The Summoner Necromancer combines the two greatest joys in Diablo 2 Resurrected; vast hordes of undead minions, and exploding entire screens worth of monsters with a single click.
In addition to amazing clear potential with the AmplifyDamage / CorpseExplosion combo, the Summon Necro (Fishymancer) is nearly untouchable when surrounded by the multitudes of Summoned Skeletons, trusty Golem, and Revives. While slow to ramp up to its true potential, a fully geared Summoner can clear all content in Diablo 2 from the safety of the back lines.
While you can enjoy the easy passive gameplay style, the Players looking for more efficiency and challenge can engage in “Tele-Stomping” techniques, bringing the full weight of your army against high priority targets and Bosses. Because of this burst potential, the Summoner has access to wide farm areas. Uber farming and Act Boss farming become available as you reach certain gear-quality plateaus.
Incredible Survivability ✔ Access To Variable Damage Types ✔ High Boss DPS With Revives/Mercenary ✔
❌ Gear Dependent ❌ Slow To Progress Early ❌ Steep Learning Curve For Positioning
Sunder Charm Setup
Patch 2.5 introduces a new way of breaking Immunities: Sunder Charms. Any enemy that would be Immune to your damage type is reduced to 95% Resistance instead, before any other Resistance reductions apply. (e.g. Conviction, Lower Resist) The Charm also reduces YOUR Resistance against the sundered damage type! Check out our post on Sunder Charms to learn more about these new Charms. The following setup optimizes the use of Flame Rift, allowing you to farm anywhere you want.
Gear Changes
The Summoner Necro uses Bonebreak since amplifydamage works at 100% efficiency against Sundered monsters. This also allows our Summons to deal damage to previously Immune monsters. Our harlequincrest already works to offset the reduction in Physical Damage Reduction!
Terror Zones
The new Terror Zone mechanic in combination with the Sunder Charms open up a wide range of areas for you to farm. The following list highlights the best and worst Terror Zones for this build on the Starter or Budget setup. With the Sunder Charm Setup, more Terror Zones become accessible on this build. Learn more about Terror Zones in our resource post and see how they stack up in our Terror Zone Tier List.
Best
✔ The Secret Cow Level - High Density, No Immunities ✔ Flayer Jungle ONLY - High Density, No Immunities ✔ Jail - High Density, No Immunities ✔ Pit - High Density, No Immunities ✔ Tal Rasha's Tombs - High Density, Breakable Immunities
Put 1 Point into each of the following Skills: 1. irongolem 2. summonresist 3. decrepify 4. dimvision 5. lowerresist 6. revive
Max out the following Skills in this order: 1. raiseskeleton 2. skeletonmastery 3. corpseexplosion 4. boneprison 5. bonewall
Damage
RaiseSkeleton* summons a Necroskeleton to fight by your side. This requires the dead body of a Monster to summon. These Skeletons act as your front-line tanks and account for your biggest Minion DPS source for non-Boss monsters.
Revive* resurrects Normal and Minion Monsters to fight alongside the Summoner. The Revives retain most of their special abilities and skills while gaining Life, +xx% Damage, Critical Chance, and Movement Speed. This makes Monsters with Crushing Blow incredibly useful to target for Boss farming.
CorpseExplosion* deals Physical and Fire Damage in a circle around the body of a dead Monster that is targeted.
ClayGolem* summons a tanky Golem with high Resistances, which applies a Slow Effect when striking and when struck. Before you can afford to replace your Iron Golem, this is your primary Golem summon for Crowd Control and tanking. This can be summoned even when already summoned, with no Cooldown. Note: Only 1 Golem may be summoned at a time.
IronGolem* summons a special Golem that requires a piece of Metal gear (Weapons and Armor) on the ground to cast. The Golem calculates damage and defensives as if it had the item equipped. This consumes the item used and is not returned on death of the Golem. Once you can afford to mass produce Runeword Weapons for your Iron Golem, this is your primary Golem for additional Partied Auras. Note: Only 1 Golem may be summoned at a time.
AmplifyDamage* reduces the monster's Physical Resistance by 100%. This brings monsters to negative Resistance (to a bottom cap of -100%).
LifeTap* causes all Physical Attacks to return 50% of the final damage done, as Life healed to the attacker. This works differently from Life Stolen which has a long list of penalties depending on Skills used, and Difficulty. With a high enough Attack Speed, most Minions and Mercenaries keep themselves alive just from applying this Curse.
Note: This section provides you with the standard Stat Point allocation. Build Variants can require a different allocation!
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, buffs, Charms, and Mana Potions.
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.
+ to All Skills + xx% Faster Run/Walk Elemental Resist +xx% xx% Better Chance of Getting Magic Items + Attributes
Amulets
mara'skaleidoscope Rare Amulet
+ to All Skills + xx% Faster Cast Rate Elemental Resist +xx% xx% Better Chance of Getting Magic Items + Attributes Teleport (From Charges)
Rings
thestoneofjordan bulkatho'sweddingband nagelring Rare Ring
+ to All Skills + xx% Faster Cast Rate Elemental Resist +xx% xx% Better Chance of Getting Magic Items + Attributes Teleport (From Charges)
Charms
Grand Charm Large Charm Small Charm
+x to Skill [Necromancer Only] +x% Faster Hit Recovery +x to Attribute + Life X Resist +x% x% Better Chance of Getting Magic Items
Unique Charms
Gheed's Fortune Hellfiretorch Annihilus Bone Break Flame Rift
+x to Necromancer Skill Levels +x to all Attributes All Resistances +xx% Better Chance of Getting Magic Items Reduces all Vendor Prices x% Monster Physical Immunity is Sundered Monster Fire Immunity is Sundered
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. These areas are strong without a Sunder Charm.
Anything that has a ✔ in the "Starter" column can be farmed with the Starter Variant.
This build is capable of farming Uber Tristram and the Mini Ubers before (See the "Ubers" Build Variant):
Area
Rewards
Lilith
Diablo's Horn
Duriel
Baal's Eye
Izual
Mephisto's Brain
Mephisto, Diablo, Baal
Hellfire Torch
Mercenary
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. Bramble Sacred Armor provides a powerful thorns to our summons that drastically increases boss kill speed AND helps to splash damage around the field before our corpseexplosion cleans up.
Infinity, Might
Use a Desert Mercenary with Might Aura to deal with enemies that are immune to your main damage source. Equip him with Infinity to reduce enemy Resistances and Defense with Conviction Aura, drastically boosting damage.
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.
Slot
Early-Game
Mid-Game
End-Game
Weapon
Insight
Insight
Infinity
Body Armor
Smoke Lionheart Skin of the Flayed One Goldskin Rockfleece Gemmed Dusk Shroud Venom Ward
Bulwark Undead Crown The Face of Horror Temper Ground Cure
Tal Rasha's Horadric Crest Guillaume's Face Vampire Gaze Crown of Thieves Stealskull Kira's Guardian Rockstopper
Andariel's Visage Guillaume's Face
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
Use your Mercenary and Golem to kill the first few monsters in a lower danger Area, to create your army of Skeletons. Eldritch the Rectifier is a great pack that is always next to the Frigid Waypoint.
Tip: Once you have Nihlathak’s portal available in Act 5, you can quickly summon your Skeletons by entering this portal and using the bodies of the Reanimated Horde before they revive themselves.
Your indirect damage comes from your Minions and Mercenary killing monsters for you. AmplifyDamage greatly increase your DPS.
Your direct damage is achieved through corpseexplosion. This Skill has a Physical and Fire Damage component.
Because of the Physical component, your damage is enhanced by AmplifyDamage as well.
You quickly clear large swaths of monsters, which in turn gives you more corpses to target with further corpseexplosion.
terror applies a fear effect to all non-elite monster types, quickly removing unnecessary trash monsters from the equation as your Minions focus on killing high priority targets.
claygolem is an amazingly sturdy speed-bump and a 1 point wonder, as Golem stats scale with increasing difficulty.
Immunities
Decrepify drastically reduces Attack Speed, Physical Damage, animation speed, and Physical Damage Reduction of affected monsters. amplify damage has an even larger impact on Physical DamageReduction.
lowerresist reduces enemy Resistances, most notably, their Fire Resistance which can break their Immunity. This allows our corpseexplosionFire Damage component to kill otherwise Immune monsters.
Flame Rift and bonebreak allow us to never face Immunes while farming, and increases our effective corpseexplosion damage.
Late-Game
Your irongolem can be made from any metal based equipment. This includes Runewords made in metal bases. A common Golem is made from an InsightRuneword base.
Note: as the irongolem can die/despawn between games, it’s advised to only create them out of item types you can afford/replace.
With Teleport you can selectively reposition your minions when you Teleport to a new location. Note: Depending on Minion type, your Minions/Mercenary become “stuck” to the spot you have teleported so you often have to move from this spot to allow your Minions to spread out.
In Multiplayer, your Minions act as a damage soak for your whole team. Make sure to position your Minions in high danger areas and choke points to create buffers between threats and your team.
For Uber farming, lifetap becomes the priority over amplifydamage. This gives your team, Mercenary and Minions greater sustain.
Breakpoints
Faster Cast Rate (FCR)
Faster Cast Rate speeds up your casting animation for spells. Aim for at least 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 86% FHR Breakpoint.
Frames
13
12
11
10
9
8
7
6
5
4
FHR
0
5
10
16
26
39
56
86
152
377
Faster Block Rate (FBR)
Faster Block Rate is not required for survivability in this build, but early breakpoints can be utilized.
Frames
11
10
9
8
7
6
5
4
3
FBR
0
6
13
20
32
52
86
174
600
Hardcore
For all Hardcore gameplay, your primary focus is increasing your Resistances, Damage Reduction, Chance to Block and Maximum Life. This can mean sacrificing overall power level for a more secure playstyle.
This build can become Hardcore viable with key changes to the Skills, Stat Point allocation, and items. Review the changes below before building this character, as they may differ significantly from the normal build.
Stat Point Changes
We allocate 128 Stat Points into Dexterity by level 99 to achieve 75% Block Chance.
Skill Point Changes
We allocate Skill Points into bonearmor and its synergies boneprison / bonewall for more protection against Physical Damage.
Item Changes
Use Homunculusto maximize Chance to Block and Faster Block Rate.
Use Shimmering Small Charm of Vita for more Maximum Life instead of Better Chance to Find Magic Items.
Use String of Ears Demonhide Sash for Damage Reduced by x%. This is especially important when using bonebreak.
When using Flame Rift, offset the reduction to our Fire Resistance by swapping to Ruby Small Charm of Good Luck for targeted Resistances.
Build Variants
Starter
Standard
Damage / Ubers
Hardcore
Setup
This set of gear represents the minimum you need to effectively play the Summoner build. With +4 to all Skills in total, and the 75% Faster Cast Rate Breakpoint, you easily farm all of the areas tagged with "Starter" from the Farming Spots section. You are also overcapped on Resistances at this point thanks to ancient'spledge, as well as the Charms which are representative of a larger collection of weaker Charms that you would have accrued throughout the 1-75 Leveling process. You also have a Teleport Staff on swap, so you can begin practicing your "Tele-stomping". The Belt on this setup is a Caster Crafted Belt Note: Your Resistances and Faster Hit Recovery are greatly diminished when swapped, so stomp wisely. As you become accustomed to the build, feel free to explore all farming locations as your gear gets better.
Mercenary
At this point your Mercenary is a tank and Meditation source. The talrasha'shoradriccrest and treachery provides great survivability and a decent increase to Mercenary DPS.
Skills
Put 1 Point into each of the following Skills: 1. irongolem 2. summonresist 3. decrepify 4. dimvision 5. lowerresist 6. revive
Max out the following Skills in this order: 1. raiseskeleton 2. skeletonmastery 3. corpseexplosion 4. amplifydamage
Attributes
We allocate 25 points to Strength to be able to wear our gear. Every other point goes to Vitality.
Setup
This Variant is using the best possible piece of gear in every slot. You reach the 125% Faster Cast Rate Breakpoint and have the largest +x to Skills for your Summons and corpseexplosion. This also gives you access to teleport without swapping, which opens up your swap for calltoarms to prebuff yourself and your Minions. This setup carries a good amount of Magic Find with a prioritization on clear speed. Your Resistances are all overcapped by 120%. This counteracts any conviction Aura you encounter.
When using bonebreak, harlequincrest already offsets the Physical Damage Reduction loss.
Mercenary
Infinity brings a massive increase in DPS for your Mercenary. With a Ruby Jewel of Fervor in the andariel'svisage your Mercenary is at the second fastest Breakpoint for their jab. This also increases our Fire Damage on corpseexplosion.
Skills
Put 1 Point into each of the following Skills: 1. irongolem 2. summonresist 3. decrepify 4. dimvision 5. lowerresist 6. revive
Max out the following Skills in this order: 1. raiseskeleton 2. skeletonmastery 3. corpseexplosion 4. boneprison 5. bonewall
Attributes
Allocate enough Strength to equip all of your gear. This lets us add all of our Stat points to Vitality.
Setup
This Variant uses the beast which gives us access to a Level 9 fanaticism. This grants our Minions and Mercenary Increased Attack Speed and + % Enhanced Damage. We still maintain the 75% Faster Cast Rate Breakpoint, but we're investing more in our indirect damage sources. This can also help to apply Crushing Blow attacks at a faster rate on high Life monsters like the Ubers, by our Minions.
When using bonebreak, harlequincrest already offsets the Physical Damage Reduction loss.
Mercenary
Infinity brings a massive increase in DPS for your Mercenary. With a Ruby Jewel of Fervor in the andariel'svisage your Mercenary is at the second fastest Breakpoint for their jab. This also increases our Fire Damage on corpseexplosion.
Skills
Put 1 Point into each of the following Skills:
irongolem
summonresist
decrepify
dimvision
lowerresist
revive
Max out the following Skills in this order:
raiseskeleton
skeletonmastery
corpseexplosion
boneprison
bonewall
Attributes
Allocate enough Strength to wear all of your gear. We put all of our Stat points into Vitality.
Setup
For Hardcore gameplay we prioritize having high overcapped Resistances to maintain maximum Resistances when affected by conviction Aura, 75% Block Chance, 7 frame Block Rate, 7 frame Hit Recovery, 33% Damage Reduction, while maintaining the 75% Faster Cast Rate Breakpoint and high +x to Skills on gear. This along with BoneArmor and Boneprison give an amazing amount of survivability and Crowd Control. We also prioritize having Shimmering Small Charm of Vita over the Shimmering Small Charm of Good Luck.
When using bonebreak, harlequincrest already offsets the Physical Damage Reduction loss.
Mercenary
Infinity brings a massive increase in DPS for your Mercenary. With a Ruby Jewel of Fervor in the andariel'svisage your Mercenary is at the second fastest Breakpoint for their jab. This also increases our Fire Damage on corpseexplosion.
Skills
Put 1 Point into each of the following Skills: 1. irongolem 2. summonresist 3. decrepify 4. dimvision 5. lowerresist 6. resist
Max out the following Skills in this order: 1. raiseskeleton 2. skeletonmastery 3. corpseexplosion 4. boneprison 7. bonewall
Attributes
To reach the maximum Chance to Block of 75% we need to invest 128 Dexterity points at Level 99. This requires less Dexterity points at lower Levels. We put the rest of the Stat points into Vitality.
Video Guide
Mechanics
raiseskeleton
raiseskeleton 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)
raiseskeleton Stats are also calculated at the time of casting. If your Character received + Skills from a buff, the Skeletons they summon 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 replaces 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 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 decreases their Chance to Hit, their damage, and increase their Chance to be Hit.
Revive Stats are calculated at the time of casting. If your Character received + Skills from a buff, the Revive they summon have increased Stats even after the buff has run out. Furthermore, Revive can be buffed after they're summoned for even higher Stats.
Revive can be summoned even if you are at the maximum cap for total Revives. This replaces the oldest summoned Revive in chronological order. They can be Unsummoned using the unsummon Skill.
Revives maintain the majority of their Monster's AI and special abilities. This is very useful when targeting Monsters with Crushing Blow as a static ability. Try targeting Urdars in Act 4 River of Flame and Act 5 Frigid Highlands as these Monsters tend to spawn close to the Waypoint.
Revive cannot be raised from Minion of Destruction, Oblivion Knight, Putrid Defiler, Suicide Minion, Leaper, Blood Hawk Nest, Gargoyle Trap, or Tentacle Beast corpses.
"Uber" Bosses (Act Bosses and Ubers) deal massively increased damage verse Summons. Revive don't receive the bonus % Resistance from summonresist but their base and bonus defensives give them better survivability than other Summons.
Amplifydamage
Amplifydamage reduces the target's Physical Damage Resistance by 100%, which can drop a Monster's resistance to -100%. This effectively doubles your Physical Damage dealt (and in many cases more than double).
Amplifydamage breaks most Physical Immunes unless they are naturally Physical Immune and spawn with the "Stoneskin" Affix. i.e. Ghost monster types in Hell.
Amplifydamage increases 1/2 of the total damage from corpseexplosion because 1/2 of the damage dealt is Physical. It also increases all damage from your Skeletons, Mercenary, and Revive's Physical attacks.
Skill points in Amplifydamage only increase the radius of effect and duration of the curse. At max level Amplifydamage applies to the entire visible screen and last long enough that you only have to cast it once per screen typically.
corpseexplosion
The damage dealt is split 50%/50% between Physical and Fire Damage. This means only 50% of the damage benefits from Amplifydamage.
Monsters with an Immunity to either Physical or Fire Damage can still receive damage from the other damage type of corpseexplosion .
Each Skill Point in corpseexplosion increases the radius, with the Fire Damage having a slightly larger radius than the Physical Damage.
This damage is not blocked by Physical obstacles.
Damage is calculated using the base Monster type's average maximum Life. This means Player's count and Champion/Unique/Super Unique status does not increase the damage dealt. Damage does NOT scale with Player's count making corpseexplosion less efficient in Multiplayer.
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.
corpseexplosion is considered a Fire Skill for items which give + to Fire Skills, but not for items which give +% Fire Skill Damage or Fire Mastery.
Bonearmor
bonearmor absorbs Physical Damage after it's calculated and before it's applied to the Necromancer as damage.
This means after the character's Physical Damage Reduction calculation, but before any other sources like energyshield.
Physical Damage accumulates up to the maximum value provided by bonearmor and any excess damage is dealt to the Necromancer.
bonearmor can be recast at the maximum speed of the Necromancer's Faster Cast Rate, with no Cooldown. You can theoretically negate all Physical Damage as long as you recast bonearmor faster than the incoming source of Physical Damage.
Recasting bonearmor replaces your current pool of armor with the maximum value.
If you cast bonearmor with any source of + to All Skills (like a Skill Shrine) and then recast bonearmor after the buff has run out, you replace your higher maximum value with the current maximum value.
bonearmor only negates the Physical Damage component of any incoming damage source.
If Nihlathak casts corpseexplosion your bonearmor does NOT negate the Fire Damage portion of the skill's effect.
teleport
teleport allows a Player to select any square within the total range of the visible screen and teleport to that location, bringing any Mercenary or Minions with it. (Other than Traps).
You are able to teleport an even farther distance by holding down right click and opening either the Attributes or Inventory screen and dragging your mouse to the edge of the screen in that window, while casting.
Teleporting is not obstructed by walls or other impediments but can fail if your cursor is not completely passed those impediments when cast.
In single player, clicking the Escape key after teleporting can give you enough time to determine if you are in a safe location before continuing. If you teleported into a sticky situation, consider Save and Exiting and try again .
Depending on Minion type, your Minions/Mercenary can become “stuck” to the spot you have teleported so you often have to move from this spot to allow your Minions to spread out. Get into the habit of moving backwards after every teleport to give your Minions this opportunity.
Summary
Minions are the most important part of our strategy, and their positioning is more than 50% of their potential power. Learn how to maneuver your Minions.
corpseexplosion tends to set off domino effects, and being able to chain together full screen clears is the most essential factor for efficiency.
amplifydamage drastically increases most damage sources you have. You must maintain maximum uptime of amplifydamage.
"Tele-stomping" changes your play style from passive summoner, to frontline boss stomper. Learn how to stomp on lower threat targets before you employ this tactic on all targets.
Your % Better Chance to Find Magic Items works if your Minions or Mercenary kill a Monster. So whether it's your corpseexplosion, or Minions, you get the full benefit of your Magic Find.
I hope you enjoy destroying full screens of Monsters and "Tele-Stomping" Bosses into paste. This build allows for a wide range of playstyles and whether you're a more passive player, or proactive player, you'll wreck shop!