Conduit - Power Shiro Conduit
This build was last updated on May 04, 2026 and is up to date for the April 14, 2026 patch.
Overview
A power focused Conduit build for PvP, option for Jalis and Shiro for a mix of defense and offense. Shiro should be kept on the bar at all times, but the second legend slot is flexible.
Skill Bar
Hammer
Sword/Shield
Utility
Utility
Skill Variants
Legends
- (Jalis) over (Razah) is an equally viable option.
Weapons
- If you don't have access to the Secrets of the Obscure expansion, use Staff instead of Sword/Shield.
Template Code
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Specializations
Specialization Variants
For a more offensive version of the build, you could replace Retribution with Devastation:
Equipment
Hammer
Sigil
Sigil
Sword
Shield
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Amulets
- - more tanky option, but you should take an offensive rune with this to compensate for the the damage loss, like .
Usage
Conduit Basics
- As a Conduit, you gain a new resource to manage: Affinity. You build Affinity by using both weapon and legend skills. Affinity is lost on legend swap.
- is a passive that has a different type of effect based on your legend:
- (Shiro) - adds lifesteal procs whenever you use Shiro skills, or periodically maintain its upkeep skill.
- (Razah) - does AoE damage whenever you use a Razah skill.
- Both of these fill a similar role, boosting your damage with extra procs. The key Difference is that Razah is AoE while Shiro is single target focused, but also has some minor healing attached to it.
- This skill costs nothing and only has a cooldown.
- The other profession mechanic you get is Release Potential:
- Deals more damage per Affinity stack.
- does high AoE damage around you in 3 stages.
- is also a strong AoE skill, but targets enemies in front of you. There are bonus effects attached to it - you gain more effects per Affinity stack. With Shiro in your other legend slot, you always get the boon removal even at 0 Affinity.
General
- Invoking a legend resets energy to 50, procs various traits such as , and could even trigger the sigils of your active weapon set (if they are not on CD) among other things. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs or low on energy.
- reduces the CD of your legend swap by several seconds. This allows you to be more reckless with your energy management and spam skills harder than usual.
- is an important part of your mobility, even out of combat. Using any skill with an energy cost gives you
Swiftness every 5 seconds. In combat this will happen passively and you generally don't need to pay attention to it. The easiest way to maintain Swiftness out of combat is to turn on/off every 5 seconds. Using low energy, low CD weapon skills would also suffice.
- (Shiro elite) is rarely used because of its huge energy cost. It's sometimes good for setting up burst but mainly for allies, as you'll have no energy left unless you have legend swap ready. And since you're unlikely to be sitting on 50 energy in the middle of combat, it'll mostly see play in 2 scenarios: right as you engage in combat while +1ing a fight, or if you got revived and you're at full energy.
Damage
- Sword and Shiro have great singletarget damage while Hammer and Razah carry your AoE damage.
- Stacking damage modifiers is a crucial part of burst combos, especially on Shiro:
- will often be used offensively for the lifesteal, giving you armor ignoring damage procs. This is also extremely cheap.
- gives you a lesser version of Enchanted Daggers, these stack with Enchanted Daggers and will fire when you use Shiro skills or maintain Impossible Odds. CW costs nothing and has no cast time.
- adds an extra damage proc whenever you hit with an attack.
- You often want to stack all 3 of the aforementioned skills at the same time.
- These can significantly improve the damage of multihit skills like or .
- (Sword #2) and (Hammer #2) have good damage and a low cost, you should use them whenever they're available.
- works best against single target where the damage isn't split, and only becomes truly threatening with the extra damage procs.
- On Hammer you get to deal solid damage from range even without using attack skills:
- The autoattack doesn't do much by itself, but has great synergy with your extra damage procs.
- Using the auto with active will create armor ignoring lifesteal procs, as you're shooting through a Dark field. You can then add all of the other extra damage sources mentioned above to truly make your auto spam hurt.
- Adding
Quickness also help a lot. While Quickness comes from using on Razah, you can simply just swap to Shiro right after and use to further boost your damage.
- is a hard hitting ground targeted AoE with a huge range, but the most interesting part is that it actually moves your character to the target location before teleporting back. It also evades attacks. This means that you can do things like triggering Dragonhunter or Ranger traps, Necromancer marks from a safe distance, without being hit.
- It's also good for counterpressuring enemies even in melee range while avoiding their damage.
- on top of being a Dark field and having defensive applications also does respectable damage in melee to medium range when activated.
- is one of your few CC skills. The knockdown on it lasts quite long and makes it easier to land your otherwise slow hammer attacks. The cast time on this isn't too bad, but there's also a small delay between the cast and the CC going off. It's not quick enough to work as a reliable interrupt, but it's good enough for setting up bursts.
- works best with Sword because it's a gapcloser, but it's still useful for hammer too because of the
Quickness and unblockable attacks. It's one of your few mobility tools in general.
- Razah's does decent damage and can
Immobilize enemies if hit by both the Conduit and the fragment of Razah that spawns at the target location.
- Razah's is one of your strongest skills. It serves as a high damage, unblockable gapcloser. While the initial cost is fairly high, you get to spam this skill for free if you keep hitting enemies at the target location (up to 2 more times).
- This is extremey good at finishing targets that rely on blocking skills to survive, like other Conduits with (which is a stationary skill, so they're easy targets), Mesmers with , Warriors with and so on.
Sustain
- While Shiro is your offensive legend, is arguably your best defensive skill: breaks stuns, has an evade frame, gapbuilder, gets you out of
Immobilize, restores endurance, etc.
- Both weapon skills have evade frames too: on Hammer and on Sword.
- Phase Smash is better because you get the evasion right as you press the button, while UA has a windup time.
- Both weapons provide
Aegis on skill #4.
- on top of having Aegis also blocks projectile attacks for a few seconds, making it a great option against ranged damage, allowing you to counterpressure targets freely.
- is your time-out button and emergency 3rd healing skill.
- Your condition cleansing is fairly limited, so you need to play those matchups with extra care. Your condi removals are limited to:
- - this is your best one, removing up to 3 conditions for a medium cost on Razah.
- as well as the sigils on Sword/Shield can remove several non-damaging conditions at once, making it easier for your few other condi management tools to get rid of the damaging ones.
- If you're having trouble dealing with conditions in general or expect an especially condi-heavy matchup, pick up on Invocation. 1 extra removal on legend swap can be more helpful than it sounds, especially when coupled with the lower CD legend swaps via .
- While condi removal isn't the best, at least the build has high passive
Resolution uptime for mitigation.
- You gain Resolution whenever you dodge.
- Razah's healing skill offers a huge damage mitigation while channeled. This in theory should be great to use while pressured, but the long cast time and lack of
Stability in the build can make it hard to use with multiple enemies on you.
- The only way you can get Stability in the build is by breaking stuns, so this skill is best used right after . It's important to note that simply using a stunbreak doesn't give you Stability, the boon's ONLY applied upon successfully breaking free of CC.
- The damage mitigation of SH on top of the
Weakness application of GD should make you take barely any damage for a few seconds.
- remains highly valuable as a mobility tool even for survivability. While you lose out on a chance to reactivate this skill if you fire it at an empty field with no enemies struck, being able to escape to the safety of the highground with it is definitely worth it.
- Sometimes the best defense is a good offense - many of your damage modifiers are skills with lifesteal, healing you when you land strikes. Using skills with evade frames like can heal you up safely.
- and also convert some of your outgoing damage into healing.
Top Streamers
- Twitch: Saelos
- Twitch: Japa
Ratings
One of the strongest builds at the moment. Enhanced Embodiment allows revs to spam a lot harder, as energy refill becomes available several seconds sooner, not to mention reaping the benefits of on-swap trait procs a lot more often.
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