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Evoker - Spear Harevoker

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

Focused on: Strike damage and Control

Designed for: PvP Conquest

Expansions required: Visions of Eternity buildsJanthir Wilds builds

Difficulty:
Hard

This build was last updated on July 11, 2026 and is up to date for the July 20, 2026 patch.

Overview

A Spear Evoker build for PvP centered around the Hare familiar, focusing on dealing massive AoE burst damage from range.


Skill Bar

Spear
Utility


Template Code

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Specializations


Equipment

Spear
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 the Phenom - makes the build more forgiving to play and better at taking 1v1s. Worth considering when playing with several meditation and cantrip skills.


Usage

Spear basics

  • Here's a quick rundown of the weapon in case you're new to it.
  • The 3rd skill of every attunement boosts the effectiveness of your next weapon skill in some way, ranging from extra damage to CD reduction.
  • The 4th skill of every attunement is a ground targeted AoE with a bonus effect if you can catch someone near the center of it. This rewards those with good aim.
  • The 5th skill of every attunement is an etching. An AoE combo field will be placed below your character, granting boons to allies inside. For a few seconds you'll gain access to their chain skills which are ground targeted AoE skills. These chain skills can be empowered by casting other weapon skills while the etching is active, but it's also fine to use them for their base effect.


General

  • Role: your job is to roam the map and assist in team fights or +1 sidenodes. You should generally avoid 1v1s, but you can handle some of them due to the range of your abilities.
  • Everytime you land a CC, you proc Lightning Rod (LR) for extra damage and Weakness Weakness. This is important both for defense and offense, as Weakness spam is your first line of defense against Power-based builds.
  • Your 4 skills on Spear are significantly stronger if you can hit enemies within the 120 radius circle instead of the 240 radius one. This even allows for skills such as Twister to activate Lightning Rod for additional damage.
  • Generally speaking, you should try to get your etchings charged up, but getting greedy and staying inside the AoE field spamming skills while you're being focused could quickly get you killed.
  • The etchings are valuable enough on their own, especially with Etching: Jokulhlaup healing over time or Etching: Haboob providing Stability Stability for your team, and their chain skills are reasonably strong even without further empowerment.


Damage

  • Spear is a fairly simple weapon when it comes to damage. Other than trying to catch people in the inner circle of the 4th skills, there's not much else to worry about. Most skills are simple AoE damaging abilities that were made to be spammed, and there aren't really any big combos or rotations you should be aware of.
  • Most of the damage comes from Fire Attunement, as usual.
  • Seethe's damage buff is best used on Meteor, especially if you can hit targets in the center of the AoE.
  • Earth has several hard hitting skills, they're almost on par with those on Fire.
  • Water only has Ice Beam which you could (and should) set up with Undertow. It's very important that you try and catch people in the inner circle of Undertow so they'll be pulled in - this will proc LR and cause Ice Beam to hit multiple targets once they're balled up.
  • Air and Water are relatively low damage, although Air at least has 2 CC skills for Lightning Rod synergy.
  • Energize can be considered unusual, as it actually makes the entirety of your next skill critically strike, not just the first strike of it. This gives it good synergy with Fulgor, although Fulgor is a small and slow AoE skill that usually won't even land 50% of its max damage in a real fight. Therefore the best target for it on Air is arguably Lesser Derecho, the chain skill of your etching. Alternatively you could carry over the crit chance buff to another attunement, like Fire or Earth.
  • Arcane Wave gives you a damage boost while doing heavy damage on its own, which also includes proccing LR. If you bring someone to low HP and need a quick AoE finishing move, this could get the job done.


Sustain

  • Water shines here.
  • Etching: Jokulhlaup creates a long duration water field with passive healing. You can increase this healing by performing blast and leap finishers inside like Ripple or Arcane Wave.
  • Ripple is your best defensive skill. Heals, evades, cleanses conditions, acts as a leap finisher, and even offers some much needed mobility so you may safely reposition yourself. You can follow this up with an Undertow cast behind your back to leave enemies even further behind.
  • Earth is your second most defensive attunement, mostly due to various forms of damage reduction such as Blind Blind or barrier.
  • Etching: Haboob pulses AoE Stability Stability which can make it easier to resustain yourself under pressure.
  • Harden makes your next skill Daze Daze your target.
    • Only 1 target will be dazed, even if you use it with an AoE skill.
    • If you don't trust your aim, use it on skills 1-2. These aren't ground targeted.
  • Air is good not only for LR procs but also disengaging. Attuning to air gives you Superspeed Superspeed, so does Energize.
  • Every skill on the right side of the bar can be used defensively, including Arcane Wave which is a mobility tool, CC and blast finisher all in one.
    • Your elite Elemental Celerity has inherent defensive value because it procs a lesser Arcane Shield from traits when used. Even if your current attunement isn't ideal for defense, if you don't have anything else available then using your elite just for the shield proc could still save you.
  • Armor of Earth and Arcane Shield are both skills that break stun, give Stability Stability and reduce incoming damage in some capacity.


Swiftness stacking

  • Stack Swiftness Swiftness for your team before the gates open!
  • Start in either Water or Earth because you won't need them.
  • Swap to Air to proc Swiftness from traits and drop Etching: Derecho. Blast it with Twister and Arcane Wave.
  • Swap to Fire for Blazing Barrage.
  • When Air is ready, you can swap back again for more Swiftness.

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Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
Vex gave this build 5 stars • November 2025
Best iteration of ele spear yet, the damage is insane and you have enough CCs to live. I've loved this weapon since day 1 but always felt like a meme in PvP, this however takes it to the next level. Being able to freecast with the bunny utility is insane. I'm trying Elemental Balance for this, may or may not work out but I like it so far. Would highly recommend adding lightning flash to the bar however. Without that it's not as good.

Comments

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