Assemble Abomination
Necromancer · Acolyte
Hold ability key to channel to absorb your Wraiths, Summoned Skeletons, Skeletal Mages, Golems, and Volatile Zombies in an area. When you release, summon a single hulking abomination with added health and more damage per minion absorbed.
The abomination remembers the minions absorbed to create it and will rapidly devour those minions to restore 10% of its maximum health.
More information
Abomination gains health equal to the max health of minions consumed and 5% more damage (multiplicative with other modifiers) per minion consumed (up to 20 minions).
All minions of the same type are devoured if any one of them are absorbed. For example, Skeleton Warriors, Skeleton Rogues, and Skeleton Archers are the same type of Summoned Skeleton.
Skill tree: Assemble Abomination
The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.
Hover or tap a node for its description. The number on a node is its maximum points.
All nodes as a list (30)
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Sharpened Bones
max 4
For each Skeleton Warrior absorbed, your abomination deals more melee damage and has more health (both multiplicative with other modifiers).
For each Skeleton Rogue absorbed, your abomination has increased attack speed.
For each Skeleton Archer absorbed, your abomination has increased area of effect.
Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.- +2% Melee Damage and Health per Skeleton Warrior
- +3% Attack Speed per Skeleton Rogue
- +5% Area per Skeleton Archer
If more than 20 skeletons are absorbed, the priority for consideration is warriors, then rogues, then archers. So if you absorb 15 warriors, 10 rogues, and 5 archers, then 15 warriors and 5 rogues will apply their benefits.
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Cruel Monstrosity
max 3
Your abomination has additional critical strike chance.
For each Skeleton Rogue absorbed, your abomination has increased movement speed.
Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.- +2% Critical Chance
- +2% Movement Speed per Rogue Absorbed
Requires 2 points in Sharpened Bones
If more than 20 skeletons are absorbed, the priority for consideration is warriors, then rogues, then archers. So if you absorb 15 warriors, 10 rogues, and 5 archers, then 15 warriors and 5 rogues will apply their benefits.
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Noxious Stench
max 1
Your abomination casts Aura of Rot, poisoning itself and nearby enemies every second.
For each Skeleton Rogue absorbed, your abomination gains additional chance to inflict poison on hit.
Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.- Casts Aura of Rot
- +30% Poison Chance per Absorbed Rogue
Requires 3 points in Repugnant Mass
If more than 20 skeletons are absorbed, the priority for consideration is warriors, then rogues, then archers. So if you absorb 15 warriors, 10 rogues, and 5 archers, then 15 warriors and 5 rogues will apply their benefits.
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Shattered Limbs
max 1
Your abomination has increased critical strike chance, but can no longer regenerate health or absorb Bone Golems.
- 100% Increased Critical Strike Chance
- -100% Health Regen fixed
- Cannot Absorb Bone Golems fixed
Requires 2 points in Cruel Monstrosity
The Abomination can still recover health by methods other than health regen.
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Spoils of War
max 1
If a Skeleton Warrior or Skeleton Rogue is absorbed, your abomination is granted the ability to Double Strike with a 6 second cooldown, dealing significant melee damage.
Double Strike deals more damage (multiplicative with other modifiers) per Skeleton Warrior or Rogue consumed.
Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.- Double Strike Gained on Warrior or Rogue Absorbed
- +30% Double Strike Damage per Warrior or Rogue Absorbed
Requires 2 points in Sharpened Bones or Flesh and Blood
If more than 20 skeletons are absorbed, the priority for consideration is warriors, then rogues, then archers. So if you absorb 15 warriors, 10 rogues, and 5 archers, then 15 warriors and 5 rogues will apply their benefits.
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Flesh and Blood
max 2
Your abomination's melee hits deal more damage (multiplicative with other modifiers), but can no longer absorb Skeletal Mages.
- +15% Melee Damage
- Cannot Absorb Mages
Requires Spoils of War or 2 points in Cruel Monstrosity
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Age of Undeath
max 1
Your abomination can no longer absorb Summoned Skeletons.
Minions within 12 meters of your abomination gain increased attack speed.- Can't Absorb Summoned Skeletons
- 10% Attack Speed Aura for Minions
Requires 3 points in Domination
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Repugnant Mass
max 4
Your abomination has more health (multiplicative with other modifiers) and generates more threat, which increases the likelihood of enemies targeting it.
- +15% Health
- +15% Threat Generated
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Fractured End
max 3
Your abomination reflects a percentage of damage to attackers, and disassembles into a number of Skeletal Vanguards on death.
- 20% Damage Reflected
- 1 Skeletal Vanguards on Death
Requires 2 points in Repugnant Mass
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Domination
max 4
Your abomination deals more damage (multiplicative with other modifiers).
- +8% Damage
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Terrible Might
max 4
Your abomination deals more damage (multiplicative with other modifiers), but has reduced attack speed.
- +12% Damage
- -2% Attack Speed
Requires 2 points in Repugnant Mass or Consume
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Contaminated Dreams
max 1
Your abomination has increased cooldown recovery speed for its abilities, but takes damage equal to a percentage of its maximum health each time it uses an ability with a cooldown.
- +30% Increased Cooldown Recovery Speed
- 5% Health Loss on Ability Use
Requires 2 points in Necrosage
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Consume
max 3
Your abomination's hits leech a portion of the damage they deal as health.
- +3% Health Leech
Requires Terrible Might or Stitched Flesh
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Unholy Reach
max 5
Your abomination's melee attacks deal damage in a larger area.
- +25% Melee Area
Requires 2 points in Domination
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Reap The Damned
max 1
If a Wraith is absorbed, its melee attack is replaced with Soul Reave, which deals melee necrotic damage.
Soul Reave has 200% damage effectiveness compared to the basic melee attack's 150%, and Soul Reave has 15% more radius compared to the basic melee attack.- Soul Reave Gained On Wraith Absorbed
Requires 4 points in Unholy Reach
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Shattered Simulacrum
max 1
If a Bone Golem is absorbed, your abomination uses Stomp, a melee attack that deals physical damage and has a high chance to stun enemies in a large area.
- Stomp Gained On Golem Absorbed
Requires 4 points in Unholy Reach or Tower of Bones
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Meat Grinder
max 1
Your abomination gains increased attack speed when it kills an enemy. This effect can occur a limited number of times per 5 seconds.
- 5% Attack Speed on Kill
- 20 Limit per 5 Seconds
Requires 2 points in Unholy Reach
Each stack falls off separately.
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Stitched Flesh
max 4
Your abomination has more health (multiplicative with other modifiers) and restores a larger percentage of its maximum health when devouring other minions.
- +5% Health
- +5% Percent Max Health Restored on Devour
Requires 2 points in Sharpened Bones or Consume
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Cadaverous Carapace
max 1
Your abomination gains more max health (multiplicative with other modifiers) for 8 seconds each time it devours a minion, up to a limited number of times per 8 seconds.
- +10% Max Health Gained
- 5 Limit per 8 Seconds
Requires 2 points in Stitched Flesh
Each stack of this effect falls off separately. Stacks are multiplicative with each other.
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Dead Eye
max 1
If a Skeletal Archer is absorbed, your abomination casts Eternal Arrow every 4 seconds, a bow ability that deals physical damage and has 100% chance to Recurve.
Your abomination gains additional bow damage per point of your Intelligence.- Eternal Arrow Gained On Skeletal Archer Absorbed
- +1 Bow Damage per Intelligence
Requires 3 points in Sharpened Bones
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Horrific Volley
max 4
Eternal Arrow has a reduced cooldown.
For each Skeleton Archer absorbed, Eternal Arrow has additional Recurve chance.
Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.- 0.25 Eternal Arrow Cooldown Reduction (seconds)
- +35% Eternal Arrow Recurve Chance per Absorbed Archer
Requires Dead Eye
Modifiers which add to or subtract from a cooldown, such as this, are applied before increased cooldown recovery speed.
If more than 20 skeletons are absorbed, the priority for consideration is warriors, then rogues, then archers. So if you absorb 15 warriors, 10 rogues, and 5 archers, then 15 warriors and 5 rogues will apply their benefits. -
Picky Eater
max 1
Your abomination will not devour Volatile Zombies, even if they were absorbed to create it.
- Does Not Devour Volatile Zombies
Requires Bloated Corpse
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Engorgement
max 5
Your abomination has more health and deals more damage (both multiplicative with other modifiers) for each type of minion absorbed to create it among Summoned Skeleton, Skeletal Mage, Wraith, and Bone Golem.
- +4% Damage per Minion Type Absorbed
- +4% Health per Minion Type Absorbed
Requires 2 points in Domination
The maximum benefit of this effect is achieved if the abomination absorbs at least one minion from each of the four types.
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Death in the Family
max 3
If the abomination was made by absorbing at least 1 of every type of minion mentioned by Engorgement, it gains more damage (multiplicative with other modifiers), increased attack speed, and increased and movement speed.
- +20% Damage With All Types Absorbed
- +20% Attack Speed With All Types Absorbed
- +20% Movement Speed With All Types Absorbed
Requires 2 points in Engorgement
If a minion has a different name, it's considered a different type of minion
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Corrupt Palate
max 1
If a Skeletal Mage is absorbed, your abomination can cast Devouring Souls, a spell that releases multiple necrotic projectiles.
- Devouring Souls Gained On Mage Absorbed
Requires 3 points in Terrible Might
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Frightful Feast
max 3
Devouring Souls has a reduced cooldown.
Devouring Souls deals more damage (multiplicative with other modifiers) for each Skeletal Mage absorbed.
Devouring Souls releases an additional soul for each Skeletal Mage absorbed.- 0.5 Devouring Souls Cooldown Reduction
- +10% Devouring Souls Damage per Absorbed Mage
- 1 Additional Souls per Absorbed Mage fixed
Requires Corrupt Palate
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Necrosage
max 4
Your abomination has increased cooldown recovery speed for its abilities, and deals more damage (multiplicative with other modifiers) with abilities that have cooldowns.
- +5% Increased Cooldown Recovery Speed
- +8% Damage with Cooldown Abilities
Requires 2 points in Terrible Might
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Bloated Corpse
max 1
If a Volatile Zombie is absorbed, your abomination gains an explosive Tail Slam ability.
- Explosive Slam Attack Gained On Zombie Absorbed
Requires 2 points in Consume
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Tower of Bones
max 3
Stomp has a reduced cooldown.
For each Bone Golem absorbed, Stomp deals more damage (multiplicative with other modifiers) and has increased area of effect.- 0.5 Stomp Cooldown Reduction
- +40% Stomp Damage per Absorbed Golem
- +30% Stomp Area per Absorbed Golem
Requires Shattered Simulacrum
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Destruction Engine
max 1
When your abomination would devour a minion, it will instead be Sacrificed, consuming a percentage of Sacrifice's mana cost. This Sacrifice is cast by you and uses your Sacrifice tree.
- Sacrifice Instead of Devour
- 120% Sacrifice Percent Mana Cost Consumed
Requires 2 points in Stitched Flesh
Minions that are Sacrificed will not grant the abomination any benefits that come from devouring.
If Sacrifice chains, it will not chain to the abomination.
If you do not have enough mana to consume, the minion will instead be devoured.