Build Introduction
The Djinn Commander combines the feel of playing a spellcaster with the power fantasy of a minion build to excel through the campaign at lightning speed. This build combines the Sand Djinn, Kelari, alongside the Fire Djinn, Ruzhan, to deal destructive damage to enemies while keeping mobile.
This build is specifically created for the Disciple of Varashta Ascendancy. It will not work with Stormweaver or Chronomancer, as it relies on specific skills that only Disciple of Varashta has access to.
Strengths and Weaknesses
- Djinns are immortal; no investment in minion survivability.
- High burst damage with little effort.
- Extremely low Mana cost on Commands.
- Very few unique buttons.
- High APM. Not great if you’re looking for a traditional minion experience.
- Djinn attacks don’t have great AoE coverage. Enemies that are spread out may require more effort to kill than a traditional spellcaster build.
Ascendancy
You will be able to select your Ascendancy after completing the Trial of Sekhemas during Act 2. This build makes the Trial extremely easy, so get it out of the way as early as you unlock it. This leveling build was made specifically for Disciple of Varashta; if you wish to use another Ascendancy, Path of Exile 2 now allows you to respec, and it can be done at any point after completing the initial Trial during the campaign.
Disciple of Varashta
Disciple of Varashta is a little different from normal Ascendancies. Rather than getting powerful nodes every two points of investment, you have the option to grab Djinn Commands, each costing one point, with the initial point in a specific Djinn unlocking access to it. This allows you to customize your loadout for whatever Command combination you want without feeling like you’re locked into two-point investment nodes.
For this leveling build, we’ll be focusing entirely on Ruzhan and Kelari. While Nevari has her uses, our goal here is to speed through to endgame, and the Sand and Fire Djinns do it better.
- Barya of Kelari: This will unlock Kelari, the Tainted Sands as a usable Djinn summon. Kelari’s main use for this setup will be to inflict Critical Weakness (any hit from Kelari inflicts this), clear maps, and deal the majority of our single target damage.
- Kelari’s Deception: Commands Kelari to blast the target location with physical spell damage. This comes with three stacks, and can be used repeatedly to deal a devastating amount of damage. This can be used to clear out groups of enemies with a single burst, or used on bosses as a three-tap. You ideally wait for all three stacks before doing this, as each consecutive hit deals 50% more damage.
- Barya of Ruzhan: This will unlock Ruzhan, the Blazing Sword as a usable Djinn summon. Using a self-casted spell (not a Djinn Command) will cause Ruzhan to appear and swing his sword. This applies Exposure to enemies hit, which will increase Elemental Damage taken for a period of time. When needed, we’ll be using
Unearth to get this to proc.
- Ruzhan’s Fury: Commands Ruzhan to conjure two volleys of fire and shoot them forward. This deals spell damage, and will deal extra damage against immobilized enemies. While this can be used to clear, it’s a little slow. Ruzhan winds this up for a second. The synergy here is with the more damage to immobilized enemies; Kelari deals very high amounts of physical damage, thus builds a lot of stun. When a boss is close to hitting its Stun Threshold, use this skill to unload extra damage.
General Leveling Advice
We can not stress enough how important it is to check vendors for gear. Getting a good mace will make all the difference in the world for your leveling experience. Vendors reset their inventory every time you level, so check back frequently to see if there’s an upgrade. Alternatively, use the gamble vendor to see if you can pull a good weapon that way, if you have spare gold.
This cannot be stressed enough, but the main driver of your damage will be a good Sceptre and +Levels to Minion Skills! Aside from the Sceptre, Minion Levels can be found on an Amulet and a Helmet.
Ensure you’re completing all important side quests. It’s very easy to pass up free passive points while running through campaign maps. In case you need a list of all permanent stat boosts during the campaign, you can find those on our guide using this link!
Leveling Passive Tree
The Passive Tree below can be followed through to the end of the Interlude and into early maps. Beyond that point, you should swap to an endgame setup. Follow along as you level using the arrows on the left and the right of the progression slider at the top of the Passive Tree.
Important Nodes
Since all damage dealt will be done with the Djinns, our main priority for the passive tree is acquiring Minion Damage and Energy Shield for survivability. All damage dealt by the Djinns is considered “Command Skills”, which opens up further opportunities in the top portion of the tree to scale them. The nodes below are the most important.
- Entropic Incarnation: The Chaos Resistance here doesn’t really matter (the Djinns are invincible), however extra Chaos Damage here is quite important, and will only continue to be more important should you stick with Kelari as your main damage dealer into endgame maps.
- At your Command: Djinns don’t cost Spirit! So what do you do with all of that extra Spirit? Summon a bunch of Skeletons, of course! We’ll be taking as many unique types of Persistent Minions as we possibly can to inflate this node.
- Splintering Force: This causes Kelari to break Armour when he deals damage. This is a requirement if you wish to deal respectable amounts of damage.
- Gigantic Following: This adds another 20% more damage to your minions, Djinns included. You’ll likely have to drop a single unique minion to make this work, but it far outweighs that loss. Even when considering
Muster, this is a huge gain. All of your minions will body block much better now on top of that, making Wraeclast just a bit safer for you.
An extra important mention, but all Djinn Commands come with a cooldown, which makes Minion Cooldown a highly sought after stat. It’s imperative you grab these at the first opportunity. Similarly, any sort of Area of Effect increase will also aid you in map clearing.
Skill Gems
Listed below are all Skill Gems that should be used during the leveling process. There may be a slight variation depending on which Act you’re currently progressing through. Notes for each Act will be listed below the Skill Gem tool.
Act I Notes
Important! Starting with minions on a Sorceress is a bit rough. It’s recommended, if possible, to instead level through Act 1 as a spellcaster-minion hybrid. This can be done by taking the initial Spell Damage nodes (Raw Power), into Cast Speed (Practiced Signs), into Critical Hit Chance (Critical Overload). From here you can move into Emboldening Lead. The tree above will not reflect these notes, and instead focuses on what the passive tree will look like upon ascending.
We heavily suggest running a wand and sceptre for this entire Act. While it’s a bit less safe than using a shield or focus, it will allow you to scale damage with both spells and minions.
You’re free to level with something else, or even follow the passive tree provided above if you don’t want to respec. Just realize you may struggle more in return for saving a bit of gold.
Skill Rotation:
- Cast
Bone Cage. - If enemies are dead near you, cast
Unearth to raise an army of cute little dogs.
Act 2 Notes
Act 2 is when we can move into the playstyle you came here for. It’s in your best interest to do the Trial of Sekhemas as soon as possible. This means either Level 21 or Level 22. The Trial is fairly easy, just focus on not getting hit and you’ll be fine. This will open up the real Disciple of Varashta gameplay when you turn into a summoner! At this point, make sure you drop your wand and pick up either a shield or a focus. It’s personal preference, but our suggestion would be a shield until you can take certain passives that bolster your focus.
Lesser Jeweler Gems are useful for most builds, and will start dropping in Act 2, but they’re borderline useless for this setup. Djinns are not normal Skill Gems, you’ll gain sockets simply by leveling your character. A third socket becomes available during Act 3, while a fourth socket becomes available either during the Interlude or in very early maps.
The two new Commands we get from Kelari are extremely strong, and both are used to map and boss effortlessly. Due to how Disciple of Varashta works, we won’t really need many Skill Gems. Kelari’s Brutality is a multi-hit AoE in a moderately large area, which conveniently comes with a low cooldown, making it ideal for clearing out mobs. Kelari’s Deception is much faster to use as it’s a single hit, and is great for popping enemies while still moving around.
You will still want to use
Unearth to raise some temporary minions as they make excellent body blockers. The Bone-Constructs that are raised don’t deal an incredible amount of damage, but they will help you pick off mobs as you run through maps, so don’t discredit them completely.
Act 3 Notes
Your rotation won’t really change in Act 3. Kelari is still your go-to for all situations. However, completing the Trial of Chaos will net you another two Ascendancy Passive Points, which we’ll use to unlock Ruzhan!
Ruzhan comes with two new Commands. One of these is a passive which will activate when off cooldown and we use a spell. In this case,
Unearth. When it procs, Ruzhan will appear and strike foes in a semi-circle. This also applies Exposure on enemies hit. The second Command is called Ruzhan’s Fury. Ruzhan will build up a bunch of projectiles and then fire them all in a straight line. Be mindful, he takes a while to use this; it’s not great for map clearing. What is is good for though, is dealing damage to stunned enemies. We’ll be adding this Command to our bossing rotation going forward.
Minion Collecting
While the functions of the build change very little going forward, there’s one massive difference;
Muster becomes available. All the extra Spirit you’ve had this entire time? You can now use it. As the campaign continues, one of your main goals will be to acquire as much Spirit as you can, collecting one of each minion until you fill in all of your Skill Slots.
Each persistent minion you gain will add 7% more damage to both Ruzhan and Kelari. It doesn’t matter if the persistent minions die, but the game is easier when they’re alive. Because of this, all Skeletal Minions will be equipped with
Last Gasp and
Meat Shield I. The outlier here is
Wolf Pack, you’ll be allocating
Loyalty. This is a massive 10% damage reduction for us, and takes the edge off nearly all damage you’ll take from mistakes.
The Skill Planner linked on this page is an example of “best guess” for how much Spirit you’ll have. You may have less, or more, depending on your luck with gear. Work around this as best you can.
Act 4 and Beyond
Continue upgrading your gear, searching as best you can for Spirit, Energy Shield, and +Levels to Minion Skills. These three things will carry you into the endgame where you can start working on your endgame build. You’ll also gain another 40 permanent Spirit during the Interlude, which will likely result in acquiring another Skeletal Minion.
Boss Rotation
- Blast the boss with both charges of Kelari’s Brutality.
- Unload all three charges of Kelari’s Deception onto the same target.
- When the boss is nearly stunned, and you have enough fire power, cast Ruzhan’s Fury in preparation for the boss being immobilized.
- Repeat Steps 1 – 3 until the boss is dead.
Gearing Progression
While a sceptre is mandatory, it’s up to you on if want to run a focus or a shield. We suggest a shield for the campaign, since the 25% passive block rate is insane early on. However once you enter maps, effort should be made to swap the shield for a focus.
Offensive Modifiers
- +Levels to Minion Skills
- Spirit
- Allies in your Presence have Increased Damage
- Allies in your Presence have Increased Critical Damage Bonus
- Movement Speed
Defensive Gear
- Energy Shield
- Resistances
Runes
The main priority for sockets will be to keep your resistances as close to, or above, the resistance cap as possible. Nothing else really matters early on, just focus on living.
Campaign Buffs
- Valley of the Titans Altar (Act 2)
- 30% increased charm charges gained. This can be swapped later.
- Venom Draught (Act 3)
- The Venom Draught selection should be made based on what you plan on playing for endgame. Mana Regeneration is useless for this build, however you may want it depending on your plans.
- Halls of the Dead (Act 4)
- Largely up to the player, these are permanent. Our suggestion is to take the elemental resistance for all three.
- Qimah (Interlude 2: The Stolen Barya)
- 3% Movement Speed. This can be swapped later.
For more details, check the guide on Campaign Difficulties and Permanent Stat Bonuses.
Flasks and Charms
While leveling, you will find several flasks and Charms. Upgrade your flasks as you go along, and if you fail to find flask upgrades, check vendors to buy them with gold.
Modifiers to look for on your flasks and charms:
- Health and Mana Flasks
- Prefix: Increased Amount Recovered
- Suffix: # Charges gained per second
- Charm
- Staunching Charm
- Stone Charm.
Changelog
- December 15th, 2025: Leveling build created.
Druid
Huntress
Mercenary
Monk
Ranger
Sorceress
Warrior
Witch
