Summon Tide Elemental

Shaman · Primalist

Summon a manifestation of the elements to fight alongside you. The tide elemental is a permanent minion that uses cold spells.

If your minions are set to Assassinate mode, your tide elemental will teleport to its target when casting Geyser.

More information

You can have a maximum of 1 elemental at a time. It uses a projectile spell with no cooldown, and can create a powerful Geyser spell that deals damage in an area, with a 4 second cooldown. It also casts Geyser when summoned.
Elementals have 400 base health.

Skill tree: Summon Tide Elemental

The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.

Hover or tap a node for its description. The number on a node is its maximum points.

All nodes as a list (30)
  1. Erosion max 4

    Your tide elemental has a chance to shred cold resistance on hit.

    • +25% Cold Res Shred Chance
  2. Wellspring max 4

    Your tide elemental gains Wellspring, an aura that grants additional cold spell damage and increased cast speed to allies within 18 meters.

    • +4 Cold Spell Damage
    • +2% Cast Speed

    Requires Return to Seafoam

    Wellspring affects all allies, including itself. If your tide elemental's damage is converted, the additional spell damage from Wellspring is also converted.
    If there are multiple tide elementals, only the strongest Wellspring applies.

  3. Wind Elemental max 1

    Your tide elemental becomes a Wind Elemental. The base cold damage of your tide elemental's spells are converted to physical. Consequently this damage scales with increases to physical damage, but not with increases to cold damage.

    Frostbite chance and cold resistance shred from all sources are converted to frailty chance and physical resistance shred, respectively.

    Your tide elemental gains additional dodge rating.

    • Base Cold Damage -> Physical
    • Frostbite -> Frailty
    • Cold Resistance Shred -> Physical Resistance Shred
    • +200 Dodge Rating

    Requires Riptide

  4. Thunder Elemental max 1

    Your tide elemental becomes a Thunder Elemental. The base cold damage of your tide elemental's spells are converted to lightning. Consequently this damage scales with increases to lightning damage, but not with increases to cold damage.

    Frostbite chance and cold resistance shred from all sources are converted to shock chance and lightning resistance shred, respectively.

    Your tide elemental gains additional critical strike multiplier.

    • Lightning Conversion
    • Frostbite -> Shock
    • Cold Resistance Shred -> Lightning Res Shred
    • +20% Critical Multiplier

    Requires Riptide

    This node has no effect if Wind Elemental is allocated.

  5. Unleashed Elements max 1

    When your tide elemental directly casts Elemental Bolt while at maximum stacks of Elemental Fury, it consumes all stacks to gain an additional projectile per stack.

    Elemental Bolt cast this way fires its projectiles in a tight volley, and can hit the same target multiple times.

    • Elemental Fury Consumed at Max Stacks
    • Projectiles Fired in Volley When Consuming Stacks
    • 1 Additional Projectiles per Stack Consumed

    Requires Elemental Fury

  6. Resurgence max 1

    Summon Tide Elemental no longer has a cooldown, but it costs additional mana.

    The Geyser that occurs when casting Summon Tide Elemental deals more damage and has more area of effect (both multiplicative with other modifiers).

    • No Cooldown on Summon
    • +5 Mana Cost
    • +40% Geyser Damage when Summoned
    • +25% Geyser Area when Summoned

    Requires Ocean Currents

    This only affects the Geyser created when casting Summon Tide Elemental, not when your tide elemental would otherwise cast Geyser.

  7. Tidal Totem max 1

    Your tide elemental is now a totem. It cannot move, but is affected by totem modifiers.

    Your tide elemental deals more damage (multiplicative with other modifiers).

    • Tide Elemental is a Totem
    • +20% Damage

    Requires Seahenge or Northern Seas

    This also prevents Geyser from moving your tide elemental.

  8. King Tide max 4

    Your tide elemental deals more damage (multiplicative with other modifiers).

    • +8% Damage
  9. Crashing Waves max 3

    Your tide elemental has additional critical strike chance and critical strike multiplier.

    • +2% Critical Chance
    • +12% Critical Multiplier

    Requires High Tide

  10. Mana Swell max 2

    Your tide elemental has additional critical strike chance based on your maximum mana.

    • +1% Critical Chance per 100 Maximum Mana

    Requires 2 points in Crashing Waves

  11. Riptide max 4

    Your tide elemental has increased cast speed and movement speed.

    • +8% Cast Speed
    • +8% Movement Speed
  12. Wake max 2

    Your tide elemental's Elemental Bolt fires additional projectiles in a cone.

    • +1 Extra Projectiles

    Requires 2 points in Riptide

    Elemental Bolt's projectiles cannot hit the same target more than once per cast.

  13. Backflow max 1

    Elemental Bolt's projectiles are fired in a nova, targeting enemies within 12 meters.

    Elemental Bolt fires additional projectiles, but your tide elemental has less cast speed (multiplicative with other modifiers).

    • Projectiles Fired in Nova
    • +3 Extra Projectiles
    • -10% Cast Speed

    Requires 2 points in Wake

  14. Elemental Fury max 1

    When your tide elemental directly casts Elemental Bolt it gains Elemental Fury for 4 seconds, stacking up to a maximum.

    Each stack of Elemental Fury grants increased cast speed for Elemental Bolt.

    • 5% Increased Cast Speed per Elemental Fury
    • 5 Max Elemental Fury Stacks

    Requires Wake

    All stacks of Elemental Fury have their duration refreshed whenever a stack is gained.

  15. High Tide max 3

    Your tide elemental deals more damage (multiplicative with other modifiers) the longer it has remained alive, up to a maximum.

    • +3% Damage per Second Alive
    • 18% Max Damage Benefit

    Requires 2 points in King Tide

  16. Tidal Pools max 3

    Geyser has a chance to repeat from each totem within 12 meters. Each cast can hit the same enemy.

    • +10% Geyser Chance to Repeat from Totems

    Requires 3 points in King Tide

    Repeated casts can't trigger additional repeats.

  17. Azure Expanse max 3

    Your tide elemental's Geyser has increased area of effect.

    • +30% Geyser Area

    Requires King Tide or Water Spout

  18. Ocean Currents max 3

    Geyser has increased cooldown recovery speed.

    • +34% Geyser Increased Cooldown Recovery Speed

    Requires 2 points in Azure Expanse

  19. Artesian Well max 2

    While you are above half mana, Geyser consumes your mana to also cast Elemental Bolt a number of times from its location, targeting enemies within 12 meters.

    • 1 Elemental Bolt Casts from Geyser
    • 8 Mana Consumed per Cast of Elemental Bolt from Geyser fixed

    Requires Azure Expanse

  20. Water Spout max 3

    When one of your Tornadoes hits your tide elemental, the tide elemental redirects it towards an enemy within 12 meters and grants the tornado more damage and speed (both multiplicative with other modifiers) for a duration.

    • Tide Elemental Redirects Tornadoes
    • +20% Redirected Tornado Damage and Speed
    • 3 Tornado Redirect Duration (seconds) fixed

    Requires Azure Expanse or Crimson Harbor

    A Tornado can only be redirected by a tide elemental once. Stationary Tornadoes can't be moved.

  21. Twin Twisters max 3

    Whenever you create a Tornado at least 4 meters away from your tide elemental, you have a chance to create a Tornado at your tide elemental's location as well.

    • +12% Tornado Recast Chance
    • 4 Minimum Tornado Distance from Tide Elemental (meters) fixed

    Requires 2 points in Water Spout

    The Tornado is still cast by you, not your tide elemental. The Tornado is instantly redirected by Water Spout.

  22. Crimson Harbor max 4

    Your tide elemental gains a percentage of your increased mana regeneration as increased health regeneration.

    It also gains additional health regeneration.

    • 1% Increased Health Regen per your Increased Mana Regen
    • +10 Health Regen
  23. Return to Seafoam max 1

    If your tide elemental dies, its cooldown is reset.

    Your tide elemental has more health (multiplicative with other modifiers).

    • Cooldown Reset on Death
    • +20% Health

    Requires Crimson Harbor or Whirlpools

  24. Harmony of Water max 4

    Wellspring's buffs have increased effect on players based on your attunement.

    • +0.5% Wellspring Effect on Players per Attunement

    Requires Wellspring

  25. Pools of Reverence max 1

    Wellspring's buffs are significantly more effective on totems (multiplicative with other modifiers), but it no longer affects players.

    • +100% Wellspring Effect on Totems
    • Wellspring No Longer Affects Players

    Requires Wellspring

  26. Bird Bath max 3

    Wellspring grants Storm Crows a chance to chain to two additional enemies with their basic lightning spell.

    • +25% Wellspring Chain Chance for Storm Crows

    Requires Pools of Reverence or Harmony of Water

  27. Cove of Gulls max 2

    Your tide elemental deals more damage (multiplicative with other modifiers) per active Storm Crow.

    • +6% Damage per Storm Crow

    Requires 2 points in Erosion or 2 points in Whirlpools

  28. Seahenge max 1

    When you summon your tide elemental, your totems are moved to surround it.

    Totems that were moved gain additional duration, up to a maximum.

    • Totems Move to Summoned Tide Elemental
    • +2 Additional Duration for Moved Totems (seconds)
    • 6 Max Additional Duration (seconds)

    Requires Erosion or Tidal Totem

  29. Northern Seas max 4

    Your tide elemental has a chance to inflict frostbite on hit.

    This effect is doubled with at least 80 attunement.

    • +25% Frostbite Chance
    • Doubled with at least 80 Attunement

    Requires Erosion or Tidal Totem

  30. Whirlpools max 4

    Your tide elemental has a chance to cast Maelstrom whenever you do. Maelstroms cast by your tide elemental in this way use your tide elemental's stats, but your Maelstrom tree.

    • +25% Chance to gain Maelstrom when you do

    Requires 2 points in Cove of Gulls or Return to Seafoam

    Your tide elemental will only cast Maelstrom on itself, not others.

More skills: Shaman

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