> Necromancy DPM Advice 
This channel will go over general damage output lessons, ability prioritisation, a learning path, and style-specific solutions for common PvM concerns
⬥ Knowledge of in-game ability/item descriptions is assumed, this guide aims to tie the tools together rather than list what they do
⬥ For general PvM terminology, damage tips, and revolution bars, check out their respective sections in #General DPM FAQ
⬥ To compare abilities, use RS Analysis' Necromancy Page, and add your gear
> Core Necromancy Rotation 
This section covers rotations using core style abilities before later unlocks are obtained
See Advanced Necromancy Rotations section further down for info on necromancy rotations using best-in-slot gear
⬥ A typical Necromancy rotation uses the strongest Basic Abilities available to build adrenaline, and spends it on the strongest available Enhanced Abilities, Ultimate Abilities, or Special Attacks
• While doing this, we must think about the following key considerations:
⬩ Basic ability patterns 
⬩ Buff usage 
⬩ Stack management
/ 
Basic Pattern
⬥ The basic pattern uses Touch of Death
and Soul Sap
to build stacks, then spends them later
⬥ Touch of Death
, Has high priority when cooldown is available
⬥ Soul Sap
, Often used in blocks of 3 abilities:
• [
→ Ability → Ability ] → Repeat
⬥ Stack spenders, Use these to spend your
and
stacks:
• Finger of Death 
⬩ Prioritised inside of 
⬩ Often shouldn't be used when under 6
stacks due to adrenaline cost
• Volley of Souls 
⬩ Often shouldn't be used when under 5
stacks
• Death Guard
Special Attack
⬩ Spends all
stacks, Often shouldn't be used when over 4
stacks
⬥ Other strong abilities, These should be woven into rotations effectively:
• Death Skulls 
• Split Soul 
• Bloat 
• Command Skeleton Warrior 
Living Death
⬥ Living Death
is the main buff to prioritise whenever there is an opportunity to deal damage
• The exception to this is when the fight would end too quickly, or mechanics occur, and you can't benefit from the full duration
• Ideally, enter boss fights and important phases with 100% adrenaline so you can activate it immediately
⬥ In Living Death
, continue following the basic pattern of building and spending stacks, while maximizing Death Skulls
usage:
● Death Skulls 
● Finger of Death 
● Volley of Souls 
⬥ Keep in mind you want to be using your other strong abilities in-between
and your stack spenders
• Split Soul 
• Bloat
, only approximately every 20 seconds
• Command Skeleton Warrior 
⬥ While waiting for
cooldown, you do not want to needlessly camp 100% adrenaline, and can start building when
is nearly ready to use again
Conjures
Conjures are summoned allies that help you in combat and should be used everywhere, unless a good reason is stated
⬥ Vengeful Ghost
should be kept active and commanded with
before damage rotations, as this provides both passive damage and sustain throughout the fight
⬥ Skeleton Warrior
should be kept active, with Command Skeleton Warrior
woven into rotations when available for effective damage
⬥ Putrid Zombie
is mainly kept active for passive damage, but Command Putrid Zombie
can be used situationally for burst AoE
• This kills the Zombie, so only use it when the burst damage is worth needing to refresh
or wait for the original conjure cooldown
⬥ Phantom Guardian
is primarily defensive, reducing incoming damage while active
• It builds Valour stacks over time when getting hit, which can be spent by Command Phantom Guardian
for situational AoE damage
⬥ Conjure Undead Army
is the standard way to summon or refresh conjures before key damage windows
• Can be configured by right-clicking
and choosing the customise option
Stack Management
Necromancy rotations are heavily shaped by managing Necrosis
and Residual Soul
stacks effectively
⬥ Necromancy uses stack stack building basic abilities to unlock stronger spenders later in the rotation
• Touch of Death
grants 4 
• Soul Sap
grants 1 
• These stacks should generally be built naturally while cycling your strongest available abilities
⬥ Necrosis
stacks are primarily spent on Finger of Death 
• Try to avoid using
below 6
for effective use
• During Living Death
prioritise Finger of Death
and Necromancy
higher than other weaker options
• Death Guard
Special Attack
consumes all
to deal good damage and stun the target, can be used when at or less than 4 
⬥ Residual Soul
stacks are primarily spent on Volley of Souls 
• Volley of Souls
should be used with 5
for maximum value
• Soul Strike
can be used with Flanking
to deal good damage per soul, outside of your
rotation
•
can be comboed alongside Threads of Fate
to generate more
in AoE scenarios
• Devourer's Guard
Special Attack
consumes all
souls to deal good damage and stun the target, can be used outside of
rotation as its own seperate rotation
⬥ Good stack management means avoiding both early spending and overcapping
• Spending too early lowers the value of the stacks
• Overcapping wastes potential value the stacks
> Rotation Examples 
These are only suggestions to work from, and will not necessarily be applicable at all bosses or situations. For boss-specific rotations, see their respective guides.
Starting Unlocks
⬥ Ring of Vigour
or its passive effect after Extinction quest
⬥ Super Adrenaline or Enhanced Replenishment Potions 
• Adrenaline potion rotations can be looped with the corresponding non-adrenaline potion rotation
⬥ Necromancy Talent Tree fully unlocked
⬥ Because Necromancy relies on multiple
every
, Try to obtain Igneous Kal-Mor
as soon as possible
⬥ Conservation of Energy
is highly recommended
Living Death Rotation Examples
Rotations assume a regular prebuild of
→
→
is done beforehand
Example
⬥
→
→
→
→
→
+
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
(
ends)
Example w/out Adrenaline Potion
⬥
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
(
ends)
These rotations demonstrate the fundamental structure of necromancy's core rotation, and show typical ways of setting up the triple
while sticking to the basic pattern.
Divert
can be used for extra adrenaline, particularly useful for casting
during 
If you do not meet the requirements to get three
during your
then settle for two
and use other strong abilities to fill in gaps like

Outside of Living Death
General ability prioritization
-
Keep conjures alive and ghost commanded
-
if it gets a lot of value and doesn't hinder the rest of the rotation -
if the target will live long enough for it to get value, and you have excess adrenaline for it -
when available -
over other basics, unless overcapping on
stacks -
woven in for adrenaline and building souls for a
before next 
-
at 6+
stacks -
at 5 
-
if you need the stun or burst damage from it
⬥ When
is about to come off cooldown build adrenaline for it and refresh 
Assumes a
rotation from above is used before this
Example rotation
⬥
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→ 
> PvM Decision Making 
Next, we explore how necromancy solves common PvM scenarios using its versatile tools
Area-of-Effect (AoE)
⬥ Threads of Fate
is the default option for dealing with AoE scenarios as necromancy
• Longer range AoE targeting than other options while being very flexible in ability usage
• Use powerful abilities like
→
→
→
or use
to build
stacks like
→
→
→

⬩ Can continue to be used even if target dies, this helps with killing multiple sets of enemies with one cast
• Can be used to briefly stun multiple targets with stun abilities such as
/ 
⬥ Spectral Scythe
can be used for close range AoE multiple times
• First activation is only an arc in front of the player, subsequent casts will hit all around the player
• Costly to use multiple times, but effective for smaller groups of close enemies
⬥ Low Priority or Highly Situational
• Soul Strike
provides a cheap spammable AoE option, but is often too weak or costs too many
stacks
• Command Putrid Zombie
deals good damage, but can often be unreliable and causes your
to die, forcing you to refresh 
• Bloat
is best used when you kill the main target, causing it to spread to nearby enemies, good but low range and costs adrenaline
• Blood Siphon
can be useful for large healing, but has very low AoE damage
Short Damage Checks
⬥ Some PvM scenarios emphasise short phases and quick damage checks rather than keeping up a consistent flow of damage
⬥ In such cases, we have some of the following options:
• Using
and
ahead of time
• Utilising abilities with late hit timings
/
to clip into the start of the next phase
• Spend all stacks quickly by using
/
/

• Utilising stalling with
/

⬩ This only works with special attacks, normal necromancy abilities cannot be stalled and released
⬩ This can be combined with
/
/
to utilise their effects
Ring Selection

⬥ Necromancy has multiple rings to choose from. When making your selection, consider the following:
⬩
on average generally provides the most single target damage with it giving
stacks to use during 
⬩
is more suited towards AoE situations, giving extra souls for
and 
⬩
is good when you want to use a specific rotation that doesn't rely on extra stacks from rings, and the target can take reflect damage
⬩
is good if none of the above apply or you want the extra protection
> Advanced Necromancy Rotations 
This section focuses on tactics that make full use of endgame tools available to necromancy
. Players looking to optimise around Omni Guard
and Devourer's Guard
should use this section as reference.
Omni Guard 
⬥ Passively provides Death Spark
which is great for generally dealing extra damage
⬥
can be used to ready
at wars
before starting the fight
⬥ The special attack
readies
in addition to dealing good damage
• Can be used as its own rotation by readying
repeatedly like
→
→
→
→
→ 
Devourer's Guard 
⬥ Passively provides Soul Reave
which can be good for more specific situations
⬥
can be used to prebuild at wars
faster
•
→
→
→
→ 
⬥ Can be used for a double
rotation when not able to do a
rotation, useful at group scenarios:
• 5
→
→
→
→
→
→
→
→
→
→
→
→
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Related Channels
For further information and reading, you can refer to the following resources.
Note: If you have any difficulties in using the tools or understanding what the information means, you can always ask in #pvm-help.