Summoner Necromancer Guide

Summoner Necromancer

Introduction

The Summoner Necromancer combines the two greatest joys in Diablo 2 Resurrected; vast hordes of undead minions, and exploding entire screens worth of monsters with a single click.

In addition to amazing clear potential with the AmplifyDamage / CorpseExplosion combo, the Summon Necro (Fishymancer) is nearly untouchable when surrounded by the multitudes of Summoned Skeletons, trusty Golem, and Revives. While slow to ramp up to its true potential, a fully geared Summoner can clear all content in Diablo 2 Resurrected from the safety of the back lines.

While you can enjoy the easy passive gameplay style, the Players looking for more efficiency and challenge can engage in “Tele-Stomping” techniques, bringing the full weight of your army against high priority targets and Bosses. Because of this burst potential, the Summoner has access to wide farm areas. Additionally, Uber farming and Act Boss farming become available as you reach certain gear-quality plateaus.



Ideal Standard Setup
RaiseSkeleton
Revive
AmplifyDamage
CorpseExplosion

This build guide assumes you have a Character at Level 75 before transitioning to it. Check out our Necromancer Leveling Guide and our General Leveling Strategies to reach Level 75.

Incredible Survivability ✔
Access To Variable Damage Types ✔
High Boss DPS With Revives/Mercenary ✔

❌ Gear Dependent
❌ Slow To Progress Early
❌ Steep Learning Curve For Positioning



Skills

The Summoner combines a deep investment in the Summoning Skills tree, Corpse Explosion, and boneprison.

Put 1 Point into each of the following Skills:
1. irongolem
2. summonresist
3. decrepify
4. dimvision
5. lowerresist
6. revive

Max out the following Skills in this order:
1. raiseskeleton
2. skeletonmastery
3. corpseexplosion
4. boneprison
5. bonewall

Use the Scroll Bar to see Skill Point Progression

Damage

RaiseSkeleton* summons a Necroskeleton to fight by your side. This requires the dead body of a Monster to summon. These Skeletons act as your front-line tanks and account for your biggest Minion DPS source for non-Boss monsters.

Revive* resurrects Normal and Minion Monsters to fight alongside the Summoner. While gaining Life, damage, Critical Chance, and Movement speed, the Revives retain most of their special abilities and skills. This makes Monsters with Crushing Blow incredibly useful to target for Boss farming.

CorpseExplosion* deals Physical and Fire Damage in a circle around the body of a dead Monster that is targeted.

* Faster Cast Rate Skills (FCR)

Utility

ClayGolem* summons a tanky Golem with high Resistances, which applies a Slow Effect when striking and when struck. Before you can afford to replace your Iron Golem, this will be your primary Golem summon for Crowd Control and tanking. This can be summoned even when already summoned, with no Cooldown. Note: Only 1 Golem may be summoned at a time.

IronGolem* summons a special Golem that requires a piece of Metal gear (Weapons and Armor) on the ground to cast. The Golem will calculate damage and defensives as if it had the item equipped. This consumes the item used and is not returned on death of the Golem. Once you can afford to mass produce Runeword Weapons for your Iron Golem, this will be your primary Golem for additional Partied Auras. Note: Only 1 Golem may be summoned at a time.

AmplifyDamage* reduces the monster's Physical Resistance by 100%. This will bring monsters to negative Resistance (to a bottom cap of -100%).

LifeTap* causes all Physical Attacks to return 50% of the final damage done, as Life healed to the attacker. This works differently from Life Stolen which has a long list of penalties depending on Skills used, and Difficulty. With a high enough Attack Speed, most Minions and Mercenaries will keep themselves alive just from applying this Curse.

* Faster Cast Rate Skills (FCR)


Attributes

Strength
In this build, we allocate enough Stat Points to Strength as we need to equip all of our gear. Be mindful of how much Strength your gear needs and how much it provides when equipped.

Vitality
After you put your points into Strength and Dexterity, make sure to check if it is recommended to put Stat Points into Energy. Meet the suggested amount of Energy and put any remaining Stat Points into Vitality.

Dexterity
In this build, we allocate enough Dexterity as to equip all of our gear. Be mindful of how much Dexterity your gear needs and how much it will provide when equipped.



Energy
In this build, we don't allocate any Stat Points into Energy. This build gets enough Mana from gear, buffs, Charms, and Mana Potions.


Miscellaneous

Gear Options

While every Stat in the Desirable Stats column is useful for this Build, we highlighted the Priority Stats in Teal so you can review the recommended Items and more easily identify the Most Important Stats on them.
Hover over any Item in the Item Options to see a pop-out with the full Item description.

SlotItem OptionsDesirable Stats
WeaponSpirit
Heartoftheoak
Beast
Calltoarms
Ume'slament
ArmofKingLeoric
BladeofAliBaba
wizardspike
+ to All Skills
+ xx% Faster Cast Rate

Elemental Resist +xx%
xx% Better Chance of Getting Magic Items
+ Attributes
+ xx% Faster Hit Recovery
Off-HandSpirit
trangoul'swing
homunculus
headhunter'sglory
Splendor
rhyme
ancient'spledge
+ to All Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
+ xx% Faster Hit Recovery
+ xx% Faster Block Rate
Weapon-SwapCall to Arms Crystal Sword+x to All Skills
+x to battlecommand
+x to battleorders
+x to battlecry
Off-Hand-SwapSpirit Monarch+x to All Skills
HelmetsHarlequincrest
trangoul'sguise
Rare Diadem
Magic Diadem
PeasantCrown
lore
Wormskull
Tarnhelm
+ to All Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%
xx% Better Chance of Getting Magic Items

Damage Reduced By xx%
+ Attributes
Body ArmorEnigma
trangoul'sscales
Thespiritshroud
Skinofthevipermagi
skullder'sire
bone
+ to All Skills
+ xx% Faster Cast Rate

Elemental Resist +xx%
xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
Teleport (From Enigma only)
+ Attributes
Glovestrangoul'sclaws
chanceguards
magefist
+ to All Skills
+ xx% Faster Cast Rate

Elemental Resist +xx%
xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
+ Attributes
Beltsarachnidmesh
trangoul'sgirth
goldwrap
stringofears
+ to All Skills
+ xx% Faster Cast Rate

Elemental Resist +xx%
xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
+ Attributes
Bootsmarrowwalk
sandstormtrek
silkweave
aldur'sadvance
wartraveler
natalya'ssoul
+ to All Skills
+ xx% Faster Run/Walk
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Amuletsmara'skaleidoscope
Rare Amulet
+ to All Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Teleport (From Charges)
Ringsthestoneofjordan
bulkatho'sweddingband
nagelring
Rare Ring
+ to All Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Teleport (From Charges)
CharmsGrand Charm
Large Charm
Small Charm
+x to Skill [Necromancer Only]
+x% Faster Hit Recovery
+x to Attribute
+ Life
X Resist +x%

x% Better Chance of Getting Magic Items
Unique CharmsGheed's Fortune
Hellfiretorch
Annihilus
+x to Necromancer Skill Levels
+x to all Attributes
All Resistances +xx%

Better Chance of Getting Magic Items
Reduces all Vendor Prices x%

Farming Spots

The areas below are well suited for this build to farm efficiently. While this build can also farm other areas, we’ve selected these specific areas to make the most use of the build’s strengths. Please take special note of the danger level, clear speed, item types, and Immunities that define these areas.

Anything that has a in the "Starter" column can be farmed with the Starter Variant.
While there are other Farming Spots in the game, some Builds struggle to efficiently farm those Areas. This may be because the Monsters in the Area are Immune to your primary Damage type, or the Build lacks mobility to quickly progress to its objectives.

Act 1:

AreaStarterDangerRewardsImmunities
MausoleumLowAll item types
Max Area Level
Leveling
Lightning
The Countess
(Forgotten Tower Level 5)
-MediumRunes
Key of Terror
Fire, Cold
The PitMediumAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Andariel
(Catacombs Level 4)
-LowUniques
Sets
Jewelry
The Secret Cow LevelMediumRunes
Runeword Bases
Charms / Gems / Jewels

Act 2:

AreaStarterDangerRewardsImmunities
Ancient TunnelsMediumAll item types
Max Area Level
Leveling
Magic, Fire, Lightning, Cold
Summoner
(Arcane Sanctuary)
-LowKey of Hate

Act 3:

AreaStarterDangerRewardsImmunities
Lower Kurast-LowRunes
Runeword Bases
Charms / Gems / Jewels
Jewelry
Fire, Lightning
Travincal-HighGearing
Runes
Charms / Gems / Jewels
Gold
Fire, Lightning, Cold
Mephisto
(Durance of Hate Level 3)
-MediumUniques
Sets

Act 4:

AreaStarterDangerRewardsImmunities
City of the Damned-HighAll item typesFire, Lightning, Cold
Chaos Sanctuary-HighAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Diablo
(Chaos Sanctuary)
-MediumUniques
Sets
Leveling (Level 97-99)

Act 5:

AreaStarterDangerRewardsImmunities
Eldritch the Rectifier
(Frigid Highland)
LowGearing
Gold
Leveling
Cold
Shenk the Overseer
(Bloody Foothills)
MediumGearing
Gold
Leveling
Cold
Pindleskin
(Nihlathak's Temple)
HighGearing
Gold
Leveling
Poison
Nihlathak
(Halls of Vaught)
-HighKey of Destruction
Leveling
(Level 97-99)
Fire, Lightning, Cold or none
(Depends on his Affixes)
Worldstone Keep / Throne of Destruction-HighAll item types
Max Area Level
Leveling
Physical, Magic, Fire, Lightning, Cold, Poison
(Depends on monster spawns)
Baal / Waves
(Worldstone Chamber /
Throne of Destruction)
-HighUniques
Sets
Max Area Level
Leveling
(Baal for Level 97-99)
Magic, Fire, Cold, Poison
(on Waves)

Mercenary

Your Mercenary can serve an incredibly important role to the overall success of your build. Whether it’s serving as a front line tank, bringing a pivotal Aura to your arsenal, or employing Physical Damage to kill monsters with an Immunity to your skillset.

Act 2 Desert Mercenary
The Act 2 Desert Mercenary can be hired from Greiz.
He can be equipped with a Spear or a Polearm, a Body Armor and a Helmet. 
Every Act 2 Mercenary has access to an Aura and uses Jab as his base Attack. The Aura activates once the Mercenary has engaged in combat and remains active between traveling to and from town. The Auras available are based on what difficulty you hire the Mercenary from.

Might Infinity

Infinity, Might
We recommend the Might Aura version, as it provides us with a Mercenary that can deal with enemies that are immune to our main Damage source.
Infinity provides us with a massive damage boost as it reduces the enemies Resistances and Defense due to its Conviction Aura. This Aura is also capable of breaking some Immunities (Immunities Resource).

Gear Progression

Early-GameMid-GameEnd-Game
Insight
(any Polearm)
Insight
(Elite Polearm)
Infinity Thresher (Ethereal)
Smoke
(Any Body Armor)
Treachery
(Any Body Armor)
Treachery
(Preferably Ethereal)
Any Helmet
with Resistance / Life
Tal Rasha's Horadric CrestAndariel’s Visage
(Preferably Ethereal)

The Mercenary is hard to keep alive until you have the minimum gear recommended in this guide. To help survive various scenarios, remember you can drag Healing Potions onto the portrait, or shift + 1/2/3/4 to directly feed them a Healing Potion from your belt. The Mercenary also gains bonus Resistances from Thawing Potions and Antidote Potions.

If your Mercenary dies in battle, you can revive them from any of the Mercenary NPCs in each Act. This does come with an increasing cost, capping at 50,000 Gold. So keep that in mind and decide if the Mercenary is currently worth the cost.

Playstyle

General:

  • Use your Mercenary and Golem to kill the first few monsters in a lower danger Area, to create your army of Skeletons. Eldritch the Rectifier if a great pack that is always next to the Frigid Waypoint.
  • Tip: Once you have Nihlathak’s portal available in Act 5, you can quickly summon your Skeletons and Revives by entering this portal and using the bodies of the Reanimated Horde before they revive themselves. It’s important for the Necromancer to avoid getting the Halls of Pain Waypoint if at all possible, to always have this available in games they create.
  • Your indirect damage comes from your Minions and Mercenary killing monsters for you. AmplifyDamage will greatly increase your DPS.
  • Your direct damage is achieved through corpseexplosion. This Skill has a Physical and Fire Damage component.
  • Because of the Physical component, your damage is enhanced by AmplifyDamage as well.
  • You will quickly clear large swaths of monsters, which in turn gives you more corpses to target with further corpseexplosion.
  • terror will apply a fear effect to all non-elite monster types, quickly removing unnecessary trash monsters from the equation as your Minions focus on killing high priority targets.
  • claygolem is an amazingly sturdy speed-bump and a 1 point wonder, as Golem stats scale with increasing difficulty.

Immunities:

  • Decrepify drastically reduces Attack speed, Physical Damage, animation speed, and Physical Damage Reduction of affected monsters.
  • lowerresist reduces enemy Resistances, most notably, their Fire Resistance which can break their Immunity. This allows our corpseexplosion Fire Damage component to kill otherwise Immune monsters.

Late-Game:

  • Your irongolem can be made from any metal based equipment. This includes Runewords made in metal bases. A common Golem will be made from an Insight Runeword base.
    • Note: as the Iron Golem can die/despawn between games, it’s advised to only create them out of item types you can afford/replace.
  • With Teleport you can selectively reposition your minions when you Teleport to a new location. Note: Depending on Minion type, your Minions/Mercenary will become “stuck” to the spot you have teleported so you often have to move from this spot to allow your Minions to spread out.
  • In Multiplayer your Minions act as a damage soak for your whole team. Make sure to position your Minions in high danger areas and choke points to create buffers between threats and your team.
  • For Uber farming, curses like lifetap become the priority over amplifydamage. This will give your team, Mercenary and Minions greater sustain.

Breakpoints

For more information on the mechanics involved, check out our in-depth Resource: Breakpoints.

All builds rely on specific Breakpoints for effectiveness throughout the game. Meeting Breakpoints for Cast Rate, Hit Recovery, and Block Rate increases the rate of casting spells, recovering from big Damage, and blocks by 1 Frame per Breakpoint.

Faster Cast Rate (FCR)
Faster Cast Rate controls how fast our Character casts Spells. In this build we aim for 125% Faster Cast Rate, which is achieved with the suggested gear. Note: Faster Cast Rate only controls the animation speed of the Character, and not any internal or global Cooldowns your spells have.

Cast Rate Breakpoints

Increased Attack Speed (IAS)
We do not target a specific Attack Speed Breakpoint. We do not rely on attacks to deal damage.

Faster Hit Recovery (FHR)
Faster Hit Recovery controls how fast our Character finishes the Hit Recovery animation. In this build we aim for 86% Faster Hit Recovery, which is achieved with the suggested gear and Charms.

Hit Recovery Breakpoints

Faster Block Rate (FBR)
We do not target a specific Block Rate Breakpoint. We do not rely on Chance to Block in this build.

Faster Run Walk (FRW)
There are no Breakpoints for Faster Run / Walk. With the recommended gear you will reach 65% Faster Run / Walk. Please refer to Run / Walk Mechanics for more details.

Hardcore

For all Hardcore gameplay, your primary concern is increasing your Resistances, Damage Reduction, Chance to Block and Maximum Life. This can mean sacrificing overall power level for a more secure playstyle.

This build is Hardcore viable. If you are unaccustomed to this playstyle, we recommend trying this build on Softcore to gain experience on how to successfully pilot it. If you find that the recommended build is too difficult to pilot in hardcore we do include a Hardcore variant. The primary differences are:

Stat Point changes:

  • We allocate 128 Stat Points into Dexterity by level 99 to achieve 75% Block Chance.

Skill Point changes:

  • We allocate Skill Points into bonearmor and its synergies boneprison / bonewall for more protection against Physical Damage.

Item changes:

  • Use Homunculus to maximize Chance to Block and Faster Block Rate.
  • Use Shimmering Small Charm of Vita for more Maximum Life instead of Better Chance to Find Magic Items.
  • Use String of Ears Demonhide Sash for Damage Reduced by x%.

Build Variants

Starter

Setup
This set of gear represents the minimum you need to effectively play the Summoner build. With +4 to all Skills in total, and the 75% Faster Cast Rate Breakpoint, you easily farm all of the areas tagged with "Starter" from the Farming Spots section. You are also overcapped on Resistances at this point thanks to ancient'spledge, as well as the Charms which are representative of a larger collection of weaker Charms that you would have accrued throughout the 1-75 Leveling process. You also have a Teleport Staff on swap, so you can begin practicing your "Tele-stomping". The Belt on this setup is a Caster Crafted Belt Note: When swapped, your Resistances and Faster Hit Recovery will be greatly diminished so stomp wisely. As you become accustomed to the build feel free to explore all farming locations as your gear gets better.

Mercenary
At this point your Mercenary is a tank and Meditation source. The talrasha'shoradriccrest and treachery provides great survivability and a decent increase to Mercenary DPS.

Skills

Put 1 Point into each of the following Skills:
1. irongolem
2. summonresist
3. decrepify
4. dimvision
5. lowerresist
6. revive

Max out the following Skills in this order:
1. raiseskeleton
2. skeletonmastery
3. corpseexplosion
4. amplifydamage

Attributes
We allocate 25 points to Strength to be able to wear our gear. Every other point goes to Vitality.

Damage

Setup
This Variant uses the beast which gives us access to a Level 9 fanaticism. This will grant our Minions and Mercenary Increased Attack Speed and + % Enhanced Damage. We still maintain the 75% Faster Cast Rate Breakpoint, but we're investing more in our indirect damage sources. This can also help to apply Crushing Blow attacks at a faster rate on high Life monsters like the Ubers, by our Minions.

Mercenary
Infinity brings a massive increase in DPS for your Mercenary. With a Ruby Jewel of Fervor in the andariel'svisage your Mercenary is at the second fastest Breakpoint for their jab. This also increases our Fire Damage on corpseexplosion.

Skills

Put 1 Point into each of the following Skills:

  1. irongolem
  2. summonresist
  3. decrepify
  4. dimvision
  5. lowerresist
  6. revive

Max out the following Skills in this order:

  1. raiseskeleton
  2. skeletonmastery
  3. corpseexplosion
  4. boneprison
  5. bonewall
Use the Scroll Bar to see Skill Point Progression

Attributes
Allocate enough Strength to wear all of your gear. We put all of our Stat points into Vitality.

Standard

Setup
This Variant is using the best possible piece of gear in every slot. You will reach the 125% Faster Cast Rate Breakpoint and have the largest + to Skills for your Summons and corpseexplosion. This also gives you access to teleport without swapping, which opens up your swap for calltoarms to prebuff yourself and your Minions. This setup carries a good amount of Magic Find with a prioritization on clear speed. Your Resistances are all overcapped about 120%. This will counteract any conviction Aura you encounter.

Mercenary
Infinity brings a massive increase in DPS for your Mercenary. With a Ruby Jewel of Fervor in the andariel'svisage your Mercenary is at the second fastest Breakpoint for their jab. This also increases our Fire Damage on corpseexplosion.

Skills

Put 1 Point into each of the following Skills:
1. irongolem
2. summonresist
3. decrepify
4. dimvision
5. lowerresist
6. revive

Max out the following Skills in this order:
1. raiseskeleton
2. skeletonmastery
3. corpseexplosion
4. boneprison
5. bonewall

Use the Scroll Bar to see Skill Point Progression

Attributes
Allocate enough Strength to equip all of your gear. This lets us add all of our Stat points to Vitality.

Hardcore

Setup
For Hardcore gameplay we prioritize having high overcapped Resistances to maintain maximum Resistances when affected by conviction Aura, 75% Block Chance, 7 frame Block Rate, 7 frame Hit Recovery, 33% Damage Reduction, while maintaining the 75% Faster Cast Rate Breakpoint and high + to Skills on gear. This along with BoneArmor and Boneprison give an amazing amount of survivability and Crowd Control. We also prioritize having Shimmering Small Charm of Vita over the Shimmering Small Charm of Good Luck.

Mercenary
Infinity brings a massive increase in DPS for your Mercenary. With a Ruby Jewel of Fervor in the andariel'svisage your Mercenary is at the second fastest Breakpoint for their jab. This also increases our Fire Damage on corpseexplosion.

Skills
We are maximizing our BoneArmor for additional Physical Damage mitigation. To boost this further we invest a lot of points into Boneprison and Bonewall

Put 1 Point into each of the following Skills:
1. irongolem
2. summonresist
3. decrepify
4. dimvision
5. lowerresist
6. resist

Max out the following Skills in this order:
1. raiseskeleton
2. skeletonmastery
3. corpseexplosion
4. boneprison
7. bonewall

Use the Scroll Bar to see Skill Point Progression

Attributes
To reach the maximum Chance to Block of 75% we need to invest 128 Dexterity points at Level 99. This will require less Dexterity points at lower Levels, so if you're respeccing or considering +xx to Dexterity gear pieces make sure to check that you still hit your maximum Chance to Block for your level. We put the rest of the Stat points into Vitality.


Mechanics

raiseskeleton

  • raiseskeleton Stats increase in accordance with the Difficulty of the game the Player is in.
    • Base Life of the skeletons increases by 9 in Nightmare, and by 21 in Hell. (21 -> 30 -> 42)
    • Base Defense Rating increases by 1 in Hell. (5 -> 6)
    • Base Attack Rating actually decreases by 1 in Nightmare, but then increase by 1 in Hell. (5 -> 4 -> 6)
  • raiseskeleton Stats are also calculated at the time of casting. If your Character received + Skills from a buff, the Skeletons they summon will have increased Stats even after the buff has run out. Furthermore, Skeletons can be buffed after they're summoned for even higher Stats.
  • Skeletons can be summoned even if you are at the maximum cap for total Skeletons. This will replace the oldest summoned Skeleton in chronological order. They can also be Unsummoned using the unsummon Skill.
  • Skeletons have a % Chance to Block depending on a random number generation when the Skeleton is summoned. Although there is a Skeleton model that has a Shield, that is not an indicator that the Skeleton itself is actually "equipped" with a shield.
  • Skeletons cannot be raised from Blood Hawk Nest, Gargoyle Trap, or Tentacle Beast corpses.
  • "Uber" Bosses (Act Bosses and Ubers) deal massively increased damage versus Summons. Skeletons will rarely survive concentrated damage from these monster types.

Revive

  • Revive Stats are negatively affected if the Character's level (cLVL) is less than the Monster's level (mLVL) of a targeted corpse. The Revive 's mLVL is calculated based on cLVL instead of the mLVL and their Maximum Life is multiplied by cLVL/mLVL. This will decrease their Chance to Hit, their damage, and increase their Chance to be Hit.
  • Revive Stats are calculated at the time of casting. If your Character received + Skills from a buff, the Revive they summon will have increased Stats even after the buff has run out. Furthermore, Revive can be buffed after they're summoned for even higher Stats.
  • Revive can be summoned even if you are at the maximum cap for total Revives. This will replace the oldest summoned Revive in chronological order. They can be Unsummoned using the unsummon Skill.
  • Revives maintain the majority of their Monster's AI and special abilities. This is very useful when targeting Monsters with Crushing Blow as a static ability. Try targeting Urdars in Act 4 River of Flame and Act 5 Frigid Highlands as these Monsters tend to spawn close to the Waypoint.
  • Revive cannot be raised from Minion of Destruction, Oblivion Knight, Putrid Defiler, Suicide Minion, Leaper, Blood Hawk Nest, Gargoyle Trap, or Tentacle Beast corpses.
  • "Uber" Bosses (Act Bosses and Ubers) deal massively increased damage verse Summons. Revive don't receive the bonus % Resistance from summonresist but their base and bonus defensives give them better survivability than other Summons.

Amplifydamage

  • Amplifydamage will reduce the target's Physical Damage Resistance by 100%, which can drop a Monster's resistance to -100%. This effectively doubles your Physical Damage dealt (and in many cases more than double).
  • Amplifydamage will break most Physical Immunes unless they are naturally Physical Immune and spawn with the "Stoneskin" Affix. i.e. Ghost monster types in Hell.
  • Amplifydamage increases 1/2 of the total damage from corpseexplosion because 1/2 of the damage dealt is Physical. It will also increase all damage from your Skeletons, Mercenary, and Revive's Physical attacks.
  • Skill points in Amplifydamage only increase the radius of effect and duration of the curse. At max level Amplifydamage will be cast on the entire visible screen and last long enough that you only have to cast it once per screen typically.

corpseexplosion

  • The damage dealt is split 50%/50% between Physical and Fire Damage. This means only 50% of the damage benefits from Amplifydamage.
  • Monsters with an Immunity to either Physical or Fire Damage can still receive damage from the other damage type of corpseexplosion .
  • Each Skill Point in corpseexplosion increases the radius, with the Fire Damage having a slightly larger radius than the Physical Damage.
  • This damage is not blocked by Physical obstacles.
  • Damage is calculated using the base Monster type's average maximum Life. This means Player's count and Champion/Unique/Super Unique status does not increase the damage dealt. Damage does NOT scale with Player's count making corpseexplosion less efficient in Multiplayer.
  • If the Character's Level (cLVL) is less than the Monster's level (mLVL) of a targeted corpse, then the damage dealt is multiplied by a variable (cLVL/mLVL) which reduces the total damage dealt.
  • corpseexplosion is considered a Fire Skill for items which give + to Fire Skills, but not for items which give +% Fire Skill Damage or Fire Mastery.

Bonearmor

  • bonearmor absorbs Physical Damage after it's calculated and before it's applied to the Necromancer as damage.
    • This means after the character's Physical Damage Reduction calculation, but before any other sources like energyshield.
  • Physical Damage accumulates up to the maximum value provided by bonearmor and any excess damage is dealt to the Necromancer.
  • bonearmor can be recast at the maximum speed of the Necromancer's Faster Cast Rate, with no Cooldown. You can theoretically negate all Physical Damage as long as you recast bonearmor faster than the incoming source of Physical Damage.
  • Recasting bonearmor will replace your current pool of armor with the maximum value.
    • If you cast bonearmor with any source of + to All Skills (like a Skill Shrine) and then recast bonearmor after the buff has run out, you will replace your higher maximum value with the current maximum value.
  • bonearmor only negates the Physical Damage component of any incoming damage source.
    • If Nihlathak casts corpseexplosion your bonearmor will NOT negate the Fire Damage portion of the skill's effect.

enigma

  • teleport allows a Player to select any square within the total range of the visible screen and teleport to that location, bringing any Mercenary or Minions with it. (Other than Traps).
  • You are able to teleport an even farther distance by holding down right click and opening either the Attributes or Inventory screen and dragging your mouse to the edge of the screen in that window, while casting.
  • Teleporting is not obstructed by walls or other impediments but can fail if your cursor is not completely passed those impediments when cast.
  • In single player, clicking the Escape key after teleporting can give you enough time to determine if you are in a safe location before continuing. If you teleported into a sticky situation, consider Save and Exiting and try again .
  • Depending on Minion type, your Minions/Mercenary will become “stuck” to the spot you have teleported so you often have to move from this spot to allow your Minions to spread out. Get into the habit of moving backwards after every teleport to give your Minions this opportunity.

Summary

  • Minions are the most important part of our strategy, and their positioning is more than 50% of their potential power. Learning how to maneuver your Minions will lead to success.
  • corpseexplosion tends to set off domino effects, and being able to chain together full screen clears is the most important factor for efficiency.
  • amplifydamage will drastically increase most damage sources you have. You must maintain maximum uptime of amplifydamage.
  • "Tele-stomping" changes your play style from passive summoner, to frontline boss stomper. Learn how to stomp on lower threat targets before you employ this tactic on all targets.
  • Your % Better Chance to Find Magic Items works if your Minions or Mercenary kill a Monster. So whether it's your corpseexplosion, or Minions, you get the full benefit of your Magic Find.

Guide by MacroBioBoi

I hope you enjoy destroying full screens of Monsters and "Tele-Stomping" Bosses into paste. This build allows for a wide range of playstyles and whether you're a more passive player, or proactive player, you will find success.

Good luck! In bocca al lupo!