While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
- Requirements
- Level (1-90)
PoE2 gem tool
Selected support
Explicit compatibility
409 skill gems, page 2 of 9
While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when one of your Charms is used and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when you dodge roll and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
Fire a burst of Chaos energy at the target.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
Consume all Power Charges to charge your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Strike with your Claw.
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles Chain through any number of Cursed targets.
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
Summon a Reviving Beast Companion to aid you in combat.
Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage that is not based on your Weapon's damage and apply Electrocution buildup.
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Create an area of Consecrated Ground around you.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it spreads itself, Curses, and other Chaos damage over time Debuffs on the target to nearby enemies. This refreshes their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
When you Hit with Unarmed Melee Attacks, calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
Shapeshift into a Werewolf and leap backwards as you gouge the ground with both claws. Enemies can be Hit separately by both gouges. Hitting a Marked enemy with both gouges will Activate the Mark and cause an additional shockwave. Ice Fragments will be pulled into the location where the gouges cross and explode immediately. This skill can be used while using other skills to interrupt them.
Fire a bolt from your crossbow.
Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Strike with your Dagger.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Armour, Evasion and movement speed.
Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
Cause a Corpse to violently explode, damaging surrounding enemies.
Hit an enemy under the Culling Strike Threshold, causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Shapeshift into a Wyvern and devour a Corpse or Cullable enemy, and additional nearby Corpses. For each enemy or corpse devoured, you regenerate life and gain a Power Charge. If the target is far enough away, you will leap to them and damage nearby enemies where you land. Targeting nearby enemies or corpses will not perform a leap or a Slam.
Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.