Summoning
- Swap out skills on your bar. You should have volatile zombies, summon skeleton, bone golem, summon skeleton mage, and assemble abomination.
- (optional) Equip your hollow fingers. If you have them, equip foot of the mountain as well.
- Stand in a fairly open space. The center of echo of a world works perfect.
- Cast summon bone golem.
- Cast summon skeleton mage 3 times.
- Use minion command key to move them all to one side of you together.
- From this point on, do not move at all.
- On the opposite side of you cast summon volatile zombie
- Cast summon skeleton until you are at your maximum skeletons. Make sure to position them further away from you than the zombies are.
- Wait for your mana to be at ~75%
- Cast summon volatile zombie again in the direction of the first set of three.
- Wait for full mana.
- Cast summon volatile zombie one last time. This will kill the first 3 zombies and cause them to spawn corpse parasites and vanguards very close to you.
- Immediately place your cursor in the middle of the parasites and begin casting assemble abomination.
- While it is casting continue to hold the key down. You can do basic inventory management while waiting. I don't recommend alt tabbing but you can try it if you want, it sometimes works.
- After between 40 and 80 seconds (if it's more, congrats you've summoned a big juicy one. Enjoy your big numbers) the abom will be summoned.
- Switch your rings and boots back to normal gear.
- Switch your skills to infernal shade, bone golem, transplant, assemble abomination, and dread shade.
- If there are any leftover minions, switch in sacrifice and carefully delete them so they don't eat your dread shade casts. Don't sacrifice the abomination by accident or you will be sad.
- Cast infernal shade on abomination. If you have the blaze shade nodes then keep casting it until you see the larger aoe from a blaze shade.
- You're good to go for the next 4-8 minutes.
You can also do a lighter version of this process for a faster summon of a weaker abomination. This is good for clearing echoes. Generally I will run with 6 skeletons, 1 golem, and 3 zombies for this. That will get you around 45 minions (22 seconds to summon) and last 4 minutes.
General Gameplay
While actually running echoes the gameplay is fairly simple. You walk to the boss, abomination will follow you and occasionally wipe out whole packs with stomp when it's AI stops getting stuck. Once you get to the boss you place your mouse cursor on top of it and press the minion command key, then the boss no longer exists and you can move on to the next echo. If you are at high corruption with many dangerous modifiers you can instead follow your abomination. Use the minion command key to make it move ahead of you and only follow once everything is dead. This approach is much slower but extremely safe.
Offensive monolith modifiers:
- Never take "enemies focus on attacking players", it is the single most dangerous thing you can click on by a huge margin. You do have the defenses to survive enemies swarming you but you are not immortal. Taking this modifier without noticing is the easiest way to get yourself killed on this build.
- Apart from that, like any other build you should not be taking crit unless your crit avoid is 100% and you should be careful about stacking up too much %increased damage on enemies.
Defensive monolith modifiers:
- "enemies have a chance to dodge" this is just annoying. Big slow hitters with high aoe are punished far far more than other builds by this modifier. It isn't a dealbreaker, but avoid it if you can because it will slow you down a lot.
- "enemies have increased health" this modifier is actually a good thing. Abomination has 40% of damage from crits leeched as life, but enemies don't have much health and you can't leech overkill. Giving them more health means abom can leech more and it will survive longer.
- No other defensive modifiers are meaningful in any way.
Abomination Skills
The abomination has a fairly large number of skills it can use. in-game there are only a few that you can see. In this section I'm going to give precise values for all of them and links to the sometimes unlisted pages for them in the skills db.
Remember that:
- Abomination itself has an implicit 40% less Melee Attack Speed, 60% more Melee Damage, and 70% more Damage.
- Many of these skills are copy-pasted versions of player skills. Their descriptions don't always make sense.
- If a skill lists attribute scaling that does not work with your own attributes, or attributes on the minion.
- The cooldowns in the data are not always correct. I have timed many of these out myself but there may be some minor errors. If there is a ~ in front it means I've timed it myself. Otherwise the number is confirmed to be true either by devs or game data.
This is the basic melee attack is enabled by default.
- No cooldown
- 1.1 per second (attack speed)
- 18 base physical
- 5% crit chance
- 200% crit multi
- 100% added damage
- Physical, Melee, Area
This attack is horrible and a major part of the AI issues with abomination. It has no aoe or range. If you see your abomination tripping over itself stuck in middle of a pack doing nothing, this is what it's trying to do. The range on this skill is so bad that sometimes enemies that it is getting pathing blocked on are still out of range of this ability.
This skill is enabled by default and has a 15% chance to cast whenever the abomination is hit.
- No cooldown (not 100% certain on this, difficult to test)
- No cast animation
- 12 base physical
- 5% crit chance
- 200% crit multi
- 100% added damage
- Physical, Spell
Without this abomination would be many many times slower clearing monoliths. The range on this is quite big and it triggers very often.
This is enabled if you have Dead Eye 1/1 and consumed at least 1 skeleton archer to create the abomination.
- No cooldown (casts automatically every 4 seconds)
- No cast animation
- 9 base physical
- 5% crit chance
- 200% crit multi
- 100% added damage
- Physical, Spell
- 9 projectiles, homing
- Modified by Horrific Volley
This is nice if you can fit it in, especially on permanent abomination builds. Not having an animation means the abomination is basically running around with this on numlock and it helps clear a lot.
This is enabled if you have Corrupt Palate 1/1 and have consumed at least 1 skeleton mage (of any type including death knights) to create the abomination.
- ~6s cooldown
- 0.524 per second (cast speed)
- 6 base necrotic
- 5% crit chance
- 200% crit multi
- 100% added damage
- Necrotic, Spell
- 6 projectiles, homing
- Modified by Frightful Feast
- Despite the description this does not inflict possess and thus does not scale with damage over time.
The go-to clear skill for permanent abomination builds. It has good screen coverage and its damage can be scaled quite well with cooldown idols and sources of minion adaptive spell damage.
This is enabled if you have Spoils of War 1/1 and have consumed at least 1 skeleton warrior to create the abomination.
- 8s cooldown
- 1.897 per second (attack speed) (the skill is 2 attacks in sequence, so it takes twice as long to cast)
- 28 base physical (first attack) 18 base physical (second attack)
- 5% crit chance (both attacks)
- 200% crit multi (both attacks)
- 100% added damage (both attacks)
- 100% chance to bleed (first attack only)
- Physical, Melee
The animation for this skill is really fast. If you are playing permanent abomination then you should be taking this. Otherwise though, its long cooldown makes it inconsistent and there are better options.
Note that this skill does not have the area tag, meaning Unholy Reach will not modify the size.
This is enabled if you have Reap The Damned 1/1 and have consumed at least 1 wraith of any type (including blood spectres from sacrifice for some reason) to create the abomination.
- Combo skill (like umbral blades), the sequence is Soul Reave -> Basic Melee -> Basic Melee -> repeat
- No cooldown
- 1 per second (attack speed)
- 40 base necrotic
- 5% base crit
- 200% crit multi
- 200% added damage
- Necrotic, Melee, Area
The area on soul reave is massive, the only issue is that the other two skills in the combo sequence are the basic melee and I wish you luck with that. More often than not what happens is the abomination uses this skill, then spins in circles doing nothing until the combo times out after a few seconds.
This is enabled if you have Shattered Similacrum 1/1 and have consumed at least 1 golem of any type to create the abomination.
- ~0.5s cooldown (data says 3s, this is not the case in-game)
- 1.1 per second (attack speed)
- 30 base physical
- 5% base crit
- 200% crit multi
- 150% added damage
- Physical, Melee, Area
- 50% increased stun chance
Easily the most consistent option abomination has, you can scale the cooldown enough to make this completely replace the basic attack. It also has very good damage scaling and aoe, a quick animation, and it even stunlocks anything that survives the first hit.
This is enabled if you have Bloated Corpse 1/1 and have consumed at least 1 volatile zombie to create the abomination.
- 6s cooldown
- 0.55 per second
- 20 base physical (first hit) 40 base fire (projectile)
- 5% crit chance (both parts)
- 200% crit multi (both parts)
- 100% added damage (first hit) 200% added damage (projectile)
- Physical, Melee, Area (first hit) Fire, Spell (projectile)
- 50% increased stun chance (first hit) 200% chance to ignite with 100% increased effect (projectile)
A very interesting option overall and for this build especially because we are using zombies anyway. The range on the projectiles is insane, easily more than the entire screen and it does a ton to help clear. Unfortunately the abomination doesn't use this at range, instead it treats it as a melee attack but the range is much better than the basic attack. 100% worth trying it out if you can spare some points.
Note that Unholy Reach only applies to the initial melee portion, not the spell portion.
Note: It is unclear if this skill is intended to be cast by the player or the minion and I have heard there are some issues but have not tested it myself yet.
This skill is not part of abomination, but it is a spell that you can cause your abomination to cast using Dragonflame Edict
- ~2s cooldown (not totally certain on this, also do not know if it scales with minion cooldown recovery)
- No cast animation
- 80 base fire
- 5% crit chance
- 200% crit multi
- 400% added damage
- Fire, Spell
The resummon loop
In order to make this build work we need a way to generate a lot of minions. In general there are a few approaches to this, we focus on the second.
- Use uncapped decaying minions keep them alive somehow (In the past we used pre-rework wraiths for this and had infinite minions to work with. Good times)
- Cause new minions to be summoned when old ones are consumed (usually involves zombies)
- Just summon a ton of minions normally (A staple of these setups is bone prison on bone curse)
In order to do this we use:
This is by no means the only way to accomplish a resummon loop, but out of all the setups I have tried so far this one is the most consistent and least mana intensive for the number of minions generated.