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This is a leveling build for the Sorceress in Path of Exile 2 (PoE 2)'s 0.4 The Last of the Druids update that focuses on Cold Spells and Infusions. Check out this Sorceress levelling build, including its progression, equipment, socketables, skills, playstyle, and recommended builds!
Attention! |
The build is updated for Act 3 of Patch 0.4.0: The Last of the Druids. We will continue updating this page as we progress further in the game. Sign in and select under the page's title to be notified of any updates! |
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List of Contents
This leveling Sorceress build uses Infusions from Frost Bomb and Orb of Storms to empower Ice Nova, and Frost Darts. The single-target damage can be further improved by using a Lightning-Infused Fire Wall.
While Spark is a solid choice for your primary skill, it lacks the single-target damage that the build needs. Frost Darts fills that role while Ice Nova is used for clearing packs.
※ The affixes shown below are arranged based on descending priority.
| Gear | Affixes |
|---|---|
Chiming Staff Chiming Staff Stats:
Requirements: Level - 25 Intelligence - 41 |
・ % increased Spell Damage
・ % increased Cold Damage ・ Gain % as Extra Damage ・ + to Level to All Spells / Cold Spells ・ % increased Cast Speed |
Felt Cap Felt Cap Stats:
Evasion - 48 Requirements: Level - 10 Dexterity - 17 |
・ + to Maximum Life ・ + Maximum Energy Shield ・ +% increased Energy Shield ・ + to Any Resistance |
Feathered Robe Feathered Robe Stats:
Energy Shield - 35 Requirements: Intelligence - 13 |
・ + Spirit
・ + to Any Resistance |
Rope Cuffs Rope Cuffs Stats:
Armor - 12 Energy Shield - 6 Requirements: Level - 5 |
・ + Maximum Life ・ + Maximum Energy Shield ・ +% increased Energy Shield ・ + to Any Resistance |
Wrapped Sandals Wrapped Sandals Stats:
Energy Shield - 22 Requirements: Level - 11 Intelligence - 17 |
・ + Movement Speed ・ + to Any Resistance |
Linen Belt Linen Belt Requirements:
None Implicit:20-30% increased Mana Recovery from Flasks |
・ + to Maximum Life
・ + to Any Resistance |
Lunar Amulet Lunar Amulet Requirements:
Level - 14 Implicit:+20-30 to maximum Energy Shield |
・ + Mana Regeneration |
Topaz Ring Topaz Ring Requirements:
Level - 16 Implicit:+20-30% to Lightning Resistance |
・ + to Life
・ + to Any Resistance |
Sapphire Ring Sapphire Ring Requirements:
Level - 12 Implicit:+20-30% to Cold Resistance |
・ + to Life
・ + to Any Resistance |
Colossal Life Flask Colossal Life Flask Stats:
Flask Type - Life Recovered Life - 450 Charge Per Use - 10 Total Charges - 75 Duration - 4 sec. |
・Increased Amount Recovered
・Increased Charges |
Colossal Mana Flask Colossal Mana Flask Stats:
Flask Type - Mana Recovered Mana - 165 Charge Per Use - 10 Total Charges - 75 Duration - 2.5 sec. |
・Increased Amount Recovered
・Increased Charges |
Increased Spell Damage is the most useful prefix that will increase the damage of the build, while Gain Damage as Extra prefixes are good options too. As for the suffixes, + to All Spell Skills is the best but the rarest, but + to All Cold Skills is enough to significantly increase the power of Ice Nova and Frost Darts.
In all stages of the game, its best to get as much Life and Resistances as possible. Once you get more Defences in the Passive Tree, then it gets better to get more Energy Shield on gear to eventually shift to Chaos Inoculation.
| List of Rings | List of Amulets |
| List of Armors | |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Rawhide Belt Rawhide Belt Requirements:
None Implicit:20-30% increased Life Recovery from Flasks |
・Maximum Life
・Maximum Mana ・Any Elemental Resistances |
||||
| Charm Options | |||||
Thawing Charm Thawing Charm Stats:
Flask Type - Charm Charge Per Use - 40 Total Charges - 40 Duration - 3 sec. |
Silver Charm Silver Charm Stats:
Flask Type - Charm Charge Per Use - 20 Total Charges - 40 Duration - 3 sec. |
- | |||
The Thawing and Silver Charms are the overall charms that can save you in unexpected situations. Equipping a Charm corresponding to a Boss's damage type (Sapphire, Topaz, Ruby) is also always a good choice to increase your chances to succeed.
As for Belts, get as much Resistances and Life as possible.
| List of Belts | List of Charms |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
Upgrade any good wands or staves you get by inserting Glacial Runes for more Cold Damage. For Armor sockets, Body Runes are best early, while Iron Runes are best on high-Energy Shield armor.
| List of Runes | List of Soul Cores |
※ The Support Gems' priorities are arranged in descending order. The first one being the most important and the last being the least crucial.
| Skill | Support Gems |
|---|---|
Ice Nova 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.
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Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown.
Magnified Area I Supports any skill with an area of effect, making it larger.
Freeze Supports any skill that hits enemies, makit it more effective at Freezing enemies.
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Frost Darts Frost Darts Conjures a number of Icy Projectiles that launch towards a target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
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Rapid Casting II Supports Spells, causing them to cast faster.
Rising Tempest Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills
Elemental Focus Supports any skill that hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
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Flame Wall 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.
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Fortress I Supports skills that create walls in a line, causing them to be created in a circle instead but deal less hit damage.
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Frost Bomb Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
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Short Fuse II Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage.
Potent Exposure Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
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Orb of Storms Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
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Shock Supports any skill that hits enemies, making it more likely to Shock.
Harmonic Remnants I Supports Skills which create Remnants, allowing those Remnants to be collected from further away.
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Snap Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
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Magnified Area I Supports any skill with an area of effect, making it larger.
Elemental Focus Supports any skill that hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
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Blasphemy Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
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Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
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Siphon Elements Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
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Harmonic Remnants I Supports Skills which create Remnants, allowing those Remnants to be collected from further away.
|
As the whole build uses Infusions for empowered spells, Frost Bomb, Orb of Storms, and Siphon Elements are used to generate multiple Cold and Lightning Infusions.
Cast Ice-Infused Ice Novas to decimate close enemies. Use Snap on any remaining Frozen enemies for more infusions.
Cast Lightning-Infused Flame Walls as a way to further empower Frost Darts with Lightning and Fire damage for devastating single-target damage.

Spell Damage and other damage nodes are the highest priority nodes to get. Empowering Infusions is one of the best Infusion-related passive to get. Get a bit of Chance to Shock and Freeze Magnitude as well to help out inflict Elemental Ailments to use Snap or trigger Siphon Elements .
Lastly, invest in more survivability by getting more Energy Shield nodes that increases your Max Energy Shield, Energy Shield Recharge Rate, and faster start of Energy Shield Recharge.
Passive Skill Tree Guide and List of Passives
| Jump to an Act! | |
|---|---|
| Act 1 | Act 2 |
| Act 3 | - |
To progress through Act 1 and beat Count Geonor using the Spark Sorceress leveling build, follow these steps:
| # | Step by Step Guide to Act 1 Leveling |
|---|---|
| 1 | Equip
|
| 2 | Head for the Mysterious Campsite at Clearfell to get an extra Level 1
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| 3 | Defeat
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| 4 | Complete Treacherous Ground to get a Level 1
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| 5 | Proceed to Grelwood and defeat
Note: Make sure to loot the Witch Hut to get Medium Flasks. |
| 6 | Defeat
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| 7 | Progress to The Grim Tangle and defeat
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| 8 | Look for the Haunted Treasure Inside the Tomb of the Consort and defeat the rare enemy to acquire a Level 1 Uncut Support Gem and slot in
|
| 9 | Defeat
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| 10 | Search and complete your first Ritual in the same area.
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| 11 | Start looking for the Dryadic Ritual in the same area to get an extra Level 1 Uncut Support Gem.
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| 12 | Enter Freythorn to defeat
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| 13 | Complete The Lost Lute at the Ogham Farmlands to obtain a Book of Specialisation for more passive points.
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| 14 | Search for the Crop Circle in the same area to defeat
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| 15 | Proceed to Ogham Village and defeat
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| 16 | Head for The Manor Ramparts and look for The Gallows to get a free Level 1 Uncut Support Gem.
|
| 17 | Search and defeat the
|
| 18 | 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 the mechanics. |
To progress through Act 2 and beat Jamanra, the Abomination using the Warrior leveling build, follow these steps:
| # | Steps |
|---|---|
| 1 | Complete the Earning Passage quest for an
|
| 2 | Defeat
Ascendancy: You can attempt to finish the Sekhema's Trial to get your first Ascendancy Skill: |
| 3 | Clear Mobs in Keth until you get the
|
| 4 | Defeat
|
| 5 | Defeat
|
| 6 | Open the Guarded Sarcophagus for an
|
| 7 | 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
|
| 8 | Clear The City of Seven Waters for an Uncut Support Gem 2. You can use this to get
|
| 9 | Destroy the Effigy located in the Shrine of Bones for an Uncut Support Gem Level 2. |
| 10 | Clear Mobs in The Bone Pits until you get the
|
| 11 | Complete A Theft of Ivory quest for an Uncut Support Gem Level 2. You can use this for any missing support gems in the build. |
| 12 | Place both Relics in the Valley of Titans to complete the Ancient Vows quest. Choose the Kabala Clan Relic for more Life Flask Recovery.
|
| 13 | Complete A Crown of Stone quest for an Uncut Support Gem Level 2. You can use this for any missing support gems in the build. |
| 14 | Complete the Tradition's Toll quest to get a
|
| 15 | Defeat the Watchful Twins for a
|
| 16 | Activate the
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To progress through Act 3 and beat Doryani using the Druid leveling build, follow these steps:
| # | Steps |
|---|---|
| 1 |
Defeat
|
| 2 |
Loot the basket found in the Orok Campfire to get a
|
| 3 |
Defeat the
|
| 4 |
Complete The Slithering Dead to get the
|
| 5 |
Interact with the Ravaged Corpse in the Jungle Grave to get a rare Belt. Take the Rawhide Belt for more Life Recovery Flasks. |
| 6 |
Defeat
|
| 7 |
Submit the Tribal Vengeance to get a charm. Choose the
|
| 8 | Complete the Trial of Chaos for more Ascendancy Points. You can change ascendancies by respeccing all your Ascendancy Skills and choosing a new one from the Trialmaster. |
| 9 | |
| 10 |
Obtain an
|
| 11 | |
| 12 |
Use the
|
| 13 |
Farm a
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The burst damage from Ice-Infused Ice Nova are enough to clear packs. Monsters that survive the spell that are Frozen can be detonated with Snap for Infusion Remnants.
You can drop Frost Bomb and Orb of Storms before engaging tankier mob packs to apply Shock and Exposure, as well as the additional Infusion Remnants you get from those skills.
The simple monster pack rotation is:
For Bosses, you can add Elemental Weakness to the combo for more Elemental Damage, then cast a Lightning-Infused Flame Wall to empower the Ice-Infused Frost Darts with Fire and Lightning Damage. The Boss Rotation is as follows:

| Rank | Build |
|---|---|
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| - | - |
| List of Builds by Class | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Huntress |
Mercenary |
Monk |
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Witch |
Sorceress |
Warrior |
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Ranger |
- | - | |||||||||
| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
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.
Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
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.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
Mana Tempest Creates a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the Storm constantly drains your Mana, and each spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of mana.
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Focus: Mobbing, AoE, Lightning, Fast Clear |
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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.
Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
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.
Living Bomb Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Focus: AoE, Mobbing |
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.
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.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Focus: DoT, Mobbing |
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Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Frostbolt Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain.
Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance.
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..
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
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.
Cast on Freeze While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Focus: Burst Damage, Crowd Control |
|
Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
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.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Archmage While Active, causes your Non-Channelling Spells to cost additional mana and deal extra lightning damage, both based on your maximum mana.
Focus: Mobbing, AoE, Lightning, Fast Clear |
|
Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
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.
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.
Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
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.
Cast on Elemental Ailment While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching Maximum Energy.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
Frost Darts Conjures a number of Icy Projectiles that launch towards a target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Temporal Rift This Spell's Cast Speed cannot be modified;Maximum 16 afterimages;Creates an afterimage every 0.25 seconds
Focus: Crowd Control, Burst Damage, Cold |
|
Arc An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Shocked enemies Hit release damaging pulses.
Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
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.
Archmage While Active, causes your Non-Channelling Spells to cost additional mana and deal extra lightning damage, both based on your maximum mana.
Cast on Elemental Ailment While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching Maximum Energy.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Focus: Lightning, Cast on Elemental Ailment, Mobbing |
|
Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Ember Fusillade Conjures a blazing Ember that hovers around you. After a short duration, the Ember launches at the enemy, dealing fire damage in an area on impact. Recasting the spess resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
Trinity Become attuned to all Elements building up Fire, Cold, and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
Frost Darts Conjures a number of Icy Projectiles that launch towards a target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Living Bomb Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Elemental Storm Cannot deal Critical Hits;Deals Damage every 0.25 seconds;Storm radius is 1.8 metres;Storm duration is 5 seconds;Enemies inside the storm are Hindered
Focus: Elements, Shock, Chill, Ignite |
| Base Class | |
|---|---|
| Ascendancies | |
PoE 2 0.4 Sorceress Leveling Build - Cold Infusion Caster

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