Build Video
Build Overview
This Navira Sorceress build rests on a single idea, pushed all the way: cover the screen in chilled ground, then blow it up. The command skill
Navira the Last Mirage shatters every patch of chilled ground carrying an enemy and deals massive spell damage, with very high freeze potential. And freezing an enemy recreates chilled ground thanks to
Frost Nexus. The loop closes in on itself and never stops as long as there’s something left to kill.
The rest of the setup exists to feed this loop.
Ice Nova lays down the first sheet of ice, provided it’s infused with cold: that’s the role of
Cast on Minion Death paired with
Powered by Verisium, which turns your minions’ deaths into elemental infusions. The wolves from
Wolf Pack, made explosive by
Minion Instability and
Infernal Legion II, die in a loop and provide the fuel.
Encroaching Ground then grows each ice zone until it doubles in size.
For bosses, the ice sheet isn’t enough, and that’s where Kelari, the Tainted Sands comes in. This second Djinn hits hard with physical damage and becomes the single-target removal tool, backed by
Armour Break III and
Kurgals Leash. On defense, the Disciple of Varashta relies on
Chaos Inoculation and roughly 10,000 energy shield, with
Temporal Chains maintained as an aura via
Blasphemy. Between the curse’s slow and the chilled ground’s slow, monsters simply can’t land a hit on you anymore.
Strengths / Weaknesses
✅ Strengths
- Exceptional clear speed: one click covers the screen in ice, the fracture wipes the whole pack, and the chilled ground regenerates instantly.
- Very tanky: roughly 10,000 energy shield, immunity to chaos damage via
Chaos Inoculation, 65% reduction from armour. - Serious boss damage: Kelari deletes bosses in seconds, even with increased monster difficulty.
- Minimal mental overhead: once the loop is running, you just run around and spam one button.
- Excellent in dense content: Delirium, Breach and rituals are its favourite playgrounds.
- Detailed, gradual crafting: the belt and sceptre are built up in stages, with a budget version to get started.
❌ Weaknesses
- Spirit-hungry:
Blasphemy and its curses reserve a lot of it, and a high-spirit sceptre gets expensive. - Priming is mandatory: without the first layer of ice, there’s no fracture, and no damage.
- Runic ward is mandatory: the gloves and boots have to go through the Verisium anvil, at the cost of some energy shield.
- Dense setup: a dozen skills to wire up correctly before the mechanic starts working.
Skill Gem Setup by Step
This build offers 6 progression steps from leveling to the final build. Select a step to see its corresponding gem setup.
FINAL Endgame
12 skills • 58 gemmesEndgame MELTER
11 skills • 44 gemmesAct 1
9 skills • 15 gemmesAct 2
10 skills • 18 gemmesAct 3
14 skills • 27 gemmesInterludes
14 skills • 27 gemmesRecommended Equipment
- Sceptre: the centerpiece. Look for spirit, an extra level to all minion skills, and the modifier that increases allies’ damage in your presence. The planner runs a rare one-socket Stoic Sceptre, fitted with Xipocado’s Soul Core of Dominion. A second socket obtained via vaal orb lets you add an augment geared toward command skills.
- Helmet and amulet: prioritize levels to minion skills. The amulet also brings spirit, ideally via a fractured +50 base.
- Belt: armour, maximum energy shield, stun buildup, and damage with command skills. The version with two levels to minion skills runs around 100 divines, and is easily skipped.
- Gloves and boots: these are the two slots to run through the Verisium anvil to reach the required 66 runic ward. The
Bones of Ullr boots remove the spirit cost of undead minions. - Rings: the build wears Evergrasping Ring, which grants minions extra chaos damage, paired with a rare minion damage ring. Breach catalysts noticeably improve these rolls for two or three exalted orbs.
- Focus and body armour: energy shield and resistances, nothing exotic. The focus can take a corrupted implicit granting levels to minion skills.
- Flasks: a standard life flask, and Uhtred’s Chalice on the mana side.
- Jewels: sapphires with critical strike chance and critical damage bonus for minions, minion damage, and maximum energy shield obtained via diluted Liquid Fire.
Gameplay Tips
- Always prime with Ice Nova: without a first layer of ice, Navira has nothing to fracture.
Astral Projection is there to make sure the nova lands on the pack instead of at your feet. - Keep moving: enemies slowed by the chilled ground and by
Temporal Chains can no longer catch up to you. Running straight into the pack is safer than going around it. - Spam your command skills: every use maintains the Puppet Master buff and opens a 15% chance to trigger the Archon, which grants an extra 200% cooldown recovery.
- Use Pain Offering before a boss: sacrificing minions inflates your damage, at the cost of the
Muster bonus. On a good sceptre, the trade is well worth it. - Never put Last Gasp on the wolves: they need to die to generate the infusions. This support is reserved for skeletons you want to keep alive in your presence.
- In Breach and rituals, let the monsters come to you: the higher the density, the more the fracture pays off.
The infinite loop of the Navira Sorceress build
It all starts with
Navira the Last Mirage. Her fracture skill only hits chilled ground occupied by an enemy, which makes her useless in open space but devastating in a tight pack. Spell damage is high and freeze lands almost every time.
That freeze is what closes the loop.
Frost Nexus creates chilled ground for every enemy frozen by the skill, and
Encroaching Ground expands that area second after second, up to 100% more surface. You fracture, the fracture freezes, the freeze lays down more ice, and the next fracture finds even more ground to work with. On a dense map, half the screen ends up permanently under ice.
Damage, meanwhile, comes from
Muster, which grants 7% more damage per distinct type of raisable minion summoned. Hence the skeleton menagerie in the setup: frost mages, storm mages, snipers, reavers. None of them are there to kill, they’re there to count. Djinns count too, which makes the bonus worthwhile even without summoning much else.
Priming the ice: Cast on Minion Death and Powered by Verisium
The loop has one weak point: its start. Chilled ground is needed before the first fracture, and that’s what
Ice Nova provides, as long as it’s infused with cold.
The infusion comes from
Powered by Verisium, a very low-level Kalguuran skill that generates elemental infusions usable by any skill. The low level is deliberate: the runic ward cost stays low, which avoids sacrificing too much energy shield to the Verisium anvil. It’s triggered by
Cast on Minion Death, so minions need to die near you, regularly.
Hence the role of
Wolf Pack. With
Minion Instability and
Infernal Legion II, the wolves charge into the pack, explode, die, and restart the machine.
Romiras Requital and
Amanamus Tithe turn those deaths into small defensive and offensive bonuses along the way. Above all, don’t give them
Last Gasp: a wolf that survives produces no infusion.
Kelari, the boss-killing tool
Against a single target, a carpet of ice doesn’t do much anymore. That’s where Kelari, the Tainted Sands takes over, with damage that’s mostly physical.
Her setup differs from Navira’s on one specific point: where Navira runs with
Bidding III to spit out the fracture as often as possible, Kelari settles for
Bidding II and keeps room for pure damage supports.
Kurgals Leash adds chaos,
Hulking Minions grows it without a reservation penalty, and
Armour Break III cracks open a boss’s guard. Well-geared players swap out armour break for a Breach support that lets chaos damage eat through armour instead, but the budget version holds up perfectly well.
Crafting the belt and sceptre on a budget
The belt gets crafted in a Breach, aiming for two minion modifiers from the base, then filling it out with exalted orbs. A cheap essence of insanity then strips a random suffix. The hope is that it takes off the charm charges line and leaves the immobilisation buildup intact. When the belt survives, a vaal orb guarantees two corrupted modifiers instead of one. That line alone brings close to 500 energy shield.
For the sceptre, the goal is twofold: two sockets and spirit. A rare sceptre with a minion skill level, uncorrupted and already carrying one socket, costs around two divines. Hit it with a vaal orb, and with a bit of luck you get the second socket, letting you stack two damage augments with the command skills.
The longer route goes through a fracturing orb to lock the minion skill level, which secures the rest of the craft. The success rate sits around one in three, so save this step for a base that’s worth it. Once the line is locked, alloys and omens become risk-free.
The passive tree: energy shield, crits and Puppet Master
The Navira witch build’s tree reads in three stages. The start is entirely devoted to maximum energy shield and its recharge rate, since
Chaos Inoculation cuts life down to 1 and makes the shield your only bar.
Next comes the offensive block: critical hit chance and minion damage, picking up everything along the way. On the left, the presence area and spirit nodes unlock the bonus that grants minions increased damage with command skills for every different minion type in your presence. It’s the same principle as
Muster, applied to the tree.
The third block is corrective.
Chaos Inoculation drops your stun threshold dramatically, so the stun recovery and ailment threshold nodes become mandatory. On top of that come arcane buff duration and the elemental resistances granted during those buffs. The jewels, meanwhile, stay simple: sapphires with minion crits, minion damage and maximum energy shield.
Skill Tree
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