The Poison Nova Necromancer is a true "King of AoE." With both Poison Nova and Corpse Explosion at his disposal, this Necromancer quickly disposes of anything and everything on the screen. Fully loaded, this build pumps out incredible amounts of Poison, Fire, and Physical Area of Effect (AoE) Damage within a single Skill Rotation.
Aided by Amplify Damage, Lower Resist, Conviction Aura from Infinity, and Sunder Charms, the combined assault of Poison Nova and Corpse Explosion leaves nothing behind but memories of monsters that once were. No monster Immunity combinations can withstand three significant and unique sources of Damage. Even Poison Immune monsters fall prey to Amplify Damage, a powerful Mercenary, and the Corpse Explosion chain that follows.
As an accomplished Density Destroyer with varied damage types, high speed Teleport, and seamless rotations, the Poison Nova Necromancer is a well-oiled farming machine. This build specializes in demolishing The Pit, making short work of this top-tier Farming Spot with zero Poison Immunes, low Life monsters, and densely-packed mobs. It also levels virtually every Terror Zone. If you are looking for a challenging playstyle relying on high APM Skill Rotations and complex farming strategy execution, you will love playing this build. Its higher gear requirements make it a great option once you have become comfortably geared into the Ladder Season.
3 Types Of Damage✔ Fast-Paced Playstyle ✔ Top-Tier Density Destroyer ✔ Massive Area Of Effect Damage ✔
❌ Difficult To Master ❌ Horrible Boss Killer ❌ Weak Early-Game Starter ❌ Best In Slot Items Are Very Rare
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(s) 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 potentially benefits from Rotting Fissure, Flame Rift, and Bone Break, enabling you to deal more damage to many enemies.
Gear Changes
Use Rotting Fissure when facing Poison Immune monsters to increase the effect of Poison Nova. To optimize this Sunder Charm you need as much -% Enemy Poison Resistance as possible. Equip Death's Web and 3-Piece Trang Set (Trang-Oul's Claws, Trang-Oul's Girth, and Trang-Oul's Wing) to accomplish this. Poison Rainbow Facets socketed into gear also help. Lower Resist further increases your damage.
Use Flame Rift when facing Fire Immune monsters and Bone Break when facing Physical Immune monsters to increase the effect of Corpse Explosion. Infinity equipped on the Mercenary provides enough -% Enemy Fire Resistance to make Flame Rift effective. Amplify Damage provides enough -% Enemy Physical Resistance to make Bone Break effective.
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 ✔ The Secret Cow Level - High Density, Easy Mobility, No Immunities ✔ Halls of Pain ONLY - High Density, Many Elite Groups, Quick Access, Few Immunities, Super Chest ✔ Chaos Sanctuary - High Density, Many Elite Groups, Quick Access, No Immunities ✔ Travincal - Bosses, Quick Access, No Immunities
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Lower Resist 3. Bone Armor 4. Skeleton Mastery 5. Revive 6. Golem Mastery 7. Summon Resist 8. Iron Golem
Max out the following Skills in this order: 1. Poison Nova 2. Poison Explosion 3. Poison Dagger 4. Corpse Explosion
Put all remaining Skill Points into Lower Resist, Bone Wall, or Golem Mastery past Level 87.
Damage
Poison Nova* is your Opening Damage Skill. It creates an expanding ring of Poison Damage emanating from your Necromancer, dealing its full measure of damage over 2 seconds to any mobs it makes contact with.
Corpse Explosion* is your Finishing 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.
Lower Resist* is a Curse that significantly lowers enemies' Resistances to all forms of Elemental Damage (including Poison). Casting this Curse on monsters prior to casting Poison Nova greatly increases Poison Nova's Damage output. The same applies to the Fire portion of Corpse Explosion's damage. This Curse also breaks Elemental Immunities in many cases. Its effective radius and -x% to Enemy All Resistances 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.
Attract* is an Optional Curse that causes nearby monsters to seek out and attack the Cursed mob. This can be useful for gathering monsters for Corpse Explosion in areas such as The Secret Cow Level.
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.
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 Poison Nova Necromancer. Note: If your Iron Golem dies you need to remake it out of a new item!
Clay Golem* is a Golem Summon that tanks damage and Slows enemies it hits. Only use this Golem if you do not need an InsightIron Golem.
Golem Mastery* increases the Maximum Life of your Iron Golem or Clay Golem.
Skeleton Mastery* increases the survivability of your Revives.
Summon Resist* greatly increases your Golem's ability to tank Elemental Damage.
Bone Armor* negates a set amount of Physical Damage before expiring. Recast Bone Armor to refresh it. Putting Skill Points into its Bone Wall Synergy increases its strength just as much as putting Skill Points into Bone Armor itself.
Bone Wall* creates an impassable wall of bone. Besides serving as a defensive barricade, it also causes nearby monsters to move towards and attack it. This can be useful for gathering monsters for Corpse Explosion in areas such as The Secret Cow Level. 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 all 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. The Standard Build also gets Mana after each Kill from Death's Web along with 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.
Gear/Base Notes: Any Items with specialized or niche uses have a superscript that refers here. 1) A WhiteBase with +2-3 to Poison Nova is suitable for this build. 2) Only use Naj's Puzzler, a Staff of Teleportation, or a Teleport Charge Amulet for Teleport Charges if you have not yet acquired Enigma, or if you decide to use Bramble over Enigma for maximum Damage (see the "Damage" Build Variant).
Slot
Item Options
Desirable Stats
Weapon
Death's Web Plague Heart of the Oak Flail White1 Spirit Gemmed Crystal Sword (6x 5/5 Poison Rainbow Facets)
20% Chance to cast level 12 Lower Resist when struck. Level 13-17 Cleansing Aura When Equipped +x to All Skills +x to Poison and Bone Skills [Necromancer Only] +x% Faster Cast Rate +x% Faster Hit Recovery -x% to Enemy Poison Resistance +x% to Poison Skill Damage +x to Poison Nova +x to Attribute +x Mana Increased Maximum Mana x% All Resistances +x +x to Mana after each Kill +x to Life after each Kill x% Better Chance of Getting Magic Items
+x to All Skills +x to Poison and Bone Skills [Necromancer Only] +x to Necromancer Skills +x% Faster Cast Rate +x% Faster Hit Recovery +x% Faster Block Rate x% Increased Chance of Blocking -x% to Enemy Poison Resistance +x% to Poison Skill Damage +x to Poison Nova +x Life +x Mana Increased Maximum Mana x% X Resist x% Damage Reduced by x% Cannot Be Frozen x% Better Chance of Getting Magic Items
Weapon-Swap
Call to Arms Naj's Puzzler2 Staff of Teleportation2 Harmony
Level 10 Vigor Aura When Equipped +x to All Skills +x to Battle Orders +x to Battle Command Level x Teleport [x/x Charges]
Off-Hand-Swap
Spirit Monarch Lidless Wall
+x to All Skills +x% Faster Cast Rate
Helmets
Rare Circlet Rare Circlet2 Venomous Circlet of the Magus (2x 5/5 Poison Rainbow Facets) Venomous Circlet of the Magus (2x Ber Runes) Harlequin Crest Crown of Ages (2x 5/5 Poison Rainbow Facets) Crown of Ages (2x Ber Runes) Trang-Oul's Guise Peasant Crown Tarnhelm Lore Cure
Level 1 Cleansing Aura When Equipped +x to All Skills +x to Poison and Bone Skills [Necromancer Only] +x to Necromancer Skills +x% Faster Run/Walk +x% Faster Cast Rate +x% Faster Hit Recovery -x% to Enemy Poison Resistance +x% to Poison Skill Damage +x Life +x Mana X Resist x% Damage Reduced by x% Damage Reduced by x +x to Mana after each Kill x% Better Chance of Getting Magic Items Level x Teleport [x/x Charges] Socketed [2]
Body Armor
Enigma Bramble Skin of the Vipermagi Skullder's Ire Trang-Oul's Scales Bone Smoke Stealth
+x to All Skills +x to Necromancer Skills +x% Faster Run/Walk +x% Faster Cast Rate +x% Faster Hit Recovery +x% to Poison Skill Damage +x to Teleport +x to Attribute Increased Maximum Life x% +x Mana X Resist x% Damage Reduced by x% Magic Damage Reduced by x +x to Life after each Kill x% Better Chance of Getting Magic Items
Gloves
Trang-Oul's Claws (1 or 3-Piece Trang-Oul's Set)
+x to Curses [Necromancer Only] +x% Faster Cast Rate +x% to Poison Skill Damage X Resist x%
Belts
Arachnid Mesh Trang-Oul's Girth (3-Piece Trang-Oul's Set) Caster Crafted Belt Thundergod's Vigor Verdungo's Hearty Cord Goldwrap Battle Belt Garnet Sharkskin Belt of the Squid
+x to All Skills +x% Faster Cast Rate +x% Faster Hit Recovery +x to Attribute +x Life +x Mana +x% to Maximum Lightning Resist X Resist x% +x Lightning Absorb Damage Reduced by x% x% Better Chance of Getting Magic Items
Boots
War Traveler Aldur's Advance Waterwalk Sandstorm Trek Rare Boots Sapphire Chain Boots of Acceleration
+x% Faster Run Walk +x% Faster Hit Recovery +x to Attribute +x Life X Resist x% x% Better Chance of Getting Magic Items
Amulets
Caster Crafted Amulet Caster Crafted Amulet Caster Crafted Amulet Caster Crafted Amulet2 Mara's Kaleidoscope Venomous Amulet of the Apprentice Venomous Amulet of Teleportation2 Venomous Amulet Amulet of Teleportation2
+x to All Skills +x to Poison and Bone Skills [Necromancer Only] +x to Necromancer Skills +x% Faster Cast Rate +x to Attribute +x Life +x Mana Regenerate Mana x% X Resist x% x% Better Chance of Getting Magic Items Level x Teleport [x/x Charges]
Rings
Rare Ring Rare Ring Rare Ring Rare Ring Blood Crafted Ring The Stone of Jordan Bul-Kathos' Wedding Band Nagelring Fortuitous Ring of Fortune Wisp Projector
+x to All Skills +x% Faster Cast Rate +x to Attribute +x Life +x Mana Increased Maximum Mana x% X Resist x% Lightning Absorb x% x% Better Chance of Getting Magic Items
Charms
Fungal Grand Charm of Vita Fungal Grand Charm of Balance Fungal Grand Charm Shimmering Grand Charm of Balance Shimmering Grand Charm Resistance Grand Charm Shimmering Small Charm of Good Luck Emerald Small Charm of Good Luck Shimmering Small Charm of Balance Shimmering Small Charm of Vita Emerald Small Charm of Vita Small Charm of Good Luck Small Charm of Vita Shimmering Small Charm Resistance Small Charm
+x to Poison and Bone Skills [Necromancer Only] +x% Faster Hit Recovery +x Life X Resist x% x% Better Chance of Getting Magic Items
Monster Poison Immunity is Sundered Monster Fire Immunity is Sundered 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.
Anything that has a ✔ in the "Starter" column can be farmed with the Starter Build Variant.
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.
Infinity, Might
Use a Desert Mercenary with Might Aura to deal with enemies that are Poison Immune and to help provide corpses for Corpse Explosion. Equip him with Infinity to reduce enemy Resistances (with the exception of Poison) and Defense with its Conviction Aura, drastically boosting Corpse Explosion damage. This Aura is also capable of breaking some Immunities.
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
Insight
Insight Hustle
Infinity
Body Armor
Smoke Lionheart Hustle Skin of the Flayed One Goldskin Rockfleece Gemmed Dusk Shroud
Treachery Duress Shaftstop The Gladiator's Bane Duriel's Shell Guardian Angel
Fortitude Treachery Chains of Honor Duress Jeweler's Sacred Armor of Stability
Helmet
Bulwark Undead Crown The Face of Horror Gemmed Mask Temper Cure
Tal Rasha's Horadric Crest Guillaume's Face Vampire Gaze Crown of Thieves Stealskull Kira's Guardian Rockstopper Cure
Andariel's Visage Andariel's Visage Guillaume's Face Guillaume's Face Cure
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 this build 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, cast Bone Armor and, if you are not using an Iron Golem, Clay Golem. 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.). Re-summon your Golem if it dies.
Upon encountering high monster density, position so that Poison Nova makes contact with as many monsters as possible. If you have Teleport, use it to reposition into an open space surrounded by monsters.
Use the following Skill Rotation for optimal Damage output: 1-2 casts of Lower Resist into 1-2 casts of Poison Nova into 1-2 casts of Amplify Damage into casting Corpse Explosion until all nearby mobs have been eliminated. This Skill Rotation ensures that monster Poison and PhysicalResistances are reduced prior to using Poison Nova and Corpse Explosion respectively; overall, it minimizes the number of Corpse Explosions required to clear a screen.
After you have flattened all nearby mobs, cast Revive on monster corpses as needed to acquire meat shields for future encounters. Then proceed to seek out additional pockets of high monster density and Elite Packs.
Optional: Use either Bone Wall or Attract to gather nearby monsters for Corpse Explosion. This can be especially useful when farming The Secret Cow Level.
For Act Bosses:
This build's fastest method of killing Act Bosses (like Diablo) is to apply Lower Resist and repeatedly cast Poison Nova near the Boss until it dies. It should be noted that Solo-farming Bosses with this build is slow and inefficient. See "For Diablo Clone" just below for a different, more fun method of killing Bosses with this build.
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, walk away a few steps, and repeatedly cast Poison Nova. The Urdars' Crushing Blow stat does most of the work while Poison Nova prevents him from healing.
For Group Play:
Because a Poison Nova Necromancer himself benefits from both Lower Resist and Amplify Damage, you can choose which Curse to prioritize depending on your Party composition when playing in a group. If your Party relies more on Elemental Damage, primarily cast Lower Resist before using your Damage Skills; if your party relies more on Physical Damage, primarily cast Amplify Damage.
Immunities
For Poison Immune mobs: Rotting Fissure sets all Immune to Poison monsters to 95% Poison Resistance, allowing any sources of -x% to Enemy Poison Resistance to take effect (Lower Resist at 1/5th effectiveness). You can additionally cast Amplify Damage before "Telestomping" them with your Mercenary in tow. Your Mercenary deals incredible amounts of Physical Damage with his Jab attack while the Amplify DamageCurse is active. Once your Mercenary kills a monster, start chaining Corpse Explosion. Keep Amplify Damage applied to all nearby Poison Immunes.
Alternatively for Poison Immunes: Focus down nearby monsters that are not Immune with the standard Skill Rotation and use their corpses to kill the Poison Immune mobs with a combination of Amplify Damage and Corpse Explosion.
For Fire Immune mobs: Use Flame Rift if you have Infinity equipped on the Mercenary to maximize Corpse Explosion's damage.
For Physical Immune mobs: Cast Lower Resist before Poison Nova(s), and then transition directly into casting Corpse Explosion if needed. Lower Resist is more effective than Amplify Damage at increasing Corpse Explosion's damage (by boosting the Fire component of its damage) when enemies are Physical Immune. However, if you use Bone Break it is more optimal to cast Amplify Damage and then Corpse Explosion like normal.
Late-Game
Before starting your Magic Find/Experience run, first cast Battle Command 2 times and then Battle Orders once using Call to Arms. Refresh these buffs as soon as they expire (approx. every 2-3 minutes).
Use Teleport from Enigma to travel to your Farming Spot; also use it to travel between Elite Packs or from one high monster density area to the next.
Repositioning with Teleport in-between casts of Skills in the Skill Rotation typically improves coverage of said Skills; this also prevents mobs from dealing damage to you.
Optimal Loot/Experience Farming Strategies
The Pit with 3-8 Players in the Game or /Players5-7 on Single Player - This Max Area Level Farming Spot with low Life monsters, high mob density, and zero Poison Immunes is perfect for this build. The Poison Nova Necromancer is arguably the fastest High Player Count runner of this top-tier area.
The Secret Cow Level - Corpse Explosion instantly levels entire tightly-packed herds of Hell Bovines or "Cows". This Farming Spot, especially in High Player Count games or /Players5-7 on Single Player, frequently drops Runes, Charms, Jewels, Jewelry, Gems, and RunewordBases.
Worldstone Keep/Throne of Destruction with 3-8 Players in the Game or /Players5-7 on Single Player - While this Farming Spot proves challenging with its highly variable monster Immunities, it is rather ideal for a build with 3 types of damage. Spawning extremely high monster density, this Max Area Level Farming Spot is often fruitful.
Breakpoints
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. The Standard Build achieves the 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 increases survivability. Aim for at least the 39% FHR Breakpoint. The Standard Build achieves the 56% FHR Breakpoint.
The Poison Nova 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 HardcorePoison Nova Necromancer. A setup using Crown of Ages socketed with 2x Ber Runes, Homunculus socketed with a Ber Rune, and Enigma achieves 47% Damage Reduction, maintains high + to Skills, and reaches the 75% Faster Cast RateBreakpoint. A setup using Venomous Circlet of the Magus socketed with 2x Ber Runes, Verdungo's Hearty Cord, Homunculus socketed with a Ber Rune, and Enigma achieves the same Damage Reduction with more + to Skills, but less Resistances and Faster Hit Recovery. 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 + to Skills. The pairing of Stormshield socketed with a Ber Rune and Enigma achieves the 50% Damage Reduction maximum and opens up options for Magic Find, but leaves you with less Resistances and + to Skills; socketing a Shael Rune instead allows you to reach the next Faster Block RateBreakpoint.
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. Um Runes socketed into gear, Jewelry, and Charms are also ideal sources of Resistances.
Faster Hit Recovery: Aim for at least the 39% Faster Hit RecoveryBreakpoint with Crown of Ages, Boots, and/or 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 (20%), Homunculus socketed with a Shael Rune (32%), or Stormshield (32%).
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 HardcorePoison Nova Necromancer. However, allocating additional Skill Points into either Bone Armor or Bone Wall improves your ability to tank Physical Damage. Skill Points can be relocated from Lower Resist on the Standard Build. See the "Hardcore" Build Variant below for additional suggestions and visuals.
Build Variants
Starter
Budget
Standard
Magic Find
Damage
Hardcore
Setup
The Starter variant of the Poison Nova Necromancer meets the minimum gear requirements for farming the Starter ✔ tagged areas in the "Farming Spots" section above. These areas can be Solo-farmed by this setup (/Players1 on Single Player) in both Nightmare and Hell difficulty. Prioritize + to Skills, +x% to Poison Skill Damage, Faster Cast Rate, Resistances, Cannot Be Frozen, and Life/Attributes on your gear. A Staff of Teleportation on Weapon-Swap allows this build to reposition. You can also use a Harmony on Weapon-Swap for faster move speed. The Starter build achieves the 75% Faster Cast Rate Breakpoint. Follow the Necromancer Leveling Guide to get your Necromancer to Level 75.
Mercenary
The Starter Poison Nova Necromancer uses an Act 2 MightMercenary with Insight for Damage and Mana Regeneration. Mercenaries require Resistances, Life Leech, and/or Damage Reduction to stay alive. Smoke is a cheap Body Armor option for Resistances, while Bulwark is the cheapest Helmet that provides Life Leech and Damage Reduction.
Skills
Use Clay Golem instead of Iron Golem. The rest is the same as the Standard Build.
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Lower Resist 3. Bone Armor 4. Clay Golem 4. Skeleton Mastery 5. Revive 6. Golem Mastery 7. Summon Resist
Max out the following Skills in this order: 1. Poison Nova 2. Poison Explosion 3. Poison Dagger 4. Corpse Explosion
Put all remaining Skill Points into Lower Resist, Bone Wall, or Golem Mastery past Level 87.
Attributes
Allocate enough Stat Points into Strength to wear your gear. Put all remaining Stat Points into Vitality.
Setup
The Budget Poison Nova Necromancer achieves solid results with gear that is much easier to acquire than the gear on the Standard Build. Its ability to clear The Pit with 1-3 Players in the game or /Players1-3 on Single Player rivals the high-end Standard Build's ability to clear it on /Players7-8. And unlike the Starter build, the Budget setup can farm Travincal. It is also able to farm Chaos Sanctuary, The Secret Cow Level, Eldritch the Rectifier, Shenk the Overseer, and Ruined Temple on higher Player Count than the Starter version. The Budget variant reaches the 75% Faster Cast Rate Breakpoint and uses 3 Trang-Oul's Set items (Trang-Oul's Claws, Trang-Oul's Girth, and Trang-Oul's Wing) to achieve decent -x% to Enemy Poison Resistance without the ultra-rare Death's Web. A Naj's Puzzler on Weapon-Swap allows you to strategically travel and reposition using its Teleport Charges. In general, difficult to acquire Standard Build items have been replaced with lower-end gear options that still provide decent Damage, Faster Cast Rate, Resistances, Damage Reduction, Magic Find, and the Cannot Be Frozen stat. If you can acquire them, Rotting Fissure and Bone Break increase your damage against their respective Immunities.
Mercenary
Because Infinity is a luxury your Budget Poison Nova Necromancer cannot afford, use an Insight on an Act 2 MightMercenary for Damage and Mana Regeneration instead. Also use Treachery and Tal Rasha's Horadric Crest for the tank stats they provide. This Mercenary is better at surviving and dealing damage than the Starter one.
Skills
Use Clay Golem instead of Iron Golem. The rest is the same as the Standard Build.
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Lower Resist 3. Bone Armor 4. Clay Golem 4. Skeleton Mastery 5. Revive 6. Golem Mastery 7. Summon Resist
Max out the following Skills in this order: 1. Poison Nova 2. Poison Explosion 3. Poison Dagger 4. Corpse Explosion
Put all remaining Skill Points into Lower Resist, Bone Wall, or Golem Mastery past Level 87.
Attributes
Allocate enough Stat Points into Strength and Dexterity to wear your gear. Allocating enough Stat Points into Dexterity to achieve maximum Chance to Block (75%) is an option here with Trang-Oul's Wing, but not necessary. Put all remaining Stat Points into Vitality.
Setup
This is the Standard Best in Slot (BiS) Poison Nova 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 Damage output, Magic Find, and Teleport mobility. Rotting Fissure, Flame Rift, and Bone Break increase your damage against their respective Immunities. The Standard setup achieves the 125% Faster Cast Rate Breakpoint for rapid Skill usage.
Mercenary
The Standard Poison Nova Necromancer uses an Act 2 MightMercenary to produce the first body for Corpse Explosion as fast as possible. Equip Infinity on him for -85% to Enemy Fire Resistance (to boost Corpse Explosion). Fortitude and Andariel's Visage socketed with a Ruby Jewel of Fervor maximize this Mercenary's damage and survivability.
Skills
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Lower Resist 3. Bone Armor 4. Skeleton Mastery 5. Revive 6. Golem Mastery 7. Summon Resist 8. Iron Golem
Max out the following Skills in this order: 1. Poison Nova 2. Poison Explosion 3. Poison Dagger 4. Corpse Explosion
Put all remaining Skill Points into Lower Resist, Bone Wall, or Golem Mastery past Level 87.
Attributes
Allocate enough Stat Points into Strength to wear your gear. Put all remaining Stat Points into Vitality.
Setup
This variant is optimized for farming The Pit, the Poison Nova Necromancer's strongest Farming Spot. Because The Pit only has low Life monster types, you can comfortably sacrifice Damage from the Standard Build and replace it with Magic Find wherever possible. This even applies to a Full Game or /Players7-8 on Single Player. Maximizing the odds of finding the rarest Unique and Set items is the priority on this setup. This includes favoring Magic Find Small Charms over Fungal Grand Charms, socketing Ist Runes into gear, and favoring the Magic Find stat on Jewelry. The Magic Find variant achieves the 125% Faster Cast RateBreakpoint like the Standard Build.
Mercenary
Just as with the Standard Build, the Magic Find Poison Nova Necromancer uses an Act 2 MightMercenary with Infinity, Fortitude, and Andariel's Visage socketed with a Ruby Jewel of Fervor.
Skills
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Lower Resist 3. Bone Armor 4. Skeleton Mastery 5. Revive 6. Golem Mastery 7. Summon Resist 8. Iron Golem
Max out the following Skills in this order: 1. Poison Nova 2. Poison Explosion 3. Poison Dagger 4. Corpse Explosion
Put all remaining Skill Points into Lower Resist, Bone Wall, or Golem Mastery past Level 87.
Attributes
Allocate enough Stat Points into Strength to wear your gear. Put all remaining Stat Points into Vitality.
Setup
The Damage variant uses Bramble and a Gemmed Monarch socketed with 4x 5/5 Poison Rainbow Facets to maximize Poison Nova's Damage. This setup is particularly effective in High Player Count games or /Players7-8 on Single Player. Since you don't need EnigmaTeleport to travel to The Secret Cow Level, the Damage build dominates this Farming Spot with its extra high Poison Damage output. The same goes for several Terror Zones. This setup is also particularly good at farming the easy access Farming Spots of Travincal, Eldritch the Rectifier, and Shenk the Overseer. It comfortably clears The Pit and Chaos Sanctuary, although slower than the Standard Build due to lack of mobility. Use either a Teleport Charge Amulet or Teleport Charge Circlet for repositioning and limited mobility. Rotting Fissure, Flame Rift, and Bone Break increase your damage against their respective Immunities. This variant achieves the 75% Faster Cast Rate Breakpoint.
Mercenary
Just as with the Standard Build, the Damage Poison Nova Necromancer uses an Act 2 MightMercenary with Infinity, Fortitude, and Andariel's Visage socketed with a Ruby Jewel of Fervor.
Skills
Use either Attract or Bone Wall to gather Hell Bovines or "Cows" in The Secret Cow Level for a Corpse Explosion death pit demise. Also put all remaining Skill Points into Golem Mastery past Level 91 to improve your Iron Golem's survivability. The rest is the same as the Standard Build.
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Lower Resist 3. Bone Armor 4. Bone Wall 5. Skeleton Mastery 6. Revive 7. Golem Mastery 8. Summon Resist 9. Iron Golem 10. Attract
Max out the following Skills in this order: 1. Poison Nova 2. Poison Explosion 3. Poison Dagger 4. Corpse Explosion
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 Sunder Charms, stack the appropriate defensive stats to counteract their negative effects. 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 Poison Nova Necromancer uses an Act 2 MightMercenary with Infinity, Fortitude, and Andariel's Visage socketed with a Ruby Jewel of Fervor. Note: Do not hire a Holy Freeze Mercenary for improved survivability. It shatters corpses needed for Corpse Explosion.
Skills
Allocating Skill Points into Bone Wall instead of Lower Resist past Level 87 improves your ability to tank Physical Damage. Additional Skill Points into Golem Mastery improve the survivability of your Iron Golem. The rest is the same as the Standard Build.
Put 1 Skill Point into each of the following Skills: 1. Amplify Damage 2. Lower Resist 3. Bone Armor 4. Skeleton Mastery 5. Revive 6. Golem Mastery 7. Summon Resist 8. Iron Golem
Max out the following Skills in this order: 1. Poison Nova 2. Poison Explosion 3. Poison Dagger 4. Corpse Explosion
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.
Poison Nova
Cast Poison Nova while surrounded by as many mobs as possible for maximum coverage. This Skill creates a ring of Poison dots emanating from the center of your Necromancer. Poison dots apply Poison Damage to monsters upon making contact, draining their Life over 2 seconds. Monster Poison Resistance is taken into account when calculating Poison Nova's damage.
This ability does not "Pierce". Once a Poison dot makes contact with a monster it applies Poison Nova's damage tick to it and disappears. Poison dots don't pass through monsters to other monsters behind them. This might often appear to be the case, however, due to the fact that Poison Nova emits such a highly concentrated ring of Poison dots.
If a Poison dot makes contact with a monster that is still taking damage from a previous Poison Nova, its 2 second damage duration is refreshed. Poison Nova'sPoison tick duration can be continually reset by additional applications of Poison Nova. However, the amount of damage dealt per second can never increase or "stack" from additional applications. For this reason, it is best to switch to Amplify Damage and Corpse Explosion as soon as you have a corpse(s) to work with.
Damage from Poison Nova benefits enormously from the -x% to Enemy Poison Resistance stat on gear and the Lower ResistCurse. Casting Lower Resist and Poison Nova together is optimal. Conviction Aura, such as from Infinity, does NOT affect enemy Poison Resistance and thus does NOT contribute to an increase of Poison Nova's effective damage.
The cast speed of Poison Nova is affected by Faster Cast Rate (FCR). Aim for either the 75 or 125% FCRBreakpoints on this build for smoother transitions while using this Skill.
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 Life (70-120% of the monster's original Life). More monster Life = more damage when its corpse is exploded.
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 Fire Damage, gear sources of -x% to Enemy Fire Resistance (including Conviction Aura from a Mercenary'sInfinity) greatly increases the damage of Corpse Explosion. Applying the Lower ResistCurse also increases the effectiveness of Corpse Explosion'sFire Damage for the same reason.
Since 50% of Corpse Explosion's damage is Physical Damage, the Amplify DamageCurse greatly boosts the Damage of Corpse Explosion. This is even more so the case than for Lower Resist in most scenarios (Physical Immune monsters being the exception) because Amplify Damage decreases monster Physical Resistance by a full 100%, whereas Lower Resist only debuffs Fire Resistance by near 70% at most.
Another reason why Amplify Damage is usually favored to precede Corpse Explosion is that with Infinity you already achieve -85% to Enemy Fire Resistance. Monsters with default 0% Fire Resistance already approach the Resistance floor of -100% with Infinity alone. The extra -15% to Enemy Fire Resistance from Lower Resist in many cases can't compete with the full -100% to Enemy Physical Resistance you get using Amplify Damage.
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 Fire, Lightning, Cold and Poison Resists reduced by a percentage based on the Skill Level and capped to -70%. The bottom cap or "floor" for a monster's Resistance is -100%. Lower Resist can only reach this cap in rare cases or together with other Resistance reducing effects.
When a monsters' Immunity is attempted to be broken, the Curse is only 1/5 effective. Resist All -50% is reduced to -10% for the element the monster is Immune to. The other Resistances are reduced by the full amount.
Can be overwritten by any other Curse.
Scaling: Lower Resist affects a circular shaped area around the cursor. The radius scales with the Skill Level (slvl).
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
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 Poison Nova 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. They may "defile" them, destroy them on kill, or otherwise compete for their use. 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 cast speed is affected by Faster Cast Rate (FCR). Aim for either the 75 or 125% FCRBreakpoints on this build for more smoother transitions while using this Skill.
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 Poison Nova 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.
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.
Summary
Use the Lower Resist, Poison Nova, Amplify Damage, Corpse ExplosionSkill Rotation while interweaving Teleport for maximum effectiveness. Cast these Skills as many times as it takes to clear the screen.
Equipping Enigma or Bramble greatly increases your DPS and overall farming efficiency. Acquire one them ASAP!
Use items on the Starter or Budget Builds (see Build Variants) to get a functional Poison Nova Necromancer setup before you have acquired best in slot gear.
This is arguably the #1 High Player Count "The Pit" farming build. Farm this ideal Max Level Area to take full advantage of this build's power.
The Poison Nova Necromancer is incredibly effective at clearing high monster density in High Player Count games in the late-game. Achieving the 125% Faster Cast RateBreakpoint with sources of Poison, Fire, and Physical Damage makes this build quick and lethal in nearly every Farming Spot.
Rotting Fissure, Flame Rift, and Bone Break increase your damage against their respective Immunities. They can improve your farming efficiency in several areas, including several Terror Zones.
We hope you enjoy this build! With a solid setup and execution, this dynamite is a blast! Not much beats the satisfaction of watching monsters' health bars drain away...