Effect
Active: Your mystic ally has its damage increased by 50% for 10 seconds.
Passive: A mystic ally fights by your side. The ally deals 130% of your weapon damage as Physical per swing. When the ally dies, it is reborn after 5 seconds.
Runes
5 Runes
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Water Ally
Active: Your mystic ally performs 7 wave attacks in quick succession, each dealing 625% weapon damage as Cold and Freezing enemies for 3 seconds.
Passive: A mystic ally fights by your side that infuses your attacks to Slow enemies by 60% for 3 seconds. -
Fire Ally
Active: Your mystic ally splits into 2 allies that explode for 1920% weapon damage as Fire.
Passive: A mystic ally fights by your side that increases your damage by 10%. -
Air Ally
Active: You gain 100 Spirit.
Passive: A mystic ally fights by your side that increases your Spirit Regeneration by 4. -
Enduring Ally
Active: Your mystic ally sacrifices itself to heal you for 100% of your maximum Life. The cooldown on Mystic Ally is increased to 50 seconds.
Passive: A mystic ally fights by your side that increases your Life per Second by 10,728. The heal amount is increased by 7% of your Life per Second. -
Earth Ally
Active: Your mystic ally turns into a boulder for 8 seconds. The boulder deals 4500% weapon damage as Physical every second and rolls toward nearby enemies, knocking them up.
Passive: A mystic ally fights by your side that increases your Life by 20%.
The proc coefficient scales the chance of on-hit effects (e.g. legendary powers, gems, Life per Hit) for each hit of the skill. Game files, version 2.8.0.
Mystic Ally
Mystic Ally summons a permanent companion that fights at your side and returns on its own when slain. Through the active component you can temporarily spike its damage as well. The true appeal, though, lies in the enormous breadth of runes, which turn the ally from a mere companion into a central build element.
Fire Ally is especially coveted here, because its passive portion raises your own damage dealt, a permanent multiplier that's a fixture in many damage builds. If you have resource trouble instead, reach for Air Ally, which feeds you spirit continuously and even delivers a big chunk all at once on activation. Alongside these there are defensive and control-oriented variants, so Mystic Ally adapts to nearly any concept and, depending on the rune, contributes damage, resource, or protection.
Every rune with its active and passive part
- Water Ally (from level 27): passively your attacks slow enemies by 60%; actively the ally unleashes 7 waves of 625% weapon damage as Cold that Freeze for 3 seconds.
- Fire Ally (level 31): passively 10% more damage for you; actively the ally splits into 2 exploding allies for 1920% weapon damage as Fire.
- Air Ally (level 39): passively 4 Spirit per second; actively an instant 100 Spirit. In practice the most common choice.
- Enduring Ally (level 46): passively more Life per Second; actively it sacrifices itself to heal you for 100% of your maximum Life, and the cooldown rises from 30 to 50 seconds.
- Earth Ally (level 53): passively 20% more Life; actively a boulder rolls through enemies for 8 seconds, knocking them up.
The Crudest Boots
With The Crudest Boots, the skill summons two allies instead of one. Both deal 150–200% increased damage and can keep attacking in their active forms for longer, so a roll close to 200% is worthwhile.
Partners
The 100 Spirit from Air Ally covers two Cyclone Strikes at 50 Spirit each. Epiphany adds a steady flow of Spirit, and Beacon of Ytar shortens the cooldown so you trigger the active effect more often. Dashing Strike and Way of the Hundred Fists handle movement and basic attacks.