The Best Crafty Guides by Odealo
Created for Patch 3.26
The newest 3.26 Mercenaries of Trarthus League introduces the eponymous Mercenaries at your service. To form a contract with them, you will first need to pay their price in Gold and defeat them in a duel. Once you persuade the Mercenary to cooperate, he will join your hunts in Maps without extra payments. If your Mercenary dies, you can pay a small Gold fee to resurrect them, but they will no longer join the Map they died in, but they won't lose any of their equipment.
Mercenaries come with their own set of Skills and Equipment. You can't alter their abilities or behaviour, but you can swap out their Gear if they fulfil the Attribute Requirements. They don't need to have a specific amount of Attributes; they only need to match the type. For example, a Dex/Int Mercenary can equip any Gear piece that requires any amount of Dexterity, Intelligence, or Dexterity and Intelligence, but they won't accept any Equipment that requires any amount of Strength, such as pure Strength bases, Strength and Dexterity, or Strength and Intelligence. It is a fair system that ensures quite complex Itemisation without easy access for one best Setup for all the various Mercenaries at once.
Travelling together with your Mercenary triggers the Party Difficulty system, although only at half effect. It means your Enemies will have more Health, but they will also drop more Loot. For this reason, it is recommended to always have your Mercenary with you, even if it means extra spending to make them useful.
There are two primary uses for the Mercenaries: Combat and Utility.
Generally speaking, Combat Mercenaries are great at the start of your journey, but their usefulness falls off as you upgrade your Character. Getting extra bonuses for your already strong Build is usually more efficient than trying to boost the Merc to match your level. However, extra power does not always mean better Clear Speed if your Build simply lacks AoE Coverage, even if you can defeat any Enemy with one Hit. For such cases, gearing up a Clear Speed-focused Mercenary that uses Bows or Wands might be a better idea.
You will sometimes encounter Infamous Mercenaries. They are more durable, deadlier, and carry more valuable loot. It is a good idea to hire them, as they will provide much more reliable assistance. To encounter them more often, you should build up your own Fame by defeating any Mercenaries you encounter on your way. It is very quick to max out, so don't worry about skipping a fight or two if you deem them too dangerous or rewardless.
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There is no simple best Utility Mercenary for all Builds. You will have to decide if you want more Damage, Defense, or Quality of Life in the form of automation. Mercenaries have all the Equipment Slots available, except for the Jewels. They also don't interact with Skills granted by Gear. Usually, you will want at least one useful Aura, Curse, or Buff Skill, such as Sigil of Power, and Equip them with some of the Unique Items from the list below. For that, you should also keep in mind their behaviour - a Mercenary that uses long-distance Attacks won't be a good pick for Items that apply Debuffs to Nearby Enemies, such as Legacy of Fury. You also need to remember about their survival - a dead Mercenary grants no bonuses after all. They have a high initial Damage Reduction, but usually lack Recovery, so any bonuses that grant Life Regeneration, Recoup, or other ways of Recovery are very valuable. Capping their Resistances is also mandatory.
The Mercenaries DO NOT count as Party Members for the sake of Conduit Keystone or other Unique effects. They are still Allies, so any effect that specifies works with Allies will work here correctly.
For the offensive Mercenaries, we recommend checking our regular Path of Exile Builds, and applying the Itemisation logic to your preferrable Mercenary. Just like the regular Characters, your Mercenaries require more than just one good Weapon to deal a solid amount of Damage by themselves; you will have to commit more resources to achieve satisfying results.
BODY ARMOUR | |||
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Requires: Strength&Intelligence (150-200)% increased Armour and Energy Shield +(60-90) to maximum Life Deal no Non-Lightning Damage Armour also applies to Lightning Damage taken from Hits Lightning Resistance does not affect Lightning Damage taken Nearby Enemies have Lightning Resistance equal to yours |
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Requires: Strength&Intelligence Trigger Level 10 Contaminate when you Kill an Enemy (200-250)% increased Armour and Energy Shield (7-10)% increased maximum Life +(29-43)% to Chaos Resistance Enemies on Fungal Ground you Kill Explode, dealing 10% of their Life as Chaos Damage You have Fungal Ground around you while stationary |
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Requires: Strength Has no Sockets +1000 to maximum Life |
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Requires: Dexterity (150-200)% increased Evasion Rating +(31-53)% to Chaos Resistance You can apply an additional Curse Your Hexes can affect Hexproof Enemies Always Poison on Hit against Cursed Enemies |
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Requires: Intelligence +(50-75)% to Fire Resistance (40-75)% increased Ignite Duration on Enemies Reflects 100 Fire Damage to Melee Attackers 40% of Physical Damage taken as Fire Damage |
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Requires: Intelligence&Strength (180-230)% increased Energy Shield +600 Strength and Intelligence Requirement Gain a Divine Charge on Hit +10 to maximum Divine Charges You gain Divinity for 10 seconds on reaching maximum Divine Charges Lose all Divine Charges when you gain Divinity Nearby Allies' Action Speed cannot be modified to below Base Value Nearby Enemies cannot deal Critical Strikes |
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Requires: Intelligence +(30-40) to Intelligence (120-140)% increased Energy Shield Regenerate (80-100) Energy Shield per second Enemies affected by your Spider's Webs deal 10% reduced Damage Enemies affected by your Spider's Webs have -10% to All Resistances (50-70)% increased Aspect of the Spider Area of Effect |
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Requires: Strength&Dexterity 100% increased Global Physical Damage +(240-300) to maximum Life (300-400)% increased Armour and Evasion Regenerate 10% of Life per second 15% increased Character Size Spell Skills deal no Damage Your Spells are disabled |
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Requires: Strength&Dexterity (150-200)% increased Armour (30-40)% increased maximum Life +(10-15)% to all Elemental Resistances 50% increased Flask Life Recovery rate Extra gore |
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Requires: Intelligence&Dexterity (100-150)% increased Evasion and Energy Shield (5-10)% increased maximum Life All Damage can Freeze Freeze Chilled Enemies as though dealing (50-100)% more Damage Nearby Enemies are Chilled |
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Requires: Intelligence&Dexterity Grants Level 20 Unhinge Skill (40-60)% more Critical Strike Chance while Insane Enemies Killed by your Hits are destroyed while Insane (40-30)% less Physical and Chaos Damage Taken while Sane Regenerate 10% Life over one second when Hit while Sane |
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Requires: Intelligence&Dexterity +(60-80) to maximum Life (20-50)% increased Damage if you have Shocked an Enemy Recently (15-25)% increased Effect of Shock Shocked Enemies you Kill Explode, dealing 5% of their Life as Lightning Damage which cannot Shock Unaffected by Shock |
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Requires: Intelligence&Dexterity +(20-25) to maximum Mana (140-160)% increased Evasion and Energy Shield +(80-100) to maximum Life Temporal Rift has no Reservation (80-100)% of Damage taken Recouped as Life Debuffs on you expire (80-100)% faster |
GLOVES | |||
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Requires: Strength&Dexterity (100-150)% increased Armour and Evasion +(19-29)% to Chaos Resistance Gain (15-25) Life per Enemy Killed Nearby Enemies Killed by anyone count as being Killed by you instead |
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Requires: Strength&Intelligence (100-150)% increased Evasion and Energy Shield (5-7)% increased Attack and Cast Speed (20-25)% chance to inflict Withered for 2 seconds on Hit Enemies take 4% increased Elemental Damage from your Hits for each Withered you have inflicted on them Your Hits cannot Penetrate or ignore Elemental Resistances |
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Requires: Dexterity&Intelligence +(50-70) to maximum Energy Shield +(15-20)% to Cold and Lightning Resistances (20-30)% chance to Sap Enemies in Chilling Areas Enemies in your Chilling Areas take (25-35)% increased Lightning Damage (15-20)% increased Effect of Non-Damaging Ailments |
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Requires: Strength&Dexterity (100-150)% increased Armour and Evasion +(30-50) to maximum Mana +(10-16)% to all Elemental Resistances (5-10)% increased Attack and Cast Speed Create a Blighted Spore when your Skills or Minions Kill a Rare Monster |
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Requires: Intelligence +(20-30) to Intelligence +(60-80) to maximum Life +(60-80) to maximum Mana Curse Enemies with Temporal Chains on Hit Non-Aura Curses you inflict are not removed from Dying Enemies Enemies near corpses affected by your Curses are Blinded Enemies Killed near corpses affected by your Curses explode, dealing 3% of their Life as Physical Damage |
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Recommended modifiers: Inflict Cold/Fire/Lightning Exposure on Hit (Eater) #% chance to Unnerve/Intimidate Enemies for 4 seconds on Hit (Exarch) Curse Enemies with <Curse> on Hit (Corruption) |
BOOTS | |||
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Requires: Strength&Dexterity (200-300)% increased Armour and Evasion 30% increased Movement Speed Nearby Enemies are Scorched (30-50)% increased Effect of Scorch (30-40)% chance when you Kill a Scorched Enemy to Burn Each surrounding Enemy for 4 seconds, dealing 8% of the Killed Enemy's Life as Fire Damage per second |
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Requires: Strength (80-120)% increased Armour 30% increased Movement Speed (5-25)% increased Duration of Ailments on Enemies Damaging Ailments deal damage (5-25)% faster You and Enemies in your Presence count as moving while affected by Elemental Ailments |
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Requires: Dexterity&Intelligence (160-200)% increased Evasion and Energy Shield +(20-30)% to Lightning Resistance +(17-23)% to Chaos Resistance 25% increased Movement Speed Aspect of the Spider can inflict Spider's Web on Enemies an additional time Gain (15-20) Energy Shield for each Enemy you Hit which is affected by a Spider's Web (40-50)% increased Aspect of the Spider Debuff Duration |
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Requires: Strength (50-80)% increased Armour +(10-15)% to all Elemental Resistances 50% increased Area of Effect of Hex Skills 20% increased Movement Speed You can apply an additional Curse |
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Requires: Strength&Intelligence Adds 1 to 120 Lightning Damage to Attacks (20-60)% increased Armour and Energy Shield Gain (10-20) Life per Enemy Killed 15% increased Movement Speed Drops Shocked Ground while moving, lasting 2 seconds |
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Recommended modifiers: Drops Brittle/Scorched/Sapped Ground while moving, lasting 2 seconds (Exarch) (23-30)% increased Effect of Non-Damaging Ailments (Crafting Bench) |
JEWELLERY | |||
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(60-100)% increased Mana Regeneration Rate Regenerate 4% of Life per second Nearby Allies gain 4% of Life Regenerated per second Nearby Allies gain 80% increased Mana Regeneration Rate |
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+(40-50) to Dexterity (5-8)% increased Movement Speed Lightning Damage of Enemies Hitting you is Lucky Nearby Allies' Damage with Hits is Lucky |
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<<Random Searing Exarch implicit>> <<Random Eater of Worlds implicit>> +(20-50) to Strength +(20-50) to Dexterity +(20-50) to Intelligence (10-15)% increased Global Defences Critical Strikes inflict Malignant Madness if The Eater of Worlds is dominant Kill Enemies that have 15% or lower Life on Hit if The Searing Exarch is dominant |
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(12-20)% increased Rarity of Items found +40 to maximum Life for each Empty Red Socket on any Equipped Item +225 to Accuracy Rating for each Empty Green Socket on any Equipped Item +40 to maximum Mana for each Empty Blue Socket on any Equipped Item +18% to all Elemental Resistances for each Empty White Socket on any Equipped Item |
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+(20-30) to Strength +(20-30) to Strength 25% increased Fire Damage +(25-35) to maximum Life +(20-40)% to Fire Resistance Nearby Enemies are Covered in Ash |
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Recommended modifiers: (23-30)% increased Effect of Non-Damaging Ailments Possible Anoints: Beacon of Hope - Aura AoE Leadership - Aura Effect and AoE Whispers of Doom - additional Curse limit Cleaving - 15% chance to Intimidate Enemies on Hit with Attacks Glacial Cage - Chill increased Damage Taken by Enemies Dazzling Strikes - Chance to Blind on Hit |
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+(5-20) to Intelligence +(5-20)% to all Elemental Resistances Gain (5-20) Mana per Enemy Killed You can apply an additional Curse |
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+(30-40) to Intelligence (10-15)% increased Cast Speed (10-20)% chance to gain a Power Charge when you Cast a Curse Spell Your Curse Limit is equal to your maximum Power Charges |
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+(20-30)% to Cold Resistance +(20-30)% to Cold Resistance All Damage with Hits can Chill All Damage Taken from Hits can Chill you Enemies Chilled by your Hits can be Shattered as though Frozen Enemies Chilled by your Hits lessen their Damage dealt by half of Chill Effect |
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Has 1 Socket An Enemy Writhing Worm spawns every 2 seconds 20% chance to Trigger Socketed Spell on Kill, with a 0.5 second Cooldown Lose (20-10) Life per Enemy Killed Gain (5-10) Mana per Enemy Killed |
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(6-15)% increased Rarity of Items found (15-25)% increased Rarity of Items found 1% of Damage Leeched as Life (5-10)% increased Movement Speed Steal Power, Frenzy, and Endurance Charges on Hit Total Recovery per second from Life Leech is Doubled |
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+(20-30) to Dexterity and Intelligence (10-20)% increased Mana Reservation Efficiency of Skills (15-25)% increased Trap and Mine Throwing Speed Summon Skitterbots also summons a Scorching Skitterbot Summoned Skitterbots' Auras affect you as well as Enemies (50-75)% increased Effect of Non-Damaging Ailments inflicted by Summoned Skitterbots |
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+(25-35) to Strength +(30-40) to Strength +(300-500) to Armour Take no Burning Damage if you've stopped taking Burning Damage Recently Nearby Enemies Convert 25% of their Physical Damage to Fire |
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+(25-40) to maximum Life +(30-40) to Dexterity +(300-500) to Evasion Rating (10-15)% increased Duration of Elemental Ailments on Enemies Enemies Ignited by you have (10-15)% of Physical Damage they deal converted to Fire Enemies Shocked by you have (10-15)% of Physical Damage they deal converted to Lightning |
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+(25-35) to Strength (15-25)% increased Global Physical Damage You take 30% reduced Extra Damage from Critical Strikes +(30-40) to maximum Life +(10-15)% to all Elemental Resistances Nearby Enemies are Intimidated |
WEAPONS | |||
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Requires: Strength&Dexterity (300-360)% increased Physical Damage (7-12)% increased Attack Speed (30-40)% increased Critical Strike Chance Nearby Allies have 30% increased Item Rarity Nearby Allies have Culling Strike Insufficient Mana doesn't prevent your Melee Attacks Nearby Allies have +50% to Critical Strike Multiplier Nearby Allies have +10 Fortification |
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Requires: Strength&Intelligence +20% Chance to Block Attack Damage while wielding a Staff 18% increased Cast Speed 18% increased maximum Mana 18% increased Area of Effect of Aura Skills 18% increased Area of Effect of Hex Skills Nearby Enemies have 18% increased Effect of Curses on them Nearby allies gain 18% increased Damage 18% increased effect of Non-Curse Auras from your Skills |
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Requires: Strength&Intelligence 30% increased Elemental Damage Adds (1-10) to (150-200) Lightning Damage to Spells (14-18)% increased Cast Speed (6-8)% reduced Mana Cost of Skills Nearby Enemies are Hindered, with 25% reduced Movement Speed 100% increased Damage with Hits and Ailments against Hindered Enemies |
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Requires: Strength&Intelligence 26% increased Elemental Damage +(10-30) to Strength and Intelligence Grants Level 30 Smite Skill Enemies inflict Elemental Ailments on you instead of nearby Allies |
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Requires: Strength&Intelligence 22% increased Elemental Damage +2 to Level of all Spell Skill Gems 10% Global chance to Blind Enemies on hit Unaffected by Blind Enemies Blinded by you have Malediction +(1-2) Maximum Energy Shield per Level +(1-2) Maximum Life per Level |
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Requires: Strength&Dexterity Adds (5–15) to (20–25) Physical Damage Adds (5–15) to (20–25) Fire Damage (7–10)% increased Attack Speed +(15–25)% to Fire Resistance 5% increased Movement Speed Curse Enemies with Flammability on Hit |
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Gain (30-40)% of Physical Damage as Extra Chaos Damage Enemies you Kill have a 20% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage |
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Adds (30-40) to (60-70) Cold Damage to Attacks +(20-30)% to Cold Resistance Enemies Chilled by your Hits have Damage taken increased by Chill Effect Chill Enemies as though dealing (60-100)% more Damage |
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Requires: Strength&Intelligence +8% to all Elemental Resistances +(50-70) to maximum Life +(20-30)% to Lightning Resistance +11% to Chaos Resistance 20% increased Area of Effect of Aura Skills 10% chance to grant a Power Charge to nearby Allies on Kill 5% chance to grant a Frenzy Charge to nearby Allies on Hit |
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Requires: Strength&Intelligence +8% to all Elemental Resistances +(50-70) to maximum Life +(20-30)% to Lightning Resistance +11% to Chaos Resistance 10% increased effect of Non-Curse Auras from your Skills 5% chance to grant an Endurance Charge to nearby Allies on Hit 10% chance to grant a Frenzy Charge to nearby Allies on Kill |
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Requires: Intelligence +2 to Level of Socketed Minion Gems (40-80)% increased Energy Shield +(15-25) to maximum Mana 20% increased effect of Non-Curse Auras from your Skills on your Minions 20% increased effect of Non-Curse Auras from your Skills Spreads Tar when you Block |
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Requires: Strength&Dexterity 10% Chance to Block Spell Damage +(20-30) to Intelligence +5% Chance to Block Curse Enemies with Punishment when you Block their Melee Damage, ignoring Curse Limit Curse Enemies with Temporal Chains when you Block their Projectile Attack Damage, ignoring Curse Limit Curse Enemies with Elemental Weakness when you Block their Spell Damage, ignoring Curse Limit |
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Requires: Strength (150-250)% increased Armour +(20-25)% Chance to Block -1% Chance to Block Attack Damage for every 200 Fire Damage taken from Hits Recently (10-20)% of Cold Damage taken as Fire Damage (10-20)% of Lightning Damage taken as Fire Damage (10-20)% of Physical Damage taken as Fire Damage Scorch Enemies in Close Range when you Block |
HELMETS | |||
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Requires: Intelligence Trigger Level 10 Shock Ground when Hit Adds 1 to (60-80) Lightning Damage to Spells and Attacks (130-170)% increased Energy Shield +(25-35)% to Lightning Resistance Curse Enemies which Hit you with a random Hex, ignoring Curse Limit |
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Requires: Intelligence (240-280)% increased Energy Shield +(30-40)% to Cold Resistance (30-40)% increased Elemental Damage (25-50)% chance to inflict Brittle Cannot inflict Freeze or Chill |
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Requires: Intelligence (60-80)% increased Spell Critical Strike Chance (200-250)% increased Energy Shield +(50-70) to maximum Life Unaffected by Poison (10-20)% of Damage taken Recouped as Life |
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Requires: Intelligence&Strength Has 1 Socket +(50-175) to maximum Life Nearby Enemies have -10% to all Resistances You and Nearby Allies have 64 to 96 added Fire Damage per Red Socket You and Nearby Allies have 56 to 88 added Cold Damage per Green Socket You and Nearby Allies have 16 to 144 added Lightning Damage per Blue Socket You and Nearby Allies have 47 to 61 added Chaos Damage per White Socket |
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Requires: Intelligence&Strength +(260-300) to Armour +(26-32)% to Fire Resistance +(8-16)% to Chaos Resistance 20% increased Light Radius (8-12)% increased Maximum Life if no Equipped Items are Corrupted Regenerate 400 Life per second if no Equipped Items are Corrupted |
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Requires: Dexterity&Intelligence +(20-30) to Dexterity 25% reduced Damage +(60-100) to maximum Life +(60-100) to maximum Mana You and nearby allies gain 50% increased Damage |
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Requires: Dexterity&Intelligence (400-500)% increased Evasion and Energy Shield +(20-40)% to Fire Resistance +(20-40)% to Cold Resistance 25% chance to inflict Cold Exposure on Hit 25% chance to inflict Fire Exposure on Hit Nearby Enemies have 50% increased Fire and Cold Resistances |
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Possible modifiers: Nearby Enemies take 9% increased Physical Damage (Elder) Nearby Enemies have -9% to Elemental Resistance (Elderslayers/Delve) |
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There are many Mercenary Archetypes with Unique Names. Each Archetype possesses over 10 various Skills, but a single Mercenary spawns with only 6 of them at random. To find your perfect Ally, you will have to spend a lot of time fighting other, less favourable Mercenaries, so it is worth knowing what Archetypes you are looking for. Below, you can find a short compilation list of useful Utility Mercenaries. We have filtered out the generally less useful Mercenaries, although there might be some Builds that benefit from their niche Utility more than generic Auras or Curses.
Name | Aura | Curse | Other | Attribute |
Stormhand | Wrath | Conductivity | Sigil of Power | Int |
Flamehand | Anger | Flammability | - | Int |
Withertouch | Malevolence | Temporal Chains | Wither Totem Withering Step |
Int |
Cruel Mistress | Zealotry Envy |
Despair | - | Int |
Blade Ambusher | Grace Summon Skitterbots |
- | Bear Trap | Dex/Int |
Shock Ambusher | Zealotry Summon Skitterbots |
Conductivity | - | Dex/Int |
Frost Ambusher | Grace Summon Skitterbots |
- | Frost Shield Vortex Creeping Frost |
Dex/Int |
Bladecaster | Grace Aspect of the Spider |
- | Frost Shield | Dex/Int |
Bladebitter | Grace Malevolence |
- | Withering Step Abyssal Cry |
Dex/Int |
Eruptor | Determination | - | Flame Link Infernal Cry |
Str |
Smoulderstrike | Anger | Punishment | Infernal Cry | Str |
Striker | Determination Vitality |
Heavy Strike of Vulnerability | Enduring Cry Decoy Totem |
Str |
Sanguimancer | Pride Vaal Vitality |
- | - | Str/Dex/Int |
Kineticist | Haste | Elemental Weakness | Flame Wall | Str/Dex/Int |
Fallen Reverend | Wrath Zealotry |
- | Battlemage's Cry | Str/Int |
Storming Zealot | Wrath | - | Unnerving Blast Wave of Conviction |
Str/Int |
Toxicologist | Grace Malevolence Trarthan Agility (10% Action Speed) |
- | Withering Step | Dex |
Sniper | Haste Grace |
Poacher's Mark | Ensnaring Arrow | Dex |
Thunderquiver | Wrath Precision Trarthan Agility |
Assassin's Mark | - | Dex |
Swiftblade | Pride | - | Rallying Cry Steelskin Ally Incite (Frenzy Charge for Allies) |
Str/Dex |
If you have any other build requests please leave that in the comments below. We are always open to suggestions and constructive feedback.
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