The Necromancer fights through an army and a stack of curses.
Revive and
Bone Spirit are his two big finishers, both at level 30, and his curses make everything else on the field hit harder.

Bone, poison, curses and the raised dead.
- Life
- 90
- Starting weapon
- One-handed sword
Where the damage is
His strongest evolutions at max level, for a new hero without gear:
Revive,
Bone Spirit,
Fire Golem.
| Name | Skill tree | Evolves from | Evolves with | |||
|---|---|---|---|---|---|---|
Revive | Summoning Spells | 30 | 1,363 | — | ||
Bone Spirit | Poison and Bone Spells | 30 | 1,333 | — | ||
Fire Golem | Summoning Spells | 30 | 300 | — | ||
Blood Golem | Summoning Spells | 18 | 280 | |||
Iron Golem | Summoning Spells | 24 | 280 | |||
Poison Nova | Poison and Bone Spells | 30 | 240 | — | ||
Bone Spear | Poison and Bone Spells | 18 | 229 | |||
Poison Explosion | Poison and Bone Spells | 18 | 188 | |||
Attract | Curses | 24 | — | — | ||
Confuse | Curses | 18 | — | |||
Decrepify | Curses | 24 | — | — |
Planning a build
- Summoner:
Raise Skeleton with
Skeleton Mastery evolves into
Revive at 30.
Raise Skeletal Mage has no evolution but gains from the same mastery. - Bone:
Teeth with
Bone Wall becomes
Bone Spear at 18, then
Bone Spirit at 30 with
Bone Armor. Bone damage is magic, so few monsters resist it. - Poison:
Poison Dagger becomes
Poison Explosion at 18 with
Faster Cast Rate, then
Poison Nova at 30 with
Lower Resist. - Golems go
Clay Golem →
Blood Golem →
Iron Golem →
Fire Golem, and
Golem Mastery carries both ends of the line.
Evolution lines
Each line takes the skill to its max level, holds the passive, and reaches the hero level; the next chest evolves it. A level marked with a passive is later than the evolved skill's own, because the passive opens later.
Staying alive
Bone Armor takes the sting out of physical hits, and his summons stand between him and the pack.
Summon Resist keeps them alive against elemental monsters.
Attributes
Strength raises his skeleton army; Energy raises his spells (+5% fire, cold, lightning, poison and magic damage a card). He has the lowest Vitality but the Sorceress, so life cards matter early.
Building the army
Raise Skeleton and
Raise Skeletal Mage each reach eight summons.
Revive supports twenty revived monsters and eight skeletons. Each summon is weaker than before, keeping the army's previous damage instead of multiplying it by the larger headcount. Use the live skill tables for damage at each rank.
For a skeleton army, choose Strength: AUTO STATS now assigns it to summoners too. Energy remains useful for a bone or poison spell build. Enemy resistance reduction from gear and Charsi's Pierce wares can also break matching immunities at one fifth strength.
Passives
| Name | Skill tree | At max level | ||
|---|---|---|---|---|
Bone Armor | Poison and Bone Spells | 1 | Less damage from physical hits | |
Skeleton Mastery | Summoning Spells | 1 | Skeletons, mages and revives get +100% life and damage | |
Bone Wall | Poison and Bone Spells | 12 | +50% magic damage (Teeth, Bone Spear, Bone Spirit) | |
Golem Mastery | Summoning Spells | 12 | Golems get +125% life, +50% damage and +33% speed | |
Summon Resist | Summoning Spells | 24 | Summons take 66% less damage from monsters whose blows carry fire, cold, lightning or poison | |
Lower Resist | Curses | 30 | Monsters resist fire, cold, lightning and poison 62% less, up to 62% (a fifth of it if immune) |



















