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PoE 2 Build

Skeleton Disciple of Varashta (Leveling & Endgame)

presentationSorceress
presentationDisciple of Varashta
Starter
Speed Leveling
End Game
0.5 RotA
Creator
Updated on Jul 7, 2026
Jul 7, 2026

Build Overview

Behold the Skeleton Disco Party! This build flattens bosses!

Despite using a ton of minions, the build is pretty easy to play. In early Act 1, use Unearth and Contagion to deal damage and summon bone constructs that support your Skeletal Warrior and Skeletal Sniper minions. Once you unlock Skeletal Arsonist minions later on in Act 1, you can use them to detonate the bone constructs from Unearth to deal loads of damage.

WARNING: Early Act 1 damage can be a struggle. You are playing a sorceress as a minion build. You will need to combine all of your skills to make the most of your damage in the early phase of the campaign. Once you Ascend in Act 2, your damage will rise dramatically.

Detonating your Skeletal Sniper's Gas Clouds with Skeletal Arsonist explosions is your best source of damage in Act 1. You can use Flame Wall to ignite enemies, which will also detonate Skeletal Sniper's Gas Clouds.

Once you get to Act 2 and ascend to Disciple of Varashta, you use Kelari's Deception and Kelari's Brutality to clear packs and nuke bosses. These two skills apply a massive Critical Weakness debuff to bosses, allowing you and your minions to burn enemy health pools down quickly.

Once you ascend a second time in Act 3, you can also use Ruzhan's Trap to help with clear and bosses.

The skills granted by Disciple of Varashta all scale with minion damage bonuses from gear and the passive skill tree, allowing you to deal enormous amounts of damage on a limited budget.

The support gem Muster grants 7% more damage for each different type of minion that you have active, so our goal is to have one of everything. With 8 possible Skeletal minions and a Spectre, Muster grants 63% more damage. It can also be used on all of our minions, including the two granted by Disciple of Varashta! Giving an entire build a 63% more damage multiplier is absurd!

Disciple of Verastha also provides powerful defensive bonuses in The Fourth Teaching and Sacred Rituals, which massively increase the power of stacking Energy Shield.

How to Allocate Spirit

  • Acts 1 & 2: Summon as many Skeletal Sniper minions as you can afford.
  • Act 3+: Summon one of each available skeletal minion for Muster, then spend the rest of your spirit on Skeletal Sniper minions.
  • Endgame: Summon one of each minion for Muster, then put all the rest of your spirit into Spectres.

Spectre

Powered Zealot Spectres are available in the Interlude 3 area Etched Ravine. There are a few versions of Powered Zealots in that area, you want the version that casts Spark. It is by far the strongest available spectre option for clearing maps quickly.

Gearing

Minion builds gear differently from most others. Normal damage stats, like spell damage, do very little to increase your overall damage.

Summoning minions costs Spirit per minion, and you can manually control how many of each minion you have active. Your best weapon option is a Rattling Sceptre, because it allows you to summon two Skeletal Warrior minions for 0 spirit cost, and it will grant a minimum of 100 Spirit to use on other summons as you see fit. Increasing the gem level of your minion skills reduces their reservation cost, so upgrading gem levels is extremely powerful for minion builds. Your minions get stronger, and you're able to have more of them active at once!

Here's a quick breakdown of the stats you want most as a minion build in the campaign:

  • + to Level of All Minion Skills (available on sceptres, amulets, and helms)
  • + to Spirit
  • Allies in your Presence Deal % Increased Damage
  • Allies in your Presence Deal X Added Attack Physical Damage
  • Resistances
  • Attributes
  • Life
  • Energy Shield

Useful Uniques

  • Enfolding Dawn grants 100 Spirit, which allows you to summon several extra minions from the start of the campaign. This unique is a great option for minion builds from Act 1 through Act 4.
  • The Everlasting Gaze solves mana during Act 1.
  • Luminous Pace grant move speed from the start of Act 1.
  • Wanderlust grant 20% movement speed from late Act 1 and can be used until you find 20% movement speed rare boots late in the campaign.
  • Ventor's Gamble is the only ring in the game that can provide Spirit, and it even offers resistances and item rarity!
  • Darkness Enthroned allows you to socket two additional helm-slot idols, including Idol of Ralakesh and Idol of Egrin.

Act Bonuses

  • Act 2: Charm Charges Gained
  • Act 3: Stun Threshold
  • Act 4: Mana Flask
  • Act 4: +5 All Attributes
  • Act 4 Shark Fin: 30% Inc Armour/Evasion/ES
  • Intermissions: 15% Global Defences

Loot Filter:

https://www.filterblade.xyz/Profile?name=Llarold&game=Poe2

Strengths and Weaknesses

  • Outrageous boss damage
  • Easy to play
  • Tons of friends
  • Gearing options are pretty limited
  • Your friends are made out of bones
  • Act 1 damage is low

Build Variants

Equipment

item
2
item
4
item
1
item
7
item
6
item
4
item
3
item
8
item
9
item
10
item
item
item
Equipment Priority
+10

Skill Gems

Support Gem Requirements:

Str 25

Dex 10

Int 15

1

Unearth

Level 1

prolongeddurationsupportplayer
2

Contagion

Level 1

prolongeddurationsupportplayer
3

Frost Bomb

Level 1

supportmagnifiedareaplayer
4

Skeletal Warrior

Level 1

supportlastgaspplayer
supportaddedfiredamageplayer
5

Skeletal Sniper

Level 1

supportrapidattacksplayer
supportaddedfiredamageplayer
6

Flame Wall

Level 1

supportwallfortressplayer
7

Skeletal Arsonist

Level 3

supportrapidattacksplayer
supportaddedfiredamageplayer
Gem Priority
+10

Passive Tree

main:
123
123
set 1:
20
20
set 2:
20
20

Make a beeline to minion damage nodes at the start of the campaign.

Quest Rewards

Check which quests you’ve completed on your character
Clearfell — Beira of the Rotten Pack
+10% to Cold Resistance
Hunting Grounds — The Crowbell
Grants Two Weapon Set Passive Skill Points
Freythorn — The King in the Mists
+30 to Spirit
Ogham Farmlands — Una's Hut
Grants Two Weapon Set Passive Skill Points
Ogham Manor — Candlemass, the Living Rite
+20 to maximum Life
Keth — Kabala, Constrictor Queen
Grants Two Weapon Set Passive Skill Points
Valley of the Titans — Medallion
30% increased Charm Charges gained
+1 Charm Slot
Deshar — Final Letter
Grants Two Weapon Set Passive Skill Points
The Spires of Deshar — Sisters of Garukhan
+10% to Lightning Resistance
Jungle Ruins — Mighty Silverfist
Grants Two Weapon Set Passive Skill Points
The Venom Crypts — Venom Draught
25% increased Stun Threshold
Jiquani's Machinarium — Blackjaw, the Remnant
+10% to Fire Resistance
The Azak Bog — Ignagduk, the Bog Witch
+30 to Spirit
The Molten Vault — The Molten Vault
Reforging Bench
Aggorat — Blood Sacrifice
Grants Two Weapon Set Passive Skill Points
Journey's End — Captain Hartlin
Two Weapon Set Passive Skill Points
Skill Gem(Lv 13)
Delirium Drop
Whakapanu Island — Great White One
+30% increased Global Armour, Evasion and Energy Shield
Eye of Hinekora — Navali's Rest
5% increased Maximum Mana
Halls of the Dead — Yama The White
Grants Two Weapon Set Passive Skill Points
Halls of the Dead — Tawhoa's Test
+5% to Lightning Resistance
Abandoned Prison — Goddess of Justice
30% increased Mana Recovery from Flasks
Halls of the Dead — Tasalio's Test
+5% to Cold Resistance
Halls of the Dead — Ngamahu's Test
+5% to Fire Resistance
Halls of the Dead — Tribal Medicine
30% increased Armour, Evasion and Energy Shield
Wolvenhold — Oswin, the Dread Warden
Grants Two Weapon Set Passive Skill Points
The Khari Crossing — Akthi and Anundr
Two Weapon Set Passive Skill Points
The Khari Crossing — Molten Shrine
5% increased Maximum Life
Qimah — Tabana's Pillar
15% increased Armour, Evasion and Energy Shield
Kriar Village — Lythara, the Wayward Spear
+40 to Spirit
Howling Caves — The Abominable Yeti
Grants Two Weapon Set Passive Skill Points

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