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This is an endgame build for the Infernalist Ascension for the Witch class in Path of Exile 2 (PoE 2) The Third Edict update that uses Lightning Ball and Lightning Warp for a big burst of damage. Check out the Demon Warp Infernalist build for the Witch, including gear, socketables, skills, and playstyle!
List of Contents
This is an endgame build for the Infernalist witch ascension, brought to you by Ronarray. You can find a detailed guide on this build on Ronarray's YouTube channel.
Check out the video for a detailed breakdown of the build, including gear, passives, and the selection of skill gems to that gets the build going.
You can also find more community discussions about detailed builds on his Discord channel. If you want to see him in action, check out his Twitch channel!
The build focuses on the reworked Demon Form to increase Spell Damage, and utilizes Lightning Warp to deliver explosive Lightning damage in an area.
| Date | Changes Made |
|---|---|
| 09/3//25 | ・ Build Created |
| Build Notes |
|---|
The initial game plan for the build was to use Arc to trigger Cast on Critical in combination with another source of damage. However, Arc lacks damage and does not consistently trigger Cast on Critical, so a different skill was utilized to deal damage instead.
Removing the Demon Form stack limitation with the Mastered Darkness ascendency node improves damage scaling. However, changes to Demon Form make counteracting the life drain with regeneration extremely difficult. For this reason, we will only utilize the base Demon Form with a limit of 10 stacks.
※ The affixes shown below are arranged based on descending priority.
| Gear | Affixes |
|---|---|
Chiming Staff Chiming Staff Stats:
Requirements: Level - 25 Intelligence - 52 |
・+ Level of all Lightning Skills ・+ Increased Spell Damage ・+ Increased Lightning Damage ・Gain x% of Damage as Extra Lightning Damage |
Wicker Tiara Wicker Tiara Stats:
Energy Shield - 28 Requirements: Level - 10 Intelligence - 20 |
・Maximum Energy Shield
・Life Regeneration Per Second ・Elemental Resistance ・Life |
River Raiment River Raiment Stats:
Energy Shield - 112 Requirements: Level - 54 Intelligence - 113 |
・Maximum Energy Shield
・+ Spirit ・% Increased Energy Shield ・Elemental Resistance ・Maximum Life |
Jewelled Gloves Jewelled Gloves Stats:
Energy Shield - 22 Requirements: Level - 26 Intelligence - 43 |
・+ Maximum Energy Shield
・+ Increased Energy Shield ・+ Elemental Resistance ・Life ・Mana |
Sandsworn Sandals Sandsworn Sandals Stats:
Energy Shield - 75 Requirements: Level - 75 Intelligence - 131 |
・Increased Movement Speed
・Life Regeneration ・Elemental Resistance |
Linen Belt Linen Belt Requirements:
None Implicit:20-30% increased Mana Recovery from Flasks |
・Life Regeneration per Second
・Elemental Resistance ・Life |
Solar Amulet Solar Amulet Requirements:
Level - 30 Implicit:+10-15 to Spirit |
・+ Spirit
・Maximum Energy Shield ・Increased Energy Shield ・+ Level to All Spell Skills Annointment: ・Conservative Casting |
Amethyst Ring Amethyst Ring Requirements:
Level - 20 Implicit:+7-13% to Chaos Resistance |
・Elemental Resistance
・Life Regeneration per Second |
Pearl Ring Pearl Ring Requirements:
Level - 32 Implicit:7-10% increased Cast Speed |
・Elemental Resistance
・Life Regeneration per Second |
Ultimate Life Flask Ultimate Life Flask Stats:
Flask Type - Life Recovered Life - 920 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. |
・% of Recovery applied instantly
・% Increased charges |
Ultimate Mana Flask Ultimate Mana Flask Stats:
Flask Type - Mana Recovered Mana - 310 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. |
・% Increased amount recovered
・% Increased Charges Gained |
The recent changes to Demonform enable us to equip weapons when it's toggled on. Prioritize getting a good weapon with increased level to all lightning skills, as well as increased damage.
Depending on your current gear, you can interchange between a staff or wand and focus setup, so you can safely make the switch based on which has better stats without affecting the build.
For gear, you're going to need plenty of life regeneration to sustain Demon Form as well as plenty of Spirit to activate the rest of the skill setup. Grab energy shields wherever possible to increase your survivability, as well as the other resistances.
Lastly, you will need to annoint Conservative Casting to your Amulet with a Liquid Emotion, as this is mandatory for mana sustain.
| List of Rings | List of Amulets |
| List of Armors | |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
Socket Greater Storm Rune into your weapon, for increased Lightning Damage.
The armor runes that you select for your equipment are primarily determined by the resistances available on your equipment. Focus on maximizing your resistances and use Greater Iron Runes to increase your energy shield.
Make sure you reach the cap on your Chaos Resistance. This will decrease damage done to your energy shields from Chaos sources.
| List of Runes | List of Soul Cores |
Thawing Charm |
・Reduced Charges per use |
|---|---|
Staunching Charm |
・Reduced Charges per use |
We will primarily use charms to prevent crowd control effects from afflicting us, allowing us to stay on the move and dodge as needed.
As with the armor pieces, it is imperative that we obtain life regeneration on our belt, and acquiring defensive affixes is a close second priority.
| List of Belts | List of 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
|
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.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
|
Sigil of Power Sigil of Power |
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Magnified Area I Supports any skill with an area of effect, making it larger.
|
Blasphemy Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
|
Ritualistic Curse Supports Curse skills, causing them to cover a larger area but take longer to curse enemies
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
|
Cast on Critical Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
|
Lightning Conduit Calls down lightning to strike all enemies in a cone in front of you. Deals significantly more damage to Shocked enemies but consumes shock from them after damaging them. 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.
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.
Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions.
|
Ball Lightning Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
|
Rapid Casting II Supports Spells, causing them to cast faster.
Multishot II Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Projectile Acceleration III Supports Projectile skills, making those projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
|
Convalescence 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.
|
Vitality II Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
Clarity II Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
|
Lightning Warp 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.
|
Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown.
Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed.
Efficiency II Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions.
Deliberation Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
|
Orb of Storms Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
|
Lightning Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Lightning Exposure when it shocks and enemy.
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".
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
|
The build is centered around the use of Ball Lightning and casting Lightning Warp on the Lightning Ball projectile to deal significant damage. Using Lightning Warp poses inherent risks, as it positions us directly near the enemy. To mitigate these risks, we rely on dealing substantial damage to take out the mobs in a single Lightning Warp cast.
This build uses the Zenith support gem, which increases damage dealt when your mana is full. We will use Mana Efficiency Gems alongside some passives to reduce our mana costs.
As mentioned in the Gear Selection section, this build requires a significant Spirit investment to use all the skills. If you cannot reach the required amount of Spirit, you can choose to drop Blasphemy and add it later.
Since Energy Shields will be our main source of tankiness for all encounters, we will take notable passives such as Insightfulness, Melding, and Enhanced Barrier to increase survivability.
Efficient casting is essential to minimize mana costs and maximize the benefits of the Zenith passive ability. It is also important to note that Considered Casting is a notable passive skill that presents a challenge in terms of its distance from our other nodes. Therefore, it is essential to annoint it in our Amulet.
The rest of our points will go to increasing our damage, so we will be taking passives such as Potent Incantation, Pure Power, and Careful Assassin to boost our damage output.
Passive Skill Tree Guide and List of Passives
This will be the standard rotation for most encounters: bursting down hordes of enemies with massive damage via Lightning Warp. It is important to note that, given the use of the Unleash passive, adequate pauses must occur between skill casts to allow for the Unleash support gem to cool down.
The rotation for bosses and tough elites is mostly the same, with some additional skills added to increase damage output.

| 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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
| Base Class | ||
|---|---|---|
| Ascendancies | ||
PoE 2 0.3 Witch Endgame Build - Demon Warp Infernalist



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