Builds - Doctor Strange - Boss Killer (Astral Legion)

Durability3 Strength2 Fighting3 Speed4 Energy7 Intelligence6 Level60 Damage Reduction0 Damage0
Boss Killer (Astral Legion) by GRAVEDIGGER Last updated 2025-10-18 03:01:04
Types: All, MM, Terminals, Cosmic, DPS, AoE, DoT, Mental, Tank, Summoner, Support, Danger Room, Ranged
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 POWER ROTATION

 ROTATION  (A) TO START THE BOSS BATTLES

    >  >  >  >  >  > 

After the (A) rotation, use the (B) rotation until the Astral Legion recharge ends.

ROTATION (B)


> > > > > > AND REPEAT.

Always keep the Astral Legion activated, the astral projections will use Icy Tendrils of IkthalonSeven Suns of CinnibusWinds of Watoomb and Daggers of Daveroth at the same time as you, making Dr Strange deal massive damage to both area and individual targets.


Winds of Watoomb always have to be the last enchantment to be used,
to always cause critical damageThe guaranteed critical damage of Winds of Watoomb comes from the mystic rejuvenation talent.

 

The biggest source of damage on this build comes from Daggers of Daveroth, triggered by the projections of the Astral LegionThe damage of the daggers fired by the Astral Legion has been bugged since 2017, causing 2x or 3x more damage each than Dr. Strange's original daggers!!!. To make the most of it, each enchantment used restores 1 charge of Daggers of Daverothso always use the daggers at the end of each power rotation, as shown in rotation B.

 

An important point, its signature All-Seeing Eye is weak compared to the damage of the Daggers of Daveroth coming from the Astral Legion, so it is not used in this build.

 

TEAM-UP
It's very important to have Jessica Jones as your team up, because she will distract and stun bosses for your survival, 
in addition to also grouping enemies and bosses for you.



Issues the build has

The most obvious problem is that there is no space to Mystic Shift (teleport), this can be a problem when you have little damage reduction from equipment, and also against some bosses. that's why talent Guardian Seraphim will be mandatory to maintain your survival while spamming skills.

The second problem that is the most annoying and affects any Dr Strange spam build. It's a bug in the ability cooldown reset mechanic through the Mysticism trait. When Dr. Strange suffers ANY TYPE of crowd control effects from enemies during his enchantment casting animations. These animations often become bugged and won't be reset by Mysticism!!!. And you'll be forced to wait for the bugged ability's cooldown to finish normally before you can resume your power rotation. And that's why I don't use Vapors of Valtorr in my build because it has a 15s cooldown, and this skill bugs out frequently. This way my biggest skill cooldown to wait if the bug happens will be 12 seconds coming from Winds of Watoomb or Seal of the VishantiThis has been a bug since 2017.

One thing I discovered to reduce this bug of cooldown skills, is the effect of Storm Giant Magi from uru-forged equipament. For 15 seconds your character will be resistant to crowd control effects. it will not give you complete immunity. But I could notice that Dr. Strange's abilities do not bug when suffering crowd control while this effect is activated for 15 seconds.

 

 

 

Attention: I made some equipment changes to the build based on various tests. One of these changes is to focus on equipment and artifacts that increase critical damage. Increasing critical damage is better than increasing only brutal damage, because critical damage also increases brutal damage at the same timeThe only exception I made to this critical damage strategy is the The Doomsaw, because no other critical damage or base damage artifact will be strong enough to replace doomsaw, 5000 brutal damage is a lot for a single item, it's an increase of almost 70% in brutal damage.

The other change I made was to use equipment that not only increases critical damage, but also increases summon damage at the same time. It took me a while to reach a conclusion about summon damage vs normal damage, because the Astral Legion damage is based on the original Dr. Strange's damage, so I thought that simply increasing Strange's normal damage would also increase the Astral Legion's damage (and it does). But the damage increase using summon damage equipment is greater than only normal damage equipments.