Evoker - Support Ottermancer
This is a test build. You may comment and rate it.
Focused on: Support and Utility
Designed for: PvP Conquest
Difficulty:
Easy
This build was last updated on April 26, 2026.
Overview
A PvP support Evoker build focused on massive healing output and
Frost Aura sharing.
Skill Bar
Dagger/Dagger
Utility
Skill Variants
Utility
Changing utility skills is not generally recommended, but in some cases you can swap out for:
- - a short block that grants
Protection and
Stability to nearby allies.
- - basically a second, worse which can be taken in very condi-heavy matchups.
Consider another mobility source when replacing , such as or . Also, if not using any signets, switch to in Earth.
Elite
- - mobility and CC, can be used to peel for allies and even works on downed enemies to prevent revivals.
- - similar to but harder to use, though it can be very strong when the elemental is not killed quickly.
- - one of the only ways this build can deal respectable damage and cleave downed enemies. Primary use is mobiliy as an escape tool. Consider taking with it.
Template Code
[&DQYRLRovUDpiHQAAix0AAB0BAAAcAQAAah0AAAAAAAAAAAAAAAAAAAAAAAACLwBZAAA=]
Specializations
Variants
- significantly higher cleanse for yourself and allies but losing means significantly less
Frost Aura and
Protection sharing for allies, and therefore a lower
Chilled output as well. Consider an alternate relic if taking this.
Equipment
Dagger
Dagger
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Runes
- - general tankiness.
- - good vs. condi-heavy teams.
Relics
- - better healing for low-health allies.
- - increase healing from
Regeneration.
- - makes your blast finisher combos heal other allies.
- - makes your blast finisher combos heal other allies. Extra strong with .
Usage
General
- Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support. For more tips check out our settings guide.
- This build is designed around . As such, you will not have the same flexibility (or complicated plays) as a normal Elementalist build. This does mean that you can 'run out of gas' if you're not careful, but timing your abilities is one of the biggest components of skill expression when playing this otherwise relatively simple build.
- Avoid getting locked into 1v1s, always be in teamfights. You depend on your allies just as much as they depend on you! A support's job is to keep party members alive through support, and these allies must peel for you in return (if the enemy team gets to focus you without allies counterpressuring them you'll probably end up dead).
- Nearly all of your skills require close/melee range. Try to stay right on top of your team to make sure your skills can reach them.
- At game start, during countdown, use + to charge up , cast it, then cast and to charge it again. This should let you get a early into the first fight.
- Use / off cooldown to maintain and
Vigor (from ).
- is not normally a support heal, but thanks to it grants
Aegis in additon to recharging your familar skill (which is a heal). Try to use it when you have no familiar charges, such as right after using your familar skill.
Auras
- causes every aura you apply to yourself to also be granted to nearby allies. Auras you can apply:
Shocking Aura from with .
Frost Aura from and .
- Try to use just before your
Frost Aura ends.
- Try to use just before your
- Try to apply
Frost Aura (and
Protection) to allies before any big enemy burst.
Cleanse
- Your cleanse skills are:
- (with
Crowd Control
- Your sources of CC are:
Shocking Aura from with .
- In lieu of a large amount of hard CC, you want to focus on reapplying
Chilled as much as possible to enemies to keep them "soft-CC'd" for the fight. In longer fights, this will turn into a big advantage for your team due to enemies running out of cooldowns, etc.
Ratings
Comments
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