The community gave this build a rating, making it second-tier: Good
Focused on: Support and Utility
Designed for: PvP Conquest
Difficulty: Normal
This build was last updated on June 05, 2026 and is up to date for the June 2, 2026 patch.
Overview
A core support Elementalist build for PvP, made to keep allies alive in teamfights. This build was created specifically for F2P players - while the build is perfectly fine, it's not quite as good as its Tempest counterpart, so those with the Heart of Thorns expansion are recommended to play that instead.
Skill Bar
Skill Variants
Utility
Heal
幻光恢复 - slightly more selfish skill that could help you out a lot against conditions, but offers nothing for the team whereas
秘法绚爆 could be used to blast Water fields for AoE healing.
Template Code
[&DQYRGxo7JRYnD3QATwEAAJAAAAAdAQAAlgAAAAAAAAAAAAAAAAAAAAAAAAABWQAA]Specializations
Variants
-
大地护拥 adds a useful personal barrier proc to the build for damage mitigation in exchange for slightly lower
保护 uptime. -
大地祝福 trades a bit of
稳固 access for better defense against movement-impairing conditions and higher endurance regen.
Variants
强效光环 could be considered against some projectile users like Rifle Deadeyes or Longbow Dragonhunters, allowing you to share
磁力光环 with allies. However as a tradeoff your condition cleansing will become worse.
Equipment
Equipment Changes
Relics
-
群聚古物 - adds an AoE healing proc to your healing skill. Overall Karakosa provides more group healing when you're good at making use of combo fields, but Flock is much easier to use and heals more in 1 cast without any previous setup (making it more reactive). Unlike Karakosa which only heals allies, Flock could also be used for self-healing. These qualities make Flock an ideal option for beginners or harder matches where you expect to be focused a lot, but Karakosa fits your role better when used right. -
解毒古物 - improved condition cleansing.
Usage
General
-
Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support.
-
Avoid getting locked into 1v1s, always be in teamfights. You depend on your allies just as much as they depend on you! A support's job is to keep party members alive through support, and these allies must peel for you in return (if the enemy team gets to focus you without allies counterpressuring them you'll probably end up dead).
-
It's possible to steal a capture point by knocking enemies off with
疾风爆发 then keeping them out with some of your area denial skills such as
静电力场 or
大地动荡. The same skills are also good for creating some breathing room when you're being focused by the enemy team. -
Being a support build doesn't mean you don't have any pressure -
熔岩喷泉 and
火舞流星 both do decent damage which could be useful in situations where there's nothing to support or you have to contribute some cleave damage (for example vs downed targets). -
Always aim to use
秘法绚爆 inside some type of combo field (preferably water) for extra value, especially with
卡拉科萨古物.
Support and sustain
-
Attunement swapping itself is your first line of defense. Attuning to elements is instant and could even be used while CC'd!
-
Swapping to
流水协调 cleanses 2 conditions and heals allies around you. This even has a chance to break you out of
恐惧. -
Swapping to
大地协调 applies AoE
保护, mitigating incoming strike damage and making you immune to critical hits via
磐石之心. -
The first dodge on Water heals allies and cleanses conditions via
秘法遁逸. Swapping to Water in the middle of a dodge roll near teammates is one of your strongest methods of reactive burst healing/cleansing as it's quick and hard to interrupt. -
流水协调 is where most of your healing and condition removal comes from,
大地协调 is more about mitigation. While Earth doesn't have healing tools of its own it has plenty of combo finishers - we recommend you always swap from Water to Earth and place at least 1 combo field before switching. -
It's best not to linger in Water Attunement too much, as swapping to Water has many powerful effects tied to it. Your goal is to fit as many Water swaps into a fight as possible, so unload your big heals and move on to other attunements as soon as possible.
-
间歇温泉 and
治疗之雨 are fairly straightforward support tools. Geyser does AoE healing while Healing Rain is the best condition cleansing tool in the build. Both of these are also water fields, you may blast them with
寒冰尖刺 or Earth skills for even more healing. -
When you swap to Earth, your first dodge roll becomes a blast finisher. This attunement in general has a lot of combo potential, here's an example:
-
卡拉科萨古物 further encourages you to blast combo fields, adding extra healing each time such a combo is executed. This doesn't actually have to be a healing combo, any will do - even blasting
熔岩喷泉 or
静电力场. Of course blasting these is less ideal, but in combat things don't always go according to plan and Karakosa makes the build a bit more flexible. -
空气协调 is for peeling for allies (and yourself).
静电力场,
疾风爆发 and
闪电激荡 are potent CC skills. -
Casting
乘风急速 before swapping to
流水协调 is a great way of helping out allies that are pressured by conditions - Windborne Speed removes up to 3 non-damaging conditions, increasing the chance of cleansing damaging ones with Water skills and procs. -
火焰协调 doesn't leave you defenseless either -
灼焰翻滚 is usable even if you're Immobilize Immobilized and evades incoming attacks, on top of being a mobility skill! Meanwhile
烈焰爆燃 can be used to
目盲 important skills. -
If taken
幻光恢复 is perhaps your best personal healing / cleansing skill. You're however rather vulnerable during this channel, so it's recommended to use it right after swapping to Earth for various reasons. One, attuning to Earth grants
稳固 via
固若磐石 and two,
磐石之心 reduces incoming damage drastically to minimize the chance of getting killed. Another thing you could do under pressure is
电光火石 away to the nearby highground in order to further reduce the chance of interruption. -
飓风形态 is valuable in plenty of situations. To mention a few:
Reviving allies
-
秘法复活 turns
间歇温泉 into a rez skill, and even spawns its own Geyser when you begin to revive someone. -
The two
间歇温泉s (weapon skill and trait proc) stack in effectiveness! -
If you're about to die dropping this AoE at your feet restores downed health for you later, making it easier for allies to get the rez.
-
If taken
迷雾形态 turns the caster invulnerable, allowing you to rez without getting interrupted or killed.- Note: Mist Form must be activated AFTER starting to revive an ally, otherwise it won't work. This only works with manual rez, not the Glyph.
-
In general it's best to start reviving allies while attuned to Air for the
电击光环, assuming the enemy doesn't have
稳固. Earth's
磁力光环 isn't bad either (could negate interrupt skills like
爆头射击) while Water's
冰霜光环 offers damage mitigation that allows you to tank more hits.- Another benefit of using it on Earth is that you get to transmute Magnetic Aura for AoE
稳固, making it harder to interrupt you and your allies.
- Another benefit of using it on Earth is that you get to transmute Magnetic Aura for AoE
-
复元雕文 is a very potent ranged rez with a secondary effect that can be customized to fit a bunch of different situations. In general you should just focus on getting the rez as soon as possible regardless of attunement, but if you're able to swap to the right element beforehand this glyph becomes even more powerful. Couple of things to note:- The attunement bonus depends on which attunement you've started channeling this skill on. Swapping from Air to Fire in the middle of it for example is going to proc the Air bonus.
- Whatever attunement you're using, consider swapping to Earth for the stability while channeling to make it easier to pull off.
空气协调 teleports the ally to your location. It's great if you're in a safe spot, you may even consider teleporting to the highground beforehand with
电光火石.
流水协调 brings them back with max HP, which is probably the best option if you only have to rez one ally and you're not in a safe spot.
大地协调 is for reviving multiple allies as it is an AoE rez.
火焰协调 is mainly for your personal survivability. Even if you don't have an ally to rez, you could use this glyph on Fire and give yourself a 15 second window of immortaility, as using this skill in Fire revives the caster when they go down!- If you're absolutely certain that a teammate is going to die in 2 seconds, you may consider using this skill on their location in advance to bring them up a split second after they go down. This is a bit risky however, as if they don't die (or don't die inside the range of the skill) you're going to have to cancel cast with a weapon stow, which send it on a short CD of 5 seconds thus might not be available when they actually go down.
-
Note: rezing counts as healing and is therefore affected by healing reduction effects such as
中毒. If your teammate is poisoned on low health it's possible for
复元雕文 to not bring them back to life completely, only restoring a chunk of their downed health.
Stacking swiftness











































