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Evoker - Condi D/D Toad

Part of the current metagame

Part of the current tournament 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: Condition damageControl and Sustain

Designed for: PvP Conquest

Expansions required: Visions of Eternity builds

Difficulty:
Normal

This build was last updated on March 27, 2026 and is up to date for the February 3, 2025 patch.

Overview

A condition/hybrid damage focused Evoker build for PvP, opting for Toad for extra CC. The build primarily acts as a duelist, seeking 1v1s and smaller skirmishes.


Skill Bar

Dagger/Dagger
Utility


Template Code

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Specializations

Variants

All 3 traits are viable choices for the last slot:

  • Evasive Arcana gives you more sustain than the other two by improving your healing, cleansing and combo potential. It also adds to your damage, but not as much as the other traits.
  • Arcane Lightning provides a long duration damage boost after each Arcane skill you use, while also making Arcane skills stronger. Final Shielding for the 2nd slot of Arcane is worth considering with this, along with Arcane Shield as a utility option.
  • Bountiful Power is more burst oriented, occasionally giving you a brief but powerful damage boost coupled with Quickness Quickness.

Variants

  • Take Spirit's Succor if CC isn't a problem for you.


Equipment

Dagger
Dagger
Sigil
Sigil
Rune
Amulet
Relic


Note: attunement swapping counts as a weapon swap for Elementalists, allowing us to use Sigil of Cleansing and Energy even on this build.


Equipment Variants

Relics

  • Relic of Agony - it has a higher damage potential than Relic of the Demon Queen and can't be cleansed, but to proc Agony you need to score an interrupt whereas Demon Queen procs on any CC you land. Demon Queen also add Poison Poison to the build, acting as a cover condition for more important ones as well as providing a high uptim of healing reduction, which is important against many high-sustain builds.

Runes

  • Rune of Undead - less versatile rune with a heavy focus on condi damage and defense against power builds.


Usage

Evoker basics

  • Evokers gain access to a new skill slot, this is where you select your familiar. Here we chose Toad for extra CC and improved sustain.
  • Using skills gives you charges - at maximum charges you get to use the base special ability of your familiar - Calcify.
    • Trait procs count for building charges too! Including the on-dodge abilities of Evasive Arcana.
  • Calcify itself is building charges of a different kind. After every 3rd use of Calcify, you gain access to an empowered version of the skill: Seismic Impact.
  • While your familiar cannot be targeted, it is an entity present in combat. It means that the Toad itself is executing the F5 skills, you only command it to do so. If you command it to Calcify while Seismic Impact (SI) is active, Calcify will override and cancel SI! The Toad can't multitask.


General

  • You can build charges for Calcify even out of combat. Do this before the gates open.
  • Evocation drastically reduces the CD of Earth Attunement. You can swap back from any attunement. Your Earth weapon skills can't really keep up with this, but that is often secondary - what matters is reaping the benefits of the defensive trait procs, more on that later.
  • Your elite Elemental Procession is a one button burst combo that almost always finds good value. It unleashes the empowered version of every familar's attack, all at once at the target location. It's good for bursting multiple targets, CCing them, or even healing up:
    • Hare will do Lightning Blitz for burst damage.
    • The Toad will CC targets and limit their movements by locking them inside a stone circle.
    • Otter will heal and create a water field you can blast for even more healing.
    • Fox adds some extra damage.
  • The build doesn't really have ranged options, so the Earth ring produced at the center of Elemental Procession is often your best tool for stopping enemies from fleeing, or locking them in place while you close the gap in general.
  • Calcify is both defensive and offensive - the instant CC can be used to pressure enemies or interrupt their attacks.


Defense

  • The build has excellent strike damage mitigation.
  • Swapping to Earth gives us:
    • Stability Stability and Protection Protection
    • Stone Heart which makes us immune to critical hits
    • Further mitigation from Stone Flesh
    • Barrier from Earthen Blast (if you swap in melee range of an enemy)
  • Attuning to Earth for the passive benefits before quickly swapping out without even using a single weapon skill is completely fine to do, especially if you're CC'd with no stunbreak available and you're forced to tank damage.
  • If you're getting pressured a lot, every second attunement you enter should be Earth Attunement. You can also do this if you're new to the build and want to play it safe, but this does tend to slow your damage down a bit. If you're trying to pressure a target and aren't feeling threatened, take risks.
  • Stone Heart gives you 1 second of critical damage immunity on entering Earth and 1 second upon leaving Earth.
  • It's often overlooked but Ring of Earth destroys projectiles. It's one of the lowest CD anti-projectile skills in the game, and a great tool against ranged enemies that you should use as often as possible, sometimes even outside melee range for defensive value.
  • Almost every attunement has an evade frame, these can all be used to evade attacks even while Immobilize Immobilized:
    • Burning Speed on Fire
    • Updraft on Air
    • Earthen Rush on Earth
  • Water is your second best attunement for sustain, and your best one when it comes to condition cleansing.
  • Cone of Cold, Transmute Frost and Cleansing Wave all have good healing values.
    • You can gain a Frost Aura Frost Aura to transmute both from skill 3 and 4.
  • While Earth is your strongest attunement to swap to for mitigation, Air and Water also have options, namely Shocking Aura (the stun can give you some breathing room) and Frost Aura (provides damage mitigation). Both of these are instant and can be used while stunned.


Condition removal

  • Condi cleansing is weaker than your defense against strike damage, but far from bad. You will however have to resort to bigger CDs to deal with conditions.
  • Sigil of Sigil of Cleansing provides a bit of constant condi removal.
  • Ether Renewal is your mass cleanse, feel free to use it for condi removal even if you don't need the healing.
    • It's very important that this skill is secured. The long cast time makes it easy to interrupt, and you can crumble under condition pressure if that happens. Swapping to Earth for Stability Stability or using one of your utility skills that grant this boon is highly recommended.
    • With a little luck you can also line this up with a Quickness Quickness proc from Bountiful Power (if taken), significantly reducing the cast time.
  • Cleansing Wave is your backup in case none of the other options are available, or if you don't need a mass cleanse.
  • Cleansing Fire is for emergencies. Use it if you need immediate, instant cleansing and no other options would suffice. Otherwise keep it ready as a stunbreak.


Doing Damage

  • Most of the damage comes from Fire, followed by Earth, Air, and finally Water.
  • Everything on Fire hits hard, and you can use them in almost any order. The only thing to keep in mind is that Fire Grab should only be used on Burning Burning targets, but skills 2-4 all apply burning so that shouldn't be hard to achieve.
  • Ring of Fire (elementalist) applies burning both on initial cast and on crossing the ring. It's beneficial to fight at the edge of the ring, where the odds of enemies crossing it are higher.
  • Earth has 3 combo tools that benefit from being used inside Ring of Fire (elementalist), granting you either Might Might or Fire Aura Fire Aura.
  • Earthen Rush's Immobilize Immobilize and Earthquake's CC are both great at setting up hard hitting skills, like Churning Earth. You can even go skill 3 4 5 - CC sets up Churning Earth, immob sets up the CC.
  • The immob of Earthen Rush is great at securing more important CCs like Earthquake or Seismic Impact.
    • Arcane Wave when traited with Arcane Lightning can fill a similar role.
  • Seismic Impact is a very important part of the build. If enemies don't have an answer to it, the ring can trap them for you to pressure while the Toad CCs them.
  • Relic of the Demon Queen provides a very high uptime of Poison Poison without much effort, it just happens passively as you're using Calcify and other CCs.
  • Consider using Toad's Fortitude before bursts if you're going for the kill if you aren't feeling threatened and can afford to sacrifice a defensive utility. The Resistance Resistance lets you ignore conditions like Blind Blind and Weakness Weakness. Combined with the Stability Stability from traits, you should be unstoppable (unless the enemy has boon removal).


Related Builds


Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
Hanz gave this build 5 stars • January 2026
Even after some targeted nerfs this build still managed to reach meta status. Great sustain and damage, mobility is better than mediocre but wouldn't call it great, especially without Lightning Flash.

Comments

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