Spellblade Spark Charge Endgame Build for Last Epoch (Patch 1.2)
Welcome to our Last Epoch Spellblade Spark Charge 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
Prepare to electrify Last Epoch Season 2 with this thrilling Spellblade build centered around Spark Charge!
This build is a dazzling blend of automation, mobility, and raw lightning power. Surge across the battlefield with
Surge,
leaving
Spark Charge, proverbial lightning grenades, in the pockets of your enemies that erupt in stunning arcs,
annihilating foes with breathtaking visuals.
Mana Strike drives your relentless onslaught, keeping mana topped off
while stacking critical hits for devastating single-target damage. Amplified by Fragment of the Enigma, your
Spark Charge
casts obliterate hordes, while Static Shell and layered defenses let you dance through danger unscathed. Perfect for players seeking a fast,
visually explosive playstyle with simple mechanics, this Spellblade delivers lightning-fast clears and boss-crushing might. Charge into
Season 2 and sizzle enemies in your wake!
The video below showcases the functionality but was recorded before Season 2. Flame Rush was swapped for
Surge.
Simple skill rotation
Excellent defensive layering
Fast clear
High end corruption requires T7 gear and LP
Can not face tank
Idol Hunting
Skill Selection
Offensively, this Spellblade is extremely simple to play and can functionally clear large swaths of enemies with just a few attacks.
We focus on selecting nodes that empower both our offense and defense. We gain significant
Ward Retention in the passive trees, as well as massive boosts to Ward generation and Damage Reduction. Our tree also enhances
our primary damage source, Spark Charge, which is further amplified by our unique Fragment of the Enigma
and our primary attack skill,
Mana Strike.
Defensively, we are secured in the lightning-charged armor of Static Shell, which grants armor bonuses against shocked enemies. The planner shows armor in the 7,000+ range, equating to ~70% Damage Reduction from physical attacks and ~50% for elemental attacks. This works cohesively with our Ward, which passively sits in the 3,000 range, effectively more than doubling our health pool. Combined with Arcane Shielding, we are a very tanky Spellblade.






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 specialize in Spellblade, which is where the
majority of our Passive Points are allocated. The Spellblade Tree focuses on nodes that enhance our Attack Speed, Critical Strike Chance, applying Spark Charge,
empower our defenses, and reduce the cooldown of
Surge. A smaller portion of
Passive Points comes from Sorcerer, focusing on offensive scaling and adding Intelligence.
Each Passive Tree and its points are detailed below.
Mage Passive Points
- 8 points in Arcanist: This node grants Intelligence, increasing our damage and Ward Retention.
- 2 points in Reactive Ward: Dropping below 70% Health grants Ward, scaling with our total Health pool.
- 5 points in Mage Flurry: This increases our Attack Speed.
- 6 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 specialize in Spellblade, which is where the
majority of our Passive Points are allocated. The Spellblade Tree focuses on nodes that enhance our Attack Speed, Critical Strike Chance, apply Spark Charge,
empower our defenses, and reduce the cooldown of
Surge. A smaller portion of
Passive Points comes from Sorcerer, focusing on offensive scaling and adding Intelligence.
Each Passive Tree and its points are detailed below.
Spellblade Passive Points
- 8 points in Arcane Warden: We gain a large amount of Ward every time we hit an enemy with this node, plus Intelligence per point and Ward Decay Threshold per point of Intelligence.
- 6 points in Elemental Affinity: This node bolsters our resistances and increases our Elemental Damage.
- 1 point in Infused Weapon: A traversal node to move further into the tree. Our damage comes from the spell
Spark Charge, not direct melee damage.
- 5 points in Arcane Shielding: Hitting an enemy with melee attacks grants Arcane Shield, an independent damage reduction layer that also provides Ward per second.
- 5 points in Storm Blade: This node gives a 25% chance to apply
Spark Charge.
- 5 points in Shattered Aegis: Converts Arcane Shielding to grant significant Armor gains through stacks of Arcane Shield.
- 5 points in Essence Duel: Further boosts Attack Speed and Ward generation when hitting with elemental melee attacks.
- 5 points in Burden of Knowledge: Adds flat damage to our passively used spells.
- 8 points in Outrun and Outlast: Provides significant cooldown reduction for
Surge, plus gains in Health and Ward Retention.
- 10 points in Mental Fortitude: Grants a large amount of Intelligence, adding base
damage to
Spark Charge via Fragment of the Enigma.
- 5 points in Prodigy: An incredibly strong node; take it earlier if your critical strike chance is too low. Grants Ward per Second per 15 Intelligence and +1% base Critical Strike Chance per 15 Intelligence.
- 5 points in Prismatic Blade: Adds Dexterity and more Melee Damage.
- 6 points in Volka's Razor: Increases Elemental Damage for melee attacks costing more than 10 Mana. This also applies to spells or ailments triggered by the melee attack, like
Spark Charge. Our melee skill that benefits is
Surge.
- 5 points in Blade Weaver: Melee attacks costing less than 10 Mana grant stacks of Blade Weaving.
Using a melee skill costing 10 or more Mana consumes all stacks, dealing 15% more Elemental Damage per stack. Since our rotation is roughly five
Mana Strike attacks per
Surge, there’s no need to invest further.
- 5 points in Mana Reaver: Grants Health and 3 Mana per enemy hit.
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 specialize in Spellblade, which is where the
majority of our Passive Points are allocated. The Spellblade Tree focuses on nodes that enhance our Attack Speed, Critical Strike Chance, apply Spark Charge,
empower our defenses, and reduce the cooldown of
Surge. A smaller portion of
Passive Points comes from Sorcerer, focusing on offensive scaling and adding Intelligence.
Each Passive Tree and its points are detailed below.
Sorcerer Passive Points
- 8 points in Calculated Destruction: Grants 3% increased Spell Critical Strike Chance per Intelligence, plus additional Intelligence.
Mana Strike
Mana Strike is one of our two primary attacks. To capitalize on Blade Weaver,
we attack five times with Mana Strike between Surge uses. This is essential to meet our high Mana requirements. Note that some enemies
may be defeated by Mana Strike alone, but in deeper corruption, champions in Season 2 will require
Surge.
Order of Skill Points
- 4 points in Swift Sap: Attack Speed is paramount, making this node invaluable.
- 1 point in Arcanist's Blade: Helps alleviate early Mana issues.
- 1 point in Mana Spark: Taken to path further, with moderate damage gains.
- 4 points in Spark Charges: Ensures
Spark Charge is applied with every
Mana Strike attack.
- 1 point in Mana Storm: Since
Mana Arc is a spell, it contributes to our 100% chance to Shock enemies on hit. It also applies a lesser
Spark Charge via Fragment of the Enigma, as it’s a spell, not a melee attack. Shocking enemies is key to our defense, thanks to Static Shell.
- 2 points in Rage Sap: Adds damage to attacks or spells after hitting with
Mana Strike.
- 3 points in Rune Sap: Adds significant Spell Damage, stacking 12% per
Mana Strike hit in the last 4 seconds.
- 5 points in Sprite Blade: Increases the area of effect for
Mana Strike, boosting the number of
Spark Charge applications in an area.
Note: You may have fewer skill points until you acquire the required unique Fragment of the Enigma. Remove one point from Sprite Blade if needed.
Static
Static is fully automated and requires minimal interaction.
However, it plays a significant offensive and defensive role
in the build. It ensures enemies attacking you are Shocked
if you have 80 or more charges, which is critical due to how
our unique armor, Static Shell, functions. This grants up to
175% more armor against shocked enemies, effectively
doubling the listed Armor in your tooltip. This is not shown
in the tooltip but has been tested for functionality.
Order of Skill Points
- 3 points in Reverberation: Gains four
Static charges when hit. The target is 80 charges for both offensive and defensive purposes.
- 1 point in Overload: Automatically casts
Lightning Blast at nearby enemies when over 80
Static charges.
- 3 points in Stabilizing Current: When
Lightning Blast critically strikes via Overload, we gain a
Static charge 75% of the time (we should almost always critically strike).
- 5 points in Diode: Increases Spell
Critical Strike Chance for
Lightning Blast, enhancing automation.
- 4 points in High Voltage: Increases the rate of gaining
Static charges while moving.
- 1 point in Shock Armour: Ensures we Shock anything that attacks us while above 80 charges.
- 3 points in Overcharge: Nearly doubles
Static charges from 100 to 175.
- 1 point in Stormchaser: Doubles the rate of charge gain while moving. Conversely, we lose charges when standing still.
Note: You may have fewer skill points until you acquire the required unique Fragment of the Enigma. Remove one point from High Voltage if needed.
Enchant Weapon
Enchant Weapon significantly boosts our DPS in multiple ways. It increases our attack speed, which
raises the rate at which we apply
Spark Charge with
Mana Strike. It also hits all
nearby enemies with
Zap, which can apply
Spark Charge (small chance via Fragment of the Enigma) and Shocks enemies,
our primary defensive mechanism.
Order of Skill Points
- 5 points in Celerity: Massively boosts Attack Speed.
- 4 points in Concentration: Adds 4 seconds to
Enchant Weapon’s duration, totalling 9 seconds.
- 3 points in Fulminate: Grants a 15% chance to Shock on melee hit passively, 30% when active.
- 1 point in Conduit: Causes
Zap to be cast at all nearby enemies when active.
- 4 points in Capacitance: Increases
Zap’s hit frequency per second.
- 3 points in Efficacy: Significantly reduces
Enchant Weapon’s Mana cost.
Surge
Surge lights up the battlefield, literally. This skill directly applies
Spark Charge to anything it
hits and casts our scaled
Lightning Blast, adding to automation and granting a 30% boost to spell damage while surging.
This movement skill has a reduced cooldown and makes us invulnerable during use.
Order of Skill Points
- 1 point in Jolt: Ensures anything hit by
Surge is Shocked, maximizing defensive layering.
- 4 points in Expanse: Increases
Surge’s hit area.
- 4 points in Charged Movement: Applies a
Spark Charge to anything hit with
Surge.
- 2 points in Shocking Blows: Adds Melee Lightning Damage to
Surge.
- 2 points in Lightning Rush: Increases
Surge damage, scaled 2-to-1 with movement speed.
- 1 point in Shielding Advance: Grants invulnerability while surging.
- 2 points in Dynamics: Extends
Surge’s duration, prolonging invulnerability.
- 1 point in Stormbringer: Casts our scaled
Lightning Blast upon arriving with
Surge.
- 3 points in Electropulse: Casts
Lightning Blast three times during
Surge’s animation.
- 1 point in Ride the Lightning: Alters
Surge’s pathing to hit wider areas and grants 30% more spell damage during its animation.
Note: You may have fewer skill points until you acquire the required unique Fragment of the Enigma. Remove one point from Expanse if needed.
Lightning Blast
Lightning Blast is key to our automation. However, it will not be on our skill bar, in its place
Flame Ward will be used.
Casted by
Static and
Surge, it applies
Spark Charge and detonates them early, eliminating delays for enemy explosions. This applies to all
Spark Charge, not just those it applies. It’s scaled for high damage, 100% Critical Strike Rate with proper gear,
and grants Lightning Aegis. This subskill is both offensive and defensive, with a 5% trigger chance, though multiple
Lightning Blast casts increase its likelihood.
Order of Skill Points
- 2 points in Frontloaded: Adds more damage to initial chains, diminishing as chains continue.
- 3 points in Cloud Answer: Grants a chance to apply
Spark Charge on hit with
Lightning Blast, stackable on the same enemy.
- 5 points in Mortal Capacitor: Increases
Spark Charge damage applied by
Lightning Blast by 200%.
- 1 point in Final Spark: Detonates
Spark Charge on enemies instantly, bypassing the 1-second ignition delay.
- 3 points in Storm Razor: Boosts
Lightning Blast damage and nearly guarantees critical strikes.
- 1 point in Lightning Attunement: Grants a 5% chance to gain Lightning Aegis when
Lightning Blast is cast.
- 4 points in Arcing Power: Required to reach desired nodes, though not directly useful since we don’t cast
Lightning Blast manually.
- 1 point in Closed Circuit: Sustains chains from Diode, including us in the chain, not just enemies.
- 1 point in Surging Influence: Greatly increases
Lightning Blast chain range.
Note: You may have fewer skill points until you acquire the required unique Fragment of the Enigma.
Remove one point from Storm Razor if needed. If Mana is an issue early in the build,
take one point in Innate Conduit to cast Lightning Blast without chaining.
Build Mechanics and Playstyle
This build is fast and fun to play. It’s straightforward to understand and has no resource management issues.
The rotation is smooth, with most damage applications automated.
The offensive mechanics are simple: damage primarily comes from Spell Damage, not Melee Attack Damage, with Critical Strikes scaled to ~450%.
Spark Charge’s base damage scales with Intelligence, and our melee application
grants up to 125% more damage.
Defensive Layering
Static Shell quickly adds thousands of Armor to
our base defenses. The catch is that
the enemy attacking us must be Shocked to gain
this Armor bonus. In this build, the average base Armor
is just above 2,500. If the enemy is Shocked, this
jumps to nearly 6,000, or 67% Damage Reduction. With maximum Armor
rolls, it can reach just under 8,000, or 74%
Damage Reduction. This provides a comfortable average of 8,000 EHP, or up to 10,000 EHP with
maximum rolls. Our sizeable Ward gain can passively
push EHP to 26,000. Including all layers, such as unscaled Flame Ward
and Lightning Aegis, we can reach 50,000 EHP, making this one of the tankiest Mage builds.
To achieve this Armor, we
hit an average 100% Chance to Shock on Spell
Hit; every skill triggers a Shock.
We also take Shock Armour, granting a 100% chance
to Shock attackers while above 80 Static Charges.
Critical Strike Avoidance is scaled to at least 70% on low rolls, but at higher Corruption, it should reach 100%. Without Legendary Potential (LP), Health is a concern. Without LP on Static Shell, clearing 2,000 HP is challenging.
While the build has ample Ward generation and Armor
scaling to feel comfortable at higher Corruption,
do not face-tank high-end damage. Always avoid obvious high-damage mechanics and use Flame Ward when appropriate.
Our Idols are rolled to grant ample Ward when
Flame Ward is activated.
Mobility
Use Surge whenever enemies are present and
it’s off cooldown. Avoid using it for general movement, as its distance
is limited, but its damage is significant. It guarantees at least one
Spark Charge application,
which hits hard thanks to Fragment of the Enigma.
Equipment and Gear Affixes
For all suggested gear pieces, see the planner below. Specific Unique item interactions are listed further down the page.
Uniques
This build requires two uniques and the use of set item affixes in the rings. Each has a specific purpose critical to the build. New Weaver echoes allow us to "break" set items into affixes craftable onto similar gear pieces (e.g., Rings to Rings, Swords to Swords). These are explained in their respective sections but summarized here. The rings come from the The Invoker's Static Touch set, granting base spell Lightning Damage and a chance to Shock on spell hit. Since enemies are continuously shocked and hit multiple times per second in large areas, this keeps us defensively sound. If resistances allow, a single set ring can replace the upgraded base ring, but the planner shows the ideal setup.
Both uniques are mandatory, as their roles are too vital to omit.
- Static Shell – Blood, Frost, and Death (Echo Rewards)
- Static Shell is a highly defensive chest piece, and we rely heavily on its massive Armor boost. Enemies must be shocked for it to work, which our skills and items handle effectively.
- Fragment of the Enigma – The Stolen Lance (Echo Rewards)
- This massively increases
Spark Charge’s AoE upon detonation and can more than double its damage if rolled well. It also adds 2 base damage to
Spark Charge per Intelligence point, a key reason we scale Intelligence heavily.
- This massively increases
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 different sizes, eventually filling the entire grid. Larger Idols (1x1, 1x2, 1x3, 1x4, etc.) typically offer stronger affixes.
We target two Heretical Large Arcane Idols (1x3) and four Heretical Grand Glass Idols (3x1). The Large Idols
have a prefix of Ward Gain on Potion Use and a suffix of Chance to Gain 20 Ward on Melee Hit. For
the Glass Idols, we use Ward Gained when you cast Flame Ward as the prefix and Chance to Apply
Spark Charge as the suffix.
With our attack rate, these Idols generate Ward quickly. 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 final boss grants a choice of three Blessings with random values.
Blessing Name | Affix | Timeline |
---|---|---|
![]() |
Critical Strike Multiplier | The Black Sun |
![]() |
Shred Lightning Resistance on Hit | Ending the Storm |
![]() |
% Increased Armor | The Age of Winter |
![]() |
Armor | Spirits of Fire |
![]() |
Dodge Rating/Critical Strike Avoidance | Reign of Dragons |
Changelog
- 04 Apr. 2025: Reworked for 1.2. Modified passive tree heavily, gear swapped, Replaced Flame Ward with Lightning Blast automations. New Idols required, and reforged set-items included.
- 19 Mar. 2024: Updated for 1.0. Modified the build defensively with Flame Ward, and modified Surge.
- 21 Jan. 2024: Loot Filter added.
- 30 Nov. 2023: 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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