Chronomancer - DPS Chrono
The community gave this build a rating, making it second-tier: Good
Focused on: Boon removal and Strike damage
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on October 15, 2026 and is up to date for the September 29, 2026 patch.
Overview
A high spike damage power build that uses to combo with other skills for burst damage. Brings significant utility via and other boon removal as well as for CC.
Skill Bar
Greatsword
Spear
Utility
Variants
- Weapons
- Sword/Focus
- Utilities
- Swap off if you feel like you can survive without a stunbreak
- - Damage
- - Damage and boon strip
- - Boon strip
- Take the general mesmer utilities only if no support mesmers in the squad can cover them
Template Code
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Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Greatsword
Marauder
Marauder
Sigil
Sigil
Spear
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Sigils
Consumables
Usage
Quick Guide
- Chronomancer is a spike based boon strip DPS
- Start fights on Greatsword for ranged engage
Greatsword Burst Combo 
- /
- Use Spear any time you can get into melee for higher damage
Spear Burst Combo 
- /
- Use for big spikes when available
Burst Combo 
Weapon Swap- (optional)
- (cast at the end of previous skill)
- / (use one before if not including )
- should end now. Repeat from #5
- Hit as many enemies as possible with Shatters to proc
Surviving
- This build has moderate passive defense
- This build has low mobility skill access
- This build has high active defenses
Defensive Skill List 
- - Stunbreak
- - Invulnerability
- - Invulnerability
- - Movement
Overall Priorities
- High
- Burst Damage
- Moderate
- Damage
- CC
- Low
- Boon Application
Detailed Explanations
Burst Damage
- There are two ways to burst depending on if you're in Greatsword or Spear
Greatsword Burst Combo 
- /
Spear Burst Combo 
- /
- Your Shatter skills are instant cast and should be used during the cast times of other abilities
- Prioritize Spear while in melee and Greatsword at range
- Include Shatter skills with your Greatsword combo if you're in melee range and
Weapon Swap is on cooldown
- Include Shatter skills with your Greatsword combo if you're in melee range and
- You'll often want to extend a combo by moving from the end of one into
Weapon Swap then proceeding from step 2 of the weapon set you didn't use - You can use to double up on burst. Try to use Greatsword to set up clones to extend the duration
- You can start casting a skill and press at the very end of the cast to include it in the reset without using up time casting it
Burst Combo 
Weapon Swap- (optional)
- (cast at the end of previous skill)
- / (use one before if not including )
- should end now. Repeat from #5
Damage
- Spear has higher damage potential, but you should start in Greatsword due to its range until you get a chance to melee
- When using targeting enemies in the middle or back of the enemy group will increase your damage due to the Piercing effect of the skill
- Use immediately after casting or to make land at the same time as the damage from the other skill to increase your burst
- should be considered a DPS cooldown more than a heal, use it to reset
- Use before to reset the cooldown
- Keep in mind the outer ring of deals 20% extra damage
- Use the Clarity buff applied by on to reset the cooldown of
- You can drop target before casting to place the AoE on your character and avoid moving into a bad position
- Use / when:
- Your group calls a spike such as Wells - ()
- On top of enemy downs (while alive enemies are on top of them)
- Enemy groups move defensively while your group is pushing
- Immediately before your own spikes
- When using ground AoEs like /, try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
CC
List of CC Skills 
- Use as your group spikes
- Try to save your skill for the commanders call to spike or use wells
- If you aren't using voice communication, use it at the same time as Necromancers in your group use their wells or at the start of your own spikes
- When using ground AoEs like , try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
- Other than don't go out of your way to use your other skills that have CC for CC, they are better used for their other effects
Boon Application
- Use to cover
Stability when there is downtime on a push
- Make sure to recharge as soon as possible if you expend the charges
Ratings
Comments
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