Tempest - WET Dagger Tempest Roamer

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Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Direct damageSustainSolo roaming.

Designed for:


Do you desperately miss dagger/dagger roaming on the elementalist? Tired of being mercilessly ganked into oblivion by thieves? Well, do I have the build for you...the WET Dagger Tempest build plays like a scrapper, has the mobility of Thief, sustains like Druid, can chain cc like a Warrior, and matches the raw aoe damage of a Dragon Hunter to punish those opponents who see you as a free bag.

Skill Bar


Skill Variants


  • Though riskier since it is easily interrupted, running makes you almost untouchable to condition Necros and mesmers.


is a great tool for stomping and escaping cc chains while being a reliable panic button. However, the immobilize on and can be quite useful when trying to keep your prey under .


Although can be useful in a skirmish with its aura and heal, it is hard to pass up the sheer mobility offers.


Variants All Earth traits for the 3rd section are viable so take if you feel you need on demand burst healing or if you desire to be tankier against power builds.

Variants If you find yourself being interrupted too much take for more stability and damage with the cost of having less sustain.


For users who do not have Heart of Thorns.


Berserker stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Zealot stat icon.png
Crusader stat icon.png
Crusader stat icon.png
Crusader stat icon.png
Crusader stat icon.png
Crusader stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Superior Rune of Durability
Healing WvW Infusion
Mighty WvW Infusion


Stats The gear displayed here is just a sample. Using Celestial stats is perfectly viable as well. As a guide line, you should typically aim for:

  • At least 2200 Power
  • 35-50% Critical Chance
  • 185-200% Critical Damage
  • 17,000 Health
  • 2600 Toughness
  • 350-500 Healing Power


  • Superior Sigil of Air Superior Sigil of Air
    Superior Sigil of Air.pngSuperior Sigil of Air
    50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
    for more burst.
  • Superior Sigil of Battle Superior Sigil of Battle
    Superior Sigil of Battle.pngSuperior Sigil of Battle
    Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
    for more might stacking.
  • Superior Sigil of Intelligence Superior Sigil of Intelligence
    Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
    Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
    to guarantee your burst.
  • Superior Sigil of Accuracy Superior Sigil of Accuracy
    Superior Sigil of Accuracy.pngSuperior Sigil of Accuracy
    +7% Critical Chance
    for a better crit rate.


  • Superior Rune of the Traveler Superior Rune of the Traveler
    Superior Rune of the Traveler.pngSuperior Rune of the Traveler
    (1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed; +10% Condition Duration
    for better movement speed.
  • Superior Rune of the Pack Superior Rune of the Pack
    Superior Rune of the Pack.pngSuperior Rune of the Pack
    (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
    for better accuracy.
  • Superior Rune of the Earth Superior Rune of the Earth
    Superior Rune of the Earth.pngSuperior Rune of the Earth
    (1): +25 Toughness (2): +10% Protection Duration (3): +50 Toughness (4): +20% Protecion Duration (5): +100 Toughness (6): +5% Incoming Heal Effectiveness; gain Protection when struck by a foe. (Cooldown: 60s)
    for more projectile reflect.
  • Superior Rune of Hoelbrak Superior Rune of Hoelbrak
    Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
    for more might stacking.



  • Plate of Mussels Gnashblade Plate of Mussels Gnashblade
    Plate of Mussels Gnashblade.pngPlate of Mussels Gnashblade
    Nourishment (30 min):
    Food.png+10% Damage Reduction+70 Concentrationn+10% Experience from kills


  • Furious Maintenance Oil Furious Maintenance Oil
    Furious Maintenance Oil.pngFurious Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain Concentration equal to 3% of your PrecisionGain Healing Power equal to 3% of your Precision+10% Experience from Kills
  • Superior Sharpening Stone Superior Sharpening Stone
    Superior Sharpening Stone.pngSuperior Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills
    cheaper option.



  • When roaming, thanks to the elementalist's 20+ skills, you'll be at the luxury of having permanent swiftness from Can't find such trait "Speedy Conduit"! Please refer to our trait index and as well as near permanent protection when in combat depending on what runes you choose to run.
  • The WET Dagger Tempest is perfect for capturing camps quickly due to its superior mobility and area damage.
    • More often than not, camps can be captured before the swords even show up.


  • Much of the initial burst relies on keeping your opponent under the . For this reason your standard burst rotation should beː
    • Cast and begin your
    • Knock down your opponent with once you've finished channelling and switch to
    • Dash back to your foe with and chunk them with and
  • If your situations requires more instant burst or you catch an enemy fleeing then a good rotation would look likeː
    • Switch to and channel
    • to you enemy once you have nearly finished channelling your
    • Immediately follow up with an to knock them down
    • Switch to and auto-attack twice before chain ccing them with
    • Switch to and Dash back to your foe with
    • Finish them with a combination of and
  • , , and are blast finishers and should be used in fire fields such as and to stack might as much as possibleǃ


  • Because of the endurance regeneration from
    Superior Sigil of Energy Superior Sigil of Energy
    Superior Sigil of Energy.pngSuperior Sigil of Energy
    Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
    as well as numerous evades from skills such as and , your opponents will think you're a thief who just watched too much Avatarː The Last Airbender. However, with the 50% damage reduction from your auras +
    Bowl of Mussel Soup Bowl of Mussel Soup
    Bowl of Mussel Soup.pngBowl of Mussel Soup
    Nourishment (30 min):
    Food.png+10% Damage Reduction+70 Vitality+10 Experience from kills
    , you'll be able to facetank a surprising amount of damage.
  • If you do find yourself on the losing end of a skirmish with your opponent being power, then your defensive rotation should look likeː
    • Switch to + for 60% damage reduction and 1500heal/regen
    • and if you can
    • Switch to + and auto-attack as much as possible to proc
  • If you're fighting a condition-based opponent and they manage to bring you below the threshold, then utilize your auras for condi cleanse as well as and your cantrips.
  • Noteː Unless you are in desperate need for a burst healing or you are running the trait try to refrain from casting .
  • It is also interesting to note that you can use the auto attack on the earth attunement while running away from your opponent which makes it great for kiting.

When You Realize a Zerg is Coming Right at You

  • Let's face it, zergs are forever a part of WvW as much as Stone Mist Castle is. On the bright side, you are not a snail fleeing from a cheetah like a Necromancer would be if they encounter a zerg. On the off chance that you do find a group of players pursuing you then to maximize your mobility you should use the following rotationː
    • + Switch to
    • +
    • +
    • Repeat and as soon as they come off cooldown until you are safe.


  • This build is specifically designed to go toe to toe with most classes in this game.
  • Good match ups for this build include:
    • Laugh at condi thieves as they repeatedly remove their own conditions with .
    • Power thieves that are not running stun breaks.
    • All engineers (condi or power).
    • You'll be able to stalemate or win most ranger match ups.
    • Guardians can be a skill based match up depending on their gear (although if things go south you can always run away).
    • Power warriors can be a skill based match up but at worst, you'll stalemate with them.
    • Revs
  • Additionally, this build can run away from all classes except thieves.


  • Despite all the benefits this build has when it comes to roaming, it is not without its counters.
  • Prone to interrupts due to lack of stability.
  • If a thief interrupts or evades too many of your key spells, then pray allies are nearby you to aid or revive.
  • Avoid mesmers
    • Unless they have built completely glass and are either lagging or blindfolded, you are not going to beat one since they'll be able to evade all of your spells and either strike you back much harder or simply stalemate and slowly wear you down.
    • Condi mesmers are not threatening as long as you are managing your cleanses, but the uncommon power mesmers are deadly to this build.
  • You'll be able to stalemate with most bunker classes however warriors that are running a lot of cc can be a problem.
  • Boon-corrupt Necromancers for obvious reasons.

-Thanks for all the wonderful feedback guys! Happy WvWing!!!

Build rating - 5 stars
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6 Ratings
5 stars
Catchdown gave this build 5 stars June 2018

One of the best ways to roam as an elementalist. I would recommend replacing all or at least some of the gear with Celestial, as you can reach objectively better stats without sacrificing anything this way.

5 stars
Sinweaver gave this build 5 stars June 2017

Having a lot of fun with this and find it worthy of its rating. Elementalist has been the last class I picked up and jumped into this build to get started. It's elementalist so the skill cap is high, but the defensive capabilities offer some forgiveness while you learn. I took a slightly different gear approach that resulted in ~ the same overall stats (Crusaders in different spots and some Celestial trinkets). Interestingly, the overall stats are ~ identical to the sevens dd build with the same utilities but a very different trait build, allowing you to easily swap into a more aggressive play style. The evaluation of weaknesses provided is accurate to my experience thus far, overwhelming condition pressure is a problem (as it is for most everyone right now) and you have to be on your toes with high power damage cc classes.

5 stars
Yuzami gave this build 5 stars June 2017

I've had my Ele sitting on the bench for a while, just using him as a tank/heal support, but with this build i'm having lot's of fun, has a lot of mobility, the balance between utility and agression is just amazing. I've dueled a pair of Mesmers/Chronos and i could 1v2 and not die for like 10 minutes we've been fighting, in the end it's all about skill and knowledge about the class, first time i'm roamming as Tempest and i've loved it.

This build is WORTH it because of the infinite rotations you can do if you know the class, totally in the meta IMO.

3 More Ratings
5 stars
MrOnewing gave this build 5 stars May 2017

This is a very solid build overall for roaming. The balance between defense and offense allows for a very stable fight style. Being virtually immune to condition builds is certainly a very welcome feature in our current WvW scene which is so heavy on Trailblazer builds, especially when being able to counter Condition Roamer Chronomancers enough to at least deter them from combat. Only having two hard counters (Power Shatter and Thieves) is quite a good standing as far as WvW builds go. The gear is also very specifically min-maxed for its usage, as well, which makes for comfortable execution. Definitely a build worth running.

5 stars
Diabolio gave this build 5 stars April 2017

After testing this build and make my own alterations, this build is quite phenomenal in damage negation being up to 70% if my opponent is melee. Since I'm so tanky, I actually find myiself using my dodging for mobility rather than evading skills since I know I can tank most hits. Fighting boon corrupt necros is a problem though but at least I can run away

5 stars
Ironchain40 gave this build 5 stars March 2017

I've been looking for a good d/d ele build for a while and I must admit, the amount of sustain and mobility this build has is quite fantastic! I find myself easily going toe to toe with many dragon hunters as well as warriors and the overload air + updraft rotation has amazing 100-0 potential despite being somewhat challenging to land.

My only complaint is that the crusader's trinkets is quite hard to get. Is there possibly a different set of trinkets that are easier to get but give a similar stat total?