Overview
This is a full minion-army Witch built around letting a large summoned force do the killing while you stay safe behind a wall of energy shield. Instead of pushing personal damage, you field skeletons, specters, clerics, mages, warriors, reapers, snipers, and an infernal hound, then walk maps and let the screen melt. The primary damage comes from the Spectral Power Zealot, with the rest of the army feeding it through master scaling, extra bodies, projectiles, protection, and offerings. The creator pitches it as a cheap, low-cost setup that still pushes over 150% rarity, clears comfortably, and handles bosses. Patch 0.5 is called out as a strong window for the archetype because minion scaling, spirit, energy shield, and specters line up well together.
Pros & Cons
Pros
- Simple, low-effort gameplay — the army does most of the work
- Strong single-target for bossing alongside comfortable map clear
- High rarity potential while still clearing content
- Low-cost to start; scales smoothly with each upgrade
- Safe energy-shield defensive layer
Cons
- Heavy reliance on minions surviving and staying near you
- Respecs are expected when moving from campaign into mapping
- Premium upgrades (top uniques) get very expensive
- Several active buffs and curses to maintain for peak performance
Key Skills
The Spectral Power Zealot is the main carry, supported with Pierce and Projectile Acceleration for clear. A Chaos Zealot specter adds more pressure with Pierce, Overcharge, and Feeding Frenzy. The wider skeleton army — Frost Mages, Storm Mages, Reapers, Snipers, Warriors, and Clerics — leans on Master, Feeding Frenzy, Minion Mastery, and Rapid Casting/Attacks to scale together. Pain Offering is the most important active buff and should be kept up as often as possible. Curses shift over time: Elemental Weakness and Frost Bomb early, then Despair once Rakiata’s Flow is allocated (stop lowering elemental resistance after that point). Convalescence acts as a panic button to start an energy-shield recharge when you get hit hard.
Gear & Anointments
Gearing priorities are minion levels, spirit, energy shield, resistances, and enough attributes to equip everything. The main hand wants a sceptre granting a strong specter, with increased spirit, increased minion damage, levels of all minion skills, and minion cast speed; the off-hand is a focus stacking energy shield plus minion levels and resistances. Weapon set two runs a chiming staff for spell levels and cast speed to deploy Sigil of Power before bosses. Body armour wants spirit and energy shield; helmet, gloves, rings, and amulet round out energy shield, life, minion levels, reservation efficiency, and resistances. Darkness Enthroned supports reservation through socketables. Cap elemental resistances first, then push chaos resistance. Specific uniques to be confirmed against the source video.
Endgame Notes
Once you leave the campaign and start mapping, the priority shifts toward heavy maximum energy shield and recovery nodes so you can sustain more uptime while continuing to scale minion damage. Spirit and reservation nodes are taken wherever the tree route allows, since more spirit means more minions and more total damage. The weapon-swap to a chiming staff is used purely to land a larger, longer Sigil of Power for a strong boss-damage window.
Credits & Source
Build credited to KaidGames2. See the source video for full gameplay + commentary: THIS NEW MINION BUILD IS BUFFED IN 0.5! POE 2 Witch Build 0.5 (NEW META).
