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PoE 2 Build

[0.5] Allie's Spell Totem Oracle Leaguestarter!

presentationDruid
presentationOracle
Starter
End Game
0.5 RotA
Updated on Jun 11, 2026
Jun 11, 2026

Build Overview

--------------------------------------------------Update Videos--------------------------------------------------

Day 1 Video Discussing the Campaign

Day 2 Video Discussing Grim Pillars

Day 4 Video Discussing Repulsion, Mana Tempest, Grand Spectrum & 6 Totems

Mini-Update Video Discussing Atziri's Communion and Pain Attunement

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Welcome to Allie's guide on Spell Totem Oracle! With the massive buffs to Ancestral Bond in 0.5, Spell Totem can now be played as a Leaguestarter as you no longer will need to generate Power or Endurance Charges to use them!

This unlocks the wonderful world of Totem Builds allowing us to generate up to 10 of them which will just cast whatever is linked to them! With this, the world is your oyster! You can play Arc, Spark Entangle or any Spell of your choosing.

The Totems will inherit your Character Stats including your Cast Speed. This means that in the Endgame we can fill the screen with many, many spells! As an Oracle we will gain acess to new Passive Points on the tree allowing us to pick up nodes such as Rustle of the Leaves. When combined with Ancestral Alacrity and Ancestral Reach, our Totem Placement Speed will only be 0.2 Seconds! That means you will be able to summon your army in 2 Seconds. This will then utilize all of that Cast Speed we will have to... burn out your GPU.

Along with all of this, we can just take Mind Over Matter for free as a secondary health pool! This will then be combined with Eldritch Battery in the Endgame for a massive Mana Pool, giving you more health than you'd have from stacking Life while not having to deal with Energy Shield Recharge which was nerfed in 0.5.

Later on, we can pair this up with Mana Stacking by going Archmage. This does not increase the cost of Spell Totem or Spark meaning it has no downside! Given we have no Mana Costs, stacking all of that Mana will massively boost the power of Mind Over Matter making you even tankier!

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If you have any questions, I stream every day on Twitch and would be more than happy to help you out!

You are also more than free to join our Discord! We have a lot of amazing and helpful cuties there!
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The amazing thing about all of this will be the build progression. We only have to wait until Act 2 to unlock Spell Totem and that so happens to also roughly line up with when you can reach Ancestral Bond. Along the way we can path through Wildsurge Incantation allowing us to play a Plant based setup with Entangle!

Entangle is easily one of the strongest leveling skills in the game which is only supercharged by Totems! Wildsurge Incantation's Less Duration means we can never reach our Maximum Fissure limit on Entangle in the Campaign. Spell Totem will simply act as a Cast Speed multiplier which will allow us to reach DPS heights that were impossible with a normal Plant setup!

This will easily carry you to Maps, at which point we will look into swapping over to Spark.

Lastly, we can utilize both of the Druid's Ascendancies, Shaman and Oracle. While the goal will be to play this as an Oracle, the Shaman node Sacred Flow is simply too good to ignore while leveling. This allows us to get to 300 Spirit which will allow you to summon 4 Totems once Spell Totem reaches Level 14. Due to this, we will level as a Shaman then swap over to Oracle once we reach Maps and Sacred Flow becomes irrelevant due to Spirit gear.

Strengths and Weaknesses

  • Very easy Act 1 - Maps leveling with Plants!
  • Play Spell Totem starting in Act 2!
  • No Uniques are required. With that said, there are some powerful Earlygame options such as Threaded Light.
  • Massive Endgame potential with Archmage & Mana Stacking.
  • You will need to do an Ascendancy Swap. We will level as Shaman and then swap to Oracle in Maps.

Build Variants

This variant will go over all of the info you need to make it through Act 1 all the way to Ancestral Bond where you will then swap over to Spell Totem.

You will be playing Bone Cage & Bonestorm for Act 1. In Act 2 you will swap Bone Cage to Entangle for clearing with Wildsurge Incantation and Thunderstorm.

While this is put together as a Leaguestart build, the Equipment Section below will also recommend some Unique Items you can use to level with. This is useful both during your Leaguestart run and for anyone looking to play this post-launch.

Once you have made it to Act 2 and have obtained Spell Totem, swap to the Act 2 Plant & Totem Swap variant.

Equipment

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

Vendor Regex for +x Level Weapons & MS Boots: "\d+% i.+mov|^\+.*l sp.*ls$|^\+.*al sp.*ls$|^\+.*ile skills$|spiri"

Loot Filter

Profile Link

Filterblade Link

This build will come with a Loot Filter. You can use this while leveling and once you get to Maps it will work as a general Endgame Loot Filter. This is the Filter I will use all season that will constantly have the Endgame portion updated to reflect the current economy. You can also use the Endgame portion of it in any other builds you want to play in the future.

There are two links, one to my Profile which will allow you to Follow the filter. This will then download it automatically and import it directly into the game. Every time I make an update, yours will also be updated so you never have to think about it.

Note - There will be a version of the filter available named "Oracle Static" which will be a snapshot of the Filter as it was on Day 1.

This Filter will NOT be updated and is here to serve as an option if you started late.

While leveling certain items will be colored to highlight different things. The color coding will work as follows:

  • Green - Armor/Energy Shield Rares worth Identifying for upgrades.
  • Red - Items with Quality or Sockets to be scrapped.
  • Pink - White Weapon bases worth picking up to Transmute and Augment.

Runic Ward

New in 0.5 you will find Runes of Aldur in every zone. These not only will (hopefully) give you good loot but give you a currency called Verisium. You can utilize this to add Runic Ward to your Helmet, Body Armour, Gloves and Boots.

Runic Ward will act as a second health pool that is only touched after your health hits 0. Ideally, if you do not mind having a slower Campaign run, you should stop and do the mechanic in every zone. Adding Ward to all of your items should give you a decent amount of additional defences.

Act 1 Weapons

You will want to regularly stop at the Town Vendor and look for any new Staffs or Wands they might offer. This will be a Spell build meaning we want to use a Wand & Focus or a Staff for all of your leveling up until Act 2. Once you swap to Spell Totem you will want to use a Wand and a Sceptre.

Weapons & Foci Stats

  • +x to Physical Spell/Spell Skills
  • +x% Physical Spell/Spell Damage
  • Cast Speed

Your Weapon and Focus should always have +x Spell Skills on them as it is by far the single strongest stat. If you have a Weapon with +x Spell Skills and Spell Damage, it is worth it to use an Exalted Orb on it.

There are no Staff Bases that can roll % Spell Phys. This is only available on Bone Wand bases.

Due to this, you should only Gamble for Wands if you need to find an upgrade.

Finding Weapon Upgrades

You should also pick up every Wand and Staff off the ground that you can find and you should Transmute & Augment them in hopes of finding +x to Spell Skills, % Spell Damage or % Spell Physical Damage.

You will get quite a lot of Orbs of Transmutation & Augmentation throughout Act 1 and you should try to use them all as you get them.

Your priority order will be:

  1. Weapon
  2. Boots
  3. Gloves/Rings/Amulets
  4. Everything else

If you happen to find a +2 Physical Spell/Spell Skills Weapon, you should hold onto it and craft it with Regal and Exalted Orbs as soon as you can. It will likely last you a long time.

Runes

Weapon Priority:

  1. Iron Rune
  2. Storm Rune - Keep in mind that you would have to replace Brutality I if you don't use Iron Rune.
  3. Desert Rune
  4. Glacial Rune

Gear Priority:

  1. Storm Rune/Desert Rune/Glacial Rune based on your lowest Resistance.
  2. Body Rune

Gear Stats

The rest of your gear will not contribute to your damage output at all except for your Amulet. You can find +x Spell Skills on Amulets and if you do, you will likely use it for most of your leveling.

Your only goal is to get as much Life as possible everywhere along with any Resistances you are missing.

You will need quite a bit of Intelligence to keep up with your Gems. Once you have enough, focus on Strength to have a bigger Life Pool. You should try to use Evasion or Armour bases if possible for Act 1.

Starting in Act 2 and beyond, keeping up with Dex requirements won't be reasonable anymore. You should swap over to using Armor and Energy Shield bases.

You will need to find any Belt with +2-3 Charms on it for the Shaman's Sacred Flow Ascendancy Node.

This will then give you another 120 Spirit, allowing you to summon 4 Totems once your Spell Totem reaches Level 14. You do not need to immediately use this Belt, just hold onto it. Even if it has no useful stats on it, you will still want to use it as it will be a massive DPS increase.

Leveling Uniques

This section will go over a few Low-Level Uniques that are worth utilizing to level this as a second build.

If you are just starting late and have 1-2 Exalted Orbs to your name, your best bet is to buy Greater Jeweller's Orbs to 5-Link Spell Totem over buying any Uniques. Extra Support Gems will be a much bigger upgrade.

Foci

Effigy Trade Link

Threaded Light Trade Link

You have the option to choose between Effigy of Cruelty and Threaded Light. Effigy of Cruelty will only really be useful for the first few levels and should be replaced once you swap to Spell Totem for a Sceptre to use along with your Wand.

Threaded Light will give you a massive amount of Spell Damage from all of the Spirit we stack and will only become stronger with Sacred Flow. If you happen to get your hands on one of these, use it for the whole leveling experience alongside a Sceptre as it will easily beat any Wand even with +Skills.

Helmet

Goldrim Trade Link

There is only one good Helmet to use which is Goldrim. With this you should feel very, very tanky through the whole Campaign.

Body Armour

Belly Trade Link

At Level 33 you will want to swap over to Belly of the Beast which will just provide you with a lot of Life. This might not be worth swapping to if your Body Armour is already solid or has a lot of Resistances on it.

Gloves

Doedre's Tenure Trade Link

Doedre's Tenure are an incredible DPS Boost and will on their own carry you through the campaign. Try to find a pair with a low Reduced Cast Speed roll if you can afford it.

Belt

Midnight Trade Link
Level 50+ Belt

Most Belts suck and do basically nothing so we will just use Midnight Braid to mostly take care of your Mana problems while also providing some Resistances.

At Level 50+ you will struggle due to low Life, pick up a Rare Belt with high Life on them from the second link.

Skill Gems

Support Gem Requirements:

Str 20

Dex 10

Int 5

1

Unearth

supportbrutalityplayer
2

Contagion

3

Bone Cage

supportbrutalityplayer
supportspellcascadeplayer
4

Ravenous Swarm

supportcorrosionplayer
supportarmourdemolisherplayer
5

Bonestorm

supportbrutalityplayer
supportmultishotplayer
Gem Priority
+7

Leveling Guide

Important Leveling Information

Our goal is to obtain a Level 7 Skill Gem to unlock Spell Totem and then to pick up the Ancestral Bond Keystone on the Passive Tree.

When swapping over, you will need to have 150 Spirit to be able to summon Two Totems at once for 75 Spirit each. This will require you to find any Sceptre with at least 120 Spirit on it which is a 20% increased Spirit Prefix or higher. This then combines with the +30 Spirit from the Act 1 Quest for 150 Spirit in total.

You will also need to find any Belt with +2-3 Charms on it for the Shaman's Sacred Flow Ascendancy Node.

This will give you another 120 Spirit allowing you to summon 4 Totems once your Spell Totem reaches Level 14. You do not need to immediately use this Belt, just hold onto it. Even if it has no useful stats on it, you will still want to use it as it will be a massive DPS increase.

Leveling Plan

Entangle will serve as our Main Skill for the whole Campaign. Sadly, is too weak in Act 1 and we need to get to the start of Act 2 to pick-up the Wildsurge Incantation Keystone and unlock the Accelerated Growth Support.

To get to Act 2, we will just use the Bone Skills Bone Cage and Bonestorm.

Level 1

Campaign Leveling Route

Start off by making a Witch and get to the Act 1 Town. This will be done due to Druid starting with a Staff and Volcano which is quite weak for the first few zones until we get to Bone Cage. As as Witch you will get Unearth which we will use for the first few zones.

Once you get to Town as a Witch, put Unearth & the Sceptre she started with into your Stash, then log-out and make your Druid.

As a Druid, use your free Level 1 Skill Gem to take Contagion. Use this on an enemy then spam Unearth to kill them, spreading Contagion to everything. On Bosses and Rares try to keep it up for extra DPS until we unlock Bone Cage after The Rust King.

You should also raise the maximum amount of Skeletal Warriors that you can by clicking the + button in your Skills Tab.

Note - Unearth sometimes will just not do damage in tight hallways as it fails to properly spawn.

Walking out of Town, make sure to go into the Burrow and kill the Worm Boss, this will always give you a Support Gem when turning in the Quest back in Town. Use it to take Brutality I which will be linked to Unearth.

Level 3

In the Grelwood make sure you go find Areagne's Hut and kill her for a guaranteed Support Gem, use this to pick up Spell Cascade which you will hold onto until you unlock Bone Cage.

Level 5

Once you kill The Rust King and get a Level 3 Skill Gem, take Bone Cage and remove Unearth. Move Brutality I over to Bone Cage and add in your Spell Cascade. You can now get rid of Unearth but you can keep using Skeletal Warrior until you get a Focus with some % Spell Damage on it or a 2-Handed Staff that is worth replacing your Sceptre for.

You can remove Contagion as it is now useless.

Bone Cage will spawn a circle around you doing very high damage. With Spell Cascade you will spawn two additional circles which can Shotgun the same target. You will use this for everything until we unlock Bonestorm later in Act 1. Bone Cage will also Pin enemies making all Melee mobs afk, giving you a defensive layer.

Try to stand on top of a Boss to hit them with your main Bone Cage and one of the Spell Cascade circles. You will never be able to hit with both unless you are fighting a Boss with a massive hitbox. Don't overthink this as it won't be your Boss Skill for long.

Level 6

After killing the Druid in The Grim Tangle, you will get another Support Gem which should be used to take Corrosion for Ravenous Swarm in a few levels.

In the Cemetery, hug the outside and find the two big Graves with a Checkpoint by them, when you open them you will get a free Ring. Transmute & Augment it to possibly make the next two Bosses slightly easier.

Level 10

After going to the Freythorn and killing the King in the Mist, use the Spirit Skill Gem to get Ravenous Swarm. This will periodically summon Swarm Minions that will Poison nearby enemies. At first this will do nothing. Link the Corrosion you obtained earlier from the Druid to it.

If you skipped the Druid, do this as soon as you get another Support Gem.

With Corrosion, the Poison will now Armour Break giving you extra DPS. This should easily be able to Fully Armour Break Bosses in a few seconds giving you a 20% More Damage multiplier.

Level 13

After killing The Executioner, go back to Town and get a Level 5 Skill Gem from Leitis. With this, pick up Bonestorm and link a second Brutality I to it along with Multishot I as soon as you can.

Bonestorm will now become your main Boss Skill which will absolutely destroy everything. Bone Cage should be more than enough for Rares but if you encounter a nasty one, Bonestorm should be able to kill it instantly.

Bonestorm will be a channeled skill creating Bone Spikes above your head that will be released as soon as you let go on the skill. These will then be shot out a short distance towards your cursor and can all Shotgun and hit the same target.

This will also Impale enemies, storing 90% of the damage dealt as a debuff that can be detonated. These Impales require you to hit the enemy with an Attack which for now will be taken care of by Ravenous Swarm. Later on in Act 2, we will add in Living Lightning which will give us significantly better Impale consumption giving you even more DPS.

Upgrade Bone Cage to Level 5 with your second Level 5 Skill Gem.

With your next Level 5 Skill Gem you should pick up Thunderstorm. This skill will allow you to "water your plants" Overgrowing your Entangle and causing it to latch 2 additional Vines to every enemy. The Vines from Entangle will very quickly become the majority of the DPS while clearing and Overgrowing them with Thunderstorm is important.

You can use Thunderstorm on Bosses to Shock them if you wish. Otherwise it will be useless until you unlock Entangle.

In the Manor Ramparts there is a hanged man in the Gallows with a Checkpoint next to them. Click on the Rope to get a free Support Gem. You should use this support to pick up Rapid Casting I for Bonestorm if you do not have it yet or Armour Demolisher I for Ravenous Swarm if you do.

End of Act 1

Once you have made it this far, swap the Build Variant over to Act 2 Plant & Totem Swap.

This will have all of the info needed to swap over from Bone Cage to Entangle & Spell Totem.

Passive Tree

main:
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set 1:
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set 2:
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Act 1

Your only goal is to rush Wildsurge Incantation as everything else will fall into place as you enter Act 2. This means you are just pathing through the efficient nodes at the start of the Druid area then going over to it.

Entangle has an Intelligence and Strength requirement. Due to that, you should alternate between picking up Strength and Intelligence travel nodes. This should take care of any issues and will allow you to use both Armour and Energy Shield bases for the whole campaign.

Make sure you follow the Notable Priority shown below the Passive Tree. This will guide you through exactly how to path through the Passive Tree.

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 Effect Duration
+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 Mana Regeneration Rate
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
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
15% of Armour also applies to Elemental Damage
+12% of Evasion Rating is added as Deflection Rating
12% faster start of Energy Shield Recharge
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
+5% to all Elemental Resistances
Kriar Village — Lythara, the Wayward Spear
+40 to Spirit
Howling Caves — The Abominable Yeti
Grants Two Weapon Set Passive Skill Points

How it Plays

This section will cover how your Skill Rotation at all portions of the build. This is just a TLDR aimed to give you an overview.

For a more in-depth breakdown, please check out the relevant Skill Gems Section.

Level 1

  • Use Contagion to debuff an enemy then follow up with Unearth.
  • Summon the maximum amount of Skeletal Warriors that your Sceptre allows.

Level 5

  • Use Bone Cage for all clearing. Try to stand near Rare and Boss enemies to shotgun them with Spell Cascade.

Level 13

  • Use Bone Cage for Normal and Magic monsters.
  • Channel Bonestorm against Rare and Boss enemies.

Act 2 Plant Swap

  • Use Entangle for Normal and Magic monsters.
  • Use Thunderstorm to Overgrow Entangle and trigger Accelerated Growth against Rare enemies.
  • Channel Bonestorm against Rare enemies as an alternative.
  • Place down Thunderstorm when fighting Bosses to create Living Lightning minions, then channel 2-3 Bonestorm casts. Repeat until the Boss dies.

Spell Totem Swap

  • Use Spell Totem which will automatically cast Entangle. While clearing, place down 2 Totems then move on.
  • Use Thunderstorm to Overgrow Entangle for extra DPS.
  • Place down 2 Spell Totems and use Thunderstorm for Living Lightning when fighting Bosses then, channel 2-3 Bonestorm casts. Repeat until the Boss dies.

Spark & Grim Pillar Swap

  • Use Spell Totem which will automatically cast Spark & Grim Pillars. While clearing, place down 2-4 Totems and move on.
  • On Bosses, place down all Spell Totems, cast Frost Bomb & Mana Tempest on cooldown. Maintain Elemental Weakness.

Endgame Rakiata's Flow

  • Use Spell Totem which will automatically cast Spark & Grim Pillars. While clearing, place down 2-4 Totems and move on.
  • On Bosses, use Mana Tempest on cooldown.

Changelog

June 10 2026 v1.10

  • Removed the small nodes near Touch the Arcane from Midgame Part 2 as it was low value due to Repulsion not benefitting from Generic Crit Chance on Time-Lost Sapphires.
  • Removed Void as it was not actually in range of the Time-Lost Sapphire. Replaced it with Well of Power.
  • Added 1 Passive Point to the trees for Midgame Part 2 and beyond to signify the Free Passive Point you can obtain.
  • Replaced Repulsion with Enfeeble in Midgame Part 2 due to this as it is now low-value at that point in the build.
  • Added the Endgame Part 1 Variant.
  • Updated How it Works with the Rakiata's Flow rotation for Endgame Part 1.

June 5 2026 v1.9.1

  • Updated PoB Link to be up-to-date with everything in the guide.

June 5 2026 v1.9

  • Expanded the Midgame Part 2 Variant with more information.
  • Added a Crafting Guide to make an Archmage Absent Amulet.
  • Added information in the Skill Gems Section on how to deal with the Absent Amulet increased Mana Costs due to Archmage always being active.
  • Added more information on the Mana Stacking Body Armour.
  • Added a Crafting Guide for Mana Stacking Time-Lost Sapphires.
  • Added information to the Passive Tree Section regarding the use of Time-Lost Sapphires.

June 5 2026 v1.8.1

  • Updated the Passive Tree to remove Sudden Escalation for Ice Storm due to the changes with the patch.
  • Added Touch the Arcane to all Passive Trees due to Repulsion being buffed to now have a Crit Chance, thus allowing you to trigger Arcane Surge through the nodes leading to it. Information about this can be found in the Skill Gems and Passive Tree Sections of Oracle Swap.
  • Added Uhtred's Chalice & Mórrigan's Insight to Midgame Part 1 as minor upgrades.
  • Added information to the Skill Gems Section of Shaman Early Maps & Oracle Swap to leave Frost Bomb at Level 18.

June 3 2026 v1.8

  • Added the Midgame Part 2 Variant.
  • Added a video to Midgame Part 2 that discusses how to make a Mana Stacking Vile Robe with Medved's Tending.
  • Fully finished the Midgame Part 1 Variant.

June 2 2026 v1.7

  • Added the Midgame Part 1 Variant.
  • Fully updated the PoB to match the guide through everything mentioned in Midgame Part 1.

June 1 2026 v1.6.4

  • Updated the Passive Tree for Weapon Set 1. Overall, you will now gain more DPS and utility out of it compared to before.

June 1 2026 v1.6.3

  • Added a recommended Atlas Tree to both the Shaman Early Maps & Oracle Swap Variants.
  • Added Mana Tempest to the build starting from Shaman Early Maps.

June 1 2026 v1.6.2

  • Added Ingenuity into the build for the Oracle Swap Variant.
  • Fixed Charms not being equipped on the Equipment in the Oracle Swap Variant.
  • Updated Link Priority in the Shaman Early Maps Variant.

May 30 2026 v1.6.1

  • Fully updated the Guide with all of the info on swapping to an Oracle. The Equipment Section and Passive Tree Sections have recieved massive additions.
  • Added some of the upgrades to look out for Post-Oracle Swap.

May 30 2026 v1.6

  • Added Energy Shield Gear to the Oracle Swap - Equipment Section for the swap over to Eldritch Battery.
  • Added Oracle Swap - Passive Tree up to Level 85.

May 30 2026 v1.5.1

  • Changed Grim Pillars to now share a Link with Spark combined together into one Spell Totem.

May 30 2026 v1.5

  • Added Grim Pillars to the Shaman Early Maps - Skill Gems Section. This Skill when used with Spell Totem bypasses it's Ward Cost making it a solid option for early progression.

Patches 1.0 - 1.4 have been removed due to lack of space.


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