How to fight Evoker
Beat Preservation Evoker
What they want to do
Echo-ramp Dream Breath and Spiritbloom, Rewind the first stun so your damage looks fake, then Stasis or Time Stop the second while Deep Breath peels the melee. They win Solo Shuffle when you stop hitting after Rewind and let Emerald Communion finish the top-off.
Main danger
Rewind turning a clean stun into nothing, plus Stasis or Time Stop eating the follow-up. Echo makes every empower bigger — keep hitting after Rewind; stopping is the loss.
Interrupt priority
1 Time Stop
If you see the cast, kick or stun it. A free Time Stop freezes a teammate and the go dies. Do not spend this interrupt on Living Flame.
1 Chrono Loop
Cast or empower. Kick it. Chrono Loop on your kill target undoes the pressure you just spent.
2 Spiritbloom / Dream Breath
Stop the empower when Time Stop and Chrono Loop are not in play. Echo-empowered blooms are how they stabilize.
3 Living Flame (hard cast)
Only if Time Stop, Chrono Loop, and the empowers are down and they are topping in the open. Stay out of Quell range rather than greed this kick.
Watch for
- Rewind the moment your first stun lands — damage numbers lie until it resolves. Keep hitting.
- Stasis storing heals, then dumping them as you commit the second go. Wait the dump or swap before you press offensive cooldowns.
- Deep Breath peeling through the clump while Echo ramps on the kill target. Spread; do not stand in the path.
- Time Stop or Chrono Loop cast while you are staring at Living Flame. Those are the kicks; Living Flame is last.
Offensive cooldowns
- Rewind. Erases recent team damage. The first stun often looks like a kill and then rewinds. Hit them again after it resolves — stopping is the loss.
- Echo ramps. Echo into Dream Breath, Spiritbloom, or Emerald Blossom. Purge Echo if you can; otherwise assume every empower is doubled.
- Deep Breath. Charge, damage, and peel. Do not stand in the path. This is how they save a partner without a wall.
- Emerald Communion. Big heal window after Rewind. Crowd-control them or already be on a swap. It is not an immunity — keep chip if you cannot stop it.
Defensive cooldowns
- Rewind. Team heal that erases recent damage. Do not stop. The press after Rewind is when you actually commit.
- Stasis. Stores then releases heals. Wait the dump or swap — dumping a stun into a pending Stasis is a wasted crowd-control.
- Obsidian Scales. Personal damage reduction. Stop the dump on them; keep pressure on the Echo'd partner if Scales is only on the dragon.
- Emerald Communion. Stabilize window. Crowd-control them or swap; do not treat it as a full immunity.
- Time Stop. Full freeze on a target. Sit it like Ice Block. Reposition for the exit.
- Time Dilation / Rescue. Damage-reduction pad or a yank. Bleed Time Dilation; do not chase the Rescue path — cover the landing.
Crowd control
- Landslide
- Deep Breath
- Time Stop
- Chrono Loop
- Wing Buffet
- Tail Swipe
Dispels
- Purge Echo and Time Dilation if you have a magic purge — Echo is the ramp.
- Chrono Loop is a magic effect on the target; strip it if your dispel can.
Mobility
Hover and Rescue. They fly over roots, then Deep Breath the landing. Cut the landing angle; do not sprint the Hover path. Pillars beat Quell if you stop greed-casting at 25 yards.
Kill windows
- Rewind is down and they are not in Stasis or Time Stop
- Obsidian Scales and Emerald Communion already spent after a failed peel
- After Deep Breath they land with no Hover and Echo already purged
When to run
Rewind is available, Stasis is holding a dump, and Deep Breath is aimed at the clump. Spread. Do not greed melee uptime in the breath lane.
When to attack
Rewind down, not in Stasis or Time Stop. Obsidian Scales and Emerald Communion already spent. After Deep Breath they land with no Hover. Finish the round — this is Low threat after the tools are burned.
Common tricks
- Rewind makes the first go look like a kill. Keep hitting; stopping after Rewind is the plan they want.
- They Stasis the heals, then release as your second stun lands. Wait the dump or swap before you commit cooldowns.
- Deep Breath is a peel, not just damage. They fly the path to break your melee, then Hover out. Cover the landing.
Common mistakes against them
- Stopping after Rewind instead of hitting them again.
- Dumping a full go into Stasis or Time Stop.
- Standing in Deep Breath.
- Kicking Living Flame while Time Stop or Chrono Loop is being cast.
30 second cheat sheet
- kick
- Kick Time Stop or Chrono Loop first. Stop Spiritbloom or Dream Breath when those are down. Do not kick Living Flame while Time Stop is in the air.
- watchFor
- Rewind as your first stun lands makes the damage look fake — keep hitting. Stasis dumps stored heals on your second go. Deep Breath peels the clump while Echo ramps the kill.
- defensives
- Do not stop after Rewind — hit them again. Wait out a pending Stasis dump or swap. Sit Time Stop. Stop the dump into Obsidian Scales; keep hitting the Echo'd partner.
- cc
- Landslide roots you for the peel. Deep Breath is the charge path — do not stand in it. Time Stop freezes a teammate; sit it. Chrono Loop undoes your kill pressure — kick it.
- killWindow
- Go after Rewind is down and they are not in Stasis or Time Stop. Obsidian Scales and Emerald Communion should already be spent. After Deep Breath they land with no Hover.
- biggestMistake
- Stopping after Rewind instead of hitting them again, or dumping a full go into Stasis or Time Stop.