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This is a league-starter build for the Infernalist Ascension for the Witch class in Path of Exile 2: Dawn of the Hunt (PoE 2) that uses Demon Form and Cast on Ignite to unleash a barrage of spells. Check out the Cast on Ignite build for the Witch, including gear, socketables, skills, and play style!
Attention! |
This build was last updated for patch 0.2.1 and may be outdated for the recent patches. For more up-to-date builds, please refer to our list of latest builds! |
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List of Contents
This endgame build for Demon Form Infernalist Witch is crafted by HungryBoots, showcased in a detailed guide over at HungryBootsGaming (Youtube).
The video breaks down the build step-by-step, covering everything from skills, gear, and passives to dominate the endgame!
You can also check out HungryBoots Discord Server for even more Path of Exile 2 content and detailed build discussion!
| Date | Changes Made |
|---|---|
| 04/15/25 | ・ Build Created |
| Build Notes |
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The 0.2.0 Patch for Path of Exile introduced a slew of nerfs, affecting the build directly. The nerfs to Barrier Invocation broke the interactions that the build previously relied on, effectively removing its viability.
The Pyromantic Pact
・Gain Infernal Flame instead of spending Mana for Skill costs
・Take Maximum Life and Energy Shield as Fire Damage when Infernal Flame reaches maximum
・Lose all Infernal Flame on reaching maximum Infernal Flame
・10% of Infernal Flame lost per second if none was gained in the past 2 seconds.
Currently, the build is limited to using only 10 stacks of Demon Form. While this limits the potential damage output for the build, it is more than sufficient for mapping.
Mastered Darkness
Since the build will be using the Demonic Possesion Ascendancy node to access Demon Form
This gives us +6 to all spell levels, which would otherwise be quite expensive to obtain since it requires the maximum roll for a weapon and an offhand.
List of Weapons
When setting up the build, maximize Fire Resistance first over the other elements, as we need to max it out as soon as possible to mitigate damage taken from Pyromantic Pact. Chaos Resistance comes second, and the other resistances should follow, but wouldn't require much investment thanks to Altered Flesh.
・20% of Lightning Damage taken as Fire Damage
・20% of Physical Damage taken as Chaos Damage
To ensure 100% uptime on Life Flask Usage, the Heavy Drinker passive needs to be annointed in the amulet. Since this build is a Flask Usage intensive setup, this keystone passive is required for this build.
Since the build revolves around triggering spells when targets are Ignited, getting two Blackflame Amethyst Rings for the Increased Ignite Magnitude is essential to this build.
The increased Ignite Magnitude from the ring increases the energy it generates when we Ignite targets, allowing us to reach the energy required to trigger Cast on Ignite much faster.
| Equipment | Sockets |
|---|---|
| Armor |
The Soul Core of Puhuarte can be used alongside Greater Desert Runes to reach the Fire resistance cap as quickly as possible, and can be replaced with Greater Iron Runes to increase survivability once resistances are capped.
| All Runes and Soul Cores | |
|---|---|
| List of Runes | List of Soul Cores |
Since we will be using the Oasis passive, the use of charms will be disabled.
List of All Charms
※ 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 |
|---|---|
Demon Form 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
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Second Wind II Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills, or modify the skills of minions.
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Cast on Ignite Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
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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.
Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Cold Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Cold Exposure when it Critically Hits an enemy.
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Cast on Ignite Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
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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.
Elemental Focus Supports any skill that hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Cold Penetration Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
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Cast on Ignite Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
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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.
Boundless Energy II Supports Meta Skills. Supported Skills generate Energy significantly faster.
Energy Retention Supports Meta skills. Supported skills gain a chance to partially refund a portion of energy cost when triggering or invoking other skills.
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Flammability Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
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Cursed Ground Supports Curse skills. supported skills no longer have an activation delay, instead creating areas which Curse enemies so long as they are within them.
Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Rapid Casting II Supports Spells, causing them to cast faster.
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Solar Orb Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
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Searing Flame II Supports any skill that hits enemies, causing inflicted Ignites to deal more damage but its hits to deal less damage.
Fire Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Fire Exposure when it Ignites an enemy.
Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed.
Overabundance II Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word "Limit".
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Alchemist's Boon 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.
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Overwhelming Presence Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
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Solar Orb will be the primary skill used to procc Ignite on targets, so Overabundance is taken to be able to use the skill twice, effectively doubling the chances of triggering Ignite, which works well with Overwhelming Presence.
For the Cast on Ignite skill itself, Comet is used because it is the strongest non-channeling spell currently available on its own, though it can be substituted with another non-channeling spell such as Arc or Fireball.
| Ascendancy Passive | |||
|---|---|---|---|
![]() Pyromantic Pact, Demonic Possesion, Beidat's Will |
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The Infernalist has a lot of Ascension nodes that make this build work. Beidat's Will allows the build to equip multiple Cast on Ignite skill gems and other notable passives that require Spirit. For spellcasting, Pyromantic Pact will be our main source of Energy generation instead of Mana.
For our passives, we will use a mix of spell damage, Life Recoup to sustain Demon Form, and improvements to our flask.
Passive Skill Tree Guide and List of Passives
※ Press on what type you are fighting for a more detailed explanation on the playstyle and skill rotation.
| Type | Skill Rotation |
|---|---|
| Standard Rotation | 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
▶
Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
▶
Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
▶
Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
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The rotation is very simple and would apply to all combat encounters.
Just remember to keep an eye on your energy shield and use Flasks when necessary. Since we will be using Eternal Youth, just use Flasks as needed to restore lost Energy Shield.

| 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 |
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| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
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.
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 Warrior Summons reviving Skeletal Warriors.
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.
Focus: Minions, Crowd Control, DoT |
|
UP |
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.
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.
Chaos Bolt Fires a burst of chaos energy at the target.
Skeletal Warrior Summons reviving Skeletal Warriors.
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.
Essence Drain Fires a Projectile that applies a powerful Chaos damage over time debuff to enemy hits.
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.
Ravenous Swarm While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The Swarms are untargetable Minions that Attack and Poison enemies.
Focus: AoE, Chaos, DoT |
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 |
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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.
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 |
|
UP |
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 |
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 |
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NEW |
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at 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.
Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
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.
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: Lightning, AoE, Cast on Critical |
NEW |
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.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
Withering Presence While active, periodically Withers enemies in your Presence.
Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
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.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
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.
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: Chaos, Critical, Fire |
NEW |
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.
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.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
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: Reap, Physical, Burst |
| Base Class | ||
|---|---|---|
| Ascendancies | ||
PoE 2 Witch Build - CoI Demon Form Infernalist

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How you putt two the same skill support concettated effect? I cant putt this in my build? And i cant putt martial tempo to flammabale