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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 6, 2026
Jun 6, 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 cover the rest of the Campaign from Act 3 to the Interludes.

Once you have made it to Maps swap over to the Earlygame Maps variant.

Equipment

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Equipment Priority
+10

Act 3 & Beyond

In Act 3 you will get a free Lesser Jeweller's Orb as mentioned in the Leveling Guide below. This should be used on your Bonestorm assuming you got the Lesser Jeweller's Orb from the Rune of Aldir in the Mastadon Badlands in Act 2.

Keep picking up Weapons as before. As long as you are looking for new upgrades while keeping your Resistances in check, you should have no issues.

If you can make it to Act 4 and unlock the Currency Exchange to buy Lesser/Greater Jeweller's Orbs you are in the clear all the way to Maps.

Try to purchase Doedre's Tenure and Threaded Light if you happen to get exceptionally lucky with currency drops. These should make the rest of the leveling a joke. Links for them and other useful Uniques can be found in the Act 1 Equipment Section.

Mind over Matter

After picking up Ancestral Reach and Supportive Ancestors it will be time to grab Mind Over Matter as an extra defensive layer.

With this, you will now want to look for Mana on your gear as that will now just be "Blue Life." The more Mana you have the higher your Mana Regeneration will be as well.

Midnight Trade Link

If you have not obtained one yet, you should stop and buy a Midnight Braid. The Recoup this offers will help greatly with recovering your Mana on boss fights.

This does NOT mean you should stop looking for Life. This simply just means that an item with both Life and Mana is much more valuable now.

Skill Gems

Support Gem Requirements:

Str 30

Dex 10

Int 20

1

Spell Totem

Level 14

entangleplayer
supportbranchingfissuresplayer
supportbrutalityplayertwo
supporturgenttotemsplayerthree
2

Bonestorm

supportbrutalityplayertwo
supportmultishotplayertwo
supportburgeonplayertwo
3

Thunderstorm

supportlivinglightningplayertwo
prolongeddurationsupportplayertwo
supportmagnifiedareaplayertwo
supportshockplayer
4

Time of Need

5

Mana Remnants

supportfleetingremnantsplayertwo
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Gem Priority
+13

Leveling Guide

Act 3

Venom - Mana Regeneration Rate

Make sure to stop at the Orok Campfire in the Sandswept Marsh. Kill the two Rares there and loot the chest. This will give you a guaranteed Lesser Jeweller's Orb which can be used on your Bonestorm assuming you got the Lesser Jeweller's Orb from the Rune of Aldir in the Mastadon Badlands in Act 2.

You will now start seeing Level 3 Support Gems. With your first Level 3 Support Gem you should pick up Branching Fissures I and replace Upheaval I on Entangle. With extra Support Gems, use them to upgrade the following supports:

Prolonged Duration I to Prolonged Duration II in Thunderstorm.

After killing the Bog Witch you will gain another +30 Maximum Spirit and a free Spirit Gem. This extra Spirit will not be useful to us for summoning more Totems so we will pick up Time of Need as an added defensive layer.

Act 3 Ascendancy

Do the Trial of Chaos as soon as you unlock it. With your new Ascendancy point pick up Sacred Flow While this will not do anything for now, we will need it once your Spell Totem reaches Level 14 to have enough Spirit for 4 Totems.

With Threaded Light, this will also give you a DPS increase.

Act 4

Halls of the Dead - 5% Resistance Every Time

Shark Fin Quest - Rakiata's Lession (Check the Shop Stock after finishing the quest)

Important - In Ngakanu, the Rune of Aldur will give you a guaranteed Greater Jeweller's Orb, make sure you do not miss it. Use this on your Spell Totem.

You will now start seeing Level 4 Support Gems, use them to upgrade the following supports:

Burgeon I to Burgeon II on Bonestorm.

Living Lightning to Living Lightning II on Thunderstorm.

In Act 4 you will unlock the Currency Exchange through Ange. You should spend some currency to buy Lesser Jeweller's Orbs to 4-Link your skills.

The Skill Gems section above has the ideal 4-Link support for every skill.

Removing Bonestorm

Around this point is where Entangle will start to heavily ramp its damage to the point where we can consider getting rid of Bonestorm. At low levels, most of Entangle's damage came from the Fissure hitting enemies but this damage scales very poorly with additional levels. Meanwhile, the Vine damage starts to scale very fast and at ~Gem Level 10-12 it even gets close to Bonestorm.

Update - Due to the Ancestral Bond nerfs, you DO NOT want to level Spell Totem past Level 14 now. It will just cost mana for no benefit to you. Leave it there until the guide tells you to level it later.

At this point, you should also have a Level 14 Spell Totem assuming you have + Skill Levels on your Wand. With this, you can now summon 4 Totems requiring 300 Spirit which is accomplished through:

  • +30 from the Act 1 Quest
  • +30 from the Act 3 Quest
  • +130 from a Sceptre
  • +120 from Sacred Flow

This does mean that you will have to drop Time of Need but, you will double your DPS for doing so.

All this means for the build is to just... stop pressing Bonestorm & Thunderstorm and that's it. For clearing this will change nothing. On Rares and Bosses you now just use your Spell Totem as before and then follow up with a Thunderstorm to Overgrow them.

If you do need extra help, you can always go back to using Bonestorm as needed but, this should only really be true against major Bosses.

Interludes

Seven Pillars - +5% to Elemental Resistance

You should start with the Interlude on the right which will give you your last Spirit increase of +40 to a total of 100 Spirit. With this, add Mana Remnants which will now give you a very solid way to sustain your Mana. This will become the backbone of your recovery along with your Health and Mana Flask.

Link Harmonic Remnants II & Remnant Potency III to Mana Remnants

You will now start seeing Level 5 Support Gems, use them to upgrade the following:

Branching Fissures I to Branching Fissures II on Entangle.

Once you finish up the campaign you should go to the top of this guide and swap the Build Variant over from Earlygame Maps.

Passive Tree

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

Act 3 - Interludes

For the rest of the Campaign, our focus will be to grab all nearby DPS nodes that are efficient. You will start with Overzealous then pick up all of the plant related nodes such as Boundless Growth and Constricting.

2nd Ascendancy

In Act 3 you will come across the Trial of Chaos, allowing you to Ascend once again for another set of points. You can choose to skip this for now and come back later or take care of it now.

Either way, we will pick up Sacred Flow allowing you to gain an extra 120 Sprit from having all 3 of your Charm Slots empty. This will do nothing for now but will be required once Spell Totem reaches Level 14 to have enough Sprit to summon 4 Totems.

With Threaded Light, this will also give you a DPS increase.

Mind over Matter

After picking up Ancestral Reach and Supportive Ancestors it will be time to grab Mind Over Matter. With Ancestral Bond, your Spell Totem will cost no Mana and around Act 4 we will drop Bonestorm from the build, choosing to only use Spell Totem. This will be paired up with Adverse Growth to have some additional sustain.

With this, you will now want to look for Mana on your gear as that will now just be "Blue Life." The more Mana you have the higher your Mana Regeneration will be as well.

Midnight Trade Link

If you have not obtained one yet, you should stop and buy a Midnight Braid. The Recoup this offers will help greatly with recovering your Mana on boss fights.

This does NOT mean you should stop looking for Life. This simply just means that an item with both Life and Mana is much more valuable now.

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 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.

Changelog

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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