Evoker - Spear Backline
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on December 02, 2025 and is up to date for the December 09, 2025 patch.
Overview
A backline zerg WvW DPS build for Elementalist providing damage, CC and field support. Requires a precise usage of skills and positioning to survive.
Skill Bar
Spear
Spear
Utility
Familiar
- Attune to Hare
Variants
- Weapons
- Staff
- Utilities
- ⇒
Template Code
[]
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
Spear
Marauder
Marauder
Sigil
Sigil
Spear
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
- Sigils
Consumables
Usage
Quick Guide
- Spear Evoker is a fully ranged power DPS with both good spike and ground damage
- Use / any time it is available
- Prioritize your and /
Fire Attunement Combo 
- /
- Once is on cooldown use and combo to activate while also getting as many casts of as possible
Air Attunement Combo 
- should be used to fill downtime on and
Earth Attunement Combo 
- / ( if unavailable)
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Spear without a stacking sigil
- Spear has Etching skills as the skill 5 in each attunement.
- You must stay inside the field the etching creates for three skill casts to charge the powerful flip skills.
- These casts do not need to be weapon skills - your heal, utilities and elite also count
- You do not need to stay inside the field to cast the flip skill once it is fully charged
- You must stay inside the field the etching creates for three skill casts to charge the powerful flip skills.
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- This build has low active defenses
Defensive Skill List 
Priorities
- High
- Burst damage
- Moderate
- Damage
- Low
- CC
Detailed Explanations
Burst damage
- In combo:
- /
- The goal of this combo is to efficiently charge and stack as much damage as possible at once to generate downstates
- Make sure to only use when you can safely stay inside it for the three casts needed to fully charge the skill
- Make sure to use after all other Spear skills so its effect buffs
- and can be swapped if you need a faster cast on the first
- is used first so its damage will be ticking with the first and the hit
- The center radius of deals an extra 25% damage, so aim carefully and try to hit 5 target in the center every time
- and can both be used on instead of . This is easier to execute and can be good if your group is ranged spiking or you're just having trouble landing the full combo, but is significantly less overall damage
- If is on cooldown when is ready use the following combo instead to trigger on :
Alternate Combo 
- (skip if CD)
- This will keep your cooldown lined up nicely for the next time is ready
Sustained damage
- Your attunement priority for damage is:
- You should normally cast and as soon as they are ready
- Your Etching skills can be charged by and , use them to replace casts of less desirable skills when they are available
- with and both benefit from having a familiar skill to charge them, you can delay the cast slightly for this
- Your Etching skills can be charged by and , use them to replace casts of less desirable skills when they are available
- Try to start fights with your Familiar fully charged so you can quickly use ⇒
- , and if you're confident in surviving can all be used to charge your and if you don't have Familiar skills available to cast instead
- should be used in only
Air Attunement Combo 
- is an incredible damage skill that you should cast as often as possible
- Since attuning to the Hare Familiar reduces your cooldown to 1.5 seconds, you should swap into after using any other Atttunement, cast then leave if your other skills aren't ready yet
- should be charged whenever possible to enable
- Typically you want to use as soon as you enter , but if it isn't a good time to spike hold the skill while poking with
- Since this build is already at 95% crit chance, use as one of the casts for primarily and don't worry too much about the crit buff - but try to hit or if you can for that extra 5%
Earth Attunement Combo 
- Use as soon as you enter to enable as soon as possible
- Avoid using if possible, instead charge with a Familiar skill or one of , or when you can
- Like , deals 25% extra damage in the center radius, so aim carefully
- has limited damage, so avoid entering it except for specific reasons:
- To CC with on a group spike
- To reposition with
- Using to reduce the cooldown of
- should be used immediately before swapping into to lower the cooldown of the
- If you've entered for one of the primary reasons, is usually worth casting
- Beam skills like much more consistently hit their target cap if an enemy at the back of the group is targeted
- Be careful to avoid consuming the buff with
CC
CC skill List 
- Use your CC 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
- Only the center radius of applies CC, so aim carefully
- You'll often want to use in an Etching in or to charge it while setting up CC for your spike
Ratings
Comments
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