Part of the current metagame
Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great
Focused on: Support and Utility
Designed for: PvP Conquest
Expansions required: Heart of Thorns builds
Difficulty: Hard
This build was last updated on June 05, 2026 and is up to date for the June 2, 2026 patch.
Overview
A PvP support Tempest build focusing on massive healing output and great group cleansing, plus some aura and boon sharing. It even has access to some AoE
稳固 sharing, which makes Staff unique amongst Elementalist builds.
Skill Bar
Skill Variants
Utility
Every skill on the utility bar is optional. Other viable picks include:
-
地磁护盾 - multiple defensive CDs in one conjure ranging from CC to invulnerability. The invulnerability is especially useful as it could act as a substitute
黑曜石肤 to some extent. When used a second conjure is created on the ground, which could even be shared with allies. -
大地护甲 - stun break and strong defensive skill on a lower CD than Mist Form, could make it easier to get casts off under pressure too. -
"炽火燎原!" - 2 aura charges on low CD, boosts your group healing. Popular when playing with
活力洪流 and
流水净化, often taken as a 2nd shout along with
"天崩地裂!". -
迷雾形态 - instant invulnerability access + stun break, great panic button. Could even help you rez and stomp as long as you start channeling those before you enter Mist Form. The long CD made Mist Form lose its popularity, but you don't have access to any other instant blocks or invulns on Staff.
Elite
飓风形态 - better mobility and CC that could peel for allies and even works on downed enemies, which could be used to disrupt rez attempts.
Template Code
[&DQYaOxEZMD7HEnQAdBIAAJAAAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAACCQEvAAA=]Specializations
Variants
大地祝福 is a bit more selfish option and makes you worse against CC, but Chill Chill is one of your biggest counters and this could help deal with that.
金刚石肤 makes you a lot better at group cleansing, but much weaker to incoming strike damage.
Variants
Staff Tempest can be built in one of two ways: there's the endurance regen and anti-condition approach and the aura option. Each shine under different circumstances, and both are perfectly viable:
- For group cleansing you could take
活力洪流 and
精力暗涌 along with
流水净化 on Water Water. With this you gain new sources of health and endurance regen, and get to cleanse a condition each time you grant
再生 to yourself or an ally. Works best against conditions. - Then there's the aura route with
动荡传导 and
和谐传导 plus
强效光环 on the Water spec. On this you gain an aura whenever you complete an Overload, with Overloads being easier to pull off thanks to the
稳固. Whenever you gain an aura, it's also shared with allies. Makes you better against CC while adding new sources of damage mitigation for you and your team, like the projectile reflect from the extra
磁力光环. Works best against strike damage.
Equipment
Equipment Variants
Relics
-
骁骑兵古物 - better AoE cleansing. -
重聚古物 - adds more aura sources to the build, along with a brand new type of aura. However auras of the same type don't stack, so take
复原翻滚 instead of
抚伤寒冰 on Water. It's worth noting that this relic's effect only goes off after successful casts of your entire healing skill, any interruption will deny the aura procs. -
河流古物 - this synergizes very well with
流水净化, allowing for better self-cleansing while cutting skill recharge a bit via
敏捷. Something of a selfish choice, but the CD reductions do impact your group healing too. -
僧侣古物 - boosts your group healing and it's easier to utilize than Karakosa, but overall Karakosa is better when played right. -
卡拉科萨古物 - makes your blast finisher combos heal for an additional amount. This relic can add a lot of extra healing, but only if used correctly.
Sigils
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. For more tips check out our settings guide.
-
When playing with
强效光环 every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using
寒冰尖刺 in a
混乱风暴 for example will share
混乱护甲 with allies. Auras can't be applied to downed players. -
Auras in the build:
-
电击光环 from Overload Air. -
冰霜光环 from Overload Water,
寒冰禁地 plus the trait proc from
元素棱堡. -
火焰光环 from Overload Fire. -
磁力光环 from Overload Earth,
磁力光环 (Earth skill #3),
磁力激荡 (an Earth Shield skill) and
"天崩地裂!" (if taken). -
飓风形态 is useful in just about any situation. Whether you have to run away from a fight, peel for your allies, or interrupt an enemy stomp/rez attempt, can't go wrong with Tornado! -
Avoid getting locked into 1v1s, always be in teamfights. You depend on your allies just as much as they depend on you! Tempest'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).
Overloads
-
These skills become available after having spent at least 6 seconds in the same attunement. Switching to another attunement while overloading will interrupt the skill yet still puts the attunement on the increased CD of 20 seconds.
-
Beginning an overload procs
保护 on top of breaking stuns. Depending on your choice of utilities these might be your only stunbreaks. -
火焰过载 is without a doubt the least important overload in the build and can be used more freely, even as a mobility tool between capture points when playing with
和谐传导 or simply as a stunbreak in combat. With this trait you could even cancel the skill in the first second and use the
稳固 to safely cast something more important, like
复元雕文 or
"抚慰伤痛!". -
空气过载 even on an
化身项链 amulet build pumps out a considerable amount of AoE damage, use it to help your team get kills and to cleave downed targets. -
大地过载 is the hardest to mess up because it comes with
稳固 and it's one of your best personal survivability skills. The combination of
保护 +
护体石肤 makes it way harder for Power-based specs to kill you. -
流水过载 is the only overload which doesn't do damage, thus won't break
潜行. The build itself doesn't provide any access to stealth, but in an organized team you can coordinate this with an Engineer for instance and ask him to throw a
投掷S型试剂 at you. This should make it significantly easier to get this channel off, but you'll still be vulnerable to PBAoE like
翠玉风暴. One of the strongest emergency support CDs in the build, great at cleansing and healing allies but it can be a bit hard to use for self-sustain as the incoming damage is often greater than the healing of this Overload. While a successful channeling triggers a huge burst of healing at the end, if you're the one getting pressured don't overcommit - don't be afraid to cancel this skill if you have to dodge or use another defensive CD when you're in danger. -
Using
"天崩地裂!" before an Overload reduces the chance of getting interrupted by skills like
爆头射击 or pressurd into canceling by a
高速连射.
Support and sustain
-
Auras and overloads grant ~3 seconds of
保护, which is further empowered by
坚固传导 resulting in a ~40% direct damage reduction instead of the usual 33%.
冰霜光环 can reduce incoming damage for all affected allies by another 10% (and that's without even factoring in being on Earth for
地使训练). -
Every aura you apply also heals allies via
元素棱堡. -
大地过载 is the best source of protection in the build. Not only does it pulse this boon each second, it'll also leave behind an AoE that does the same thing after a successful overload. -
流水协调 is where most of your support comes from. Even just swapping to this attunement next to an ally is enough to heal and cleanse them via
治疗涟漪 and
净化水波. Don't idle in Water too much because you should fit as many Water swaps into a fight as possible. -
流水爆弹 is an okay filler when you've got nothing better to do. Note: this skill can target allies.- Make sure that you don't have anyone targeted when you're trying to self-heal as you should aim this at your feet.
-
间歇温泉 is a decent AoE heal and one of your Water fields. Getting allies to stay inside can be a bit tricky but it's great for personal survivability at least. -
治疗之雨 is your other Water field and an extremely valuable source of condition removal with a huge radius (and even heals targets for each condition removed). However this skill is more about providing a steady stream of cleansing for your team over a longer period of time rather than burst cleansing. If you or your teammates are already overwhelmed or close to it then
流水过载 might be better because the Overload pulses more frequently and has no initial cast time.- Healing Rain becomes even more powerful when playing with
流水净化. - This isn't just an anti-condition pressure tool, the healing on this skill is quite good if it can remove any conditions. This doesn't have to be 10 stacks of
燃烧, if you feel like you can sacrifice this source of cleansing on some
目盲 and
易伤 it can act as a source of healing that could still end up saving your team. - Being a long duration Water field that can be used for combos adds even more value to the skill.
- Healing Rain becomes even more powerful when playing with
-
寒冰尖刺 has value as a Blast finisher. Blasting
寒冰禁地 applies AoE
冰霜光环, while blasting any of the Water fields on this weapon does AoE healing. Technically blasting Frozen Ground also results in AoE healing because of
元素棱堡, but blasting a Water Field heals for more.- It takes a few seconds for Ice Spike to fall from the sky and do its thing, which means you could even precast this skill and place the combo field after.
-
Blasting these 3
流水协调 combo fields is a very important part of group support on a Staff build:
大地喷发 is a low-CD blast finisher on Earth, cast it before leaving this attunement for Water. The delay on this skill lets you place combo fields from other attunements on top of Eruption.
逆向转化大地 is for when you're swapping from Water to Earth and you're already standing in an active combo field. This is the chain skill of slot #3 on
大地协调 that becomes available while you have an active
磁力光环. The build has plenty of Magnetic Aura sources like using skill #3 on Earth or the utility shout
"天崩地裂!". Transmuting an aura consumes that aura though, so there's some decision making involved. Except for when your aura is about to run out, then there's really no cost to transmuting it and you should always try to if you get the chance. The CD is only 3 seconds so you could even do several transmutes from different sources back-to-back for more blast finishers.
-
逆向转化大地 is a source of AoE
稳固, use it to shield important casts like your heal or rez glyph. -
Because of
磐石之心 even just swapping to Earth could save your life against Power-based burst attempts. For a few seconds they'll be unable to score any critical hits against you and swapping out of Earth refreshed the buff (albeit with shorter duration). -
火焰协调 doesn't leave you defenseless either -
灼焰翻滚 has a lengthy evade frame on top of being a mobility skill (useful for repositioning) and
烈焰爆燃 has an AoE
目盲. -
空气协调 and
大地协调 has several CC skills, use them to kite enemies and peel for allies. -
乘风急速 cleanses movement impairing conditions. Consider using it next to allies before swapping to Water to increase the chance of removing damaging conditions with
净化水波. The
奔驰疾速 is quite useful for kiting too. -
"抚慰伤痛!" is a very powerful AoE heal for both yourself and the team. Try to coordinate it with your allies so that they receive every pulse of the channel to maximize the healing. The first pulse heals the most but has the smallest radius, while the other two pulses have a lower healing value but larger radius.
电光火石 (if taken) can be used to instantly move in and heal up teammates who are far away but need emergency healing.
Earth Shield
-
地磁护盾 is one of the strongest defensive skills in any Elementalist's toolkit. Use it whenever you're under heavy focus and running out of CDs. -
磐石护罩 (skill 2) blocks the next hit and grants you barrier. -
磁力激荡 (skill 3) is the most versatile skill on this conjure as it has a bit of everything: mobility, CC, even
磁力光环 application for group support + projectile reflect + aura trait synergy including healing and
保护. If you drop the shield while in
大地协调 you get to use
逆向转化大地 too. -
盾磁拉拽 (skill 4) is an AoE pull. Might not always be the best under pressure because of its relatively long cast time but it could be great at peeling for allies by pulling enemies off of them, and it does offer barrier/protection for personal survivability while disrupting enemies if it goes off. You could even set up kills for your team by pulling enemies from the safety of the highground. -
磁力加固 (skill 5) is the ultimate defensive skill, making you immortal (but also immobile) for its duration. Should be the first skill you use on Earth Shield if you're taking a lot of damage. This is a great skill when you're trying to stall a bit while waiting for CDs to come back up. -
You're free to use Overloads and swap attunements while holding the shield.
-
When you cast the skill a 2nd shield spawns on the ground. Both you and your allies could make use of the second shield, but keep in mind that dropping the first shield and picking up the second one doesn't refresh the CD of shield skills. Using up all the shield skills, dropping the shield to use weapon skills and then picking up the 2nd shield a bit later is fine though.
Reviving allies
-
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.
- When playing with
固若磐石 consider swapping to earth for the
稳固 while channeling the glyph.
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. While the weapon stow only sends it on a short CD of 5 seconds, that's more than enough for enemies to finish off your ally.
-
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.
Stacking Swiftness
-
Stack
迅捷 for your team before the game starts! -
For this you must begin on
大地协调. Cast
大地喷发 on the exit gate and swap to
空气协调 while channeling this skill and then use
乘风急速 as soon as you can. Immediately follow up by placing a
静电力场 on top of Eruption before it goes off. -
Optional You could throw in an
"天崩地裂!" at this point, but on smaller maps like Skyhammer it won't be ready by the time the first teamfight begins, and you should give plenty of Swiftness even without it. -
Finish the chain with
寒冰尖刺 on Water. -
Swap to Fire as you don't want to start fights on Water (you'd lose out on the on-swap procs).































