Spellblade Shatter Strike Endgame Build for Last Epoch (Patch 1.2)
Welcome to our Last Epoch Spellblade Shatter Strike build guide for the Mage class. Here you will learn everything about the Spellblade play style, passives, skills, strengths, and weaknesses to conquer the world of Eterra.
Build Introduction
Slaughter packs of enemies using the power of ice to shatter their hopes and dreams.
This Mana-hungry build plows through enemies in a wide area, using Mana Strike to
empower attacks from
Shatter Strike. It focuses on Armor and Dodge, with massive Ward gains
due to fast attacks and the use of
Flame Ward. In Season 2, Mage buffs provide substantial Critical Strike Chance,
allowing us to heavily invest in Critical Strike Multiplier. With nearly 100% Critical Strike Chance, we make
short work of packs and tear through bosses.
Multiple Defensive Layers
High HP
Great Damage
Low Ward Retention
Idol Farming is difficult
LP Required for Ideal Pushing
Skill Selection
Offensively, this build alternates between Mana Strike and
Shatter Strike.
We use
Enchant Weapon to gain significant damage and Attack Speed.
Flame Ward is our go-to defensive skill,
automatically casting when stunned. It can also be used proactively to prepare for big hits or
trouble.
Teleport serves as a traversal skill; while not specialized, our passive tree reduces its cooldown significantly.
Defensively, we emphasize Dodge with heavy Dexterity scaling. Ward, our primary defensive layer, is bolstered by
numerous chances to gain it through Idols and skills. Armor is also substantial, and upon activating Flame Ward,
our values reach 3,800+, providing ~57% Damage Reduction for physical hits and ~40% for elemental hits. This kicks in
if our passive 50% Dodge chance fails.






Class and Skill Passive Trees
Our base class is Mage, which serves as a caster in Last Epoch. Upon completing Act 1
in the campaign, your character will have the opportunity to select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Mage, you can choose between Passive Trees for Spellblade, Runemaster, and Sorcerer. After
selecting a Mastery and allocating 20 Passive Points into the Mage Tree, you can then allocate Passive Points into the Mastery Trees.
For this build, we capitalize on several nodes to gain substantial Ward in the Mage tree. We also benefit from significant Attack Speed, Critical Strike Chance, and Critical Strike Multiplier. Most of our points are spent in the Spellblade Tree, grabbing nodes that increase base damage and overall damage output. Uniquely, we allocate points only in the Mage and Spellblade classes.
Mage Passive Points
- 8 points in Arcanist: Grants Intelligence, increasing our damage and Ward Retention.
- 6 points in Reactive Ward: Dropping below 70% Health grants Ward, scaling with our total Health pool.
- 5 points in Mage Flurry: Increases Attack Speed and reduces the cooldown of
Teleport.
- 5 points in Warden: Adds 50% Ward Retention.
- 8 points in Knowledge of Destruction: Increases Critical Hit Chance and Multiplier.
Our base class is Mage, which serves as a caster in Last Epoch. Upon completing Act 1
in the campaign, your character will have the opportunity to select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Mage, you can choose between Passive Trees for Spellblade, Runemaster, and Sorcerer. After
selecting a Mastery and allocating 20 Passive Points into the Mage Tree, you can then allocate Passive Points into the Mastery Trees.
For this build, we capitalize on several nodes to gain substantial Ward in the Mage tree. We also benefit from significant Attack Speed, Critical Strike Chance, and Critical Strike Multiplier. Most of our points are spent in the Spellblade Tree, grabbing nodes that increase base damage and overall damage output. Uniquely, we allocate points only in the Mage and Spellblade classes.
Spellblade Passive Points
- 8 points in Arcane Warden: Grants a large amount of Ward per enemy hit, plus Intelligence per point and Ward Decay Threshold per point of Intelligence.
- 8 points in Infused Weapon: Adds flat Cold Melee Damage.
- 4 points in Frozen Steel: Further boosts Melee Cold Damage and Freeze Rate Multiplier.
- 5 points in Arcane Shielding: Grants Arcane Shield on melee hits, providing an independent damage reduction layer and Ward per second.
- 5 points in Warden's Echo: Grants a chance to cast
Frost Claw on melee hits.
- 5 points in Shattered Aegis: Converts Arcane Shielding to grant significant Armor through stacks of Arcane Shield.
- 5 points in Essence Duel: Boosts Attack Speed and Ward generation on elemental melee hits.
- 1 point in Gemini: Enables dual-wielding but increases damage taken by 9%.
- 8 points in Prismatic Blade: Adds Dexterity and Melee Damage.
- 6 points in Volka's Razor: Increases Elemental Damage for melee attacks costing more than 10 Mana.
- 5 points in River Blade: Adds Melee Cold Damage and reduces
Teleport cooldown.
- 4 points in Blade Weaver: Melee attacks costing less than 10 Mana grant Blade Weaving stacks.
Using a melee skill costing 10 or more Mana consumes stacks, dealing 15% more Elemental Damage per stack. Our rotation (four
Mana Strike per
Shatter Strike) makes further investment unnecessary.
- 5 points in Mental Fortitude: Increases Intelligence and Ward per Second.
- 4 points in Prodigy: A strong node; take earlier if Critical Strike Chance is low. Grants Ward per Second per 15 Intelligence and +1% base Critical Strike Chance per 15 Intelligence.
- 8 points in Defender of Welryn: Grants Dexterity and increased Critical Strike Chance per Dexterity.
Mana Strike
Mana Strike is one of our two primary attacks. To capitalize on Blade Weaver,
we attack four times with
Mana Strike between
Shatter Strike uses. This is essential to meet our high Mana requirements. Some enemies
may be defeated by
Mana Strike alone, but in deeper Corruption, Season 2 champions require
Shatter Strike.
Order of Skill Points
- 1 point in Swift Sap: Increases Attack Speed.
- 1 point in Sprite Blade: Slightly increases
Mana Strike’s area.
- 4 points in Mana Drain: Boosts Mana generation from
Mana Strike.
- 5 points in Critical Mana: Grants Mana on critical hits with
Mana Strike. We should almost always critically strike, making this node highly effective.
- 2 points in Mana Spark: Taken to path further, with moderate damage gains after conversion.
- 4 points in Bountiful Victory: Generates more Mana on kill or when hitting Rare or Boss enemies.
- 2 points in Ward Strike: Grants Ward per
Mana Strike attack.
- 1 point in Frigid Grasp: Fully converts
Mana Strike’s Lightning damage to Cold.
Flame Ward
Flame Ward is purely defensive. When triggered, it grants 1,000 Armor
and substantial Ward. It automatically activates when stunned, helping us escape danger. Use it proactively to prepare
for unavoidable big hits, as it has two charges.
Order of Skill Points
- 3 points in Dilation: Increases duration and lowers Mana cost.
- 1 point in Fire Aura: Taken to progress further in the skill tree.
- 1 point in Frost Ward: Converts the skill to Cold.
- 5 points in Frostguard: Adds 1,000 Armor while
Flame Ward is active.
- 3 points in Stalwart Defense: Grants Ward on cast.
- 3 points in Desperate Defense: Grants additional Ward based on missing Health when low on HP.
- 1 point in Astonish: Automatically casts
Flame Ward when stunned, if off cooldown and Mana is positive.
- 2 points in Fuel The Flames: Increases Ward gain with a slightly longer cooldown.
- 1 point in Dual Aegis: Adds a second charge to
Flame Ward.
Enchant Weapon
Enchant Weapon should be used for tough packs or boss fights.
Its significant boosts to Attack Speed and base damage are critical. We avoid auto-casting to maintain control,
though you could enable it via Kindling Blade if preferred. The build was tested without auto-casting.
Order of Skill Points
- 5 points in Celerity: Increases Melee Attack Speed while active.
- 2 points in Shivering Blade: Passively adds Chill chance to Melee attacks, doubled when active.
- 5 points in Frostbrand: Increases Melee Cold Damage while active.
- 4 points in Concentration: Extends
Enchant Weapon duration by 4 seconds.
- 4 points in Efficacy: Reduces
Enchant Weapon’s Mana cost and increases Elemental attack damage while active.
Frost Claw
Frost Claw isn’t on our skill bar;
Teleport takes its place for movement.
It adds damage but, more importantly, generates free Ward. With our high attack speed,
Frost Claw triggers rapidly via Warden's Echo, granting 12 Ward per cast.
Order of Skill Points
- 3 points in Gift of Winter: Reduces Mana cost, irrelevant since we don’t cast it directly.
- 3 points in Shiver Shell: Grants a chance for
Frost Claw to cast when hit.
Frost Claw, by any trigger, grants Ward.
- 1 point in Reowyn's Veil: Increases Ward generation based on
Frost Claw’s Freeze Rate.
- 3 points in Macuahuitl: Grants a 30% chance to cast
Frost Claw on melee hits.
- 3 points in Glamdring: Scales
Frost Claw 3-to-1 with added Melee Damage.
- 4 points in Rending Cascade: Adds base Critical Hit Chance and Freeze Rate Multiplier.
- 1 point in Frozen Reign: Reduces Mana cost and increases damage to Frozen enemies.
- 1 point in Cold and Calculating: Boosts Freeze Rate Multiplier, scaling with
Frost Claw’s Critical Hit Chance (near 100%).
- 1 point in Fen of the Frozen: Grants
Frost Claw a chance to Chill, increasing damage to chilled enemies via Frozen Steel.
Shatter Strike
Shatter Strike is our primary damage dealer, cleaving hordes in a single cast. With
Whiteout, one attack triggers multiple large AoE strikes. It’s scaled to add 160%
to our Critical Strike Multiplier, pushing the planner’s total to 744%! Alternate with
Mana Strike to maintain Mana and maximize Whiteout efficiency.
Order of Skill Points
- 2 points in Lingering Chill: Recent use increases global Cold Damage and Freeze Rate.
- 1 point in Breadth of Cold: Boosts
Shatter Strike damage and area.
- 2 points in Whiteout: Recasts
Shatter Strike twice, reducing Attack Speed and increasing Mana cost.
- 5 points in Iceblink: Greatly increases Attack Speed, but restricts
Shatter Strike to one-handed weapons. Note: If the rotation with
Mana Strike feels too fast, trade points to Cold Presence.
- 4 points in Icy Flow: Grants Ward and reduces Mana cost. Note: Adjust points to keep
Shatter Strike above 10 Mana, but not excessively higher, based on gear.
- 4 points in Absolute Zero: Increases damage but lowers Attack Speed.
- 2 points in Shiver: Boosts area and Cold Penetration.
- 4 points in Cold Steel: Adds 160% to
Shatter Strike’s Critical Multiplier with proper gear.
Build Mechanics and Playstyle
This build plays like a classic brawler. Use Shatter Strike alongside
Mana Strike. While a single
Shatter Strike can wipe trash packs, avoid burning excessive Mana.
Recognize threats to use
Mana Strike for simple packs, reserving
Shatter Strike for Rares or Champions. A rhythmic playstyle emerges, but at around 500 Corruption, enemies hit harder, requiring a cautious approach.
Defensive Layering
Keep at least one Flame Ward charge available when blinking into packs or
uncleared areas with
Teleport. We generate Ward rapidly via Idols, skills, and passives, but without attacking, our lower Ward Retention makes us vulnerable. Shattered Aegis provides substantial Armor, active only during attacks. Our passive Dodge rating (~50%) feels strong at high levels, but treat it as a bonus, not a primary defense.
This build thrives on active combat to maximize defenses. Don’t hesitate to reset fights using Flame Ward and
Teleport to escape.
You can’t climb Corruption if you’re dead.
Equipment and Gear Affixes
For suggested gear, see the planner below. Specific Unique item interactions are detailed further down.
Uniques
These uniques push the Shatter Strike build’s damage to exceptional levels. While not mandatory, they significantly enhance damage and defenses for high Corruption scaling.
- Siphon of Anguish – Shade of Orobyss (Chance Drop)
- Applies Doom, granting up to 16% increased Melee Damage against affected enemies. Drops in 83% of Orobyss kills.
- Suloron's Step – Spirits of Fire (Echo Rewards)
- Adds up to 105% Melee Critical Strike Multiplier but reduces Physical Resistance by 75%. Plan for this loss, ideally using Legendary Potential (LP) to offset the T7 Physical Resistance penalty, nearly nullifying it.
- Shattered Chains – Shade of Orobyss (Chance Drop – Min. 120 Corruption)
- Works with Siphon of Anguish, causing Doom – affected enemies to take up to 15% more damage, beyond just increased melee damage.
- Boneclamor Barbute – The Black Sun (Echo Rewards)
- Converts Necrotic Resistance to Ward per Second. Naturally suits us with Dexterity, Intelligence, and Necrotic Resistance, bolstering our defenses.
Idols
Idol slots are unlocked through the campaign, offering small bonuses and unique affixes to augment builds. The Idol screen is a grid where players place Idols of varying sizes, eventually filling it entirely. Larger Idols (1x1, 1x2, 1x3, 1x4, etc.) typically offer stronger affixes.
We target two Large Arcane Idols (1x3) and two Huge Arcane Idols (1x4). The Large Idols have a prefix of Ward Gain on Potion Use and a suffix of Chance to Gain 20 Ward on Melee Hit. The Huge Idols use the same affixes. With our attack rate, these Idols generate Ward rapidly. In Season 2, we can "Enchant" class-specific Idols with Weaver’s Enchantments, offering bonuses like Critical Strike Chance, Multiplier, Movement Speed, or Ward Decay Threshold. Use as many class-specific Idols as possible, supplemented by Weaver Idols (1x1 and 2x1), which are more powerful than standard Idols.
Blessings
Blessings are permanent buffs applied to your character, available in Standard and Grand tiers. Grand Blessings are significantly stronger. There are 10 Blessing Slots, one per Monolith Timeline. Completing a Monolith and defeating its boss grants a choice of three Blessings with random values.
Blessing Name | Affix | Timeline |
---|---|---|
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Critical Strike Multiplier | The Black Sun |
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Ward on Potion Use/Ward Decay Threshold | Ending the Storm |
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% Increased Armor | The Age of Winter |
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Armor | Spirits of Fire |
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Dodge Rating/Critical Strike Avoidance | Reign of Dragons |
Changelog
- 04 Apr. 2025: Reworked for 1.2. Modified passive tree, adding focus to more readily available dodge mechanics. Playstyle is unchanged.
- 18 Mar. 2024: Guide added.


EMP1241 is a Marine veteran who is currently pursuing higher education in Aerospace Engineering. He spends much of his time outside of his studies playing ARPGs, Builders, and MOBAs. He is frequently seen on his Twitch channel discussing science, space, or video games.
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