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★ Dawn of the Hunt live now! ▶︎Best Builds
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This is a leveling build for the Witch in Path of Exile 2 (PoE 2)'s Dawn of the Hunt Update that uses Skeletal Arsonist, Flamewall, and Raging Spirits to finish Act 3. Check out this Witch leveling build, including its progression, equipment, socketables, skills, playstyle, and recommended builds!
List of Contents
Date | Changes Made |
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4/05/25 | ・ Leveling Build Created. |
This build ramps up very early, and takes off as soon as you defeat the King in the Mists to get your first uncut Spirit Gem. This allows you to use the Raging Spirits skill, which will skyrocket your DPS output.
The second act provides Flammability, which increases the damage output of your Serial Arsonists and Raging Spirits. It's also where you get your first Ascendancy points, giving you access to the Infernal Hellhound if you choose to go Infernalist. Other Ascendancies can continue to use this build into the third act, as the damage from both passive nodes and Skill Gems is enough to get you through to the end.
There won't be many changes to the build in the third act, other than the ability to socket more support gems provided by Jeweler's Orb and getting more Spirit sources to put more Serial Arsonists out in the field.
Build Notes |
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Early on, your minions would be limited by how much Spirit you have. Ideally, your Skeletal Warriors would be provided by your scepter, freeing up your spirit reserves for offensive minions.
Experiment with your minions to see how many offensive minions you can get away with and how many frontline Skeletal Warriors you need, but ideally, you would only need those that are provided with the sceptre.
Throughout all the acts, your main weapon will primarily be a sceptre. Preferably, the sceptre you would use would roll useful modifiers such as increased level to All Minion Spells, and percentage bonuses to your Spirit.
Keep an eye on these stats as they are the primary sources of DPS increase, as the Arsosnist Minion build does not benefit from Socketed Weapons.
Survivability would be the main priority, so stacking lots of Cold Resist in the first act is preferred to make the fight against Geonor a little easier, but not required.
For Acts II through III, focus on the pieces that give you the most survivability. Health and Energy Shield will be your first priority, with Elemental Resistances coming in second.
You would only really start to focus on specific stats towards the endgame as you gain more Ascendancy Points and your chosen build becomes more fleshed out, so don't hesitate to change items often as you only need to look for specific stats towards the end.
None of the ring modifiers can directly affect minion damage. As a result, the focus of rings is solely on life and elemental resistances. Increasing the rarity of items you find is a good modifier to have, but not necessary for progression at this point.
The Solar Amulet has an implicit stat that provides a bonus to Spirit, allowing you to summon more minions. This makes it the best option for a minion-centric build, as it is one of the few ways to increase your overall DPS.
List of Amulets
Equipment | Sockets |
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Weapon | - |
Armor |
If you come across any equipment with sockets, slot a rune with the elemental resistance you're currently lacking into it. Balance them out and use runes to supplement any elemental resistances you may be deficient in.
Minions do not benefit from weapon runes, with the exception of Soul Core of Quipolatl, which provides some Spirit. Even then, Sceptres provide the most base Spirit, making them the best option for Minion builds despite the lack of sockets.
Note that you can finish the leveling phase of the game without socketing any runes at all, so feel free to save them for later if you have no survivability issues.
All Runes and Soul Cores | |
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List of Runes | List of Soul Cores |
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・Increased Charges
・Gain Charges Per Second |
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・Increased Charges
・Gain Charges Per Second |
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・Increased Charges
・Gain Charges Per Second |
Realistically, your amulet choices will be limited, but there are three charms you can get to help you against the act bosses.
The Sapphire Charm provides an implicit Cold Damage resist buff that allows you to withstand Count Geonor's attacks a little better if you get hit. This can be obtained consistently on every playthrough by talking to Finn after defeating the King in the Mists.
The Topaz Charm is used against the Act II boss, Jamanra, and the Antidote Charm is used for most of Act III. These charms are tailored to these encounters and are completely optional, provided the player can consistently dodge enemy attacks.
※ The Support Gems' priority are arranged in a descending order. The first one being the most important and the last being the least crucial.
Skill | Support Gems |
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![]() Skeletal Warrior Summons reviving Skeletal Warriors. | ![]() Meat Shield Supports skills which create Minions, granting them more life but making them deal less damage. ![]() Last Gasp Support skills that create Persistent Minions, causing those Minions to fight on for a short duration before dying when they are fatally wounded. |
![]() Skeletal Sniper Summons long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command. | - |
![]() Unearth Raises spikes of bone from the earth in front of you. The bones of Corpses in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. | ![]() Brutality Supports any skill that deals damage, boosting its physical damage at the expense of all other damage types. |
![]() Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit. | ![]() Fortress Supports skills that create walls in a line, causing them to be created in a circle instead but deal less hit damage. ![]() Spell Cascade Supports Spells that affect an area around you or a target location, causing those spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills. |
![]() Skeletal Arsonist Activate to summon bomb-throwing, Reviving Skeletal Arsonists taht can detonate other minions on Command. | ![]() Scattershot Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. |
![]() Raging Spirits While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them. | ![]() Fire Infusion Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage. |
![]() Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately. | ![]() Persistence Supports any skill that has a duration, making that duration longer. ![]() Elemental Army Supports skills which create Minions, bolstering the Elemental Resistance of those Minions. |
![]() Enfeeble Curses all targets in an area after a short delay, making them deal less damage. | - |
Skill | Support Gems |
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![]() Summon Infernal Hound Minions Ignite Enemies within a radius of 1.5 metres as though dealt;Base Fire Damage equal to 20% of Minion's Maximum Life | ![]() Meat Shield Supports skills which create Minions, granting them more life but making them deal less damage. ![]() Elemental Army Supports skills which create Minions, bolstering the Elemental Resistance of those Minions. |
![]() Skeletal Warrior Summons reviving Skeletal Warriors. | ![]() Meat Shield Supports skills which create Minions, granting them more life but making them deal less damage. ![]() Last Gasp Support skills that create Persistent Minions, causing those Minions to fight on for a short duration before dying when they are fatally wounded. |
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. | ![]() Persistence Supports any skill that has a duration, making that duration longer. |
![]() Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit. | ![]() Fortress Supports skills that create walls in a line, causing them to be created in a circle instead but deal less hit damage. ![]() Spell Cascade Supports Spells that affect an area around you or a target location, causing those spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills. |
![]() Skeletal Arsonist Activate to summon bomb-throwing, Reviving Skeletal Arsonists taht can detonate other minions on Command. | ![]() Scattershot Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. |
![]() Raging Spirits While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them. | ![]() Fire Infusion Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage. |
![]() Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately. | ![]() Persistence Supports any skill that has a duration, making that duration longer. ![]() Elemental Army Supports skills which create Minions, bolstering the Elemental Resistance of those Minions. |
![]() Raise Zombie Consumes a Corpse or Power Charge to create a short-lived zombie. Zombies created from Power Charges are empowered. | - |
Skill | Support Gems |
---|---|
![]() Summon Infernal Hound Minions Ignite Enemies within a radius of 1.5 metres as though dealt;Base Fire Damage equal to 20% of Minion's Maximum Life | ![]() Meat Shield Supports skills which create Minions, granting them more life but making them deal less damage. ![]() Elemental Army Supports skills which create Minions, bolstering the Elemental Resistance of those Minions. |
![]() Skeletal Warrior Summons reviving Skeletal Warriors. | ![]() Meat Shield Supports skills which create Minions, granting them more life but making them deal less damage. ![]() Last Gasp Support skills that create Persistent Minions, causing those Minions to fight on for a short duration before dying when they are fatally wounded. |
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. | ![]() Persistence Supports any skill that has a duration, making that duration longer. |
![]() Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit. | ![]() Fortress Supports skills that create walls in a line, causing them to be created in a circle instead but deal less hit damage. ![]() Spell Cascade Supports Spells that affect an area around you or a target location, causing those spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills. |
![]() Skeletal Arsonist Activate to summon bomb-throwing, Reviving Skeletal Arsonists taht can detonate other minions on Command. | ![]() Scattershot Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. ![]() Fire Penetration Supports any skill that Hits enemies, making those hits penetrate enemy Fire resistances. ![]() Martial Tempo Supports Attacks, causing them to Attack faster. |
![]() Raging Spirits While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them. | ![]() Fire Infusion Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage. ![]() Fire Penetration Supports any skill that Hits enemies, making those hits penetrate enemy Fire resistances. |
![]() Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately. | ![]() Persistence Supports any skill that has a duration, making that duration longer. ![]() Elemental Army Supports skills which create Minions, bolstering the Elemental Resistance of those Minions. |
![]() Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons. | ![]() Arcane Tempo Supports spells, causing them to cast faster ![]() Ingenuity Supports skills with Cooldowns, increasing the rate at which those Cooldowns recover. |
Passive Nodes | |||
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1. | ![]() |
2. | ![]() |
3. | ![]() |
4. | - |
Minion builds are fairly straightforward, as the passives needed to strengthen minions both offensively and defensively are easily seen on the passive tree with the word Minion
in the description. As such, passives that benefit minions are prioritized.
The path starts out in the left side, taking minor minion damage nodes until you reaach the Raw Destruction node, providing a huge increase to all the damage that minions deal. Get Power of the Dead for more damage, then go right and get Dampening, Pure Energy, and Melding for survivability.
The same principle applies to the Vile Mending and Necrotic Touch nodes, which is to maximize the damage you get from minions while taking survivability nodes along the way.
Passive Skill Tree Guide and List of Passives
Jump to an Act! | ||
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Act 1 | Act 2 | Act 3 |
To progress through Act 1 and beat Count Geonor using the Arsonist Minion leveling build, follow these steps:
# | Step by Step Guide to Act 1 Leveling |
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1 | Equip
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2 | Head for the Mysterious Campsite at Clearfell to get a Level 1
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3 | Defeat
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4 | Complete Treacherous Ground to get another Level 1 Uncut Support Gem and slot in
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5 | Proceed to Grelwood and defeat
![]() Note: Make sure to loot the Witch Hut to get Medium Flasks. |
6 | Defeat
![]() ![]() ![]() Note: Replace ![]() ![]() |
7 | Defeat
![]() ![]() ![]() ![]() |
8 | Progress to The Grim Tangle and defeat
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9 | Look for the Haunted Treasure Inside the Tomb of the Consort to acquire a Level 1 Uncut Support Gem. Note: Make sure to make a ![]() ![]() |
10 | Defeat
![]() ![]() Note: Look for the Dryadic Ritual in this area to get an extra level 1 Uncut Support Gem. |
11 | Search and complete your first Ritual in the same area to get a Level 4 Uncut Skill Gem and use this to upgrade your Skeletal Arsonist.
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12 | Enter Freythorn to defeat
When prompted, select the Sapphire Charm as your Charm Reward.![]() ![]() Note: Equip ![]() |
13 | Complete The Lost Lute at the Ogham Farmlands to obtain a
![]() Note: Search for the Crop Circle in this area to defeat ![]() ![]() |
14 | Proceed to Ogham Village and defeat
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15 | Head for The Manor Ramparts and look for The Gallows to get a free Uncut Support Gem.
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16 | Search and defeat the
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17 | Continue and defeat
![]() Note: Make sure you have Medium Flasks since this boss fight has 2 Phases so you will be spending a good amount of time learning and surviving. |
To progress through Act 2 and beat Jamanra, the Abomination using the Arsonist Minion leveling build, follow these steps:
# | Steps |
---|---|
1 | Complete the Earning Passage quest for a Level 5
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2 | Defeat
![]() Ascendancy: You can attempt to finish the Sekhema's Trial to get your first Ascendancy Skill: ┣
![]() ┗
![]() ┗ Lich minion builds can take the Rupture the Soul node.
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3 | Clear Mobs in Keth until you get the
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4 | Defeat
![]() ![]() |
5 | Defeat
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6 | Locate the Golden Tomb for an
![]() Note: Use this spirt gem to level your ![]() |
7 | Open the Guarded Sarcophagus for a Level 1.
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8 | Three Elemental Offering Ring choices: Ruby Ring, Sapphire Ring, and Topaz Ring for flame, cold, and lightning resistance respectively. It is recommended to choose the Topaz Ring to prepare for
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9 | Clear The City of Seven Waters for an Uncut Support Gem.
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10 | Destroy the Effigy located in the Shrine of Bones for a Level 1 Uncut Support Gem .
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11 | Clear Mobs in The Bone Pits until you get the
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12 | Complete A Theft of Ivory quest for an Uncut Support Gem Level 1.
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13 | Place both Relics in the Valley of Titans to complete the Ancient Vows quest. Note: Choose the Sun Clan relic for increased mana recovery. |
14 | Complete A Crown of Stone quest for an Uncut Support Gem Level 1.
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15 | Complete the Tradition's Toll quest to get a
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16 | Defeat the
![]() ![]() |
To progress through Act 3 and beat Doryani using the Arsonist Minion leveling build, follow these steps:
# | Steps |
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1 | |
2 |
Loot the basket found in the Orok Campfire to get a
![]() ![]() |
3 |
Defeat the
![]() ![]() |
4 |
Complete The Slithering Dead to get the
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5 |
Interact with the Ravaged Corpse in the Jungle Grave to get a rare Belt. Take the Linen Belt for more increased mana recovery when using flasks. |
6 |
Defeat
![]() ![]() ![]() |
7 |
Submit the Tribal Vengeance to get a charm. Choose the
for increased defenses against Poison. |
8 | ![]() Note: The Infernalist Ascendancy benefits greatly from increased Fire Resistance thanks to Altered Flesh, so be sure not to neglect this boss. |
9 |
Use the Paquate's Mechanism to Corrupt gear. Try corrupting a scepter, but make sure to keep a spare in case the corrupted one does not yield a good roll. |
10 |
Obtain an
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11 | |
12 |
Use the
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※ Press on what type you are fighting for a more detailed explanation on the playstyle and skill rotation.
Type | Skill Rotation |
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Mobbing | |
Bossing and Elites | ![]() Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
▶
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
▶
![]() Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
▶
![]() Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
▶
![]() Enfeeble Curses all targets in an area after a short delay, making them deal less damage.
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For general mobbing, two casts of Flamewall will suffice to reach the maximum of 10 Raging Spirits. Your minions will take care of the rest, just be sure not to miss out on any important loot as you blaze through the map.
For bosses or elite packs, you can open up fights with this rotation.
Keep in mind that dodging boss attacks is a top priority, so do not hesitate to deviate from the rotation, especially to prioritize Flamewall to maintain the uptime of Raging Spirits.
After completing Act 3, these are the recommended build options that will allow you to progress through the Cruel Mode and clear the Endgame pinnacle content:
![]() NEW |
![]() Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
![]() Skeletal Warrior Summons reviving Skeletal Warriors.
![]() Skeletal Arsonist Activate to summon bomb-throwing, Reviving Skeletal Arsonists taht can detonate other minions on Command.
![]() Raise Zombie Consumes a Corpse or Power Charge to create a short-lived zombie. Zombies created from Power Charges are empowered.
![]() Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
![]() Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
![]() Skeletal Frost Mage Summons reviving Skeletal Frost Mages that can be commanded to cast Icy Explosions
![]() Profane Ritual Marks a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the corpse is consumed and you gain a power charge.
![]() Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
![]() Bone Offering Impales a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next hit each Minion takes, then explodes. The bone spike itself is a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Focus: Minion, Chaos, AoE, Curse |
If you would like to transition into the new Lich ascendancy while focusing on minions, we recommend using our Lich Necromancer build. Just make sure to save up some Gold so you can respec your passive tree easily.
![]() NEW |
![]() Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
![]() Comet Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
![]() Contagion Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit.
![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
![]() Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
![]() Alchemist's Boon While active, grants you Flask Charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your presence.
![]() Demon Form (12–25)% increased Cast Speed while in Demon Form;+(3–6) to Level of all Spell Skills while in Demon Form;Lose 0.5% of Life per second per Demonflame;Deal (7–18)% increased Spell damage per Demonflame
Focus: AoE, Mobbing, Freeze, Ignite |
If you prefer a more fast-paced style of play, where you move around the map quickly while filling the screen with a fiasco of spells , the Cast on Ignite Demon Form Infernalist might be just what you are looking for.
![]() NEW |
![]() Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
![]() Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
![]() Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
![]() Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
![]() Convalescence While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain Buff for a duration that prevents Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
![]() Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life
Focus: Lightning, Critical Hit, Life Leech |
If critical hits and calling upon lightning to smite your foes are more your thing, the Spark Blood Mage is currently one of the most strong builds to play!
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List of Builds by Class | |||||||||||
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Other Build Guides | Dawn of the Hunt Leveling Builds | How to Make a Good Build |
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![]() Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
![]() Raging Spirits While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
![]() Skeletal Arsonist Activate to summon bomb-throwing, Reviving Skeletal Arsonists taht can detonate other minions on Command.
![]() Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
![]() Detonate Dead Causes a Corpse to violently explode, damaging surrounding enemies.
![]() Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
![]() Skeletal Brute Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
![]() Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Focus: Minions, Crowd Control, DoT |
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![]() Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal Extra Damage. Consumes your Power Charge to cause much larger explosions.
![]() Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
![]() Bone Cage Raises a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
![]() Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
![]() Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life
Focus: High Single Target Damage |
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![]() Arctic Armour Conjures an icy barrier that gains stages overtime. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
![]() Ice Nova A nova of ice expands from you, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt insead of you, and cause more Freeze buildup.
![]() Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
![]() Flameblast Channels to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you channelled for.
![]() Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
Focus: Fast Clear, AoE |
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![]() Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies..
![]() Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
![]() Detonate Dead Causes a Corpse to violently explode, damaging surrounding enemies.
![]() Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
![]() Skeletal Brute Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
![]() Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
![]() Soul Offering Impales a Skeleton on a bone spike, granting you a powerful Spell Damage Buff as long as the spike remains. Does not affect your minions. The bone spike itself is a Minion. If it dies, the effect ends immediately.
![]() Sacrifice While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
Focus: High Damage, Fast Clear, Minions |
![]() NEW |
![]() Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
![]() Skeletal Warrior Summons reviving Skeletal Warriors.
![]() Skeletal Arsonist Activate to summon bomb-throwing, Reviving Skeletal Arsonists taht can detonate other minions on Command.
![]() Raise Zombie Consumes a Corpse or Power Charge to create a short-lived zombie. Zombies created from Power Charges are empowered.
![]() Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
![]() Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
![]() Skeletal Frost Mage Summons reviving Skeletal Frost Mages that can be commanded to cast Icy Explosions
![]() Profane Ritual Marks a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the corpse is consumed and you gain a power charge.
![]() Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
![]() Bone Offering Impales a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next hit each Minion takes, then explodes. The bone spike itself is a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Focus: Minion, Chaos, AoE, Curse |
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![]() Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
![]() Comet Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
![]() Contagion Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit.
![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
![]() Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
![]() Alchemist's Boon While active, grants you Flask Charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your presence.
![]() Demon Form (12–25)% increased Cast Speed while in Demon Form;+(3–6) to Level of all Spell Skills while in Demon Form;Lose 0.5% of Life per second per Demonflame;Deal (7–18)% increased Spell damage per Demonflame
Focus: AoE, Mobbing, Freeze, Ignite |
![]() NEW |
![]() Contagion Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit.
![]() Essence Drain Fires a Projectile that applies a powerful Chaos damage over time debuff to enemy hits.
![]() Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal Extra Damage. Consumes your Power Charge to cause much larger explosions.
![]() Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
![]() Dark Effigy Raises a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
![]() Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
![]() Withering Presence While active, periodically Withers enemies in your Presence.
![]() Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
![]() Convalescence While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain Buff for a duration that prevents Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Focus: Chaos, AoE, Curse, Totem |
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![]() Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
![]() Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
![]() Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
![]() Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
![]() Convalescence While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain Buff for a duration that prevents Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
![]() Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life
Focus: Lightning, Critical Hit, Life Leech |
Base Class | ||
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Ascendancies | ||
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PoE 2 0.2.0 Arsonist Minion Witch Leveling Build
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