Logo GW2 iconGuild Wars 2 TL iconThrone & Liberty AoC iconAshes of Creation

Evoker - Spear Backline

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageUtility and Crowd control

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons buildsSecrets of the Obscure buildsJanthir Wilds buildsVisions of Eternity builds

Difficulty:
Hard

This build was last updated on November 02, 2025 and is up to date for the October 28, 2025 patch.

Overview

A backline zerg WvW DPS build for Elementalist providing damage, CC and field support. Requires a precise usage of skills and positioning to survive.


Skill Bar

Spear
Spear
Utility


Familiar

  • Attune to Hare


Variants

Weapons
  • Staff
Utilities
  • Hare's Agility Signet of Fire


Template Code

[]
Copy Template Code


Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Spear
Marauder
Sigil
Sigil
Spear
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics
  • Relic of Fireworks
Sigils
  • Sigil of Superior Sigil of Fire
  • Sigil of Superior Sigil of Frenzy
  • Sigil of Superior Sigil of Strength


Consumables


Usage

Quick Guide

  • Spear Evoker is a fully ranged power DPS with both good spike and ground damage
  • Use Zap any time it is available
  • Prioritize your Fire Attunement and Etching: Volcano/Meteor
Fire Attunement Combo Toggle
  1. Etching: Volcano
  2. Arcane Echo (Zap or Blazing Barrage if unavailable)
  3. Meteor
  4. Seethe
  5. Volcano
  • Once Fire Attunement is on cooldown use Air Attunement and combo to activate Etching: Derecho while also getting as many casts of Fulgor as possible
Air Attunement Combo Toggle
  1. Etching: Derecho
  2. Fulgor
  3. Energize
  4. Twister
  5. Derecho
  • Earth Attunement should be used to fill downtime on Fire Attunement and Air Attunement
Earth Attunement Combo Toggle
  1. Etching: Haboob
  2. Earthen Spear
  3. Harden
  4. Fissure
  5. Haboob


General

  • As soon as you get 25 stacks of Sigil of Superior Sigil of Bloodlust and get out of combat, swap back to the Spear without a stacking sigil
  • Spear has Etching skills as the skill 5 in each attunement.
    • You must stay inside the field the etching creates for three skill casts to charge the powerful flip skills.
      • These casts do not need to be weapon skills - your heal, utilities and elite also count
      • You do not need to stay inside the field to cast the flip skill once it is fully charged


Surviving

  • This build has low passive defense
  • This build has moderate mobility skill access
  • This build has low active defenses
Defensive Skill List Toggle
  • Ripple - Evade Evade + Movement
  • Harden - Barrier Barrier
  • Hare's Agility - - Invulnerability + Stunbreak


Priorities

High
  • Burst damage
Moderate
  • Damage
Low
  • CC


Detailed Explanations

Burst damage

  • In Fire Attunement combo:
  1. Etching: Volcano
  2. Arcane Echo (Zap or Blazing Barrage if unavailable)
  3. Meteor
  4. Seethe
  5. Volcano
  • The goal of this combo is to apply as many damage modifiers as possible to Volcano for maximum damage
  • Make sure to only use Etching: Volcano when you can safely stay inside it for the three casts needed to fully charge the skill
  • Blazing Barrage can be cast before and after the combo to add damage
  • Make sure to use Seethe after all other Spear skills so its effect buffs Volcano
  • The center radius of Meteor deals an extra 25% damage, so aim carefully and try to hit 5 target in the center every time
  • Using Seethe on Meteor instead of Volcano is more burst damage, but a significant loss in sustained damage. If your group is ranged spiking or you're not able to consistently get good Volcano casts off it is worth doing
    • If you decide to do this swap the position of Seethe and Meteor in the above combo


Sustained damage

  • Your attunement priority for damage is:
  1. Fire Attunement
  2. Air Attunement
  3. Earth Attunement
  4. Water Attunement
  • Always cast Zap and Lightning Blitz as soon as they are ready
    • Your Etching skills can be charged by Zap and Lightning Blitz, use them to replace casts of less desirable skills when they are available
  • Try to start fights with your Familiar fully charged so you can quickly use Zap Lightning Blitz
  • Use Rejuvenate immediately after casting Zap while in Earth Attunement or Water Attunement
    • This is a great way to charge Etching: Haboob while skipping Earthen Spear
  • Glyph of Storms should be used in Fire Attunement so it can be combined with damage modifiers such as Empowering Flame
Air Attunement
Air Attunement Combo Toggle
  1. Etching: Derecho
  2. Fulgor
  3. Energize
  4. Twister
  5. Derecho
  • Fulgor is an incredible damage skill and should be cast at least twice every time you go into Air Attunement
  • Since attuning to the Hare Familiar reduces your Air Attunement cooldown to 1.5 seconds, you should swap into Air Attunement after using any other Atttunement, cast Fulgor then leave Air Attunement if your other skills aren't ready yet
  • Etching: Derecho should be charged whenever possible to enable Derecho
    • Typically you want to use Etching: Derecho as soon as you enter Air Attunement, but if it isn't a good time to spike hold the skill while poking with Fulgor
    • Since this build is already at 100% crit chance, use Energize as one of the casts for Etching: Derecho and don't worry about its crit buff
Earth Attunement
Earth Attunement Combo Toggle
  1. Etching: Haboob
  2. Earthen Spear
  3. Harden
  4. Fissure
  5. Haboob
  • Use Etching: Haboob as soon as you enter Earth Attunement to enable Haboob as soon as possible
    • Use Harden to charge the Etching
  • Like Meteor, Fissure deals 25% extra damage in the center radius, so aim carefully
Water Attunement
  • Water Attunement has limited damage, so avoid entering it except for specific reasons:
  • To CC with Undertow on a group spike
  • To reposition with Ripple
  • Using Ripple to reduce the cooldown of Etching: Derecho or Etching: Volcano
    • Ripple should be used immediately before swapping into Fire Attunement to lower the cooldown of the Etching: Volcano
  • If you've entered Water Attunement for one of the primary reasons, Ice Beam is usually worth casting
    • Beam skills like Ice Beam much more consistently hit their target cap if an enemy at the back of the group is targeted
    • Be careful about consuming the Ripple buff with Ice Beam


CC

CC skill List Toggle
  • Use your CC when:
    • Your group calls a spike such as Wells (Well of Corruption)
    • On top of enemy downs (while alive enemies are on top of them)
    • Enemy groups move defensively while your group is pushing
  • Only the center radius of Undertow and Twister apply CC, so aim carefully
  • Elemental Procession is a great skill to cast before your Fire Combo


Ratings

This build has a rating of 0 stars based on 0 votes.
Log in or register to rate this build.

Comments

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium
Split Metabattle Logo