Updated for Patch 3.22
Flasks play a big role in Path of Exile, every character uses them. To activate Flask you need Flask Charges that you gain by killing enemies, or passively (for example, with The Traitor Keystone or Pathfinder's Nature's Adrenaline passive). Only certain builds can rest assured that their Flasks will permanently affect the character - for most builds it's a temporary buff to damage or survivability. Flasks offer various improvements to Defences, Damage, Resistance, or Mobility. You can improve your Magic Flasks with one Suffix and one Prefix. A Prefix will improve the Flask's Effect, Charges Recovery, or Duration, while the Suffix enhances the Flask with a new Effect to further boost the character's performance. These magic Flasks are dull, they don't have any overly interesting effect. Unique Flask, however, may fundamentally change the whole build, or improve it way more effectively than a regular Magic Flask would.
Each character is allowed to have 5 Flasks, the only cases in which you use 4 or fewer Flasks are with Micro-Distillery Belt or alongside the Traitor Keystone. Both Magic and Unique Flask can be enhanced with Enkindling or Instilling Orb. Instilling Orbs triggers the Flask for you and the Enkindling Orbs may improve the effect, duration, or other aspects of the Flask while making it unable to gain Charges when it's active. Flasks can be used in response to a certain situation, as one does with Life Flaks - you use it if you need to Recover Life. Magic Flasks might be used to remove any other single Ailment like Freeze or Bleeding and be set up to activate when the character is afflicted with it. Most players however have their Flask set up to activate when the Flask Charges reach full to fully automate the process and pay no mind to it.
The table below consists of every obtainable Unique Flask in the game. It briefly explains how each of them works and when to use it. We have also included sample builds in which the Flask is implemented. Almost every Unique Flask has its own niche in which it performs exceptionally well.
Life Flasks | |
Blood of the Karui - It's only used by characters that constantly lose Life like makeshift RF builds with poor Life Regeneration. It recovers less Life than a normal Eternal Life Flask, does it slower, and holds fewer charges, so consider it only if you have an exceptionally high Maximum Life to Recover it all at the end of the Flask Effect. | |
Required Level: 50 50% increased Life Recovered |
Mana Flasks | |
Doedre's Elixir - It instantly grants you Charges of all types, making it good in Cast on Death Discharge builds. Not particularly useful in any other case as there are other means to generate Charges without losing most of the Life Pool. | |
Required Level: 12 (250-300)% increased Charges per use |
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Zerphi's Last Breath - Last Breath recovers your Life over 4 seconds or until you get Hit. It's not used in any build. | |
Required Level: 18 (-10-10)% increased Charges per use |
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Lavianga's Spirit - It's used in builds that can't afford to cast Spells on account of their high Mana Cost, it's usually CoC builds that don't use Eldritch Battery Keystone. Most builds will find a way to reduce the Mana Cost of Skills enough that when combined with Mana Leech or Mana Regeneration they won't run out of Mana. | |
Required Level: 50 (30-50)% increased Amount Recovered |
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Replica Lavianga's Spirit - This Flask only grants some Attack and Cast Speed, but it's not much - a regular Utility Flask with the right Suffix will have the same effect. It increases Mana Cost which is bad in almost any build. The extra Attack and Cast Speed might be decent in a Wilma's Requital build. | |
Required Level: 50 (30-50)% increased Amount Recovered |
Hybrid Flasks | |
Divination Distillate - Great for MF builds due to the extra Item Quantity. Use it with Petrified Blood or Master Surgeon so that its effect won't end too soon. | |
Required Level: 30 (20-30)% increased Rarity of Items found during Effect |
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The Writhing Jar - It's one of the more unique Flasks - it spawns harmless enemies. Used in builds where you need them killed to trigger some on-kill effect, like in Arakaali's Fang Spider Summoner or Domination Blow Herald of Purity Guardian. | |
Required Level: 60 Instant Recovery |
Utility Flasks | |
The Wise Oak - We would recommend this only if you manage to equalize your two highest or two lowest Uncapped Resistances, preferably all three at the same time. If they're all the same you get a lot of Elemental Penetration and reduced Elemental Damage Taken, which is good in any Elemental Damage build. You can see it in our Crest of Desire's Herald of Thunder Autobomber. | |
Required Level: 8 During Effect, 6% reduced Damage taken of each Element for which your Uncapped Elemental Resistance is lowest |
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Coruscating Elixir - It's often used in ES builds that don't use Life at all. By not going for the Chaos Inoculation, they can Reserve all their Life with Auras, while this Flask protects them from Chaos Damage. Taking it would undoubtedly be fatal. Use it in builds such as this Energy Blade "Jedi Master" Inquisitor. | |
Required Level: 18 Chaos Damage taken does not bypass Energy Shield during effect |
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Taste of Hate - The most important here is the Physical Damage taken as Cold and Physical Damage as extra Cold Damage. With 100% of Physical Hit Damage to be taken as non-Physical Damage, you won't need Armour at all - it's what Pathinders with The Lightning Coil or Dawnbreaker often take advantage of. It's also used in most Physical to Cold Conversion builds using skills like Frost Blades. It's one of the most popular Flasks in the game. | |
Required Level: 18 (10-15)% of Physical Damage from Hits taken as Cold Damage during Effect |
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Coralito's Signature - It's only used in Crit Poison builds that can take advantage of other items and passives specific to this archetype. We've selected it for our Blade Vortex Poison Assassin. | |
Required Level: 27 25% chance to Poison on Hit during Effect |
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Forbidden Taste - Great in Life builds with tons of Chaos Resistance - it instantly recovers all your Life but causes you to take 150% of your Maximum Life as Chaos Damage over 6 seconds. It's a panic button for builds that can't quickly gain a lot of Life. | |
Required Level: 27 Recover (75-100)% of Life on use |
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Kiara's Determination - It's bad, the immunity to Freeze is easily accessed as Boots Prefix, from Purity of Elements Aura, or the Brine King as your Major God. Curses can be ignored if you wear Atziri's Reflection, use Holy Flame Totem, or with any Consecrated Ground effect combined with an additional 50% reduction of the effect of Curses. Stuns are not a problem with Immutable Force Jewel, good Defences, or again, Brine King. | |
Required Level: 27 Immunity to Freeze, Chill, Curses and Stuns during Effect |
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Lion's Roar - Great damage boost in any Melee build that deals base Physical Damage. You can convert it later, the bonus damage will persist. This Trinity Flicker Strike Slayer is one of the builds where it works fine. | |
Required Level: 27 Adds Knockback to Melee Attacks during Effect |
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Soul Catcher - Somewhat good in Crit builds that use a Vaal Skill to quickly kill bosses. it's the most popular in Blade Vortex builds. The inability to gain Mana during its effect does not apply to ES with Eldritch Battery. | |
Required Level: 27 Cannot gain Mana during effect |
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Soul Ripper - Used by many Aurabots to use a Vaal Aura sooner. The most expensive Vaal Skills require 50 Souls/Charges so the extra capacity is not really necessary. | |
Required Level: 27 +(-40-90) to Maximum Charges |
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The Sorrow of the Divine - It's one of the best ways to regain Energy Shield which is good if you rely only on the default Recharge to Recovert it, or if you can't Recharge it at all. The Consecrated Ground combined with Zealot's Oath will Regenerate even more of your ES. | |
Required Level: 27 Creates Consecrated Ground on Use |
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Replica Sorrow of the Divine - This Flask allows you to gain ES from Life Flasks much like the non-Replica version, but instead of Zealot's Oath, it grants Eldritch Battery, which is good in builds that have no Mana or their ES doesn't offer any protection. It's excellent with Mahuxotl's Machination on a Pathfinder with Master Surgeon passive for a permanent Everlasting Sacrifice. We have used it in our Master Surgeon Forbidden Rite Pathfinder. | |
Required Level: 27 Creates Consecrated Ground on Use |
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Bottled Faith - One of the most popular and expensive Flasks that suits nearly any Crit build, which is a very broad audience. It increases Damage taken by enemies and Crit Chance of your character when you both stand on the Consecrated Ground. It's mostly used during boss fights as these fights take place in small arenas. Upgrade it with an Enkindling Orb for increased Flask Effect, or reduced Charges per use to cast it thrice during a fight. We have used this Flask, among many other builds, in this Armageddon Brand Inquisitor. | |
Required Level: 35 Creates Consecrated Ground on Use |
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The Overflowing Chalice - Used to gain more Flask Charges for all other Flasks. Most players, however, prefer to pick the Traitor Keystone from Brutal Restraint for a more reliable and passive Charge gain. This Flask may be good only in situations where Flask Charge Gain is important (especially when you use non-Utility Flaks), and you've chosen other Historic Keystone than the Traitor. | |
Required Level: 35 Creates Consecrated Ground on Use |
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Elixir of the Unbroken Circle - Characters that can't use Enduring Cry or Enduring Composure may find this Flask useful to easily gain Endurance Charges. These Charges are consumed on Flask use. You can combine it with Instilling Orb to reuse it at the end of its effect - the Flask lasts 7 seconds, and Charges - 10 seconds. It's good for when you need more Physical Damage Reduction. We have used it in our Viper Strike Transcendence Pathfinder. | |
Required Level: 40 Restores Ward on use |
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Olroth's Resolve - It's used only in Heartbound Loop Autobomber builds. The Damage you're inflicting on yourself does not bypass the Ward with this Flask but still counts towards Damage Taken that is then Recopued. With a large number of self-inflicted Hits, none of which breaks the Ward, you still gain tons of Life Recoup while taking almost no damage at all. Then, you link various Spells to Cast when Damage Taken Support Gems. It has to stay permanently on, the character dies if the Flask stops working. | |
Required Level: 40 Restores Ward on use |
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Rotgut - Can be used as a substitute for a Quicksilver and Silver flask simultaneously - it grants Onslaught and Movement Speed. It's only decent if you can quickly gain Frenzy Charges back as this Flask consumes them on use. We have used it in our Hexblast Miner Saboteur. | |
Required Level: 40 50% chance to gain a Flask Charge when you deal a Critical Strike |
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Sin's Rebirth - Unholy Might grants you extra Physical Damage as Chaos Damage, making it great in builds using base Physical Skill. It's especially convenient in Poison builds, like in this Seismic Trap/Exsanguinate Saboteur or Ethereal Knives Ignite Elementalist. They don't need to convert this Physical Damage due to Poison damage being based on Physical and Chaos Damage alike, or Shaper of Flames where this Chaos Damage is counted towards Ignite. | |
Required Level: 40 Creates a Smoke Cloud on UseUnholy Might during Effect |
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Starlight Chalice - Applies all types of Exposure to nearby enemies on use. Exposure can be sourced from Gloves, Passives, and multiple skills like Hydrosphere or Scorching Ray. For most, it's not an issue, but it does become problematic in builds that deal all types of Elemental Damage, such as Trinity Flicker Strike Slayer. It only works on enemies nearby so it's no good on ranged builds. | |
Required Level: 40 Restores Ward on use |
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Vorana's Preparation - Debilitation reduces Movement Speed and damage dealt, but it only occurs after five seconds or when Ward Breaks, and lasts only 2 seconds. If the effect persists, you have a Culling Strike. Both Culling Strike and Debilitate are not particularly impactful and can be easily gained with various Gems or Passives. We've used one in Poisonous Concoction Pathfinder. | |
Required Level: 40 Restores Ward on use |
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Cinderswallow Urn - Ignite builds often lack some kind of Recovery, be it Life, Energy Shield, or Mana - you can't Leech from Damage over Time, and the effect of Ignite ofter Proliferates so you don't even Hit enemies often there. This Flask fixes this issue, it grants you Life, ES, or Mana on Kill in addition to one Veiled Suffix. It's also good in any build that Ignites enemies. Trinity builds with high Crit Chance and no Secrets of Suffering Keystone tend to do so, making it suitable there too. We have used it in Trinity Flicker Strike Slayer or Firestorm Elementalist. | |
Required Level: 48 +90 to Maximum Charges |
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Witchfire Brew - Despair reduces Chaos Resistance. You can use this Flask to apply this Curse on enemies, but it's only good if you can't spare a single socket for the regular Despair Skill. It's a very situational Flask for close-range Chaos Damage builds, like this Poisonous Concoction Pathfinder. | |
Required Level: 48 Creates a Smoke Cloud on Use |
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Oriath's End - Explosions on Kill would vastly improve one's clear speed but do nothing during boss fights, making this Flask good for fast-paced characters that don't plan on tacking end-game bosses like Sirus or Maven. The Flask is better the worse your default clear potential is. Lightning Tendrils Elementalists may find it useful. | |
Required Level: 56 (20-40)% increased Charge Recovery |
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Progenesis - The best protective Flask in the game. We can safely recommend it for any build, but it's better the higher your Life Recovery Rate is. It shifts a portion of incoming Hit Damage to be taken as DoT. With a high enough Life Recovery Rate, it basically makes you take 25% less damage on top of all the other damage reductions. We've used it in our Forbidden Rite Pathfinder. | |
Required Level: 60 (20-10)% reduced Charges per use |
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Atziri's Promise - A very cheap and popular Flask in any build that uses a Skill with non-Chaos base damage, and it's especially good in Physical-to-Elemental Conversion type builds. It's where you benefit from both damage bonuses. It grants more damage in the form of Chaos Damage, Life Leech, and Chaos Resistance. We have used it in our Chaos Flameblast Totem, among many other builds. | |
Required Level: 68 Gain (5-8)% of Elemental Damage as Extra Chaos Damage during effect |
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Dying Sun - The extra Projectiles are a superb addition to many Projectile builds, especially when your damage scales up with the number of Projectiles, as is the case in this Omni Tornado Shot Deadeye. | |
Required Level: 68 (125-150)% increased Charges per use |
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Rumi's Concoction - The extra Block Chance is better the closer you are to capping it at 75%. Use this Flask to reach this limit. It scales well with the Flask Effect so it's good on Pathfinders. It's also great among Witches as they tend to rely on Block Chance heavily. We have used one in our Poison Summon Raging Spirits Necromancer. | |
Required Level: 68 +(8-12)% Chance to Block Attack Damage during Effect |
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Replica Rumi's Concoction - It's not a good Flask. It does grant a lot of Block Chance but only for 0.6 seconds. It also Petrifies you. If you want to employ this gimmick, simply use Vaal Arctic Armour Skill. | |
Required Level: 68 Gain 1 Endurance Charge on use |
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Vessel of Vinktar - There are five variants of this Flask, but the Lightning Penetration is by far the best one. It's suitable for a lot of Lightning Damage builds that can reduce the effect of self-inflicted Shock by 100%, or be immune to this Ailment altogether (for example, by using Purity of Elements Aura). We used one in this Lightning Conduit Elementalist build. | |
Required Level: 68 (125-150)% increased Charges per use Adds (10-15) to (55-65) Lightning Damage to Attacks during Effect |
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