Overview
This Infernalist revives the Cast on Crit idea after the Blood Mage version was nerfed. Spark deals enough damage to proc a stack of meta gems — Cast on Critical, Cast on Elemental Ailment twice (one from an Absent amulet) and Elemental Invocation — each loaded with Comet supported by Spell Cascade. The result is a screen permanently carpeted in Comets, and the Comets can be swapped for any other spells for an even flashier rainbow variant.
The resource problem is solved by Pyromantic Pact: mana is replaced by Infernal Flame, and filling it deals fire damage based on maximum life plus energy shield. A budget version goes Chaos Inoculation with Ward as the real health pool, so every Infernal Flame overflow only costs a single point of damage — effectively infinite mana. The showcased min-max version instead stacks armour, deliberately lowers life and removes energy shield so the self-damage is absorbed, letting the build stay in low-life range for extra multipliers.
Low life allows Atziri’s Communion socketed into Trinity (about 36% more elemental damage), plus Execute and Pain Attunement, for roughly a 2.3x combined damage boost, and Bringer of Flame boosts ignites to proc Cast on Elemental Ailment more often. It is primarily a spectacle build — the creator openly questions the practicality of a design that lags the server.
Pros & Cons
Pros
- Absurd spell volume: around 800 Comets per second in dense content
- Effectively infinite casting through Infernal Flame mitigation
- Comet slot can be swapped for any spells
- A cheaper Chaos Inoculation + Ward variant exists
Cons
- Shines only in very dense maps (breaches, pack-size juiced T16s)
- Min-max version is extremely expensive and gear-specific
- Self-damage must be tuned carefully or the character kills itself
- Heavy screen clutter and server lag; tough on weaker hardware
Key Skills
- Spark — the hitting skill that crits and ignites to drive the triggers
- Comet + Spell Cascade — the triggered payload in every cast-on
- Cast on Critical / Cast on Elemental Ailment — main trigger engines
- Elemental Invocation — fourth trigger source
- Pyromantic Pact — converts mana costs into Infernal Flame
Gear & Anointments
A sceptre provides spirit and an extra mana prefix to raise maximum Infernal Flame; an Absent-style amulet grants the extra Cast on Elemental Ailment. Helmet, gloves and boots are evasion/armour hybrids with Runic Ward, converted to armour by Iron Reflexes because their low strength requirements keep life down. Mageblood with Basalt and Granite pushes armour above 30,000, and a Flesh Crucible with Eldritch Battery and less maximum life strips energy shield and life to cut Infernal Flame damage to about 17 per proc. A ring with mana cost efficiency further reduces how often Infernal Flame fills. The budget variant is listed in the creator’s Mobalytics guide.
Endgame Notes
The creator tested the build in a pack-size T16 city map between three breaches. Normal monster density felt too sparse for the build to really get going.
Credits & Source
Build credited to GL1TCH3D. See the source video for the full build’s gameplay footage + voice commentary: The Most INSANE Infernalist COC Armour Stacker 1000 Comets PER SECOND Showcase - PoE2 0.5.
