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Blood Wave Necromancer Endgame Guide

Season 7 - Season of WitchcraftEndgame

Last Updated:February 8, 2025|Changelog|FAQ

Introducing Blood Wave Necromancer, famously known as Shadow Surfer or Shadow Wave!

If you imagine a power fantasy, what would be better than casting waves of blood and darkness and sending your opponents into the shadow realm? Shadow Blood Wave does exactly that, using Blood Wave to lay waste to the battlefield with waves of damage. It is one of the most satisfying playstyles in the game due to its cool mechanic and impactful gameplay. Besides being a very cool looking build, this is THE BEST Necromancer build in season 7.

While Blood Wave has always been a cool concept, it never made a strong build in the end game. Season 7 introduces major changes for Blood Wave, potentially making it the strongest build in the game:

  • Ultimate Skill Ranks: Blood Wave can now gain skill ranks, with a Rank 5 bonus adding a substantial multiplier to its damage, scaling with both damage while fortified and damage while healthy buckets.
  • New Unique – Kessime's Legacy: This unique item dramatically changes how Blood Wave functions, elevating its power to incredible levels.

Shadow Blood wave is one of the more interesting theory crafts mainly due to the fact that you can build it in a way that utilizes both blood and darkness passives. Using Ultimate Shadow, a darkness skill tag is applied to Blood Wave, which makes it deal Shadow damage! Darkness and blood builds are both loved by many, so what could be better than having both at once? By attaching the darkness skill tag to blood wave, the build unlocks some significant multipliers that it isn't be able to access otherwise, such as Skeletal Warriors - Reapers sacrifice, Gloom and Terror passives. While keeping its the ability to Overpower and critically strike! As a result of these combinations, shadow wave is significantly stronger than the pure blood version. As a result, even though the skill is called Blood Wave, you may have heard this build called Shadow Wave or Shadow Surfer!  

Arguably the strongest build in season 7, Shadow Blood Wave gives you the best of both worlds, shadow and blood.

Requirements for this build:

  • Kessime's Legacy
  • Fastblood
  • Tidal
  • Ultimate Shadow

Once you have the above items, you can swap to this build and start blasting! You can get the lowest version of Fastblood from your codex.

Blood Wave Necromancer Endgame Setup
Note

This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Necromancer Leveling Guides. See how this Build compares against others with our various Build Tier Lists.

Witchcraft Powers

Season 7 - Season of Witchcraft
Blood Wave Necromancer

Season 7 is the Season of Witchcraft. It features two separate borrowed power mechanics in the forms of Witchcraft Powers and Occult Gems. Both Seasonal mechanics are unlocked and improved by new NPCs found at the Tree of Whispers after collecting resources from Headhunt Zones, Seasonal areas similar to Helltide that appear across Sanctuary.

There are 25 Witchcraft Powers, 6 of which can be equipped at a time. Each Power belongs to one of four Schools (Eldritch, Growth & Decay, Psyche), tags that promote synergies within themselves and with Occult Gems. Each School has a single Unique Witchcraft Power, only one of which can be equipped at a time. These Unique Powers max out and gain an additional effect at rank 5, while the other Powers max at rank 21 and gain their bonus effects at various levels. To unlock and improve Witchcraft Powers, defeat Headrotten or complete Whispers within the Headhunt Zones to collect Restless Rot. Lost Powers are an exception, requiring you to randomly encounter a Forgotten Altar in Dungeons to unlock them.

Best-in-Slot Witchcraft Powers

Purging Touch - Thanks to Voice of the Stars, Blood Wave receives an eldritch tag. So this power significantly increases Blood Wave's damage. It starts off situationally powerful against Headrotten then becomes a multiplier against all enemies once leveled.
Soul Harvest - This Power significantly boosts Core Stats based on monster density and is a consistently strong option, particularly for builds like Blood Wave that thrive on grouping and clearing mobs efficiently.
Hex of Whispers - Adds even more damage while providing a way to remove Crowd Control effects in tight situations.
Aura of Siphoning - You must equip one of the three available Witchcraft Auras to enable Voice of the Stars. Aura of Siphoning is preferred for its Healing effect.
Aura Specialization - The AoE is nice but the Critical Damage Multiplier that comes with levels is even better.
Force of Will is utilized in the pit push variant. As you quickly kill non-elite mobs, this power continuously adds multipliers to your next two Overpower attacks, stacking up to a massive 100% multiplier. Once it reaches its max value, it resets, and the stacking process starts over. Make sure to check out dedicated pit push variant section below to learn more!
Piranhado - This power can be used as an alternative way to group mobs.
The Cycle is utilized in the pit push variant. By running The Cycle you still maintain three Growth & Decay witch powers active so you continue to benefit from Friend of the Bog. This opens up a slot to place any non Growth & Decay witch power.

Blood Wave Necromancer Witch Craft Powers

Alternate Witchcraft Powers

Doom Orb - A cool looking orb that damages everything in its path! It’s an excellent source of passive damage, especially while leveling.
Aura of Misfortune - A viable alternative to Aura of Siphoning, this Power mitigates some incoming damage while boosting your Movement Speed. Unfortunately, it's ineffective against Bosses.
Hex of Shattering - The Damage Reduction is great and it is the most consistent way to apply a Hex when paired with Voice of the Stars.

Occult Gems

Season 7 - Season of Witchcraft
Blood Wave Necromancer

Rarely, Headrotten Bosses appear with a still-attached Fugitive Head stolen from the Tree of Whispers. Slay these enemies and return the Heads to Gelena to unlock and upgrade Occult Gems. These Gems are socketable in Jewelry and each provide +160 Armor and +8% Resistance to All Elements. More importantly, each Occult Gem grants a unique effect that synergizes with your equipped Witchcraft Powers to provide a variety of Offensive, Defensive, and Utility-based bonuses.

Best-in-Slot Occult Gems

Voice of the Stars - This Gem enables multiple powerful synergies from our Witchcraft Powers by granting Blood Wave all applicable tags. These synergies include consistent Hex Application and two separate damage multipliers!
Friend of the Bog - Extra Core Stats improve skill damage. Maximum Life improves defense and Overpower damage. Becoming Unhindered helps you move through groups of mobs.
Phantom String - A simple and straightforward damage multiplier for this build

Alternate Occult Gems

Hungering Void - Improves density clearing and optimizes damage application by pulling monsters into your aura range.
Wicked Pact, Heart of Anima, Toadling's Wish - Each grants a bonus to the potency of the three Power types, providing a solid damage boost until higher-tier gems can be crafted. These gems are highly efficient during leveling.

Learn more details about the season theme in our full Season Guide.

Skills & Gameplay

Season 7 - Season of Witchcraft
Blood Wave Necromancer
  • Blood Wave is the main damage dealer. When cast, this skill does massive AoE Overpower damage while sweeping and pulling enemies towards you, reducing damage taken while generating Blood Orbs to provide healing and cooldown reduction. Combined with Ultimate Shadow, blood wave receives the darkness tag and do shadow damage, granting all shadow damage damage buffs. Blood Wave cooldown resets constantly through Blood Orbs and Fastblood.
  • Decrepify applies powerful CC effects. It also causes lucky hits to reduce the cooldown of your skills. Currently all version of this build utilizes some kind of auto curse via either Wat or Cursed Aura. You do not have to manually cast this ability. Hence why it is not on the skill bar.
  • You also use Blight as a core skill but don`t cast it as often. You only use this skill to activate a 20%x passive bonus. You cast this after grouping and pulling enemies. You need to keep this on bosses as much as possible.
  • Corpse Explosion is another important skill to include in the rotation. It is your main way of consuming corpses to activate Flesh-eater and Fueled by Death.
  • The main purpose of Decompose in this build is to provide an additional damage bonus from Reaper's Pursuit. It’s also excellent for tagging monsters from a distance to aggro them, especially in the pits. Additionally, Decompose can activate Hewed Flesh from afar, generating a corpse to start the fight. You never sit and channel this ability, it’s only used to quickly tag monsters.
  • Reap is only on the skill bar to increase damage and movement speed via Reaper's Pursuit.
Blood Wave Necromancer Endgame Skill Tree

Skill Rotation

  • In the pits, Decompose is an effective tool for strategically tagging monsters to pull them. Starting the fight with Decompose can also generate a corpse by proccing Hewed Flesh. Additionally, as you tag monsters, you begin building Gloom Stacks right away, immediately boosting the damage of your first Blood Wave cast.
  • Once you are in range, you cast Blood Wave to start your damage rotation. The lucky hits of Blood Wave make targets Vulnerable and create corpses by procing Hewed Flesh.
  • You don't cast Decrepify manually on this build since during the end game you utilize Zan + Wat runeword combination. When you cast your ultimate Blood Wave, runeword automatically casts Decrepify.
  • As you collect Blood Orbs, Blood Wave cooldown goes down due toFastblood.
  • Tidal casts 2 additional Blood Waves, doing even more damage and giving you more orbs to collect. However, with the recent update, Tidal now has an animation lock, meaning you cannot cast another Blood Wave even with a fully reset cooldown until the Tidal animation finishes.
  • This might initially sound clunky, but with the new unique pants, Blood Waves now travel half the distance compared to before and move slightly faster. This shorter interval creates the perfect opportunity pick up Blood Orbs and weave in Corpse Explosion, activating Flesh-eater and Fueled by Death.
  • Blood Orbs resets the timer for Rathma's Vigor causing Blood Wave to do Overpower damage. As long as you stay healthy for 15 seconds, Rathma's Vigor causes Blood Wave to Overpower. Consuming Blood Orbs decreases this 15 second timer to Overpower more frequently.
  • Each Blood Orb reduces Rathma's Vigor timer by 2 seconds. So ideally picking up 8 orbs resets the Rathma's Vigor.
  • You pick up Blood Orbs, reduce Blood Wave cooldown and do Overpower damage. Everything in this build synergizes very well with each other. The pit-pushing variant of the build does not use Fastblood, opting instead for another damage multiplier aspect. This results in slightly different gameplay. Be sure to check out the dedicated section below to learn more about the pit-push variant and its unique mechanics.
  • Blight is used to activate Supernatural Blight. You do not need to use this often, but it should be kept up on bosses as much as possible, especially in the pits.

Book of the Dead

Blood Wave build sacrifice minions to gain more power.

  • Skeletal Warriors - Reapers adds Shadow Damage.
  • Skeletal Mages - Bone adds Overpower Damage.
  • Golems - Iron adds another powerful Critical Strike multiplier.
Book of the Dead

Learn more details and how to unlock this system in our full Book of the Dead Guide.

Paragon & Glyphs

Season 7 - Season of Witchcraft
Blood Wave Necromancer
!
Important

Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.

Use the slider to see the progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.

Blood Wave Necromancer
Tip

Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full potential. The setup displayed by default is the final version of the build before spending additional points that do not significantly impact your character's power.

Glyph Leveling Priorities

To Level 15

  1. Essence
  2. Sacrificial
  3. Abyssal
  4. Dominate
  5. Imbiber

To Level 46

  1. Imbiber
  2. Dominate
  3. Abyssal
  4. Sacrificial
  5. Essence

There are a total of 328 Paragon Points. After reaching level 60, you gain up to 300 Paragon Levels, 24 from Renown and 4 from Altars of Lilith. Check out our dedicated in-depth guides to learn more about Paragon Boards and Glyphs.

Runes

Season 7 - Season of Witchcraft
Blood Wave Necromancer

You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Blood Wave Necromancer focuses on the following combos:

Best in Slot

  • Zan + Xal - Every cast of Blood Wave gives you 150 offering. Xal increases your maximum life by 20%. As an Overpower build, this increases not only your survivability but also your damage.
  • Igni + Qax - When it comes to pushing high tier PITs, you want to add as much damage as possible. Igni is a great generator, it constantly stores offering and you gain that offering when you cast any ability. Utilizing the Qax rune, if timed correctly you can double the damage of Blood Wave damage. When you use Qax, you need to pay attention to your buff bar because when Qax procs, your next cast needs to be Blood Wave since other damaging skill can also eat this proc.
  • Bac + Qax - In this playstyle, you run around all the time picking up blood orbs hence activating Bac rune very frequently. In the speed farm version of the build Bac works as a great generator.
  • Zan + Wat - This rune combination is very crucial for pit pushing. It executes enemies, and significantly increases clear speed.

Alternative choices

If you haven't unlocked the final setup or found the top runes, you can also benefit from these options:

  • Yul - Good generator since you cast blood wave and tendrils very often.
  • Cem - You evade quite often to maintain unstoppable via meta at the same time activating this rune.
  • Yax - Early game can be an easy generator that gives back significant amount of offering.
  • Gar - if you can't to reach 100% crit chance due to gear, this rune can help you get there in the meantime.
  • Cir - Another good generator since you cast Blood Wave back to back.

Learn more about Runes and how they work in our dedicated Runewords Overview and Runewords Tier List.

Mercenaries

Season 7 - Season of Witchcraft
Blood Wave Necromancer

Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) mercenary during solo play and a reinforcement who assists you from time to time in certain situations.

  • Hired: Subo

Provides great visibility of the map, showing where the monsters are. This is also highly important when pushing pits. It also provides damage multipliers.

  • Reinforcement: Raheir

You choose Bastion. It provides you damage mitigation and unstoppable. The pit-pushing variant of the build utilizes a different reinforcement setup. Be sure to check out the dedicated pit-push variant section below for more details.

Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.

Stat Priorities & Item Progression

Season 7 - Season of Witchcraft
Blood Wave Necromancer

To enable the Blood Wave Necromancer to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.

Recommended Endgame Stat Thresholds

  • 100% Critical Strike Chance
  • 70% Cooldown Reduction.
  • 94% Chance for Blood Wave to do double damage.
  • Armor Capped 1,000
  • Resistance Capped 70%
  • >20,000 Life
  • >175% Movement Speed
Starter
Ancestral
Mythic
Pit Pushing

Item Progression Goals

Before you dive into the Endgame with the Blood Wave Necromancer, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.

Starter
Ancestral
Mythic
Pit Pushing
Starter Blood Wave Necromancer Checklist
Ancestral Blood Wave Necromancer Checklist
Mythic Blood Wave Necromancer Checklist

Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.

Build Variants

Season 7 - Season of Witchcraft
Blood Wave Necromancer

This section is designed to guide your Blood Wave Necromancer from a fresh level 60 into the very late endgame using the three variants Starter, Ancestral and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.

Starter
Ancestral
Mythic
Speed farming
Pit Pushing

Begin here if you just made it into Torment 1 or are coming from our Leveling Guide! Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional aspects via gambling with Murmuring Obols.

Gear & Skills

Starter Blood Wave Necromancer Gear
Starter Blood Wave Necromancer Skills
  • Early on in your progression, focus on Armor & Resistances to survive. Each Torment difficulty adds a penalty of -250 Armor and -25% all Res and it's recommended to keep both capped (1000 Armor, 70+ Res) at all times. As you unlock higher power gear, masterworking levels and more Paragon points, you naturally scale your character into the higher difficulties and can start replacing some of these rolls with offensive or utility stats. Disobedience helps with this.
  • If you can't find a good 2-Handed Mace, you can use any other 2-Handed Weapon (Axe, Scythe, or Sword) with good affixes for the time being. You can also use any 1-Handed weapon and Focus, but the damage output is significantly lower.
  • Reaching 100% Critical Strike Chance is your number one priority before other stats. Always reliably critting means you can expect a certain damage output, and for monsters to consistently die in the same number of skill uses.
  • Starter version, build utilizes Skeletal Warriors - Skirmishers sacrifice to reach 100% Critical Strike Chance. This will later be swapped for Skeletal Warriors - Reapers sacrifice for extra shadow damage.
  • Finding a high rolled Fastblood is very important to reduce the cooldown of Blood Wave.
  • Cooldown Reduction on your Helmet helps with shorter cooldown of Blood Wave and better uptime of Grasping Veins. Tempering ultimate cooldown reduction on your jewelry also helps with this significantly.
  • Once you get Kessime's Legacy, the true power of the build will be revealed!

The goal here is to progress through the Torment difficulties as you unlock Ancestral Legendaries, Paragon points, Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.

Gear & Skills

Ancestral Blood Wave Necromancer Gear
Ancestral Blood Wave Necromancer Skills
  • As you upgrade your gear to Ancestrals with more masterworking levels and reach higher paragon, you can focus more and more on replacing Armor & Resistance rolls with better stats, but make sure to stay capped at 1000 Armor and 70%+ Resistances for the difficulty you're currently in.
  • Kessime's Legacy is an obvious power spike for the build totally changing the gameplay and significantly boosting build's playability with high cooldown reduction and chance to do double damage.
  • Hopefully by this point, you acquired a good rolled Fastblood so that you can swap that out from your necklace and replace it with Grasping Veins to ensure that you reach 100% critical strike chance. If your Fastblood is not over 2 seconds, do not swap it out of your amulet yet.
  • Via masterworking your gear, you also now have a lot higher cooldown reduction which should significantly help with Blood Wave cooldown management.
  • You begin tempering Damage While Fortified on your gear pieces. While this may initially seem like an odd choice, given there are larger additive damage tempering options, the most recent changes make Damage While Fortified function as a separate multiplier bucket thanks to the Rank 5 bonus of Blood Wave.
  • During this stage, most players do not have access to Piranhado. Hence why this variant utilizes Corpse Tendrils. Combined with size tempers, it is the best pull in the game.

This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.

Gear & Skills

Mythic Blood Wave Necromancer Gear
Mythic Blood Wave Necromancer Skills
  • You want to craft Heir of Perdition as your first mythic item. Second mythic you will go after is Shroud of False Death.
  • This build is significantly strengthened by Heir of Perdition. Heir of Perdition increases damage by 60%. Gets you to 100% critical chance without relying on Grasping Veins. And you can use Sacrificial.
  • Heir of Perdition also removes the dependency on critical strike chance affixes on rings. In place of that, you can now use attack speed affixes on your rings. Attack speed helps you significantly when casting Blood Wave and Corpse Explosion to activate Flesh-eater. Blood Wave has a clunky animation and attack speed helps you have a smoother casting speed.
  • Shroud of False Death is another mythic you utilize on this build. +1 to all passives significantly improves the build with boosts to Generic, Blood and Darkness passives (Tides of Blood,Coalesced Blood,Gloom,Terror).
  • Runeword Changes
    • When you use Qax, you need to pay attention to your buff bar. This is because when Qax procs, your next cast needs to be Blood Wave since other damaging skills (Blight, Blood Mist) can also eat this proc.
    • Because Qax consumes all your essence when it procs, one of the affixes in our 2-hander mace is "Lucky hit chance to restore essence", so that the build can sustain throughout the fight, generating enough essence at all times.
  • Skill Changes
    • Corpse Tendrils is no longer used in this variant. At this stage Blood Wave itself is a great grouping resource, even more so when combined with Piranhado.
    • BUG ALERT: There currently is a bug with Tidal. If you group too many monsters together, your Blood Wave stops doing any damage. This makes use of Corpse Tendrils quite inefficient and it turns its advantages into disadvantages.
    • Reap is slotted on skill bar in place of Corpse Tendrils to get more damage and more movement speed from Reaper's Pursuit. You do not use Reap in anyway, it is simply there to boost your Reaper's Pursuit passive.
  • Temper Changes
    • Due to removal of Corpse Tendrils, tempered affixes on gloves and boots are changed.

The Speedfarming variant optimizes the build for easy activities like Helltides, Whispers, Nightmare Dungeons and lower Pit Tiers after you have finished the Mythic variant and reached a plateau in your progression.

Gear & Skills

Speedfarming Blood Wave Necromancer Gear
Speedfarming Blood Wave Necromancer Skills
  • To speedfarm effectively, reprioritize movement speed and attack speed.
  • This setup utilizes Metamorphosis on boots to maintain unstoppable and pseudo teleport from pack to pack.
  • Runeword changes:
    • Since this version of the build is all about moving fast, this setup utilizes Bac + Jah runeword combo. The faster you run, the faster you get access to teleport turning one of the slowest classes in the game to lightning fast!
    • Another key element of speed farming is the action economy. Zan + Wat - This rune combination makes the gameplay very efficient as we auto curse targets by just casting Blood Wave.
  • Skill Changes
    • Corpse Tendrils is no longer used in this variant. At this stage Blood Wave itself is a great grouping resource, even more so when combined with Piranhado.
    • BUG ALERT: There currently is a bug with Tidal. If you group too many monsters together, your Blood Wave stops doing any damage. This makes use of Corpse Tendrils quite inefficient and it turns its advantages into disadvantages.
    • Reap is slotted on skill bar in place of Corpse Tendrils to get more damage and more movement speed from Reaper's Pursuit. You do not use Reap in anyway, it is simply there to boost your Reaper's Pursuit passive.

This setup optimizes the build to push the highest possible Tiers in The Pit after you have finished the Mythic variant and reached a plateau in your progression.

Gear & Skills

Pit Push Blood Wave Necromancer Gear
Pit Push Blood Wave Necromancer Skills
  • The pit-pushing variant utilizes slightly different aspects, runewords, and mercenary combinations to ensure the highest damage output, allowing for pushing the absolute maximum pit tier.
  • Gear/Aspect changes
    • Pit Variant utilizes Damned instead of Fastblood to have access to another big damage multiplier.
    • DISCLAIMER: If you’re not fully geared for endgame, do not drop Fastblood yet. The idea is to drop Fastblood once your Blood Wave cooldown is between 12 to 15 seconds. This change is intended for pushing Pit Tiers beyond 145. Until then, if your damage feels sufficient, stick with Fastblood for a more user-friendly gameplay experience.
    • Not being able to reduce cooldown by picking up Blood Orbs can be a concern, however due Tidal's animation lock, you can no longer spam waves back-to-back, even if the cooldown is reset immediately by collecting Blood Orbs.
    • With the new unique pants Kessime's Legacy, waves now travel half the distance compared to before and move slightly faster. As a result Tidal animation now takes approximately 3.5 seconds, compared to the previous duration of around 6 seconds.
    • The goal is to align the cooldown of Blood Wave with this exact gap, rather than spamming or immediately resetting it.
    • You achieve this by efficiently benefiting from Decrepify to synchronize the cooldown with the gap. Did you know your mercenaries can proc Decrepify, effectively reducing cooldowns? Pit pushing variant takes advantage of an important mercenary tech to fully benefit from this mechanic!
    • Even if the cooldown doesn’t perfectly align with the animation, prioritize ensuring each Blood Wave is the most buffed version. Achieve this by activating the Qax rune, procing Flesh-eater and Fueled by Death through consuming corpses Corpse Explosion.
    • If you have a GA Cooldown reduction on Kessime's Legacy, you do not need to triple masterwork the ultimate cooldown reduction on your rings, and amulet. You can masterwork maximum life instead.
    • Heir of Perdition also removes the dependency on critical strike chance affixes on rings. In place of that, you can now use attack speed affixes on your rings. Attack speed helps you significantly when casting Blood Wave and Corpse Explosion. Blood Wave has a clunky animation and attack speed helps you have a smoother casting speed.
    • If you're missing some damage, Exploiter's on boots is a great choice.
    • When fighting monsters in high tiers of the Pit, remember that after crowd controlling elites for 5 seconds, they become Unstoppable for 8 seconds. This build consistently crowd control targets since Blood Wave sweeps and pulls enemies constantly. Making targets Unstoppable is actually good for this build because you utilize Exploiter's on boots in this Pit Push variant to gain even more damage.
    • At a certain point, as your gear and masterworking improve, your damage will get very high, causing elites to die much faster. When this happens, Exploiter's becomes less impactful. At that stage, replace Exploiter's on boots with Cursed Aura.
    • If you are running Exploiter's on boots, you are going to run the runeword combo of Zan + Wat. If you are running Cursed Aura, you are going to run Cir + Xal for optimal synergy.
    • Cursed Aura does not benefit from Curse Size tempering. A good utility tempering option for gloves and boots is Lucky Hit Chance to Freeze or Stun, which helps with crowd control and allows you to activate the second part of Terror more frequently.
  • Skill Changes
    • Corpse Tendrils is no longer used in this variant.
    • BUG ALERT: There currently is a bug with Tidal. If you group too many monsters together, your Blood Wave stops doing any damage. This makes use of Corpse Tendrils quite inefficient and it turns its advantages into disadvantages.
    • Reap is slotted on skill bar in place of Corpse Tendrils to get more damage and more movement speed from Reaper's Pursuit. You do not use Reap in anyway, it is simply there to boost your Reaper's Pursuit passive.
  • Runeword Changes
    • Igni + Qax - When it comes to pushing high tier PITs, you want to add as much damage as possible. Igni is a great generator, it constantly stores offering and you gain that offering when you cast any ability. Utilizing the Qax rune, if timed correctly you can double the damage of Blood Wave damage.
    • When you use Qax, you need to pay attention to your buff bar. This is because when Qax procs, your next cast needs to be Blood Wave since other damaging skills can also eat this proc.
    • Because Qax consumes all your essence when it procs, one of the affixes in our 2-hander mace is "Lucky hit chance to restore essence", so that the build can sustain throughout the fight, generating enough essence at all times.
    • Zan + Wat - This rune combination is very crucial for pit pushing. It executes enemies, significantly increasing clear speed.
    • If you are running the version with cursed aura on boots, you are going to run Cir + Xal for optimal synergy. More maximum life means more damage since this is an overpower build.
  • Mercenary Changes
    • As mentioned above, a crucial mercenary tech involves proccing Decrepify using Aldkin as a reinforcement along with the Flame Surge ability using Corpse Explosion. This combination is incredibly impactful, allowing you to reset Blood Wave’s cooldown efficiently, even without relying on Fastblood. Once you try it, you’ll see just how effective this setup can be.
  • Seasonal Powers & Occult Gems
    • Pit push variant utilizes The Cycle instead of Piranhado. Similar to listed reasons above with Tidal bug. If too many mobs stacked and pull together, Tidal stops producing additional waves and Blood Wave stops doing damage. Also by running The Cycle you still maintain three Growth & Decay witch powers active so you continue to benefit from Friend of the Bog.
    • Hex of Whispers is replaced with Force of Will. As you quickly kill non-elite mobs, this power continuously adds multipliers to your next two Overpower attacks, stacking up to a massive 100% multiplier. Once it reaches its max value, it resets, and the stacking process starts over.
    • Wicked Pact is slotted instead of Phantom String to boost Purging Touch.
  • Consumables
    • This variant utilizes and Soothing Spices to reach an armor and resistance cap. Reddamine Buzz and Elixir of Fortitude II is the main choice of elixir to boost max life which then increases damage as well. Sage's Whisper to increase our main core stat intelligence. All these consumables can be used simultaneously they are all stackable.

FAQ & Mechanics

Season 7 - Season of Witchcraft
Blood Wave Necromancer

Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.

What can I do to improve my survivability?

Why can't I reset my blood wave cooldown?

How does Blood Wave do Shadow Damage and benefit from Darkness Passives?

How to Manage Essence Generation and Cooldowns?

Which adjustments should I make on Hardcore?

Mechanics

Blood Wave

Blood Orbs and Rathma's Vigor

Lucky Hit Chance (LHC)

Stagger

Gameplay Mechanics Video

Season 7 - Season of Witchcraft
Blood Wave Necromancer

Summary

Season 7 - Season of Witchcraft
Blood Wave Necromancer

The Blood Wave Necromancer, also known as Shadow Surfer or Shadow Wave, blends blood and shadow to devastate enemies. With the Blood Wave ultimate, it delivers massive AoE damage and generates Blood Orb to reset cooldowns. By utilizing both blood and shadow mechanics, the build gains access to strong multipliers for Overpower and shadow damage.

Credits

Season 7 - Season of Witchcraft
Blood Wave Necromancer

Written by LordxSaura

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