Your next use of one of your Spear skills 2-5 will consume the buff and gain an enhanced effect:

Of these, the only one that increases your damage is

, so this will be the skill we want to enhance.


The example rotation below does not use

outside of the opener. Both weapon sets are very close in damage so delaying the swap can end up being a DPS loss. That said, the extra clone generation will be helpful regardless and you can adapt the rotation as needed (using signet on Spear will be lower damage, but better boon generation).


The opener uses a trick whereby you activate

during the cast of after it has summoned a clone but before the skill goes on cooldown, this means you get a longer as well as having available when it ends. The precise timing is difficult, but it can be made much easier by holding down the button for and using before releasing the button. This has the effect of delaying the cooldown.


Opening Continuum Split

Begin on Dagger/Sword.

  1. Weapon Swap Weapon Swap
  2. , and during the cast (see the tip above)
  3. - you can cast this any time in , but during the relatively long casttime of is simplest
  4. or
  5. once you hit two clones, you can also use other shatters afterwards but you need to be fast as you want to exit with two clones
  6. and Continuum Split ends
  7. once you hit three clones
  8. once you hit three clones
  9. Weapon Swap Weapon Swap


Dagger/Sword Loop

  1. and whenever it comes off cooldown
  2. Weapon Swap Weapon Swap


Spear Loop

The opener doesn't leave us with Clarity Clarity, so the first time back on spear, you want to open with

. On subsequent loops, the aim is to trigger Clarity Clarity as you leave Spear, and have it still available when you switch back. In this case, start with instead.

  1. - consumes Clarity to summon an extra phantasm
  2. - applies Clarity
  3. - this recharges Mind the Gap
  4. - this is only used once per loop, so can be delayed to evade attacks
  5. Autoattack and use as soon as you can, don't worry about finishing attack chains
  6. until Phantasmal Lancer is ready
  7. Weapon Swap Weapon Swap
  8. Return to start of Dagger Loop


  • Use your wells off cooldown, but avoid delaying weapon skills.
  • Use whenever it reaches maximum charges. You can use the last charge just before a boss is about to phase and recharge it during downtime.
  • Use a shatter whenever you reach three clones


Video example


Greatsword/Dagger Rotation

Click to view Toggle

Opening Continuum Split

Start on Dagger

  1. Weapon Swap Weapon Swap
  2. , and during the cast
  3. and
  4. and
  5. and Continuum Split ends
  6. Weapon Swap Weapon Swap


Dagger Loop

  1. + Shatter
  2. Autoattack and use when it comes off cooldown, Shatter when you reach 3 clones
  3. Autoattack until Bladecall is available again
  4. Weapon Swap Weapon Swap


Greatsword Loop

  1. and Shatter (can delay the shatter until after Mirror Blade if you're not at 3 clones)
  2. Autoattack, use when it comes off cooldown, and Shatter when you reach 3 clones
  3. just before Mind Stab comes off cooldown, to trigger the Fireworks relic (if using)
  4. Weapon Swap Weapon Swap
  5. Return to start of loop


  • Fill the gaps with auto attacks.
  • Use , , and off cooldown.
  • With , use the last charge just before the end of a phase and recharge it near the start of the next one to provide some Might Might to your subgroup.
  • Use a shatter whenever you reach three clones
  • Every third dagger autoattack triggers a Cutter Burst, so try to do this before swapping to greatsword


Second Continuum Split

When

is almost off cooldown, skip the at the end of the greatsword section and when you swap to dagger, do:

  1. , and during the cast
  2. and for free Quickness Quickness
  3. Weapon Swap Weapon Swap
  • From this point, you now use at the end of the Dagger Loop rather than the greatsword loop.
    • Everything else about the loop remains the same.


Video example


Greatsword/Sword Rotation

Click to view Toggle

Opening Continuum Split

Start on Greatsword

  1. Weapon Swap Weapon Swap
  2. - optional, if you're feeling less confident about your speed and want more time in Continuum Split
  3. , and during the cast
  4. and plus
  5. and Continuum Split ends
  6. Autoattack until Blurred Frenzy is off cooldown
  7. Weapon Swap Weapon Swap


Greatsword Loop

The loop is very simple. In the greatsword set, you will use

3 times thanks to . You use at the start and end of the sword loop.

If you need a full breakdown, this is the full loop:

  1. when you have 3 clones
  2. Autoattack, use when it comes off cooldown, and use when you reach 3 clones
  3. Weapon Swap Weapon Swap


Sword Loop

  1. Autoattack (making sure to finish your auto chains), and use when you have 3 clones
  2. Weapon Swap Weapon Swap
  3. Return to start of loop

Second Continuum Split

When

is almost off cooldown, prepare 3 clones to use it on greatsword. You want to use twice thanks to and all your wells:

  1. Weapon Swap Weapon Swap to greatsword
  2. if not at 3 clones
  3. , and during the cast
  4. and
  5. and for free Quickness Quickness
  6. Use all remaining weapon and utility skills then Weapon Swap Weapon Swap
  • From this point, you now use at the end of the Greatsword Loop rather than the beginning.
    • Everything else about the loop remains the same.

Video example


Notes


Clone Sources

The following skills summons clones:

The following skills summon phantasms than later become clones:


Shatter Usage

  • is your primary shatter and does by far the most damage. As you practice this build, you will always have 3 clones ready for it, so you're going to be using if off cooldown.
  • should only be cast in the greatsword set shortly after , because the greatsword loop rotation generates enough clones to have 3 ready for the next Split Second.
  • should be saved for emergencies to provide CC. If using it can also be used to improve the relic's uptime.
  • Neither of your shatters line up perfectly in your loop, so they will drift, but you should be using at least once on each weapon set.


Crowd Control

If you need more CC remember you can take

, or , or .


Encounter Specific Tips

Spirit Vale

Vale Guardian Toggle
  • If tanking, consider taking extra toughness as the boss's autoattacks hit fairly hard.
  • Bring for the breakbars.
  • Maintain a sword clone in the split phase to help with boon removal.
  • If using Focus, can help with seeker control.
  • Save to evade through blue AOEs while keeping up DPS.
  • Save to negate the damage of a Green in high preasure situations.

For more information, see our Vale Guardian Guide.

Ghost events Toggle
  • With , and you can quickly move your group through these events.
  • Drop at your group's location. When you see a rift appear, and open at the rift location. Then to the closest Adrenal Mushroom, and return to your group to repeat for the next rift.
  • During the Spirit Run event, you can drop a at the rift immediately after the glide section and to the spirit wall. If your group has enough DPS, you can destroy the wall and finish the event before the final two rifts explode.

For more information, see our Spirit Woods Guide.

Gorseval the Multifarious Toggle

For more information, see our Gorseval Guide.

Sabetha the Saboteur Toggle
  • Bring as there is only one breakbar which your teammates can easily cover.
  • Use Focus and to pull the bandit adds for easier cleaving. You can do this when Sabetha starts her flamewall.
  • Be careful of teleporting into flamewalls with . You might have to abort CS early or delay it to avoid this.
  • You might need to abort Continuum Split if you have to throw a bomb.

For more information, see our Sabetha Guide.


Salvation Pass

Slothasor Toggle
  • Bring for the breakbars.
  • Use to pull some slublings but always make sure you don't pull your friendly slubling.
  • You can use without the pull (or delay the pull) to provide more projectile defense.
  • If you are using keep in mind where your group will stand in the next few seconds. When you're about to move don't place it on your current position.
  • can be used to destroy the projectiles from the unblockable shake attack by jumping inside the boss when it shakes like a wet dog.

For more information, see our Slothasor Guide.

Bandit Trio Toggle
  • Bring for add control.
  • Use Focus to pull mobs together.

For more information, see our Bandit Trio Guide.

Matthias Gabrel Toggle
  • Bring as failing to CC will result in a squad member's death.
  • Be careful with your reflects! You should only use to break Bloodstone Shield. If you reflect his slam attack Matthias will get a damage buff for each projectile you reflected.
    • Also be careful with as this skill will eat the shards needed to break Bloodstone Shield.

For more information, see our Matthias Guide.


Stronghold of the Faithful

Siege the Stronghold (Escort) Toggle
  • Bring for add control.
  • The most popular strat for this encounter is "all up" or "insta cap", where one chronomancer solos the cave, tanks the tower mobs, and uses to taxi the group up to every tower. This lets you effectively have 9 people on both the main path and the towers. If you are filling this role consider running extra toughness to make it easier to survive the tower mobs on your own. See the Heal Chrono page for details.
    • If your group is fast you might need to your , or ask another mesmer to bring and help you port the 4th tower.
    • If your team is okay with you not giving quickness in order to make sure you can reliably solo the skip part, you can bring and .
  • Use Focus to pull mobs together.

For more information, see our Siege the Stronghold Guide.

Keep Construct Toggle

For more information, see our Keep Construct Guide.

Xera Toggle
  • If tanking, consider running extra toughness as there is a lot of random damage on this fight and your healer will have their hands full.
  • Bring for the breakbars.
  • can be useful for condition cleanse and uptime.
  • Use your to pull adds into the boss.
  • You can use to pull orbs. Make sure to pull the last orb to make sure you're not pulling more than one orb.
  • If you're tanking, make sure to keep Xera facing away from your group as her Blurred Frenzy will deal massive damage to your DPS. You can use , or to protect yourself from the attack while staying in place.

For more information, see our Xera Guide.


Bastion of the Penitent

Cairn the Indomitable Toggle
  • Bring as there are no breakbars here.
  • You can use to evade through red AOEs while keeping up DPS.
  • If doing greens, you should delay your Quickness Quickness until everyone is back in the center.

For more information, see our Cairn the Indomitable Guide.

Mursaat Overseer Toggle
  • Bring as there are no breakbars here.
  • You should take either Claim or Dispel to get on the special action key.

For more information, see our Mursaat Overseer Guide.

Samarog Toggle
  • Bring as Samarog has a huge breakbar and failing to CC will result in a squad member's death.
  • Coordinate your CC with your teammates; try not to burn too many big CCs on the same breakbar.
  • Use to pull Rigom under Samarog during the split phases.

For more information, see our Samarog Guide.

Deimos Toggle
  • Bring as the breakbars are small and easily broken by your teammates.
  • You can block the pizza attacks and Mind Crush with Inspiration and .
    • Note that a player standing in two pizza slices at the same time will still get hit.
  • If tanking, save to dodge the pizza attack while staying in place.
  • You can use any of your blocks or to block Mind Crush.

For more information, see our Deimos Guide.


Hall of Chains

Soulless Horror Toggle
  • If tanking, consider taking extra toughness as the boss's autoattacks hit fairly hard.
  • Bring as failing to CC will wipe the group and is risky with the Tormented Dead around.
  • Take care when using as it will freeze Tormented Dead in place and interrupt knockbacks.
  • If you're tanking, coordinate the aggro swap with the other tank. Aim to swap aggro as soon as your current stacks expire.
  • If you're tanking, move the boss near the wurms at the start so your DPS can cleave them down (with or otherwise).
  • Make sure to stand behind Soulless Horror if possible. If you're the tank, keep her facing in the same direction as her attacks deal massive damage to anyone who isn't the tank.

For more information, see our Soulless Horror Guide.

Dhuum Toggle
  • Use and to quickly strip boons from Dhuum.
  • can allow you to minimise your time away from the group if doing greens.
  • can also be useful if you bait the shackle mechanic by standing as close to Dhuum as you can, then immediately blinking away to break them (this assumes you are not tanking).

For more information, see our Dhuum Guide.


Mythwright Gambit

Conjured Amalgamate Toggle

For more information, see our Conjured Amalgamate Guide.

Largos Assassins Toggle

For more information, see our Largos Assassins Guide.

Qadim Toggle
  • Portal is incredibly useful here for quickly moving your group around the arena and even skipping the entire jumping puzzle at the end! See our guide for more details.
  • Focus is also very useful as it can pull the Magma Elementals into the group for easier cleaving.
  • may be useful to protect agains the Magma Elemental's knock attacks.
  • Bring to ensure you can break the legendary creatures before they finish their attacks.

For more information, see our Qadim Guide.


The Key of Ahdashim

Cardinal Sabir Toggle
  • Bring to break Sabir's breakbars as quickly as possible.
  • can be used to save some distance in the split phases
  • Timed correctly, can be used to ignore the shockwave.
    • So can , but it's less reliable and can get you killed in the last phase if your clone ends up in the wrong place.

For more information, see our Cardinal Sabir Guide.

Cardinal Adina Toggle
  • Many groups will stick together in the split phases. By dropping a near the north-west hand as you run around to avoid the sand beam, you can portal your group after killing the south hands and avoid the dangerous run.
  • If tanking, make sure to keep a block or for the cone attack.

For more information, see our Cardinal Adina Guide.

Qadim the Peerless Toggle

For more information, see our Qadim the Peerless Guide.


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
5 stars
OfficerAndyGentleman gave this build 5 stars • April 2024
A long-time staple of raid groups, chronomancer still brings reliable quicknessor alacrity along with amazing CC, active defence, and good access to group aegis and stability. Teleports and portals also allow for skips no other class can provide. Doesn't offer many boons other than quickness or alacrity, but when paired with a healer, the damage and utility make this an incredible pick.
5 stars
Velkix gave this build 5 stars • December 2023
0 boon duration but pretty sufficient boon uptime. Compared to Cata, both of them need an enemy to attack, but chrono doesn't need any time to set up and has much longer uptime for the invulnerable phase. If the boss blinks a lot or the fight is pretty short, chrono would be painful. Luckly, in strikes that would be unlikely to happen.
5 stars
Warming Hearth gave this build 5 stars • July 2023
Boon chrono is on a great spot these days. Being able to provide either quickness or alacrity by simply changing one trait and nothing else is absolutely amazing. It's not super easy to play, but it's a really good option. The only downside is that it cannot provide quickness/alacrity without enemies to attack, which can a minor inconvenience during phases.
5 stars
Onlywrin gave this build 5 stars • August 2020
STM / Power Boon chrono is an absurdly fun and effective build that can manage extremely high DPS even as a support. This build should be a staple of any chrono main's arsenal.

Comments

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