Tempest - D/Wh Shocking Aura

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

Focused on: Strike damageControl and Support

Designed for: PvP Conquest

This build was last updated on January 23, 2024 and is up to date for the January 30, 2024 patch.


This PvP Tempest build is meant to be played in teamfights and falls somewhere between a support and a damage dealer. It doesn't directly compete with builds like Support Guard because its main focus isn't to heal, rez or cleanse but to shut down the enemy team through CC and mitigate their damage via Weakness Weakness spam from while also dishing out respectable damage. Direct support here is secondary but still important.

Skill Bar


Skill Variants


  • over - Earth Shield is a powerful conjure skill that's mainly defensive. It has a block, Magnetic Aura for projectile reflection, an invulnerability and 2 CC skills for synergy.

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  • - your healing and group utility is going to take a hit, but having to wait less before gaining access to overloads after swapping attunements makes the playstyle a lot more smooth and reactive. The trait also comes with a damage boost. If you chose this, you might as well consider going Marauder Amulet.



Equipment Variants


  • - more tanky option if you're having trouble surviving.
  • - extra damage if you're okay with becoming more squishy.


  • over Savagery - shifts the focus from CC towards group healing a bit in case you want to lean into the support role.



  • This build is intended to be in team fights sharing auras, CC'ing the enemy team, dealing damage, and doing some healing on the side.
  • You're not really a support, at least not in a sense that you'd be healing/cleansing/rezing a whole lot. Your role is more about mitigating incoming damage through CC and weakness spam via while setting up kills for the team. The build does have some good options for group healing which you should use whenever necessary, but that is not the main focus here.
  • As the build is rather squishy, avoid standing on point as much as possible and don't hesitate to use your defensive cooldowns.
  • This build has a decent amount of boon output. Every aura grants Fury Fury and Swiftness Swiftness to all allies within range. This allows for nearly 100% uptime on these boons. Every Aura you apply to yourself is also shared with nearby teammates!
  • Auras in the build:
  • from and dagger #3 in . This is your strongest aura, made even stronger by synergy. Great at peeling for allies.
  • from plus the trait proc from and .
  • from and combos suchs as + .
  • from and .
  • is an excellent and versatile skill useful injust about any situation. It can deny rez attempts even if the enemy team has stability by yeeting the downed enemy away from them - could even screw with ground targeted rez skills such as . It's great for peeling for teammates or yourself when under pressure as it's a great CC with synergy. is a great mobility skill in general, and of course rushing through low HP enemy targets with it is very good for setting up kills.

Combo Examples

  • Like most Elementalist builds, this one is most effective when consciously chaining multiple skills together, often involving multiple attunements. Below you'll find some examples of useful small rotations that you could weave into your gameplay. This is just to give you some ideas, you don't have to follow them all the time as PvP is full of unexpected situations you'll have to adapt to on a moment's notice.
  • To stack boons right before heading into a team fight, use the following sequence:
  • . After this you may consider swapping to Earth for in the Fire Field, this will result in more boons and a Fire Aura.
  • Spiking targets:
  • spam. Using Shocking Aura before Overload Air is just a good idea in general as it takes pressure off you and the stun gives less time for opponents to interrupt the channeling, after which you'll get a 2nd Shocking Aura so you get to chain them back to back.
  • Sustain:
    • Healing with 3 combo finishers:
  • Anti-projectile rotation:
    • at this point you should probably switch attunements, but if projectiles continue to be a problem wait until the from the overload runs out and do one last Ring of Earth before swapping.


  • is reserved primarily as a kiting option to escape damage, but you could also do things such as precasting from a safe distance and teleporting to your target/the capture point right before the channel goes off.
  • The only condition removal in the build comes from channeling and . If you're afraid of interrupts, cover with before channeling or teleport to a safe spot (like the high ground or behind a pillar) with .
    • is the best support skill in the build, removing conditions from allies in range and healing them as well as granting useful boons.
  • is another way to deal with heavy condition pressure in an emergency. Do not start an overload while in Mist Form though or it will be wasted as Mist Form interrupts overloads when it ends.
    • Some very rare exceptions include using in Mist Form for unstoppable healing/group cleansing if your team is on the verge of dying, but the water overload's final pulse is usually too valuable to give up on and this should not be used in Mist Form in most cases.
  • Consider using immediately after using to extend the duration of the boons applied.
  • is a relatively unimportant overload, but it does grant good defensive boons. What you could do under pressure is start the overload, cancel it with weapon stow, and use the Stability Stability from to safely cast or other defensive skills.

Finishing / Reviving

  • and can be used to secure a revive or a stomp.
    • Note: Mist Form must be activated AFTER starting a revive or stomp; otherwise it won't work.
  • Prevent enemy revives and stomps by using , , or .
  • is a pulsing AoE blind that can also help to stomp downed foes like Guardians, Revenants, and Necromancers.

Swiftness stacking

  • Stack Swiftness Swiftness for your team before the match starts!
  1. Switch to before the 10 second countdown even begins.
  2. The moment the countdown starts cast whilst running towards the exit from spawn, this skill will produce a Static field.
  3. Right before Overload Air is complete cast for synergy.
  4. Before swapping out of Air Attunement quickly cast .
  5. Use then follow up immediately with (both of these are Blast finishers).
  6. When you're done switch to as you don't want to start fights in Water.

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This build has a rating of 4 stars based on 3 votes.
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4 stars
Guirssane gave this build 4 stars • January 2022
I prefer the variant with sage amulet and fire trait instead of air. Just feels like condi clean is too important right now. But its overall really playable.
4 stars
Hanz gave this build 4 stars • August 2021
Easily my favorite build of the season. Is it super competitive, or the best thing to play on ele? Probably not. Can you do well with it in ranked? Absolutely. The build has a couple of real strengths, namely the weakness/CC spam and some off-support but even the damage is decent. Sustain's real low but there are enough tools in the build to make it playable with good positioning, proper CD management and quick decisionmaking. Definitely takes practice but this kit is worth playing at least in ranked. Finished placements with it at 1.6k rating, which is top 60 range at the moment. Warhorn feels like a really underrated weapon, but that's because Focus still overshadows it. In harder matches where you'd get focused a lot Focus offhand might still be the way to go. The real scary part is when a support guard gives Stability to a rev + thief or mirage combo and you're not getting hugged by your support to survive it. I think it'd get shut down hard in ATs but in ranked it's fine. Thanks for sharing OP.
4 stars
JustMayor gave this build 4 stars • August 2021
Probably not the most optimal way to play Tempest, but it works (atleast in Silver and Gold). Very solid for teamfighting, because of the ammount of control you have, decent enough sustain to help you manage to survive being focused by the enemy team, but the healing of this build is considerably smaller then it's D/F Auramancer counterpart. Also the Rune of Air proc, can be a bit wonky, sometimes not working because you have to wait about half of a second after the cast. I might also recommend you to switch to Sage's Amulet for more condi damage from Fire and Earth Atunement.


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