Void Knight Time Rot Hammerstorm Endgame Build for Last Epoch (Patch 1.2)
Welcome to our Last Epoch Void Knight Time Rot Hammerstorm build guide for the Sentinel class. Here you will learn everything about the Void Knight play style, passives, skills, strengths, and weaknesses to conquer the world of Eterra.
Build Introduction
Your foes will succumb to the power of the void, dying to the destructive force of Time Rot. This ailment-based build focuses on using the many multiplicative scaling options that Void Knight has at it's finger tips in order to boost the power of Time, infllicted through a flurry of hammers and void bolts.
Some of the best mapping in the game
Low gear requirement to get off the ground
Multiple layers of defense
Time Rot capped to 12 stacks means damage will have a cap on Bosses
Will want Set Affixes in order to maximize damage
Skill Selection
While Time Rot may be the star of the show, Hammer Throw is the
enabler. This build uses chained hammers in order to proc
Smite, raining
down lightning bolts on multiple targets. The Time Rot will then spread from the
first dead enemy to anything nearby, creating a screen-wide chain reaction that kills
everything around you.
Abyssal Echoes functions as a self buff;
activate it in order to take advantage of some very powerful
player buffs, bolstering our Time Rot even further.
Devouring Orb may
be the thing you have to worry about the least, but for how little you need to do in
order to maintain it, this skill deals a ton of damage and adds even further global
buffs to our character. All of this culminates into the build presented on this page,
destroying even the toughest foes with little effort.
Volatile Reversal acts as the mobility skill here,
however we will not scale it.






Class and Skill Passive Trees
Our base class is Sentinel, which fills the role of a knight in
Last Epoch. Upon finishing Act 1in the campaign, your character will be offered an opportunity to
select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Sentinel, you can choose between
Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive Points into the Sentinel Tree,
you'll then be able to place Passive Points into the Mastery Trees.
Void Knight is the Advanced Class used for this build, and also where the majority of
our Passive Points will come from. The Void Knight Tree will
be used almost entirely to bolster the damage Time Rot deals, taking nodes like Rot Grip
and any node that enhances Attack Speed, Slow Chance, or Chance to Inflict Time Rot. We will need to
place 15 points in Paladin in order to unlock Symbols of Hope.
Sentinel Passive Points
- 2 points in Juggernaut: Strength base and Resistance gains.
- 8 point in Fearless: Vitality and Health Regen.
- 5 points in Relentless: Increased damage and Stun defenses.
- 5 points in Armour Clad: Damage mitigation for enemies within melee range.
Our base class is Sentinel, which fills the role of a knight in
Last Epoch. Upon finishing Act 1in the campaign, your character will be offered an opportunity to
select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Sentinel, you can choose between
Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive Points into the Sentinel Tree,
you'll then be able to place Passive Points into the Mastery Trees.
Void Knight is the Advanced Class used for this build, and also where the majority of
our Passive Points will come from. The Void Knight Tree will
be used almost entirely to bolster the damage Time Rot deals, taking nodes like Rot Grip
and any node that enhances Attack Speed, Slow Chance, or Chance to Inflict Time Rot. We will need to
place 15 points in Paladin in order to unlock Symbols of Hope.
Paladin Passive Points
- 5 points in Defiance: Attunement and Elemental Resistance, bolstering Endurance Threshold.
- 10 points in Valor: Endurance, Health, and Healing Effectiveness.
Our base class is Sentinel, which fills the role of a knight in
Last Epoch. Upon finishing Act 1in the campaign, your character will be offered an opportunity to
select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Sentinel, you can choose between
Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive Points into the Sentinel Tree,
you'll then be able to place Passive Points into the Mastery Trees.
Void Knight is the Advanced Class used for this build, and also where the majority of
our Passive Points will come from. The Void Knight Tree will
be used almost entirely to bolster the damage Time Rot deals, taking nodes like Rot Grip
and any node that enhances Attack Speed, Slow Chance, or Chance to Inflict Time Rot. We will need to
place 15 points in Paladin in order to unlock Symbols of Hope.
Void Knight Passive Points
- 5 points in Abyssal Endurance: Health, Resistances, and less damage taken from Physical and Void type attacks.
- 1 point in Devouring Blade: Pathing node.
- 4 points in World Eater: Adds Leech to the build, assisting in Health sustain.
- 5 points in Dark Maw: 10% increased Health, and a chance to absorb 5% of an enemies health when you kill them.
- 5 points in Doom Knight: Strength, Health, and a bonus of Armor for 5 points.
- 6 points in Rot Ripples: 60% Chance to inflict Time Rot, and Time Rot will spread to nearby enemies when the initial target dies. This is a very strong node, as the spread is an amazing way to kill enemies in echoes, but the bonus here grants Time Rot an extra 25% duration.
- 6 points in Patient Doom: Increased Void DoT and a good chunk of reduced damage against critical hits.
- 5 points in Rot Grip: The most important node in the passive tree. This scales Time Rot, and is the main driver for our damage.
- 8 points in Renouncement: This is taken mostly for the Cast Speed. While this does help Smite deal damage, this is an ailment build and doesn't do much hit damage.
- 5 points in Woe: Massive node. Void Penetration, Slow Chance, and Frailty Chance.
- 5 points in Singular Purpose: This node is trick, as you really want less than 30% Block Chance to fully utilize it. Read further into our gear section for more info.
- 3 points in Echoing Strikes: Mostly a pathing node, but does give us some Time Rot damage through Chance to inflict.
- 10 points in Time Legion: Big modifier, grants Melee and Throwing Attack Speed.
- 5 points in Abyssal Fluctuation: Major defensive node. 50% of Elemental Damage you take is directed into dealing Void Damage, and Void Damage deals 20% less.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Hammer Throw
Hammer Throw will be the most used button for the build, allowing you to hit enemies and apply Time Rot from the safety
of range. Since Time Rot stacks cap at 12, we do not need a vortex of hammers surrounding us. Instead, this build opts to take
chained hammers; this still provides AoE coverage, but provides a ton of multiplicative modifiers to on-hit effects, moreso than
the whirlwind effect would.
Order of Skill Points
- 3 points in Winged Hammers: 45% more projectile speed.
- 1 point in Steadfast Path: Pathing node.
- 2 points in Catapult: Adds four projectiles to Hammer Throw.
- 5 points in Force of Impact: 50% more damage multi.
- 1 point in Collision: 50% more damage, and hammers can not pierce.
- 1 point in Ricochet: Hammers no longer gain any of the special effects from the rest of the tree; instead, they chain from one enemy to the next. This node scales off the amount of hammers you would've thrown without the node being taken. In this case, you'll gain 80% more damage and 80% more attack speed.
- 2 points in Chaining Hammers: Hammer Throw now chains four times.
- 5 points in Weighted Hammers: Big damage boost, but Hammers travel slower.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Smite
Smite will never be used manually. Instead, we rely on Adorned Raheyh Idols with Chance to cast Smite on throwing hit
to proc the spell off
Hammer Throw. Smite, just like Hammer Throw, has some serious multiplicative damage nodes in it's tree.
Essentially, Smite is being taken as an extra hit to enemies to quickly reach the 12 stack cap on Time Rot. This is great for mapping,
and will quickly kill a handful of enemies to spread Time Rot stacks to nearby enemies. To enable even faster clear speed, lightning
bolts have been added to Smite procs, allowing us to hit even more enemies at once, and creating quite the light show.
There's one more thing Smite provides, and that's a major buff to Attack Speed when it hits an enemy. This is
a very powerful buff for this build, as Time Rot damage scales directly off these stats.
Order of Skill Points
- 2 points in Blinding Flash: Smite hits have a chance to Blind, and Smite deals more damage to Blinded enemies.
- 5 points in Sacrifice: Huge multiplicative 250% node.
- 1 point in Fallen from Grace: Converts Smite into a Void skill.
- 2 points in Piety: Pathing node.
- 1 point in Order of Lagon: This is the node for Lightning conversion, however the Void conversion takes priority and this node does nothing.
- 1 point in Unbalanced Scale: Each Smite cast now drops an extra three lightning bolts.
- 1 point in Holy Wave: Pathing node, Smite no longer heals due to Void conversion.
- 3 points in Righteous Fury: Pathing node.
- 4 points in Righteous Flurry: Hitting an enemy with Smite grants us extra Attack Speed, buffing Time Rot.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Abyssal Echoes
Abyssal Echoes is taken for one main reason; it's a huge buff to Time Rot. On self-cast use of Abyssal Echoes, we gain a
ton of chance to inflict Time Rot for a short period of time. This is one of the scalers used in Rot Grip, and
probably the hardest one to find. You don't need to actually hit anything with it to obtain the buff, simply using the skill
will grant Nethar Coating to us and provide a significant damage boost.
Order of Skill Points
- 3 points in Crippling Waves: Echo hits apply three Slow stacks on enemies.
- 1 point in Freedom of Movement: Slow on you is now converted to Haste. Especially in Patch 1.2 with all of the Posesseed enemies, this is great.
- 1 point in Vorpal Reverberation: Pathing node.
- 4 points in Embrace the Darkness: Using Abyssal Echoes grants Nethar Coating, providing a massive 20% Attack Speed boost to melee and throwing, and more damage dealt to Blinded enemies.
- 3 points in Abyssal Tendrils: Nethar Coating from the previous node now also gives you a 45% chance to apply Time Rot, boosting it's damage through Rot Grip.
- 1 point in Turbulence: Abyssal Decay inflicted by Abyssal Echoes lasts longer.
- 1 point in Myopia: Abyssal Echoes now Blind enemies.
- 1 point in Fragility: Mostly pathing node, however Abyssal Decay no longer gets consumed on hit, and instead acts as a normal DoT.
- 3 points in Crumbling: Debuffs enemies hit by Abyssal Echoes, causing them to take 24% increased damage. Due to how this is applied, it acts as a multiplicative damage increase.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Symbols of Hope
Symbols of Hope is used entirely as a passive buff to the build. Once they've been converted to
Void, each Symbol will provide a boost to Void Damage. Additionally,
these provide a vast amount of Endurance Threshold, something the build needs to function defensively.
Avoid activating this skill, as the loss of Symbols will not be worth it for the active effect.
While it would be ideal to have five Symbols active, we just don't have the points while still converting to Void.
Order of Skill Points
- 5 points in Empowering Symbols: 25% increased damage per Symbol.
- 3 points in Decree of Flame: Pathing node.
- 1 point in Symbols of Despair: Void conversion, and increased Void Damage per Symbol.
- 3 points in Celestial Concentration: Increased Mana per Symbol.
- 5 points in Iron Symbols: Endurance Threshold per Symbol.
- 2 points in Enduring Hope: Pathing node.
- 1 point in Tetragram: +1 Symbol.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Devouring Orb
Devouring Orb will spawn as we walk. This was taken mostly for the global Void multiplicative, but Devouring Orbs will
generate
Abyssal Orbs, seeking out nearby enemies and applying Time Rot for us. All Orbs created come with 50% Void Penetration
and will apply a ton of stacks for us, easing up the pressure on us to manually hit enemies. Depending on gear and Corruption level, it is
possible to complete an Echo without ever pressing a button.
Order of Skill Points
- 5 points in Void Adept: 10% more global Void Damage, 20% if you manage to get above 90 Vitality.
- 1 point in Hollow Orb: Devouring Orbs now last 40% longer.
- 1 point in Abyssal Emission: Devouring Orbs now create Abyssal Orbs.
- 1 point in Dark Moon: The Orbs now orbit you, but last 50% less time.
- 1 point in Abyssal Rush: Devouring Orbs now cast automatically while you walk, dependent on their cooldown.
- 2 points in Sightless Star: 16% chance for Devouring Orb to have only half its cooldown.
- 5 points in Rift Caller: 50% Void Penetration for all Orbs related to this skill.
- 4 points in World Rot: Orbs last longer, and have an extra 100% chance to inflict Time Rot.
Build Mechanics and Playstyle
This build focuses entirely on Time Rot. For those of you who have played any type of ailment spreader in the past (Plague on Acolyte within Last Epoch, or PoE 2 Witch using Contagion), this will play similarly to those, but a bit faster paced than you're using to. The build has near-permanent Haste, allowing us to zoom through maps extremely fast and creating an exceptionally fun build that can be played without much gear dependance.
For complete transparency, this is not going to be the highest performing Time Rot build created for Patch 1.2. Melee-focused Time Rot has a higher damage potential just because of how Void Knight works from baseline. However, we found while testing that rather than deal with a forced rotation that may feel clunky while mapping, this version of Time Rot would be more fun. It still performs extremely well; with buffs up and hitting a dummy, Time Rot ticks were hitting for 1,300,000 damage in average gear. Fair to say it can go higher with more time to invest into the build.
Overall the set-up for this build is pretty easy to follow.
- Activate
Abyssal Echoes for the Nethar Coating buff.
Devouring Orb will activate simply from walking.
- Cast
Hammer Throw.
Defensive Layering
The defensive scaling for this build utilizes a hybrid of Ward generation, Health Regen, and Endurance Threshold.
This probably sounds weird, but it works very well. Some of the items required for the set-up are fairly hard to
come by, but none of them require killing Aberroth, meaning they're all accessible the moment you reach Empowered
Monolith. The two items you'll want will be Wall of Nothing and Vessel of Strife. Smite casts will
chunk our health quite a bit, so having a dual layer (Health and Ward) to combat this bolsters the build in a way
not much else can.
Time Rot Scaling
There's likely to be some confusion on this, so clearing this up in the guide seems is ideal. Through Rot Grip, Time Rot scales through three things.
- Chance to Slow on hit.
- Chance to inflict Time Rot on hit.
- The lowest stat between Melee, Cast, and Throwing Attack Speed.
The last one in that list, Attack Speed, may be what throws people off. It seems counter productive to scale three Attack Speed stats when you really only use one to inflict damage. However, the scaling off this is extremely high if you build around Time Rot correctly, and shouldn't be shrugged off. It isn't just affixes; global buffs that effect the stats in your character sheet also count for this. For example, Righteous Flurry acts as a scaler for Time Rot within the Smite tree. However, Rapid Throw will not increase the damage Time Rot deals, even if Hammer Throw is what applies the DoT.
Equipment and Gear Affixes
For all suggested gear pieces, please see the planner provided below. Specific Unique item interactions will be listed further down the page.
Uniques
The Set Items included below should be shattered through Woven Echoes and crafted onto Exalted items, such as the planner shows.
- Blade of the Forgotten Knight – Reign of Dragons (Echo Reward)
- Required for the set bonus to take effect, and forces us to use a one-handed sword. This sword and its affix does provide one important thing that isn't related to damage though, and that is granting Haste on hit. This can be activated through either Hammer Throw, Smite, Volatile Reversal or even Devouring Orbs.
- Locket of the Forgotten Knight – The Age of Winter (Echo Reward)
- Provides Chance to inflict Time Rot on hit, and required for the set bonus to take effect. Major scaler for Time Rot. You really want this affix at Tier 7 if you can manage to make it happen through a Rune of Havoc.
- Defiance of the Forgotten Knight – Spirits of Fire (Echo Reward)
- Another forced affix required to make the Forgotten Knight set bonus work. With this third item, the build gains a 36% multiplicative modifier to all Void Damage dealt, including Time Rot itself.
- Vessel of Strife – Temporal Sanctum (Tier 4 Julra)
- Part of the duo of items needed in order to scale Ward effectively without scaling Intelligence. This will conert a portion of your Health Regen into Ward Regen, and adds Ward Retention to your character. As a bonus, this also increases your Void Damage.
- Wall of Nothing – Fall of the Empire (Harbinger Drop)
- This chest piece is incredibly strong. It offers a chance to just completely nullify damage, but adds a substantial amount of Ward to your character through Endurance Threshold.
Idols
Idol slots are gained through the campaign, unlocking small bonuses and unique affixes for the player to discover and augment their builds with. The Idol screen consists of a grid system for the player to fill out with different sized Idols, eventually filling in every part of the grid. As the Idol shape increases (1x1, 1x2, 1x3, 1x4, etc.) the stronger an affix you might find for your build.
Idols are spoken for with this build, and they are mandatory. A large portion of our damage comes from Smite,
and it can only be activated through Adorned Rahyeh Idols with the affix Chance to cast Smite when you hit with throwing
attacks. One Idol is enough to get the build off the ground, four should be sought out in order to grant the build
better clear power.
Blessing
Blessings are permanent buffs that are applied to your character. These come in two different powers, Standard and Grand. Grand blessings are significantly stronger than the Standard Blessings. In total, there are 10 Blessing Slots, one for each Monolith Timeline. When you complete a Monolith and defeat the final boss you will be awarded a choice of three blessing with a random value.
Blessing Name | Affix | Timeline |
---|---|---|
Grand Depths of Infinity | Chance to Shred Void Resistance on Hit | The Black Sun |
Grand Allure of Apathy | Slow CHance on Hit | Reign of Dragons |
Grand Body of Obsidian | Armor | Spirits of Fire |
Grand Bulwark of the Tundra | Increased Armor | The Age of Winter |
Grand Rhythm of the Tide | Health Regen | Ending the Storm |
Changelog
- 11 Apr. 2025: Guide added.


GhazzyTV is a professional content creator that knows all about theory crafting builds in Path of Exile and Last Epoch and has been teaching players how to build their characters for over 9 years. He is a huge Blizzard fan with thousands of hours invested into Diablo 3 and 4 and is a frequent World of Warcraft Classic player. His builds will be helpful content for new players and veterans alike. You can find his PoE Vault Guide Hub here and his LE Guide Hub here. You can follow him on Twitch, YouTube or Twitter.
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