Elementalist - S/F Fresh air roamer

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

Designed for:



S/F fresh air is a very competent duelist and small group roamer. The build can be very hard to both pick up as well as master. It doesn't scale well into larger fights so consider running another spec when faced with larger groups.

Even though your defensive stats are absolutely bottom of the barrel, you can be incredibly hard to kill. S/F Fresh Air focuses on avoiding damage by making use of the builds superspeed, projectile hate and invulnerabilities rather than mitigating or sustaining it.

Skill Bar


Skill Variants


    • for Earth variant only

Arcane Shield is most useful against bursty power builds with limited CC such as daredevil and revenant. Against constant CC pressure or if using the Earth variant, swap it out for a different utility.


Glyph of Elementals is a stronger elite for dueling, but generally 's mobility is more useful for roaming.



  • If the extra condition clear of is not needed, though evasive arcana can be the largest source of sustained healing if used properly. This switch is not recommended.


Water can be substituted for Earth. Earth is easier to play with and gives stronger matchups against direct damage builds. Water is used because it has a much stronger matchup against condition builds and S/F can win against direct damage builds without the use of Earth.


Marauder stat icon.png
Berserker stat icon.png
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Berserker stat icon.png
Marauder stat icon.png
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Berserker stat icon.png
Berserker stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Superior Rune of the Pack
Mighty WvW Infusion



  • Use Marauder's until you reach a comfortable amount of HP, usually 16-17k, fill out with berserker.


  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
  • Superior Rune of the Scholar Superior Rune of the Scholar
    Superior Rune of the Scholar.pngSuperior Rune of the Scholar
    (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
  • Superior Rune of the Eagle Superior Rune of the Eagle
    Superior Rune of the Eagle.pngSuperior Rune of the Eagle
    (1): +25 Precision (2): +35 Ferocity (3): +50 Precision (4): +65 Ferocity (5): +100 Precision (6): +125 Ferocity; damage targets with less than 50% health for 10% more.
  • Superior Rune of Rage Superior Rune of Rage
    Superior Rune of Rage.pngSuperior Rune of Rage
    (1): +25 Ferocity (2): +10% Fury Duration (3): +50 Ferocity (4): 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30s) (5): +100 Ferocity (6): +20% Fury Duration; While under the effects of fury gain +5% damage.



  • Bowl of Sweet and Spicy Butternut Squash Soup Bowl of Sweet and Spicy Butternut Squash Soup
    Bowl of Sweet and Spicy Butternut Squash Soup.pngBowl of Sweet and Spicy Butternut Squash Soup
    Nourishment (1 h):
    Food.png+100 Power+70 Ferocity+10% Experience from Kills
    Highest damage option.
  • Fried Oyster Sandwich Fried Oyster Sandwich
    Fried Oyster Sandwich.pngFried Oyster Sandwich
    Nourishment (30 m):
    Food.png+10% Damage Reduction+70 Power+10 Experience from kills
    Alternate offensive option.
  • Omnomberry Ghost Omnomberry Ghost
    Omnomberry Ghost.pngOmnomberry Ghost
    Nourishment (45 m):
    Food.png66% Chance to Steal Life on Critical+70 Precision+15% Experience from Kills
  • Bowl of Orrian Truffle and Meat Stew Bowl of Orrian Truffle and Meat Stew
    Bowl of Orrian Truffle and Meat Stew.pngBowl of Orrian Truffle and Meat Stew
    Nourishment (30 m):
    Food.png100% chance to gain might when you dodge.+40% to your Endurance refill rate.+10 Experience from kills
    If you feel you can efficiently make use of the extreme amount of dodging provided by energy sigil, vigor and this food.


  • Furious Sharpening Stone Furious Sharpening Stone
    Furious Sharpening Stone.pngFurious Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain Power equal to 3% of your PrecisionGain Ferocity equal to 3% of your Precision+10% Experience from Kills
    Offensive option.
  • Magnanimous Maintenance Oil Magnanimous Maintenance Oil
    Magnanimous Maintenance Oil.pngMagnanimous Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain Concentration equal to 3% of your VitalityGain Concentration equal to 3% of your Toughness+10% Experience from Kills
    Support option.



  • Much of this build's damage comes from and . Swap into as often as possible then swap out immediately or soon after casting and cast quick skills in order to get a critical hit. This refreshes air attunement, allowing the process to be repeated rapidly.
    • Generally you should favor putting on cooldown first to keep up as well as general sustain. Once water is on cooldown use the other attunements based on what you expect to need in the next 10 second of the fight, has defensive cooldowns while has your burst skills.
  • will continue casting after swapping attunements once the channel is started, use it to get fast crits to reset Air cooldown and build the channel damage.
  • Swap into after using and/or to benefit from (and if you take it).
  • Use to interrupt opponents, especially healing.
  • and can both be used to proc or add additional burst if needed.


  • S/F relies on avoiding damage as much as possible
    • Utilize the superspeed from to avoid damage from melee attackers. Use abilities that don't require facing your target to keep full speed while resetting air attunement cooldown.
      • , , , , and can all be cast behind you.
    • Make use of and to avoid projectiles
  • is a strong condition cleanse, use it with in water as well as your cantrips and against condition builds.


  • is usually best used in for the heal and cleanse or as a burst tool. If a proc is desperately needed it can be used it , but should always be avoided if possible.
    • will proc from dodge rolls used in
    • The proc is dependent on which attunement you finish the dodge roll in, changing attunements during the dodge roll will change the proc.
  • The best options for are typically Water for the additional sustain of
    Crashing Waves Crashing Waves
    Crashing Waves
    Command your ice elemental to knock back its target and then release a wave of water that heals allies and removes a condition.
    Heal.pngHealing: 10
    Book.pngConditions Removed: 1
    Knockback.pngKnockback: 180
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Book.pngCombat Only
    or Air for the CC of
    Shocking Bolt Shocking Bolt
    Shocking Bolt
    Command your air elemental to fire a stunning bolt at its target.
    Stun.pngStun (1s): Unable to use skills or move.
    . Fire is the highest damage usage, but is generally inferior to Air in situations where this would be useful, Earth should typically be avoided since it offers limited utility compared to the other elementals.
    • The summon is dependent on which attunement you finish the cast in, changing attunements during the cast will change the summon.
  • Track stealthed opponents with . Begin the skill before your opponent stealths and let the channel fully finish (and don't move to allow the game to track circularly)
  • You can secure stomps by:
    • Blinding your enemy's downed interrupting skill with .
    • Activating or after beginning the stomp
    • Using and while stomping Engineers and Warriors.

Earth Variant

  • + is a strong combo for Earth trait builds.
  • Use and to bait doges and cooldowns giving you a window to land the other skill.
  • Make sure to use often.


  • + +
  • . This is your highest damage combo and is critical to winning match ups against high sustain builds. Keep careful track of your opponents stun-breaks and use this combo when they have none available.
    • A safer execution is to swap the order of and , to ensure that the Phoenix will land and force a dodge roll against the Dragon's Tooth.
  • Combining with during the quarter second cast-time of phoenix is your highest dps burst combo. It is difficult to execute and extremely risky since is one of your most important defensive cooldowns.


  • Bunker Elementalists (Especially with ) and Druids are essentially unkillable, though they shouldn't pose a major threat to you.
  • Bad matchups against power Revenant, condition and power Thief, condition and power Mesmer

Gameplay Videos

  • YouTube:
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Build rating - 4 stars
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3 Ratings
3 stars
Hanz gave this build 3 stars September 2018

Dusted off this build and brought it back from the archives with a couple of updates. Will rewrite the usage soon enough. It's still a very effective roamer with great burst damage, although sustained damage/cleave are lacking, so it's mostly just for 1v1s.

5 stars
InvisableYam gave this build 5 stars January 2017

Still loving this build and small variations to it, S/F ele is all about timing and this build can be very rewarding if you time it right. It's possible to experiment with a Tempest variation, keeping in mind the fresh air aspect and overloading, that's also about right time right place. Great build.

5 stars
Arete gave this build 5 stars July 2016

Very difficult to play, but with a very high skill cap and high amount of outplay potential. Struggles against some of the new HoT specs such as herald and daredevil but has the potential to win almost all matchups if played well enough.