Augmentation Evoker DPS Mythic+ Tips — The War Within (11.2.5)
In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Augmentation Evoker in World of Warcraft — The War Within (11.2.5).
Augmentation Evoker in Mythic+
Augmentation Evoker is a support-focused specialization that brings value to the group by buffing the other members. The 25-yard range might take some getting used to, but the rest of the class has been designed to be as simple and smooth to play as possible!
This guide will focus on getting the most out of the utility that Augmentation brings. If you are interested in how the rotation works in For Mythic Plus, we suggest reading the Rotation Guide and the rotation changes for the Mythic+ section below.
If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our dedicated Mythic+ page below.
 In 5-man content, most of your buffs will automatically target the correct
targets always for you. For example, 
 Ebon Might will always hit
the entire group, 
 Prescience will auto-target the other two damage
dealers before targeting the healer or tank, 
 Blistering Scales will
always go on the tank. This helps alleviate any burdens for you and lets
you focus on the enemies in the Keys. However, if both DPS have
 Prescience then auto-targeted casts may choose the target suboptimally.
Ideally, you would prefer for the Prescience to be on both damage dealers and
the tank, but auto-targeting may give it to the healer. It is approximately a 1%
DPS gain in keys to manually target 
 Prescience to maximize uptime on
the DPS and tanks.
In Mythic+ Augmentation Evoker has the 
 Close as Clutchmates passive
  which makes 
 Ebon Might and 
 Breath of Eons 10% stronger.
Best Mythic+ Talents for Augmentation Evoker in The War Within
Some dungeons may require a different set of talents. Still, in general, you should start with the following talents and only make changes if you know that you will need a different talent for a specific reason in a dungeon. For a description of all talents, please refer to our Augmentation Evoker talents page.
For a more general overview of Talents for Augmentation Evoker, please visit our dedicated Talents page.
Best Talents for Augmentation Evoker
 Scalecommander 
 Molten Embers Mythic+ Build for Augmentation Evoker
This is the default recommended build for Mythic+. 
 Scalecommander
    provides very high personal damage throughput while still bringing potent
    buffs and support effects to the group and 
 Molten Embers focuses more on
    your own damage output which is ideal for lower keys where players are less
    consistent.
This build outperforms 
 Chronowarden due to being less reliant on
    
 Ebon Might and 
 Shifting Sands which is weaker in Mythic+
    relative to Raid as you do not have 4 DPS receiving the buffs. Additionally, the
    new Season 3 Tier Set adds a lot of uncapped AOE damage which is exceptional in
    M+.
  
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
 Scalecommander 
 Overlord Mythic+ Build for Augmentation Evoker
This build differs to the recommended weekly key 
 Scalecommander
    build by swapping 
 Molten Embers and 
 Inferno's Blessing for
    
 Motes of Possibility and 
 Overlord. As this build talents into
    
 Motes of Possibility which massively boosts the power of
    
 Shifting Sands it will want to invest more heavily into mastery than the
    other recommended build.
    This build ends up more buff based than 
 Molten Embers does so it will be
    significantly more dependent on the performance of your allies. Additionally,
    
 Shifting Sands has the most loghook issues out of all of Augmentations
    buffs so this often does not correctly report on logs how much damage you are
    doing.
  
    Like the other 
 Scalecommander build this outperforms
    
 Chronowarden in Mythic+ due to being less reliant on
    
 Ebon Might which is weaker in Mythic+ relative to Raid as you do not
    have 4 DPS receiving the buffs. Additionally, the new Season 3 Tier Set adds a lot of
    uncapped AOE damage which is exceptional in M+.
  
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
 Chronowarden 
 Overlord Mythic+ Build for Augmentation Evoker
This is the default recommended 
 Chronowarden build for Mythic+.
  This build has most of the utility talents for dealing with any affixes or
  dungeon mechanics, as well as having a well-rounded choice.
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
Augmentation Evoker Rotation Changes
In Mythic+, you will be fighting against groups of enemies. Augmentation has very few adjustments to its playstyle on AoE, which are listed below.
- You will empower 
 Upheaval to a higher stage than Rank 1 to
fit as many enemies as you can within its AoE. - Without the talent 
 Pupil of Alexstrasza you would use
 Azure Strike over 
 Living Flame from 2t+. - You should save 
 Ebon Might near the end of trash packs unless
you think there will be thirty seconds until the tank pulls and groups
the next enemies. - You should still try to use 
 Breath of Eons with other classes'
cooldowns, but often in Mythic+, it will be fine to just use it on trash
packs without other classes' major CDs to be efficient with the
cooldown. It is still preferred to sync it to other class
cooldowns! - As a 
 Scalecommander you can more or less entirely
  ignore syncing 
 Breath of Eons as you have enough talents that make
  
 Breath of Eons strong enough to be worth using as much as possible and
  getting more uses over a dungeon outweighs using it as a 2 minute cooldown. It
  is still a damage gain to do short syncing adjustments to time to your co-dps.
 
Utility of Augmentation Evoker in The War Within
Interrupt, Stuns, Stops, and other CC
 Quell is your interrupt ability and is always taken on the
      class tree for pathing reasons. We also take 
 Imposing Presence on
      the Augmentation tree to lower the cooldown to 20 seconds. 
 Upheaval is one of your primary rotational damage abilities
      but it also knocks all enemies into the air. For most enemies, this stops
      their cast. Some enemies will recast after they land, but some won't; this
      is inconsistent and something you will have to learn on a mob-by-mob
      basis. You fairly often over-empower 
 Upheaval or delay it for
      an extra few GCDs in order to cancel important spells to allow your group
      interrupts to come back off cooldown and stop the spells. 
 Wing Buffet knocks enemies away from you, which can let
      you reposition enemies or cancel their spells. The knockback will stop
      most casts. Some enemies will recast after they land, but some won't; this
      is inconsistent and something you will have to learn on a mob-by-mob
      basis. 
 Tail Swipe knocks enemies up into the air. For most
      enemies this stops their current cast. Most enemies will recast after they
      land but some won't — this is inconsistent and something you will have to
      learn on a mob by mob basis. 
 Sleep Walk is an incredible ST CC that is on a 15-second
      cooldown. Thiscounts as a true CC, which means it will not put you or your
      allies in combat ifyou walk past the monster CC'd, making it invaluable
      for skips; additionally, itcan also be used to stop casts in a pinch or to
      reduce the pressure of aspecific pull. 
 Landslide is a 90s cooldown AOE root. This is fairly
      infrequently usedbut it is nice as an option to fallback on especially in
      cases of disaster suchas when a tank dies. 
 Terror of the Skies makes your 
 Breath of Eons stun enemies
      for 3 seconds. This is not always useful in every group composition if
      there are a lotof other classes with stuns but can be situationally
      useful. 
 Oppressing Roar is a 2-minute cooldown that increases the
      duration ofcrowd controls on an enemy by 50%. This is often paired with
      Vengeance DemonHunters sigils to CC monsters for a long time or with
      long-duration AoE Stuns. 
 
 Seismic Slam is an incredibly niche and rarely taken talent
      that allows 
 Landslide to stun enemies that are in mid-air. This
      is relatively difficult to land and requires you to use one of your other
      CCs, such as 
 Upheaval or 
 Tail Swipe. In most
      cases, using either of these spells would have already stopped the spell
      going off, making the followup stun unnecessary. 
Group Survivability Cooldowns
 Draconic Attunements grants you and your entire party 2%
      increased maximum health. 
 Zephyr grants you and your entire party 20% reduced damage
      taken from area of effect attacks. 
 Rescue with 
 Twin Guardian grants you and the player you
      rescue an absorb shield for 30% of each of your Maximum Health for a short
      duration. This is a very powerful defensive tool and can help keep people
      alive against high-damage moments. Try to avoid using it on the tank
      unless they are expecting it, as the forced movement can often disorient
      them, turn them so they get hit in the back, or otherwise make it
      challenging for them to continue their own rotation to sustain their
      health. Additionally, monsters often have frontal cleaves which means
      there is a high chance you get hit while trying to save them. 
 Chrono Ward gives your entire group an absorb shield based on
      the damage they deal during 
 Breath of Eons up to 30% of their
      health. This can often eat a large amount of an upcoming dangerous
      ability, making your healer's life easier. 
 Molten Blood is a niche talent that makes
      
 Blistering Scales give a small shield to the target. This is not
      often taken due to the shield being too insignificant in most content.
      This is sometimes taken in extremely high level keys because someone in
      the group needs the small absorb to survive a mechanic. 
Support Buffs
 Ebon Might provides 5.5% of your primary stat to the other two
      DPS in your group while it is up.
 Prescience grants 3% increased critical strike chance to the
      players who have the buff. Additionally, players with 
 Prescience
      get an another approximately 3% increased damage and healing from
      
 Fate Mirror. This is typically placed on your fellow DPS as the
      effect it gives to healers is minimal. 
 Shifting Sands grants players Versatility based on your Mastery.
      This is incredible as it both contributes a lot of your damage done but
      also increases the survivability of players with 
 Shifting Sands
      because Versatility grants damage reduction. 
 Breath of Eons is your primary cooldown. This effectively reads
      as your party does 11% more damage for 10 seconds. This is usually used as
      a 2-minute cooldown (synced to your party members' cooldowns) despite
      having a slightly shorter cooldown because of 
 Interwoven Threads. As a
      
 Scalecommander this is used on cooldown.
    
 Source of Magic alongside 
 Potent Mana buff your healer,
      giving them 3% increased healing and damage done.
 Blistering Scales provides a tank with 20% of your armour. The
      amount of damage reduction this grants depends on the tank, but for most
      tanks, it is approximately 7% extra physical damage reduction. 
 Threads of Fate is a buff granted by 
 Chronowarden
      during 
 Temporal Burst. This works like a super-powered
      
 Fate Mirror and effectively boosts the damage and healing of the
      players with it by 5% for the duration. 
Other Utility
 Fury of the Aspects provides your party with a
      
 Time Warp/
 Heroism/
 Bloodlust effect. This is
      incredibly strong and most groups want at least one class that can provide
      this. 
 Expunge is your dispel and lets you remove all Poison effects.
      This is extremely useful in Season 3 because there are a
      lot of Poisons in these dungeons. Additionally, this lets you dispel
      someone affected by 
 Void Rift during
      
 Xal'atath's Bargain: Devour weeks. 
 Cauterizing Flame is one of the best Evoker utility spells and
      lets you remove all Bleed, Poisons, Curses, and Diseases on a target. You
      always want this in Mythic+. Use this to remove important debilitating
      debuffs from your allies. Additionally, this lets you dispel a second
      person affected by 
 Void Rift during
      
 Xal'atath's Bargain: Devour weeks. 
 Spatial Paradox gives a buff to both you and your healer,
      doubling the range of all of your spells by 100% and letting you both cast
      while moving. This is situationally useful and can make it easier for some
      healers to keep you alive during hard mechanics. 
 Time Spiral gives everyone in your group an additional use of
      their major movement ability. This is niche, but tanks often appreciate
      the extra mobility to help them group packs quickly. 
Mythic+ Affixes
For general information about affixes, see our general Mythic+ guide. Below we will mention some of the affixes where you need to be mindful of your utility as an Evoker.
Affix Guide for Augmentation Evoker in The War Within
Ascendant Affix Management for Augmentation Evoker
During 
 Xal'atath's Bargain: Ascendant weeks orbs of cosmic energy will
      periodically spawn near your group. As a Augmentation Evoker, you
      can use the following spells to get rid of these orbs:
 Upheaval
 Quell - This is usually best used on the monsters in the
        pack not the affix.
 Tail Swipe
 Wing Buffet
 Breath of Eons with 
 Terror of the Skies. Make sure to also
        hit the enemy mobs.
Voidbound Affix Management for Augmentation Evoker
When the Voidbound affix spawns, you should immediately swap targets
      to focus this down. During 
 Xal'atath's Bargain: Voidbound weeks,
      we suggest swapping 
 Oppressing Roar with 
 Unravel to help
      kill them faster.
Pulsar Affix Management for Augmentation Evoker
During 
 Xal'atath's Bargain: Pulsar help your allies out by walking into
      the pulsars that orbit them.
Devour Affix Management for Augmentation Evoker
During 
 Xal'atath's Bargain: Devour be prepared to use your 
 Expunge
      and 
 Cauterizing Flame to remove the debuffs from your party
      members. It is important to note this is not an Absorb despite looking like
      one and simply tracks healing dealt to the target. Healers will typically heal
      the mechanic off but it can be good to remove them quickly with dispels if its
      better for DPS burst or if the debuff is about to expire. If the debuff expires
      all nearby monsters get healed which is very bad.
Changelog
- 05 Oct. 2025: Reviewed for Patch 11.2.5.
 - 04 Aug. 2025: Reviewed for Patch 11.2.
 - 15 Jun. 2025: Updated for Patch 11.1.7.
 - 08 May 2025: Updated talent builds for Patch 11.1.5 Hotfixes.
 - 21 Apr. 2025: Reviewed for Patch 11.1.5.
 - 24 Feb. 2025: Updated for Patch 11.1.0.
 - 24 Feb. 2024: Updated for Patch 11.1
 - 15 Dec. 2024: Reviewed for Patch 11.0.7
 - 21 Oct. 2024: Updated for Patch 11.0.5 changing the class talent tree.
 - 04 Oct. 2024: Update default Scalecommander M+ Build based on hotfixes.
 - 09 Sep. 2024: Update for The War Within Season 1.
 - 23 Jul. 2024: Fixed Mythic+ Talent Tree.
 - 19 Jul. 2024: Reviewed for The War Within Prepatch.
 - 07 May 2024: Reviewed for 10.2.7.
 - 22 Apr. 2024: Reviewed for Dragonflight Season 4
 - 19 Jan. 2024: Reviewed for Patch 10.2.6
 - 08 Mar. 2024: Use Regenerative Chitin in the default M+ Build.
 - 15 Jan. 2024: Reviewed for patch 10.2.5
 - 13 Nov. 2023: Updated for Hotfixes
 - 06 Nov. 2023: Updated for Patch 10.2
 - 04 Sep. 2023: Reviewed for Patch 10.1.7
 - 09 Aug. 2023: Update Build for this weeks patch.
 - 10 Jul. 2023: Page added.
 
More Evoker Guides
Guides from Other Classes
This guide has been written by Saeldur, an Evoker Theorycrafter since the class came out in Dragonflight. He is an accomplished high end player with top parses on multiple specs, an Expert on the Evoker Discord, and has a deep understanding of many other classes, and how they interact with Augmentation Evoker.
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