This Doedre’s Undoing Build uses the Sorceress’s Stormweaver Ascendancy to spawn Witchtoads en masse, dealing consistent and safe DPS.
Build Overview
This Build relies on the Doedre’s Undoing Linage Support Gem to deal it’s damage. While this have a very low limit on both the Cursed Ground and number of Witchtoads it spawns, Stormweaver’s Multiplying Squall Ascendancy Passive makes it much better overall for clear and bossing.
With Essence Drain and Contagion is both a good starter to pivot from into this final build, but also remains useful in endgame, shoring up the slightly weaker clear of the Witchtoads.
Defensively, the build leans into a combination of Runic Ward and Life to take hits. The Ward is supplemented by the Remnants of Kalguur skill to help restore it, along with Mana Remnants to help with mana recovery and Passives to make both recover Life as well.
Leaning into Runic Ward allows the passive Tree to be fully focused on damage, and frees up Prefixes on gear to not be forced into defense stacking, as with most other builds. This substantially reduces gearing costs as well, making for a very effective budget option.
It’s very important to know before starting this build that Doedre’s Undoing CANNOT build Energy for Meta Gems. It’s considered a Triggered Spell, and thus is unable to build Energy. It’s also a pseudo-minion skill, meaning it can’t trigger effects that rely on your hitting or critting enemies directly, such as for Life Remnants. However, on kill effects will still work just fine as well as Consume effects.
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Overview
Build Type
Spellcaster (triggers)
This build relies on a Triggered Spell, letting you play at a safe distance, but unable to build Energy for Meta Gems like Cast on Critical
Playstyle
Pseudo-Summoner
As a Pseudo-Summoner, you cannot trigger any effects that rely on you directly hitting or critting an enemy. Your “minions” are also ignored by enemies and do not body block them.
Build Difficulty
Beginner Friendly
With just two buttons covering the active part of the build, it’s a simple Cast, then Curse playstyle that makes it very approachable.
Gearing Difficulty
SSF Viable
The main limiter for getting the build running is the Linage Support, which is common, but delays getting the build going in SSF. It can make use of some rare Boss Drop Only Flasks, but these are not required.
Click on a tap on each segment to expand it.
Ratings
Ease of Use
Progression Speed
Ease of Gearing
Mobbing Power
Bossing Power
Defences
Expedition Farming
Breach Farming
Ritual
Ease of Use
- Very Hard to play, Fragile and relies on damage to stay alive
- Hard to play, may require multiple combos or rapid sequence of skills
- Balanced, requires some knowledge or precise positioning
- Easy to Play, may require simple combos or automatic weapon swaps
- Very Easy, requires minimal experience to play optimally
Progression Speed
- Use a Leveling Build. It will require Skill Points, Ascendancy Points, or Unique items not available early on.
- Barely Viable, will be slow and may require alternative Ascendancy ordering.
- Viable, Levels with some issues.
- Decent Leveling Option, smooth leveling, but not the fastest.
- League Starter Potential, levels very quickly with the main skill.
Ease of Gearing
- Trade Required, make use of a harder-to-obtain unique.
- Trade Recommended, requires at least one uncommon unique.
- Trading Helps, uses common uniques or very specific .
- SSF Viable, Can be geared easily without trading, may require farming.
- SSF Friendly, No Uniques and very easy to gear without trading.
Mobbing Power
- Poor, clearing isn’t the best due to lack of AoE.
- Okay, Clears slowly due to limited AoE.
- Decent, clears well, but takes effort or set up.
- Great, take very little effort to clear enemies.
- Amazing, clears screens of enemies with ease.
Bossing Power
- Requires high investment and respec for decent damage.
- Requires Investment or respec for decent.
- Decent damage with minimal investment.
- Low Investment and great damage.
- Low Investment and high damage.
Defences
- Low Hit pool, mainly relies on damage to protect it.
- Decent Hit pool or has enough avoidance or mitigation .
- Good Hit Pool, may not reliably take hits from strong foes.
- Reliably tanks multiple hits from most foes.
- Able to tank most hits comfortably, even from bosses.
Expedition Farming
- Several modifiers are highly risky.
- Just a couple risky modifiers.
- Low risk, but some modifiers can mess up the build.
- Situationally able to deal with most modifiers.
- Able to deal with most modifiers without thought.
Breach Farming (Mostly tied to AoE)
- Struggles to survive tougher breach mobs.
- Survives, but clears slow, usually from a lack of AoE.
- Has an easier time on certain map layouts.
- Easily clears out breach mobs, regardless of map.
- Quickly and easily clears out breach mobs.
Ritual Farming
- Hard to survive, Doesn’t handle the cramped spaces well.
- Does well on some layouts and certain ritual types.
- Handles most rituals well enough.
- Most Rituals are completed easily.
- Rituals are completed easily and quickly.
The Good
Excellent Boss Damage
“Set and Forget” style
Inexpensive to Gear Defensively
The Bad
Clear Speed requires additional skills
Very mana hungry
Offensive pieces can be costly.
Playstyle
The main gameplay loop of of the build is to cast Elemental Weakness to deploy the Witchtoads, then use Despair to buff their damage output. Most packs will require just a single cast to handle. Bosses and some Rare Enemies will require maxing out the Cursed Ground limit to deal with quickly.
Everything else about the build is mostly passive. Do try to be active about picking up Remnants in combat when possible.
Skills
Below are the Skills we use for the build, including its Support Gem Links

Elemental Weakness
Elemental Weakness is the best curse for this build, as it’s the easiest to scale both for Limit and Levels. This makes it the perfect delivery tool for Doedre’s Undoing.

Doedre’s Undoing
This is out Main damage source, spawning Witchtoads en masse to deal multiple Chaos Damage Spell Hits. A lot of items used by this build put heavy focus on increasing Skills Levels for Elemental Weakness to scale the base damage of this Support.

Spell Echo / Spell Cascade
These are used to create extra instances of Cursed Ground per cast. Spell Echo will create two at a time, meaning two casts will hit the limit of 4. Spell Cascade is and endgame alternative, after acquiring additional limit beyond Multiplying Squalls.

Fire/Cold/Lightning Mastery
Which specific Mastery you use doesn’t matter here, we just need it for the +1 Skill Level on Elemental Weakness. With some much later gearing, you can eventually drop this for another Damage Support, or Overabundance II when we can hit a total of 6 Cursed Grounds.

Concentrated Area
Normally dropping AoE from an area spell seems like a bad idea, but in the case of Doedre’s Undoing, it’s making the Witchtoads spawn closer together. On top of this, it provides huge damage.

Chaos Attunement / Blindside
Chaos Attunement provides consistent damage for mapping, due to Elemental Storms being more spread out. While with the crit setup, Blindside becomes significantly better for Bossing where we have just one enemy that is more likely to be blinded by an Elemental Storm.

Despair
Despair is used as a proper Curse, heavily reducing Chaos Resistance. This get put on Weapon Set 2 so it can be fed as much Curse Magnitude as possible.

Heightened Curse
In line with feeding it as much Curse Magnitude as possible, Heighted Curse furthers that goal.

Hex Bloom
This allows Despair to spread throughout a pack of enemies with a single cast. In cases of Breach and Ritual, they will keep chaining until the mechanics are done or enemies spread out too far.

Efficiency II
Curses are Expensive, especially under the effects of both Heightened Curse and Hex Bloom, this brings the cost back down a bit.

Chaos Mastery
Completely optional, but can allow the curse to hit additional Skill Level breakpoints to make it stronger. This of course will make it cost more as well.

Decaying Hex
100% optional, but adds some extra damage to casts of Despair. Synergizes with Contagion to cause a wider curse proliferation.

Withering Presence
Instead of Exposure, as a Chaos build we get Wither. This will further increase the damage enemies take, so long as we’re near them.

Prolonged Duration II
This extends the duration of the withered applied by this skill. Alongside the passive Skill Tree, we’re able to nearly fully stack this to its maximum of 10 times.

Clarity I
Clarity helps with Mana sustain, and since we have just a little bit of extra Spirit after our Buffs, we might as well.

Mana Remnants
High Level curses get Mana hungry, so this alongside some cost reduction on tree make their costs easier to sustain. This will keep Mana overflowing quite easily until you get closer to Max Skill Level on Elemental Weakness.

Remnant Potency III
Increased Effect of Remnants makes it much easier to overflow Mana. The Delay can also allow the remnants to kick in right after casting as well, keeping mana topped up.

Harmonic Remnants II
Harmonic Remnants is primarily here for the Collection range, but the chance to spawn extra remnants is also great for sustain.

Cannibalism I
With just the +15 Spirit from a Solar Amulet, we can include this to help with Life sustain.

Remnants of Kalguur
Since the build uses Runic Ward, this is a natural inclusion to allow it to also overflow.

Remnant Potency III
Easier overflow of Runic Ward and can cause them to trigger while taking damage and recovering Runic Ward immediately after.

Harmonic Remnants II
Harmonic Remnants is primarily here for the Collection range, but the chance to spawn extra remnants is also great for sustain.

Elemental Storm
This comes from the Ascendancy point leading to Multiplying Squalls, but requires a source of Gain cold, Fire, or Lightning as Extra to actually trigger it with the final Crit setup. This can provide some nice utility.

Magnified Area II
Bigger Storms means it’s easier to affect multiple enemies at once.

Cooldown Recovery II
This allow Storms to trigger more often, making them reliably spawn for each pack.

Blind II
This works to provide an extra defensive layer while mapping, but also to enable Blindside for bossing to gain a ton of Crit Chance.

Shock
With Gain as Extra Lightning, we can make this more reliably Shock enemies, providing a further boost to damage.

Living Lightning II
Living Lightning provides another method for us to shock by creating temporary minion that deal lightning damage. These won’t be all too powerful, but will spread Shock outside of the Elemental Storm.

Essence Drain
Given a lot of the ways Witchtoads scales applies to Essence Drain as, it makes it a very viable skill to help improve clear speed of large packs when paired with Contagion.

Chain II / III
Chain makes it easier to apply Essence Drain to smaller group, and more effectively make sure its applied to a target with Contagion in a pack. Since we’re leaning on the DoT damage, the reduce hit damage is not a penalty.

Considered Casting
Nice damage boost considering Essence Drain won’t need to be used all that often, so the reduced Cast Speed isn’t a hinderance.

Swift Affliction II
Shortens the duration, but improve DoT DPS.

Chaos Mastery
Spells scale with Levels, and this helps get more out of the DoT alongside the rest of the + Level to All Spells Modifiers on gear.

Deliberation
With infrequent casts, this practically free damage.

Contagion
Contagion is here to just help spread Essence Drain for improved Clear speed of larger packs.

Rapid Casting
The faster this casts, the faster we return to full movement speed.

Magnified Area II
This improves the range of its spread quite a bit, helping to better proliferate both Essence Drain and Despair when its linked to Decaying Hex.

Intense Agony
As Contagion spreads Chaos DoTs, this increases the overall DoT damage when it spread to undamaged targets. This means more DPS from both Essence Drain and Decaying Hex.

Prolonged Duration II
The longer this skill lasts, the more effectively it can spread. This also helps to offset the reduction from Intense Agony and Swift Affliction. Swift Affliction can be used in it’s place if you prefer it to do more damage.

Swift Affliction II / Chaotic Freeze
Swift Affliction is a good choice for maximum DPS. However Chaotic Freeze can allow the Witchtoads to freeze enemies that aren’t going to die immediately.
Passive Tree
As this build is an Endgame-only build and cannot level itself through the Campaign, we’ll only be providing the initial Endgame Skill Tree (around Level 70), the point where you can swap to be more focused on Critical Hits (around Level 80-85), and a final Optimized Passive Tree (around Level 95).
These make use of Weapon Set Passive Points, and as such, relevant passive will be marked with theire respective colors.

Level 70 Starting Tree
For the initial Swap to Doedre’s Undoing, use Weapon Set Passive Points to split up the useful nodes. The Focus here is on stacking up Spell Damage and Chaos Damage bonuses as well as buffing Despair’s ability to remove resistances. There is also a small amount of Mana Cost Efficiency and Remnant bonuses to round everything out.

Weapon Set 1 is for Doedre’s Undoing bonuses. Pure Chaos and Event Horizon provide a lot of Chaos Damage. Dynamism and Invocated Efficiency work for Doedre’s Undoing as it is a Triggered Spell. Ruin is great generic Spell Area Damage, while Endless Blizzard adds a level to Elemental Weakness.
Weapon Set 2 is for Despair bonuses. Almost all Curse bonuses are allocated here, outside one the ones needed for both curses.
Zone of Control provide some Curse AoE and Hinder for some extra defensive power. Fated End provides a huge chunk of Curse Duration, balancing out the downside of Master of Hexes to make the magnitude it gives almost free.
Void Allows Despair to remove additional Chaos Resistance, but isn’t valuable enough to be on shared passives. While Mental Alacrity allows Despair to be cast faster. The leftover points are used to squeeze out a little more Curse Magnitude from the Decrepifying Curse cluster
Level 85 Crit Swap Tree
When decided if you’re ready to swap to this tree, make sure you have a solid Crit Wand and Focus, or Staff with Spell and Chaos Damage bonuses ideally.

To facilitate the Crit Swap, we’re dropping the Event Horizon and Pure Chaos clusters from Weapon Set 1 to move them into crit. Specifically they are allocated to Critical Exploit, Sudden Escalation, and Careful Assassin.
Additional Passive Points are spent picking up the left side Crit cluster containing True Strike, For the Jugular, and Deadly Force. When pathing to Deadly Force, take the topside for extra damage, rather than the Cast Speed on the lower path.
Level 95 Endgame Crit Tree
As with many Endgame builds, the final optimization come from using the very powerful Diamonds dropped by bosses. As such you will want to grab the Jewel Socket near Elemental Equilibrium. The remaining points will be used to scale up Arcane Surge Effect, from the Final Ascendancy we take, Constant Gale.


From Nothing is a great way to get the Arcane Surge effect passives near Scarred Faith. This importantly also comes with 60% Spell Damage during Arcane Surge, which scales with all the effect we can grab.

Prism of Belief is a great pickup for the build, as most of the damage scaling comes from Spell Levels. +2-3 Levels to Elemental Weakness is preferred here, the more the better as it will free up a support gem slot for Elemental Weakness.

Heart of the Well is a very strong damage jewel. The optimal rolls for this would be Lightning as Extra, Chaos as Extra, Spell Crit Chance and Spell Crit Damage. Though any combination of double Gain as Extra is often good enough.

Controlled Metamorphosis is hard to fit into the build. It’s best use case is the Jewel Socket near Chaos Innoculation. With a Very Large Ring size, this allows Pure Chaos and Wither Away to be taken. While this does save a number of passive points, it’s hard to justify using this for just two passives. Plus we’d have to pick up another jewel socket for a Faster Curse Jewel anyways unless we get it on Focus.
Gear and Stat Priorities
This section lists and explains the recommended stats for our gear and any Uniques we recommend.
The grid is interactive. You can click or tap on an item to read its recommendations. Or scroll past it to read everything in order.
If a slot is left empty, it’s because there is no special item recommended for it and you can opt to populate it with whatever you prefer.

For the Wand, to get the best possible set of modifiers it needs to be a Dueling Wand, Attuned Wand, or Siphoning Wand. These wands have access to all varieties of Spell Level, and Spell Damage making them the best case for this build.
The end goal is to get a Wand with +5 Levels to all Cold, Fire, or Lightning Skills, Spell Crit modifiers and as much Spell and Chaos Damage as possible. Gain as Lightning is also acceptable here, but better to get from Heart of the Well or other sources.

For our Focus, you’ll want a fairly standard Tasalian Focus. The only difference between the one for this build and others is that Energy Shield is not prioritized, as we’re going to sacrifice a lot of it for Runic Ward, so we take Life and Mana instead. Outside of that, the typical + Level to Spells, Cast Speed, and Spell Crit Chance is ideal here.
Sunsplinter is a great budget option here, providing an exceptional +6 to Elemental Weakness and access to block. It does provide a socket to use Warding Rune of Stability, which frees up the belt to be anything else.

Since Runic Ward is the focus of our defenses, a Cryptic Crown is ideal for a Helmet. This provides the highest base Runic Ward possible. Life, Mana, and Crit Chance are the high value modifiers here, with Resistances also being a great pickup. Rarity can be good if Resistance are already covered.

Continuing with Runic Ward stacking, a Wolfskin Mantle is the best choice of Body Armour. This provides the highest amount of Runic Ward. Outside of Runic Ward from Sovereign Alloy, the only modifiers we care about are Life and Resistances here.
One augment slot here will be dedicated to a Warding Rune of the heart, allowing our general life stacking across gear to also provide Ward.
A Runeforged Brass Dome can be a good option too, but requires exceptionally good gear to cover for the lack of resistances.

The gloves of choice here are Adherent Cuffs. If you guessed it’s because it provides the most Runic Ward, you’re correct. For Modifiers Life, Mana, and Crit Damage are the main priorities, otherwise Resistance is great.
Maligaro’s Virtuosity is an option here, sacrificing Ward and Resistances to free up passives allocated toward Crit Damage on the passive Tree. It’s a small number of passives, so it’s not super valuable. Runeforging them however provides very little Runic Ward, around 10% of what rare gloves would.

Darkness Enthroned is the only required unique for the build. The Shield variant is used to get 80% of Runic Ward as Stun Threshold from a Warding Rune of Stability, making the build nearly stun immune. The second socket has a variety of good options from generic life to a periodic Guard based on Runic Ward.
Mageblood is also a chase item for the build, with

For Boots, Cryptic Leggings are the choice here. Yes, because of Runic Ward. Otherwise, just the standard High Movement Speed, Life and Resistance Boots are ideal.

For the Life Flask, Olroth’s Resolve is insanely powerful due to stacking Ward. Absolutely a chase unique for this build.
Outside of this, an Ultimate Flask with Increased Recovery on Low Life is the best option, as Runic Ward makes it a very consistent bonus.

Refined Breach Rings can be incredibly powerful here if you manage to get lucky with crafting them. Combined with an Essence of the Breach, they are able to provide nearly as much Life as our Body Armour. If resistances are mostly covered elsewhere, we can even fit in a Life Regen or Life on Kill roll to really leverage the Catalyst and provide extra recovery.

If you’re not so fortunate to get such a ring, any Resistance Ring with Life, Mana, and Resistances to fill any gaps will work just fine.

For an Amulet, Solar Amulets are an ideal base to work with. The inherent Spirit will allow you to squeeze in Cannibalism on any of the Spirit Gems for a boost to recovery.
Spell Levels are the priority here, as well as Life and Mana rolls. Runic Alloy can net %Runic Ward, which is also a huge boon to the build. Critical Hit Chance and Damage are both good options for Suffixes as well if Resistances are not needed.

Uhtred’s Chalice is a great Mana Flask to use if affordable. It provide a long lasting Mana recovery that can also Overflow and increase total Mana. Since Runic Ward is a primary defense, the downside never comes into effect.
Outside of this, an Ultimate Mana Flask with Increased Recovery Amount will work just fine as well.





