Overview
Win Rate 58.7% #1 / 14
Representation 0.0% #14 / 14
Avg DPS 19,222 #14 / 14
Avg Burst DPS 79,643 #12 / 14
First-Blood Rate 33.3% #13 / 14
58.7% win rate at 1,845+ this week. That makes
Augmentation Evoker a below-average ranged DPS spec in Solo Shuffle.
Augmentation Evoker sits at 79,643 burst DPS (rank 12 of 14) and 19,222 sustained DPS (rank 14 of 14). Both metrics are below the ranged DPS average.
In losses,
Augmentation Evoker dies first 33.3% of the time. At rank 13 of 14, survivability is a notable weakness.
Strengths
- 58.7% win rate puts it among the top performers
- Tight matchup spread with little gap between best and worst
Weaknesses
- Survivability is a weakness at rank 13 of 14
- Only 0.0% representation at this rating
The average
Augmentation Evoker player sits at 1,476 rating (rank 22 of 40 specs), 26 points below the overall average of 1,502. 91 rated players across NA and EU.
Matchups
Augmentation Evoker’s top and bottom matchups by win rate. All data is from 1,800+ rated Solo Shuffle.
Best Matchups
Matchup data not yet available for this spec.
Worst Matchups
Matchup data not yet available for this spec.
Common Mistakes
The most frequent mistakes made by
Augmentation Evoker players who have reached 1,845+ rating, based on automated match analysis.
Used Quell but did not interrupt anyone. Missing your kick is bad on two levels. First, your interrupt is on cooldown for 15 to 24 seconds depending on your class, so you can't stop anything dangerous that comes next. Second, because of Precognition, the enemy player is now uninterruptible for a few seconds. So not only can you not kick them, your teammates can't either. They just get to freecast. If you're a melee tunneling a caster, your interrupt is one of the main reasons you're even a threat to them. Casters already have an inherent advantage because they can position wherever they want and always deal damage. If you're getting faked constantly, you're removing one of the tools that makes you dangerous to them. You don't want to be the kind of player that's easy to fake. You need to play the mind game properly and not be so predictable that casters just bait your kick every time.
6.7x / game
Let teammate die with Rescue available. If your teammate dies and you had an ability that could have kept them alive, you're equally responsible for that death. You can't just blame your teammate for dying when you were sitting on a cooldown that would have saved them. This is one of the ways you carry in arena. Using your tools to keep your team alive is just as important as doing damage. It's not as bad as dying with your own defensives up, but it's up there. You could have kept the game going and you didn't. Take equal responsibility.
2.0x / game
Broke Sleep Walk (desc=Green) on the enemy healer. Diminishing returns only go to half duration now, there's no third application. If your Mage Polymorphs the healer and you break it immediately, the next Poly is half duration and then they're immune. Your entire Polymorph chain gone off one broken CC. It gets worse when you think about how hard it can be for your teammate to land that CC in the first place. Your Mage is getting trained, finally finds the window to sheep, and you break it. Now they have to survive long enough to try again at half duration. Some CC have long cooldowns too. Freezing Trap is 25 seconds, Blind is two minutes. Break a Blind on the healer and you've burned a major cooldown for nothing. Arena is about momentum. The enemy team plays their CC clean while yours keeps getting broken, and you fall behind in trades with no way to catch up.
1.0x / game
Died with Renewing Blaze (desc=Red) available. This is probably the single most common mistake that leads to losses in arena. There's no worse way to lose a game than dying with a defensive available. It's the most frustrating thing that can happen, even in serious rated 3v3 with a proper team. Nothing tilts teammates more than watching someone die with cooldowns still up. If you had pressed it and stayed alive, you stay in the game and maybe you win. Dying like this is the most avoidable loss condition in arena and it should be the first mistake anyone tries to eradicate from their play.
0.8x / game
Died with Obsidian Scales (desc=Black) available. This is probably the single most common mistake that leads to losses in arena. There's no worse way to lose a game than dying with a defensive available. It's the most frustrating thing that can happen, even in serious rated 3v3 with a proper team. Nothing tilts teammates more than watching someone die with cooldowns still up. If you had pressed it and stayed alive, you stay in the game and maybe you win. Dying like this is the most avoidable loss condition in arena and it should be the first mistake anyone tries to eradicate from their play.
0.2x / game
Recommended Build
The following build is derived from the top 7
Augmentation Evoker players in Solo Shuffle. Usage percentages show how common each choice is among that group.
Talents
The talent build below is the consensus pick among top
Augmentation Evoker players in Solo Shuffle. Copy the code to import it.
PvP Talents
Race
Dracthyr is the most common choice for
Augmentation Evoker at 100%.
Stat Priority
Top
Augmentation Evoker players are running Haste > Versatility > Critical Strike > Mastery. Look at what your gear is stacking and compare to these priorities.
1 Haste
2 Versatility
3 Critical Strike
4 Mastery
Gear
Gems
37%
Embellishments

Prismatic Focusing IrisEquip: Your spells and abilities have a chance to activate the Iris, firing a focused beam of light at your target and dealing 1,142 Arcane damage every second for 4 sec.
Each unique gem color you have socketed empowers the Iris, causing it to deal 1% additional damage per. 71%
Prismatic Focusing IrisEquip: Your spells and abilities have a chance to activate the Iris, firing a focused beam of light at your target and dealing 1,142 Arcane damage every second for 4 sec.
Each unique gem color you have socketed empowers the Iris, causing it to deal 1% additional damage per. 57%
Enchantments
Tier Set
2-Set
Set: Eruption damage increased by 10% and it extends Ebon Might by an additional 0.1 sec. 86%
4-Set
(4) Set: While Ebon Might is active, empower spells deal 10% more damage and cool down 10% faster. 14%
Key Takeaways
- C tier at 58.7% win rate in Solo Shuffle this week
- 33.3% first-blood death rate; below average survivability (rank 13 of 14)
- 19,222 sustained and 79,643 burst DPS at 1,845+
- Matchup data not yet available
- Matchup data not yet available
- Data from 133 matches at 1,845+ rating
Frequently Asked Questions
Is Augmentation Evoker good in Midnight Season 1?
Augmentation Evoker is C tier in Solo Shuffle with a 58.7% win rate at 1,845+ rating. It is currently underperforming relative to other specs in the current meta.
What is the stat priority for Augmentation Evoker in PvP?
The recommended stat priority for Augmentation Evoker in Solo Shuffle is Haste > Versatility > Critical Strike > Mastery. This is based on what top-rated players are actually stacking on their gear.
What is the typical rating for Augmentation Evoker players?
The average Augmentation Evoker player sits at 1,476 rating, rank 22 of 40 specs by average rating. 91 rated players across NA and EU.
How popular is Augmentation Evoker in Solo Shuffle?
Augmentation Evoker has a 0.0% share of all games at 1,845+ rating. It is one of the less common picks.