Diablo 4: Reimagining the Summon Necromancer
Every ARPG player has that one fantasy they wish Blizzard would bring to life. For some, it's an unstoppable Whirlwind Barbarian. For others, a lightning storm Sorcerer who evaporates screens with a spark. But for Necromancer mains, the dream has always been simple: a true Summon Necromancer that hits hard, controls the battlefield, and feels as powerful as it looks.

In Diablo IV, we've seen plenty of variations of minion-focused Necromancers, but one thing remains consistent across all seasons-the lack of control and cohesive damage output holds the build back. Minions wander, they target the wrong enemies, and they struggle to burst down the exact threats players want removed.
Today, we're diving into a completely reimagined version of the class-a theoretical fusion of Bone Spirit and Summon Necromancy. This isn't a Season 11 preview or a datamined leak. This is pure theorycrafting, a creative exploration of what a Necromancer could be if Blizzard tied the fantasy together. By giving Bone Spirit the Summon tag, merging it into the summoner identity, and fixing the class's most glaring weaknesses, we get a build concept that is not only cohesive-but downright monstrous.
Let's break down how this concept works, why it fixes the Summon Necromancer's flaws, and what it could mean for the class fantasy moving forward.
The Core Problem: Summon Necromancer Lacks Control
If you've played any minion-based Necromancer, you already know the problem:
Your minions do whatever they want.
They:
randomly attack different targets
waste time chasing insignificant enemies
spread their damage out instead of focusing priority threats
To force your minions to behave, most players rely on Corpse Tendrils to clump enemies together. And sure, this helps-but it's still not real control. It's not targeted burst damage. It's not a reliable way to delete elites or bosses.
Even with the helpful changes coming in Season 11 (mainly removing damage reduction aura monsters and allowing Ring of Mendeln to hit more consistently), the core issue remains:
Summon Necromancers struggle to force damage exactly where they want it.
And that's where this Bone Spirit fusion idea comes in.
Why Bone Spirit Is the Missing Piece
Open the Necromancer skill tree and scroll over Bone Spirit. You'll notice something interesting.
Bone Spirit is labeled with:
Macabre
Bone
Core
But it also uses a specific keyword:
Conjure
This is huge.
In the Sorcerer class, "Conjuration" is used for actual summons like Hydra-entities that spawn, attack, and disappear. Yet despite using the same keyword, Necromancer's Bone Spirit is not treated as a summon at all.
But imagine if it were.
Bone Spirit already:
is independently spawned
seeks its own target
dies (explodes) when it hits something
It already acts like a minion. All it's missing is the Summon tag to make the fantasy complete.
If Bone Spirit were a summon:
it would count as a minion's death upon explosion
it could trigger Kalan's Edict (the Necromancer's Summon key passive) automatically
it would finally give the Summon Necromancer controlled burst damage on demand
it would synergize with summon damage scaling, Mendeln, Army of the Dead, and more
In other words:
Suddenly the Summon Necromancer has the missing puzzle piece it always needed.
Fixing Kalan's Edict the Right Way
Kalan's Edict is the key passive for Summon Necromancers. On paper, it grants a massive 20% multiplicative damage bonus. In practice? It's clunky and borderline useless.
To activate it, you must have a minion die every few seconds. But if your summons are tanky (or you're using a maxed Golem), they rarely die naturally. That's why Necromancer players use the most ridiculous workaround in the game:
Spam Bone Prison so it "dies" repeatedly.
You cast Bone Prison.
Then cancel it.
It counts as a minion death.
Congratulations, your key passive works.
This is both unintuitive and incredibly janky.
But if Bone Spirit counts as a minion, things change immediately.
Kalan's Edict activates naturally
No Bone Prison spam
No button juggling
No awkward rhythm to maintain buffs
This single change alone would dramatically improve quality of life for Summon players.
Season 4 Flashback: Bone Spirit + Summons Already Works
We've actually seen a glimpse of this fantasy before.
In Season 4, many Necromancers used a Bone Spirit build but spawned skeletal warriors purely to increase maximum essence. It wasn't a true Summon build, but it was the first time players saw Bone Spirit and minions working together visually and mechanically.
This reimagined version takes that concept and fully commits to it:
Bone Spirit is no longer just a spell-it becomes the cornerstone that empowers the entire army.
Creating Synergy: Army of the Dead + Bone Spirit
Now let's talk about the build's big power spike.
Army of the Dead has always struggled with identity:
Its ultimate upgrade is useless if your summons are already durable
Volatile Skeletons feel inconsistent and weak
It doesn't synergize with minion builds the way players want
But if Bone Spirit is a summon, the synergy becomes insane.
Why?
Because Bone Spirit's explosion becomes:
a minion death
a trigger for Mendeln
a trigger for Kalan's Edict
a trigger for Unyielding Commander Aspect
a targeted burst that forces your entire army to focus the right enemy
Add Unyielding Commander to your weapon and suddenly:
Army of the Dead casts faster
your minions swarm with purpose
Bone Spirits boost both your personal damage and your summons
This transforms Army of the Dead from a mediocre nuke into a full-team enabler.
Sacrificing the Golem: A Worthwhile Trade
In this reimagined build:
Skeletal Warriors stay for frontline damage
Mages stay for ranged burst
Golem gets sacrificed
Why?
Because the Bone Spirit summon version benefits most from:
more minion slots
faster summon synergy
higher Mendeln proc probability
more overall swarm behavior
And sacrificing the Golem provides:
significant passive bonuses
smoother essence management
better synergy with Bone Spirit's controlled explosions
This streamlined army works together far better than the existing mixed-utility minion setup.
Paragon Problems: Another Area That Needs Rework
The concept build also highlights a huge issue with Necromancer Paragon boards:
Too many glyphs and nodes don't scale properly with summon builds.
Take the Imbiber glyph, for example.
It worked in Season 10 because players had plenty of potions.
But in Season 11, potions are reduced drastically-making the glyph effectively worthless.
And that's just one example.
Many summon-related nodes:
don't meaningfully boost minion damage
have terrible tag synergy
offer bonuses unrelated to minions
or simply fall behind compared to other classes' boards
If Diablo 4 ever wants to bring Summon Necromancer into the endgame spotlight, the Paragon system needs the same kind of overhaul that Bone Spirit desperately deserves.
Why This Reimagined Build Works So Well
This fusion idea succeeds because it does three things Blizzard hasn't done yet:
1. Fixes controlled damage
Bone Spirit becomes a targeted burst tool that forces minions to attack exactly the right enemy.
2. Creates synergy between core fantasy pillars
Instead of Bone builds and Summon builds being separate, they finally interact.
3. Makes the class identity cohesive
The Necromancer feels like a commander-not a babysitter.
Closing Thoughts
This build concept may be pure imagination for now-but it highlights what the Summon Necromancer has always needed:
Real control, real synergy, and real identity.
If you like my idea, in Season 11 you can try investing some Diablo 4 Gold and Diablo 4 Items to build this fun class.
MMOexp Diablo 4 Team