Summoner Necromancer Build Skills for Diablo 2 Resurrected
This page shows the recommended skill point progression and priority for the Summon Necro. Note that the following list refers to the total number of skill points, not the character level, to best account for the 12 bonus skill points granted by quests.
Summoner Necromancer Skill Build
- 1 point to all prerequisites
 - 20 points to 
 Raise Skeleton — Max immediately, required - 20 points to 
 Skeleton Mastery — 1 point immediately, then max after 
 Raise Skeleton, required - 1 point to 
 Clay Golem — 1 point immediately, required - 1+ points to 
 Corpse Explosion — Area of effect damage to support your Minions, required - 1 point to 
 Summon Resist — Resistances for Minions, can respec out of points later on, required - 1 point to 
 Amplify Damage — Main damage curse for your Minions, required - 1 point to 
 Decrepify — Main survivability curse for your Minions, required - 1+ points to 
 Revive — Supplemental Minion, optional - 1 point to 
 Iron Maiden — Useful for killing Bosses in normal, optional - 1 point to 
 Life Tap — Improves survivability for Minions and melee party members, optional - 1 point to 
 Bone Armor — Can be helpful to have a little extra physical Damage armor, optional 
Select Summoner Necromancer Skill Discussion
Raise Skeleton
 Raise Skeleton is the core skill of the Summon Necromancer.
Individually weak, Necroskeletons find both strength and safety in numbers. As
such, your most important task is to ensure that you always raise as many
Necroskeletons as allowed by the skill. Even in large numbers, however,
unsupported Necroskeletons are rarely effective; as their master, you must
assist them in combat through various offensive and defensive spells, which
will be discussed below. Ensuring their survival — generally achieved
by killing quickly rather than protecting them — is particularly
important against Bosses and other difficult monsters, as Necroskeletons can
only be raised from fresh corpses. Losing all Necroskeletons in an area with no
corpses will leave the Summoner with little hope of progressing. In such
situations, you can always use a 
 Scroll of Town Portal and a Waypoint back
to an easy area so as to raise new Necroskeletons from weak enemies, but this
process is time-consuming.
Amplify Damage, Decrepify, and Corpse Explosion as Support Skills
 Amplify Damage, 
 Decrepify, and 
 Corpse Explosion are
your main support skills for your Necroskeletons, to be used when you do not
need to raise new ones.
Amplify Damage is a powerful offensive debuff that doubles the amount of
Physical damage taken by all enemies in a very large area of effect. It is
generally used against hordes of weaker monsters to improve the killing speed of
your Necroskeletons and 
 Revives. Allied players, too, benefit greatly
from this Curse. Note that Amplify Damage is only 20% effective against monsters
who are Immune to Physical damage; this is generally enough to break their
Immunity to allow your Necroskeletons to deal damage.
Decrepify is a slightly more defensive debuff that reduces the Physical damage and Resistance, movement speed, and attack speed of all enemies in a very small area of effect. Due to its limited area of effect and short duration, it is generally reserved for Unique monsters with powerful Physical attacks to protect Necroskeletons. Decrepify and Amplify Damage cannot be used simultaneously, and casting one over the other will override the oldest Curse.
Corpse Explosion is a "filler" spell that exploits a fresh corpse to deal damage in a large area of effect based on a percentage of the Life of the detonated corpse. Since this percent-based damage does not increase with additional skill levels, Corpse Explosion it is an excellent skill that can be used by any Necromancer with the investment of a single skill point. Summoners typically cast Corpse Explosion after Amplify Damage or Decrepify as the Physical half of its damage benefits from these Curses. The other half is dealt as Fire damage, which is useful against monsters who are Immune or or otherwise resistant to Physical damage. Before casting Corpse Explosion, make sure that you will not need the corpses in the near future to raise new Necroskeletons.
Which Necromancer Golem is the Best?
Although the weakest Golem at first glance from a raw statistical
perspective, the 
 Clay Golem is prised not for its power, but for its
ability to Slow enemies on hit, which reduces their global speed much like
 Decrepify. As both effects do stack, a single hit from a Clay Golem
against a Decrepified target is an effective way to control it. The other
Golems — 
 Blood Golem, 
 Iron Golem, and 
 Fire Golem
carry particular effects that are not nearly as useful, even if they are more
powerful in general. Note that you may only summon one Golem, which is why you
must choose.
Skeletal Mage
Although they may seem like a natural addition to a summoned army,
 Raise Skeletal Mages are actually significantly weaker than their
 Raise Skeleton counterparts. Their Life, in particular, is so low that they
must constantly be replaced. Their damage, too, is limited, and their elemental
attacks do not benefit from Amplify Damage or Decrepify.
Revive
 Revive temporarily raises a slain monster and provides it with a
stat increase. Unlike 
 Raise Skeleton, the revived monster does not turn into
a Necroskeleton, instead keeping the form it had in life. Revive may be treated
as a filler skill, much like Corpse Explosion, that should however be used on
powerful monsters. Ranged casters are particularly good targets for Revive as
they will not compete with your melee Necroskeletons for space in combat.
Further, reviving Minions, Champions, or Unique monsters retains some of their
special bonuses, making them a priority to Revive.
Enigma and Teleport
Enigma is a key item for the Summoner due to the 
 Teleport
skill it provides.  When teleporting, all Minions are instantly moved to the
location of the caster.  This is extremely useful offensively and defensively
to reposition Minions instantly to better attack enemies or keep them out of
danger.
The Importance of Auras
Since Auras such as 
 Might affect Minions, Summoners will find any
item that carries a permanent Aura on equip valuable. Desert Guard Mercenaries
hired in Act 2, too, carry Auras, making them a natural choice for such
Necromancers.
Summon Necromancer Stats Discussion
The following section discusses how many attribute points should be allocated to each of the primary stats.
How much Strength Does a Summon Necromancer Need?
Enough for gear — For a Summoner using a Spirit Monarch, this will be 156 Strength as that is usually the highest Strength requirement for commonly used gear. If choosing to use another shield with lower Strength requirements, then just adjust your Strength to that value. This number always changes based on the gear you are using, though, so make sure to always double check the requirements for each piece of gear you have as well as how much Strength each piece will provide once equipped.
How much Dexterity Does a Summon Necromancer Need?
Enough for Gear — Dexterity is great for increasing Block Chance,
particularly with 
 Homunculus, but if you are not planning on
investing points to max that out, it is often not worth taking any additional
Dexterity, as the return on Defense is very low.
How much Vitality Does a Summon Necromancer Need?
Everything else into Vitality — 250+ points. Every excess attribute point should be allocated to Vitality, as long as you can meet the Strength and Dexterity requirements of your items by the time you wish to equip them. Not only does this increase your Life total, but this also increases the chance for Healing Potions to crit, doubling their healing output. Further, additional Life reduces the chance that you will be put into hit recovery.
How much Energy Does a Summon Necromancer Need?
Nothing — Allocating attribute points to Energy in a final build is universally considered sub-par for almost every character due to the widespread availability of Mana Potions. While leveling, if you find yourself struggling with Mana you can allocate a few points to Energy that you can then remove with a respec later on.
Changelog
- 23 Sep. 2025: Updated through Patch 2.8.
 - 04 May 2025: Guide reviewed.
 - 22 Sep. 2021: Page added.
 
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