Tempest - Aurashare (GvG)

The community gave this build a rating, making it second-tier: Good

Focused on: ControlSupportHealing and Condition cleanse

Designed for: WvW GvG

Expansions required: Heart of Thorns builds

This build was last updated on October 10, 2023 and is up to date for the April 16, 2024 patch.


This build primarily fills the role of the healer and cleanser for its party as an alternative to Druid, Scrapper or Vindicator. Catalyst can also be used instead for the same role, see here for a comparison

Glyph of Renewal is an exceptionally powerful revive skill - in Air Attunement it has the unique effect of repositioning the target, allowing the tempest to fully reset a player that went down in a bad place and in Earth Attunement it revives up to three players.

Tempest provides high amounts of might provided with Pyromancer's Puissance, Fire Shield and Transmute Fire as well as unique auras including the very powerful Shocking Aura.

For the usage of attunements and skills, Tempest can stick to a relatively simple rotation. While a strict rotation is not optimal in all situations, it is effective for beginners and helps to allow focus on other things while learning.

Skill Bar


  • "Flash-Freeze!" or "Eye of the Storm!" instead of Signet of Earth are easier to use.


  • Elemental Bastion

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    • personal option
    • is an alternative if you can go for many revives



  • Unlike most builds in WvW, Dagger/Focus aurashare tempest can be played with a skill rotation
    • Breaking the rotation to survive is fine, breaking it to try and access more healing or condition clear is usually suboptimal
    • The most important part of the rotation is maximizing the amount of swaps into Fire Attunement to proc Smothering Auras with Fire Shield/Transmute Fire and to generate large amounts of Might Might with Sunspot and the Flame Expulsion from Pyromancer's Puissance
    • The order of the non-fire attunements is not important to the rotation, roughly prioritize in this order, but change based on needs:
      1. Water Attunement - healing and cleanse
      2. Air Attunement - anti-melee CC, projectile hate, single target CC, single target Glyph of Renewal
      3. Earth Attunement - personal survivability, movement, AoE Glyph of Renewal

Skill Rotation
  • Start the fight in Earth Attunement
  1. Earthen Rush
  2. Fire Attunement
  3. Transmute Fire
  4. Fire Shield
  5. Air Attunement
  6. Shocking Aura
  7. Transmute Lightning right before Overload
  8. Overload Air Transmute Lightning
  9. Fire Attunement
  10. Transmute Fire
  11. Water Attunement
  12. Overload Water
  13. Repeat
  • The order or Water Attunement and Air Attunement can be swapped.
  • Use Burning Speed, Cone of Cold, Frozen Burst, Freezing Gust, Comet, Convergence, Ring of Earth as fillers
  • Use Swirling Winds for the projectile block
  • Use Gale and Signet of Earth for single target focus
  • If at any stage your group is not engaged or is standing back, not needing to be cleansed or healed, continue to swap in and out of Fire Attunement for the Might Might

Overall Priorities

  • Glyph of Renewal
  • Condition clear
  • Healing
  • CC
  • Aura/Boonshare


  • This build has moderate passive defense
  • This build has moderate mobility skill access
  • This builds has low active defenses
    • Be careful about attuning into Earth Attunement, since you'll lose access to Obsidian Flesh after leaving it
    • Since your personal stunbreaks are time-gated 'Overloads and you don't have access to Stability Stability and you heavily rely on skills with longer casttimes, you want to position safely
  • Stay close to tag, but not directly on top - within 200-300 range is close enough to quickly respond to movements and get boons without getting stuck behind
    • While overloading, if needed, move further away ensure the cast finishes - Powerful Aura has 600 radius
    • While in Fire Attunement, move a bit closer - Smothering Auras, Transmute Fire and the Flame Expulsion from Pyromancer's Puissance have 240 radius.
Active defense priority
  • Magnetic Wave - for cleansing Immobilize Immobilize
  • Dodge
  • Burning Speed
  • Earthen Rush
  • Obsidian Flesh
  • Tornado - for Stability Stability and Dust Charge

Detailed Explanations

Glyph of Renewal

  • Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make Glyph of Renewal cast at the location your cursor is at the end of the cast, instead of where you initially targetted
  • Focus on reviving allies who are far away with Glyph of Renewal, don't waste the skill on players that can be hand rezzed.
  • Use Glyph of Renewal in Air Attunement on single players and Earth Attunement on multiple players if possible
    • Don't delay your cast for this, it is better to get the revive from the wrong attunement over being to late
    • If the teleportation is not needed (or actively harmful), use the glyph in Water Attunement for the extra heal
  • If a downed ally can be safely revived by other means don't use Glyph of Renewal
  • If you are under the effect of Illusion of Life you can cast Glyph of Renewal in Fire Attunement to revive yourself after timing out

Condition clear

  • Most of your condition clear is tied up in attunements and overloads by Smothering Auras, so conserve your shouts unless you absolutely need them
    • Use Fire Shield, Transmute Fire, Shocking Aura and Transmute Lightning for this purpose - keep in mind that the range for the cleanse is 240
  • Water Attunement with Cleansing Wave
  • "Wash the Pain Away!" and "Aftershock!" each cleanse two conditions but should normally be saved for healing and Immobilize Immobilize respectively
Condition clear priority
  • Fire Attunement - Sunspot + Smothering Auras
    • Transmute Fire - Smothering Auras
    • Fire Shield - Smothering Auras
  • Water Attunement
    • Overload Water - Unstable Conduit + Smothering Auras
  • Air Attunement
    • Transmute Lightning - Smothering Auras
    • Shocking Aura - Smothering Auras
    • Overload Air - Unstable Conduit + Smothering Auras
  • Earth Attunement
    • Overload Earth - Unstable Conduit + Smothering Auras
  • "Flash-Freeze!" - Smothering Auras
  • "Rebound!" - Smothering Auras
  • "Wash the Pain Away!"
  • "Aftershock!" - Smothering Auras


  • Most of your healing will be passively applied by rotating through your attunements, applying aura skills and Soothing Mist. Your main decision is when to go into Water Attunement and when to use your shout skills
  • Enter Water Attunement for the immediate healing from Healing Ripple and, after a short delay from Overload Water
    • Try to predict when the final proc of Overload Water will line up with incoming damage
  • Tempests biggest burst heal skill is "Wash the Pain Away!"
    • Keep in mind most of the healing is first pulse which only has a radius of 180
  • Cone of Cold is decent healing while waiting for Overload Water
Healing priority
  • "Wash the Pain Away!"
  • Water Attunement - Healing Ripple
    • Soothing Mist
    • Frozen Burst - water field blast
    • Overload Water - Unstable Conduit + Elemental Bastion
    • Cone of Cold
  • Fire Attunement - Sunspot + Elemental Bastion
    • Fire Shield - Elemental Bastion
  • Air Attunement
    • Shocking Aura - Elemental Bastion
    • Overload Air - Unstable Conduit + Elemental Bastion
  • Earth Attunement
    • Magnetic Wave - water field blast
    • Overload Earth - Unstable Conduit + Elemental Bastion
  • "Aftershock!" - Elemental Bastion


  • Use your AoE CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Be careful using Earthen Rush since leaving Earth Attunement locks you out of Obsidian Flesh
    • The Immobilize Immobilize from "Aftershock!" hits in 600 radius
  • If your team is focusing on a single player, use Gale and Signet of Earth
    • Make sure to check the targets boon bar for Stability Stability
  • Use Tornado to stop the enemy from reviving downed players by knocking them away
    • It can also be used if you notice that the enemy ran out of Stability Stability and access to it
    • Press 2 once for Dust Tornado, then use Dust Charge and the pulsing knock to CC
CC priority
  • Water Attunement
    • Comet
  • Air Attunement
    • Transmute Lightning
    • Shocking Aura
    • Overload Air - Unstable Conduit
  • Earth Attunement
    • Earthen Rush
    • Ring of Earth
  • "Aftershock!"
  • Tornado


  • Try to be in Air Attunement for melee engages to apply Shocking Aura
    • Activate Shocking Aura as soon as you enter Air Attunement so its duration doesn't overlap with Overload Air + Unstable Conduit
    • Use Transmute Lightning right before Overload Air to get extra cleanse and CC
  • Make sure you're close to your group when leaving Fire Attunement to proc Pyromancer's Puissance, it has a short 240 radius
  • Adjust your positioning so that you don't get interrupted while channeling overloads


  • Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make Glyph of Renewal cast at the location your cursor is at the end of the cast, instead of where you initially targetted
  • Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
  • Also under General Options / User Interface turn on Thick party health bars
    • Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
  • Under Squad Options check View as a grid. This will allow you to keep track of your allies' health so that you can better predict when to use Glyph of Renewal


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