One of the most powerful Skills in the game, Corpse Explosion is key to every successful Necromancer build. It is so powerful in fact that it can even stand alone, freeing up important gear slots for Magic Find. The Mercenary Corpse Explosion Necromancer is the most efficient Necromancer build for Solo Magic Finding (/Players1). It heavily relies on the strength of a well-equipped, damage-focused Mercenary, with Summons (e.g. Raise Skeleton and Revive) primarily used as meat shields. Using only your Mercenary, Amplify Damage, and Corpse Explosion to deal damage, the Mercenary Corpse Explosion Necromancer expertly targets Elite Packs, felling them with ease.
Especially with the use of Bone Break, all Farming Spots, including Terror Zones, are open to this setup. Two major drawbacks of this approach is that it is fairly terrible at Boss killing and it requires Enigma to be effective.
Great Elite Hunter ✔ Can Farm Any Area ✔ Fast-Paced Gameplay ✔ High Area Of Effect Damage ✔
❌ Requires Enigma ❌ Horrible Boss Killer ❌ Dangerous Playstyle ❌ Bad Early-Game Starter
Sunder Charm Setup
Patch 2.5 introduced a new way of breaking Immunities: Sunder Charms. Any enemy that would be Immune to your damage type is instead reduced to 95% Resistance, before any other Resistance reductions apply. These Charms also reduce YOUR Resistance against the sundered damage types! Check out our post on Sunder Charms to learn more about these new Charms. The following setup uses Bone Break, enabling you to deal more damage to enemies that are Immune to Physical.
Gear Changes
To optimize this Sunder Charm you need as much -% Enemy Physical Resistance as possible. Amplify Damage provides enough -% Enemy Physical Resistance to make Bone Break effective.
Counteract the negative effect Bone Break with % Damage Reduction gear such as Harlequin Crest, Crown of Ages, and Stormshield.
Terror Zones
The new Terror Zone mechanic combined with Sunder Charms open up a wide range of farmable areas. The following list highlights the best and worst Terror Zones for this build. With the Sunder Charm Setup, more Terror Zones become accessible. Learn more about Terror Zones here and see how they stack up in our Terror Zone Tier List.
Best
✔ Pit - High Density, Easy Mobility, Many Elite Groups, Quick Access, No Immunities ✔ Rocky Waste + Stony Tomb - High Density, Easy Mobility, Many Elite Groups, Quick Access, No Immunities ✔ Ancient Tunnels - High Density, Easy Mobility, Many Elite Groups, No Immunities ✔ Cold Plains + The Cave - Easy Mobility, Many Elite Groups, Quick Access ✔ Spider Forest + Spider Cavern - Easy Mobility, Many Elite Groups, Quick Access
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Bone Armor 3. Revive 4. Iron Golem 5. Summon Resist
Put 10-15 Skill Points into the following Skill: 1. Golem Mastery
Max out the following Skills in this order: 1. Corpse Explosion 2. Raise Skeleton 3. Skeleton Mastery 4. Bone Prison
Put all remaining Skill Points into Amplify Damage, Bone Armor, or Golem Mastery past Level 94.
Damage
Corpse Explosion* is your Primary Damage Skill. It consumes a monster corpse to produce an Area of Effect (AoE) explosion, dealing 70-120% of the original monster's health as a 50/50 mix of Fire and Physical Damage to enemies in range. Its explosion radius increases with Skill Level.
Amplify Damage* is a Curse that lowers enemies' Resistance to Physical Damage by 100%. Casting this Curse on monsters prior to casting Corpse Explosion greatly increases the Physical portion of Corpse Explosion's damage. This Curse also breaks Physical Immunity in most cases. Its effective radius increases with Skill Level.
Iron Golem* is a Golem Summon created from a Metallic Item. It consumes the Metallic Item in the process, taking on its properties. Summon an Iron Golem out of an Insight to gain the Mana Regeneration from Meditation on the Mercenary Corpse Explosion Necromancer. Note: If your Iron Golem dies you need to remake it out of a new item!
Golem Mastery* increases the Maximum Life of your Iron Golem.
Raise Skeleton* is a Supplementary Damage Skill. Consumes monster corpses to create Skeleton Warriors that deal Physical Damage for you based on Skill Level. They primarily function as meat shields on this build.
Skeleton Mastery* increases the survivability of your Raise Skeletons and Revives.
Summon Resist* greatly increases your Summons' ability to tank Elemental Damage.
Revive* resurrects a monster corpse as an allied minion to tank and deal damage for you. Along with + to Skills from your gear you can summon enough Revives allocating only 1 Skill Point.
Bone Armor* negates a set amount of Physical Damage before expiring. Recast Bone Armor to refresh it. Putting Skill Points into its Bone Prison Synergy increases its strength just as much as putting Skill Points into Bone Armor itself.
Bone Prison* traps its target in an impenetrable circle of bone. Can situationally be used as an effective means of Crowd Control. Its Life increases with Skill Level.
* Faster Cast Rate Skills (FCR) * Skills that do NOT utilize either FCR or IAS
Attributes
Note: This section provides you with the standard Stat Point allocation. Build Variants may require different allocations!
Strength
Allocate enough Stat Points into Strength to equip all of your gear. Take into account how much Strength your gear provides when equipped.
Dexterity
Allocate enough Stat Points into Dexterity to equip all of your gear. Take into account how much Dexterity your gear provides when equipped.
Vitality
Allocate any remaining Stat Points into Vitality after meeting Strength, Dexterity and Energy requirements.
Energy
Don't allocate any Stat Points into Energy. This build gets enough Mana from gear, Charms, buffs, and Mana Potions. It also gets significant Mana Regeneration from an InsightIron Golem.
Essentials
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 easily identify the Most Important Stats on them.
Hover over any Item to see a pop-out with the full Item description.
Slot
Item Options
Desirable Stats
Weapon
Gemmed Crystal Sword (6x Ist Runes) Blade of Ali Baba Gull Wizardspike
+x% Faster Cast Rate +x Mana Increased Maximum Mana x% All Resistances +x x% Better Chance of Getting Magic Items
Off-Hand
Gemmed Monarch (4x Ist Runes) Moser's Blessed Circle Rhyme Spirit Monarch Homunculus Stormshield
+x to All Skills +x to Necromancer Skills +x% Faster Cast Rate +x% Faster Hit Recovery +x% Faster Block Rate x% Increased Chance of Blocking +x to Corpse Explosion [Necromancer Only] +x to Raise Skeleton [Necromancer Only] +x to Skeleton Mastery [Necromancer Only] +x Life +x Mana X Resist x% Damage Reduced by x% x% Better Chance of Getting Magic Items
Weapon-Swap
Call to Arms
+x to All Skills +x to Battle Orders +x to Battle Command
Off-Hand-Swap
Spirit Monarch
+x to All Skills
Helmets
Harlequin Crest Rare Diadem Artisan's Diadem of the Magus Artisan's Diadem of Luck Crown of Ages (2x Ber Runes) Crown of Ages (2x Ist Runes) Tarnhelm
+x to All Skills +x to Necromancer Skills +x% Faster Cast Rate +x% Faster Hit Recovery +x Life +x Mana X Resist x% Damage Reduced by x% x% Better Chance of Getting Magic Items Socketed [x]
Body Armor
Enigma
+x to All Skills +x% Faster Run/Walk +x to Teleport +x to Attribute Increased Maximum Life x% Damage Reduced by x% +x to Life after each Kill x% Better Chance of Getting Magic Items
Gloves
Magefist Trang-Oul's Claws Chance Guards
+x to Fire Skills +x to Curses [Necromancer Only] +x% Faster Cast Rate X Resist x% x% Better Chance of Getting Magic Items
Belts
Arachnid Mesh Goldwrap Thundergod's Vigor
+x to All Skills +x% Faster Cast Rate +x% to Maximum Lightning Resist +x Lightning Absorb x% Better Chance of Getting Magic Items
Boots
War Traveler Rare Boots
+x% Faster Run Walk +x% Faster Hit Recovery +x to Attribute X Resist x% x% Better Chance of Getting Magic Items
Amulets
Caster Crafted Amulet Caster Crafted Amulet Necromancer's Amulet of Luck Fortuitous Amulet of Luck
+x to Necromancer Skills +x% Faster Cast Rate +x Mana Regenerate Mana x% x% Better Chance of Getting Magic Items
Rings
Rare Ring Fortuitous Ring of Fortune Nagelring Wisp Projector
+x% Faster Cast Rate +x Life +x Mana X Resist x% Lightning Absorb x% x% Better Chance of Getting Magic Items
Charms
Shimmering Small Charm of Good Luck Amber Small Charm of Good Luck Shimmering Small Charm of Balance Small Charm of Good Luck
+x% Faster Hit Recovery X Resist x% x% Better Chance of Getting Magic Items
Unique Charms
Bone Break Gheed's Fortune Necromancer Hellfire Torch Annihilus
Monster Physical Immunity is Sundered +x to All Skills +x to Necromancer Skills +x to All Attributes All Resistances +x +x% to Experience Gained x% Extra Gold from Monsters x% Better Chance of Getting Magic Items Reduces all Vendor Prices x% +x to Light Radius
Farming Spots
The areas below are efficient farming locations that make use of the build’s strengths. Other farming spots might not be as effective due to Immunities or bad layouts.
Your Mercenary serves an incredibly important role to the overall success of your build. They can be a front line tank, provide a pivotal Aura, and/or deal Physical Damage to kill enemies with Immunity to your Skill set.
Act 2 Desert Mercenary
The Act 2 Desert Mercenary is 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.
Breath of the Dying, Might
Use a Desert Mercenary with Might Aura to significantly boost his Physical Damage. Equip him with Breath of the Dying for the highest damage possible.
Alternatively, you can equip him with high Magic Find gear such as Tomb Reaver, Stealskull, and Skullder's Ire for crazy high total Magic Find on kill.
Mercenary Gear Options
Your Mercenary needs maximum Resistances, Life Leech, a high damage Weapon, and high Defense and/or Damage Reduction to stay alive reliably. Cannot Be Frozen is also a great stat for maintaining Mercenary DPS and leech. Ethereal gear is preferred since it doesn't lose durability. Gear Options at each Gear Level perform equally well in different situations; choose based on Farming Spots and/or personal preference.
Gear Level
Early-Game
Mid-Game
End-Game
Weapon
Obedience Hustle Insight
Obedience
Breath of the Dying Tomb Reaver Infinity
Body Armor
Treachery Hustle
Treachery Guardian Angel Wealth
Fortitude Jeweler's Sacred Armor of Stability Skullder's Ire
Helmet
Bulwark Temper Cure
Tal Rasha's Horadric Crest Guillaume's Face Crown of Thieves Stealskull Kira's Guardian Rockstopper
Guillaume's Face Guillaume's Face Andariel's Visage Andariel's Visage Stealskull Harlequin Crest
The Mercenary is hard to keep alive until you have the minimum gear recommended in this guide. 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. Keep that in mind and decide if the Mercenary is currently worth the cost.
Playstyle
General
An InsightIron Golem, while not required, provides the Mercenary Corpse Explosion Necromancer with incredible quality of life. Create an Insight (Weapon Base doesn't matter) in town, throw it on the ground, and cast Iron Golem on it to create an Iron Golem with Meditation Aura. So long as neither you nor the Iron Golem dies, you do not need to repeat this (Iron Golem persists between games).
Before each Magic Find/Experience run, first cast Battle Command 2 times and then Battle Orders once using Call to Arms. Then cast Bone Armor on your Weapon-Swap with more + to Skills. Refresh Battle Command and Battle Orders as soon as they expire (every 2-3 minutes). Refresh Bone Armor when you notice that it is completely gone and when encountering dangerous Physical Damage enemies (Dark Archers, Undead Stygian Dolls, Death Lords, etc.).
Find easy-to-kill monsters (such as Devilkin camps in the Tamoe Highlands) and cast Raise Skeleton and/or Revive on their corpses to acquire meat shields.
Upon encountering an Elite Pack (Champions, Uniques, Super Uniques) in a Farming Spot, first cast Amplify Damage. Then cast Teleport (using Enigma) directly on top of the pack, preferably landing right inside of it.
As soon as your Mercenary and your supporting Summons (Raise Skeletons and/or Revive[d2planner-skill]s) produce a monster corpse, cast [d2planner-skill]Corpse Explosion to consume it. Cast Corpse Explosion additional times if necessary to clear out any surrounding Elites and their minions. Skip regular monsters.
After you have flattened nearby mobs, you can cast Raise Skeleton or Revive on monster corpses as needed to replenish your ranks. Then proceed to seek out additional Elite Packs.
You can use Bone Prison for Crowd Control against dangerous mobs as needed.
For Diablo Clone:
Find and kill Urdar-type monsters elsewhere in the game (most often found in Durance of Hate, Palace Cellar, and River of Flame) and Revive 10-15 of them. Then apply Amplify Damage to Diablo Clone, "Telestomp" him, and walk away a few steps. The Urdars' Crushing Blow stat does most of the work while equipping Duress on the Mercenary prevents him from healing with its Open Wounds stat.
Immunities
Bone Break sets allImmune to Physical monsters to 95% Physical Resistance, allowing any sources of -x% to Enemy Physical Resistance (i.e. Amplify Damage) to take full effect.
Amplify Damage breaks the Physical Immunity of most monsters by itself. Since Corpse Explosion deals 50% Physical Damage and the Mercenary deals nearly 100% Physical Damage with Jab, this greatly increases your damage against them.
If a Unique mob is still Physical Immune even under the influence of Amplify Damage, you can use Corpse Explosion on surrounding corpses to kill it with its 50% Fire Damage. You can also choose to skip said mob, especially if there are no surrounding corpses.
Optimal Loot/Experience Farming Strategies
The Pit Solo or /Players1-3 on Single Player - This Max Area Level Farming Spot with low Life monsters, many Elite Packs, and zero Physical Immunes is perfect for this build. This is arguably the Mercenary Corpse Explosion Necromancer's best Farming Spot.
Breakpoints in Diablo 2 are the minimum values required to reduce the frames of an action. Below are the important breakpoints considered for this build. For more information on the mechanics involved, check out our in-depth Resource: Breakpoints.
Faster Cast Rate (FCR)
Faster Cast Rate speeds up your casting animation for spells. Aim for either the 75% FCR or 125% FCR Breakpoint. Note: FCR only controls the animation speed of the Character, and not any internal Cooldowns spells have.
Frames
15
14
13
12
11
10
9
FCR
0
9
18
30
48
75
125
Faster Hit Recovery (FHR)
Faster Hit Recovery is not required for survivability on this build, but Breakpoints up to 56% FHR can be utilized.
The Mercenary Corpse Explosion Necromancer can become Hardcore viable with key changes to Gear, Stat Point allocation, and Skills. Review the changes below before building this character in Hardcore, as some of these changes differ significantly from the Standard Build.
Gear Changes
Damage Reduction: There are several gear options/setups for achieving a high amount of % Damage Reduction on a HardcoreMercenary Corpse Explosion Necromancer. A setup using Crown of Ages socketed with 2x Ber Runes and Enigma achieves 39% Damage Reduction, maintains high Magic Find, and reaches the 75% Faster Cast RateBreakpoint. A setup using Harlequin Crest socketed with a Ber Rune, Homunculus socketed with the same, and Enigma only reaches 34% Damage Reduction, but has more Mana, Life, and Magic Find. The pairing of Stormshield socketed with a Ber Rune and Enigma achieves the 50% Damage Reduction maximum, opening up other options for Magic Find.
Stacking Resistances: Stack your Fire/Lightning/Cold Resistances beyond the default maximum values of 75 each (175 total in Hell). Stacking 85 additional Resistances in Hell completely negates the Conviction Aura of any Elite Boss or the Oblivion Knight's Lower ResistCurse. Beware of encountering both at the same time! Consider the primary damage type(s) of the monsters in the area you want to farm. Crown of Ages is the best Helmet option for stacking Resistances on this build. Jewelry and Charms are also ideal sources of Resistances.
Faster Hit Recovery: Achieve at least the 26% Faster Hit RecoveryBreakpoint with either Crown of Ages or a combination of Boots and Charms. Faster Hit Recovery is not as important when going for maximum Chance to Block (75%). You mainly rely on the Faster Block RateBreakpoints attained by Homunculus socketed with a Shael Rune (32%) or Stormshield socketed with the same (52%).
Allocate enough Stat Points into Strength to wear all of your gear. Either Crown of Ages or Stormshield requires the most Strength on a Hardcore setup.
Allocate enough Stat Points into Dexterity to achieve maximum Chance to Block (75%) while having either Homunculus or Stormshield equipped.
Put all remaining Stat Points into Vitality.
Skill Point Changes
There are no required Skill Point changes for a HardcoreMercenary Corpse Explosion Necromancer. However, allocating additional Skill Points into Bone Armor improves your ability to tank Physical Damage. Skill Points can be relocated from Golem Mastery on the Standard Build. See the "Hardcore" Build Variant below for additional suggestions and visuals.
Build Variants
Standard
Mobility
Hardcore
Setup
This is the Standard Best in Slot (BiS) Mercenary Corpse Explosion Necromancer featured in the beginning of the guide. It is the balanced "jack-of-all-trades" version, capable of performing the most tasks well. This variant is the point of comparison for all other variants. It carefully balances + to Skills, Magic Find, and Teleport mobility. Bone Break increases your damage against monsters that are Immune to Physical. The Standard setup achieves the 75% Faster Cast Rate Breakpoint.
Mercenary
The Standard Mercenary Corpse Explosion Necromancer uses an Act 2 MightMercenary with Breath of the Dying, Fortitude, and Guillaume's Face socketed with a Ruby Jewel of Fervor for maximum damage.
Skills
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Bone Armor 3. Revive 4. Iron Golem 5. Summon Resist
Put 10-15 Skill Points into the following Skill: 1. Golem Mastery
Max out the following Skills in this order: 1. Corpse Explosion 2. Raise Skeleton 3. Skeleton Mastery 4. Bone Prison
Put all remaining Skill Points into Amplify Damage, Bone Armor, or Golem Mastery past Level 94.
Attributes
Allocate enough Stat Points into Strength to wear your gear. Put all remaining Stat Points into Vitality.
Setup
This variant achieves the 125% Faster Cast Rate Breakpoint for high Teleport mobility at the expense of Magic Find. It is more effective than the Standard Build in Farming Spots and Terror Zones that are difficult to access or that require a great deal of travel between Elite Packs. Spirit and a 20% Faster Cast Rate Circlet are the keys to this more specialized setup. Bone Break increases your damage against monsters that are Immune to Physical.
Mercenary
Just as with the Standard Build, the Mobility Mercenary Corpse Explosion Necromancer uses an Act 2 MightMercenary with Breath of the Dying, Fortitude, and Guillaume's Face socketed with a Ruby Jewel of Fervor for maximum damage.
Skills
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Bone Armor 3. Revive 4. Iron Golem 5. Summon Resist
Put 10-15 Skill Points into the following Skill: 1. Golem Mastery
Max out the following Skills in this order: 1. Corpse Explosion 2. Raise Skeleton 3. Skeleton Mastery 4. Bone Prison
Put all remaining Skill Points into Amplify Damage, Bone Armor, or Golem Mastery past Level 94.
Attributes
Allocate enough Stat Points into Strength to wear your gear. Put all remaining Stat Points into Vitality.
Setup
For the Hardcore mode variant, aim for high Damage Reduction and maximum Chance to Block (75%) to guard against taking extreme amounts of Physical Damage. Additionally, overcap Resistances beyond the natural cap of 75% if possible to counteract hostile Conviction or Lower Resist. If using Bone Break, stack additional Damage Reduction to counteract its negative effect. This variant reaches the 75% Faster Cast Rate Breakpoint. Consult the "Hardcore" section for more detailed information.
Mercenary
Just as with the Standard Build, the Hardcore Mercenary Corpse Explosion Necromancer uses an Act 2 MightMercenary with Breath of the Dying, Fortitude, and Guillaume's Face socketed with a Ruby Jewel of Fervor for maximum damage.
Skills
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Bone Armor 3. Revive 4. Iron Golem 5. Summon Resist
Put 10-15 Skill Points into the following Skill: 1. Golem Mastery
Max out the following Skills in this order: 1. Corpse Explosion 2. Raise Skeleton 3. Skeleton Mastery 4. Bone Prison
Put all remaining Skill Points into Bone Armor past Level 94.
Attributes
Allocate enough Stat Points into Strength to wear your gear and enough Stat Points into Dexterity to achieve maximum Chance to Block (75%). Put all remaining Stat Points into Vitality.
Video Guide
Mechanics
Teleport
Teleport instantly moves you to a selected square on the visible screen in which you can stand. The game tries to to place you within a small radius around your cursor even if it would be impeded normally.
Teleport is not obstructed by walls or other impediments but can fail if your cursor is not completely passed those impediments when cast. Your Mercenary, Iron Golem, and Revives travel with you.
Revives in large quantities can become “stuck” in position after Teleporting. Move/walk away from that position to give them the chance to spread out.
You can “extend” the visible screen by opening UI-windows like the Inventory or the Character screen. Continuously cast Teleport and drag your mouse to the edge of your screen.
The Mana cost of Teleport decreases with additional Skill Levels down to 1 Mana per cast.
You can use “ESC” to open the menu in Single Player to pause the game after a Teleport to determine if you are safe.
Teleport casting speed is affected by the Faster Cast RateBreakpoint that you achieve with your gear.
Corpse Explosion
Corpse Explosion can only be cast while your cursor is hovering near an "undefiled" monster corpse. It consumes a corpse, triggering a mixed 50/50Fire-Physical damage explosion in a radius based on its Level. The explosion deals damage to surrounding mobs based on the monster corpse's average maximum Life (70-120% of the monster's average maximum Life). More monster Life = more damage when its corpse is exploded.
Damage is calculated using the base Monster type's average maximum Life. This means Player Count and Champion/Unique/Super Unique monster status does not increase the damage dealt.
Act Bosses such as Baal and Quest Monsters such as Nihlathak do not leave "explodable" corpses; neither do expired or dead Revives. Corpse Explosion can be cast on virtually every other corpse.
Certain item stats or Skills can interfere with your ability to use corpses for Corpse Explosion. They may "defile" them, destroy them on kill, or otherwise compete for their use. These stats/Skills include Slain Monsters Rest in Peace, any Cold or Freeze effect, Redemption, Find Item, Summoning Skills such as Revive, along with several others.
Since 50% of Corpse Explosion's damage is Physical Damage, the Amplify DamageCurse greatly boosts the Damage of Corpse Explosion because it decreases monster Physical Resistance by a full 100%.
Each Skill Point in Corpse Explosion increases the radius, with the Fire Damage having a slightly larger radius than the Physical Damage.
This damage is not blocked by physical obstacles.
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.
Corpse Explosion is considered a Fire Skill for items which give + to Fire Skills, but not for items which give +% Fire Skill Damage or Fire Mastery.
Corpse Explosion cast speed is affected by Faster Cast Rate (FCR). Aim for either the 75 or 125% FCRBreakpoints on this build for faster Corpse Explosion chains.
Affected monsters have their "Physical Resistance" reduced by 100% at all Skill Levels (slvl). This effect is reduced to 1/5 on monsters that are Immune to Physical.
Amplify Damage affects Undead type monsters before Sanctuary.
Can be overwritten by any other Curse.
Scaling: Amplify Damage affects a circular shaped area around the cursor. The radius scales with the Skill Level (slvl).
Formula: Radius (in yards) = (4 + (2 * slvl)) / 3
Example with slvl = 12: Radius (in yards) = (4 + (12 * 12)) / 3 Radius (in yards) = 49.33
The affect duration scales with the Skill Level (slvl). Example shown use slvl = 12:
Formula: Duration = 5 + (3 * slvl)
Example with slvl = 12: Duration = 5 + (3 * 12) Duration = 41 seconds
Raise Skeleton
Raise Skeleton 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)
Raise Skeleton 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 rarely survive concentrated damage from these monster types.
Revive
Revive can be cast while your cursor is hovering near a viable, "undefiled" monster corpse. It summons a monster ally in a gray likeness of the fallen monster with 200% more Life than it had while it was alive. Revive's Skill Level determines the maximum number of revived monsters that can be fielded simultaneously. A monster resurrected by Revive has a 3 minute maximum lifespan.
1 Skill Point into Skeleton Mastery grants Revives massive damage and Life buffs.
A Revive fights using the original monster's native abilities. In practice, Revives tend to not deal significant Damage. This is especially when compared to fully synergized Skeletons using a maxed out Raise Skeleton. These resurrected monsters are extremely tanky, however. For the Mercenary Corpse Explosion Necromancer, Revives are mostly used for absorbing damage, distracting, and, in general, shielding your Character, Mercenary, and Iron Golem from incoming attacks.
Certain item stats or Skills can interfere with your ability to use corpses for Revive. These stats/Skills include Slain Monsters Rest in Peace, Corpse Explosion, any Cold or Freeze effect, Redemption, Find Item, Summoning Skills such as Raise Skeleton, along with several others.
When facing Act Bosses,Diablo Clone and Uber Bosses (such as Uber Mephisto), Revive Urdar-type monsters including Blunderbores (Act 2 Palace Cellar), Maulers (Act 3 Durance of Hate), and Urdars (Act 4 River of Flame) for their Crushing Blow stat. With about 10-15 of these Revives you can quickly train down any Boss.
Elite Monsters cannot be Revive'd; this limitation applies to Boss/Quest monsters as well. This is different from Corpse Explosion which can consume Elite corpses. Most other minion and regular monsters can join the ranks of your army.
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.
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.
"Uber" Bosses (Act Bosses and Ubers) deal massively increased damage versus Summons. Revives don't receive the bonus % Resistance from Summon Resist but their base and bonus defensives give them better survivability than other Summons.
While active, this Skill will grand a "shield" which absorbs a set amount of Physical Damage. The absorb is applied before any Damage Reductions.
If a hit exceeds the absorb value, the remaining damage is applied after damage reductions.
If Physical Damage < Absorb value, the total absorb value is decreased by the damage. Bone Armor stays active with the remaining absorb value.
The absorb value can be reset by casting Bone Armor again.
Stackable with Cyclone Armor and Blade Shield.
Frozen Armor, Shiver Armor, and Chilling Armor can't be active at the same time. Between these and Bone Armor only the most recently cast Skill is applied.
Scaling: Mana Cost: The Mana Cost increases with each Skill Level:
Mana Cost = slvl + 10
Example slvl = 20: Mana Cost = 20 + 10 Mana Cost = 30
Base Absorb: The formula for the Physical Damage Absorbed is calculated using this formula:
Synergies: Synergies increase the Physical Damage Absorbed by 15 per Base Level (blvl). They work additive to the Base Absorb. Note: Skilling the Synergies over the Skill itself adds more Physical Damage Absorbed!
Example, assuming all Synergies have a blvl = 5: Physical Damage Absorbed = 15 * (5 + 5) Physical Damage Absorbed = 150
Total Absorb: As mentioned above, the Physical Damage Absorbed from Synergies is simply added to the Base Absorb. Taking the values from above we have 210 Physical Damage Absorbed from Bone Armor and 150 from Synergies.
Total Physical Damage Absorbed = 210 + 150 Total Physical Damage Absorbed = 360
Conclusion: Our slvl 20 Bone Armor with 10 Skill Points in Synergies absorbs 360 Physical Damage in total. Each cast costs 30 Mana.
Iron Golem
Iron Golem is a Golem Summon that can only be created from a "MetallicItem". An Iron Golem takes on the properties of the item it is created from, including several important stats such as Defense, Weapon Damage, Crushing Blow, Deadly Strike, and Life Leech.
If an Iron Golem is created from an Aura-granting Runeword, the Iron Golem uses that Aura. As it applies to the Mercenary Corpse Explosion Necromancer, an Iron Golem created from an Insight uses its Meditation Aura.
If an Iron Golem is made from an Ethereal item, it becomes see through just like the Ethereal item itself. This purely "cool" visual effect has no impact on the Golem's survivability or otherwise.
Iron Golem persists through leaving and creating games. It is saved data on your Character file.
An Iron Golem'sDefense and Thorns damage is based on its Level. However, Skill Points into Golem Mastery and Summon Resist are much more impactful for the Iron Golem's survivability.
If either your Character or Iron GolemDies, your Iron Golem needs to be recreated using a new item. Keep both your Character and Iron Golem alive if you don't want to lose your Iron Golem (and, essentially, the item it was made from).
It is possible to run too far ahead of your Iron Golem and delete it off-screen. For this reason, it is recommended to keep your Iron Golem close using EnigmaTeleport.
An Iron Golem can be recreated by recasting the Skill over a new Metallic Item. Important: You can only have 1 Golem of any kind at any given time. If you have already created a Golem (such as an Iron Golem) and use any Golem Skill to create a new one, it overwrites your previous golem. Avoid using key bindings for any Golem Skills while using an Iron Golem to prevent accidently overwriting it.
A high damage Act 2 MightMercenary using Breath of the Dying or Obedience one-shots most monsters, setting up a quick follow-up Corpse Explosion.
The combination of Bone Break and Amplify Damage allows the Mercenary Corpse Explosion Necromancer to deal with Physical Immune monsters with ease.
Stack as much Magic Find as possible on this build. The Mobility Build (see Build Variants) sacrifices some Magic Find to achieve the maximum 125% Faster Cast RateBreakpoint.
The Mercenary Corpse Explosion Necromancer performs best in maximum area level Farming Spots and Terror Zones with high numbers of Elite Packs.
We hope you enjoy this build! Magic Find like a dynamite!
Good luck!
Credits
Written by DarkHumility Original Post by BTNeandertha1 Reviewed by Teo1904