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Evoker - Power Air DPS

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

Focused on: Direct damage

Designed for: Raids and Fractals

Expansions required: Visions of Eternity buildsJanthir Wilds builds

Difficulty:
Hard

This build was last updated on June 29, 2026 and is up to date for the June 2, 2026 patch.

Overview

A power DPS build for Evoker that features an actual power burst.

This build can be somewhat simplified (see trait and gear variants below) - the core rotation remains the same, but you don't need to be as precise. This simpler build loses a fair amount of burst, but equalises after ~25 seconds.


Skill Bar

Scepter/Dagger
Utility


Template Code

[&DQYfHSkfUBViHWIddx13Hb4BUAHLAMsAah1qHQAAAAAAAAAAAAAAAAAAAAADWgAvADMAAA==]
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Specializations



Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Scepter
Berserker
Dagger
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • You overcap on crit, so you can swap some pieces to Dragon stats Dragon stats if you want more health - don't drop below 60% crit chance though. This is a minescule DPS loss.


Consumables

Food

  • or ascended versions


Utility


Usage

The cooldown reduction from specialising in Air essentially allows this build to play a Fresh Air rotation while still benefiting from Bolt to the Heart.

Every three weapon skills will charge Zap.


Rotation

The Opener requires you to be fast in order to get Ring of Fire (elementalist) down in time to combo with Dragon's Tooth and start building up stacks of Relic of Bloodstone. If you struggle to do this (or if you can't pre-cast Dragon's Tooth on the boss), swap the position of the first two steps.


If you don't have a charged Zap at the start of a fight, you can use Rejuvenate to charge it before you begin. Note that the opener also uses Rejuvenate, but it's not such a big DPS boost that you should make your team wait for the cooldown so just skip those steps.


Opener

  1. Dragon's Tooth
  2. Elemental Procession, and Zap during the cast
  3. Rejuvenate
  4. Ring of Fire (elementalist), and Zap during the cast
  5. Phoenix
  6. Fire Grab
  7. Air Attunement
  8. Lightning Strike
  9. Fox's Fury, and Zap during the cast
  10. Ride the Lightning
  11. Lightning Blitz, and Earth Attunement during the cast
  12. Earthquake
  13. Hurl
  14. Dust Devil
  15. Churning Earth, and Air Attunement during the cast
  16. Lightning Strike
  17. Lightning Storm
  18. Zap
  19. Water Attunement
  20. Shatterstone
  21. Water Trident
  22. Water Trident
  23. Shatterstone, and Air Attunement during the cast
  24. Zap
  25. Lightning Strike
  26. Ride the Lightning
  27. Fire Attunement


Fire

  1. Dragon's Tooth
  2. Ring of Fire (elementalist)
  3. Autoattack, and use Phoenix when the Relic of Bloodstone buff expires
  4. Fire Grab just before Dragon's Tooth comes off cooldown
  5. Dragon's Tooth, and Air Attunement during the cast


Air 1

  1. Lightning Strike
  2. Ride the Lightning
  3. If you're fast and no utility cooldowns are available, you'll need to briefly auto here so that Earthquake is off cooldown when you swap
  4. Earth Attunement


Earth

  1. Earthquake
  2. Rock Barrier
  3. Dust Devil
  4. Churning Earth (if available)
  5. Hurl
  6. Air Attunement


Air 2

  1. Lightning Strike
  2. Water Attunement


Water

  1. Water Trident
  2. Shatterstone
  3. Water Trident (if available)
  4. Air Attunement


Air 3

  1. Lightning Strike
  2. Ride the Lightning
  3. Fire Attunement
  4. Return to start of Fire


  • Throughout the rotation use Zap and Lightning Blitz whenever they're available. Zap will interrupt Lightning Blitz, so delay using it for ~three seconds.
  • Use other skills off cooldown, but with lower priority than weapon skills:
    • Use Fox's Fury and Elemental Procession off cooldown.
    • Use Glyph of Storms off cooldown when in Air Attunement.



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