Evoker - Spear Backline
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
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
- ⇒
Template Code
[]
Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Spear
Marauder
Marauder
Sigil
Sigil
Spear
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
- Sigils
Consumables
Usage
Quick Guide
- Spear Evoker is a fully ranged power DPS with both good spike and ground damage
- Use any time it is available
- Prioritize your and /
Fire Attunement Combo 
- ( or if unavailable)
- Once is on cooldown use and combo to activate while also getting as many casts of as possible
Air Attunement Combo 
- should be used to fill downtime on and
Earth Attunement Combo 
General
- As soon as you get 25 stacks of 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
- You must stay inside the field the etching creates for three skill casts to charge the powerful flip skills.
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- This build has low active defenses
Defensive Skill List 
Priorities
- High
- Burst damage
- Moderate
- Damage
- Low
- CC
Detailed Explanations
Burst damage
- In combo:
- ( or if unavailable)
- The goal of this combo is to apply as many damage modifiers as possible to for maximum damage
- Make sure to only use when you can safely stay inside it for the three casts needed to fully charge the skill
- can be cast before and after the combo to add damage
- Make sure to use after all other Spear skills so its effect buffs
- The center radius of deals an extra 25% damage, so aim carefully and try to hit 5 target in the center every time
- Using on instead of 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 casts off it is worth doing
- If you decide to do this swap the position of and in the above combo
Sustained damage
- Your attunement priority for damage is:
- Always cast and as soon as they are ready
- Your Etching skills can be charged by and , 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 ⇒
- Use immediately after casting while in or
- This is a great way to charge while skipping
- should be used in so it can be combined with damage modifiers such as
Air Attunement Combo 
- is an incredible damage skill and should be cast at least twice every time you go into
- Since attuning to the Hare Familiar reduces your cooldown to 1.5 seconds, you should swap into after using any other Atttunement, cast then leave if your other skills aren't ready yet
- should be charged whenever possible to enable
- Typically you want to use as soon as you enter , but if it isn't a good time to spike hold the skill while poking with
- Since this build is already at 100% crit chance, use as one of the casts for and don't worry about its crit buff
Earth Attunement Combo 
- Use as soon as you enter to enable as soon as possible
- Use to charge the Etching
- Like , deals 25% extra damage in the center radius, so aim carefully
- has limited damage, so avoid entering it except for specific reasons:
- To CC with on a group spike
- To reposition with
- Using to reduce the cooldown of or
- should be used immediately before swapping into to lower the cooldown of the
- If you've entered for one of the primary reasons, is usually worth casting
- Beam skills like much more consistently hit their target cap if an enemy at the back of the group is targeted
- Be careful about consuming the buff with
CC
CC skill List 
- Use your CC when:
- Your group calls a spike such as Wells ()
- 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 and apply CC, so aim carefully
- is a great skill to cast before your Fire Combo
Ratings
Comments
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