Do more with Blasphemy + Repulsion

Blasphemy + Repulsion turns one Spirit reservation into a persistent curse aura that detonates on every hit. Enemies get Fragility, your attacks consume the curse to create a physical explosion with knockback and extra stun, then the aura slams the curse back on almost immediately. The result is constant area detonations plus a pile of on-hit and trigger effects riding the same gem.

This setup works especially well if you have spare Spirit, want automatic armor consumption, extra stun, Living Lightning procs, or a way to detonate things like Shield Walls without a dedicated follow-up skill.

How the Combo Works

Blasphemy is a Tier 8+ Spirit/Meta gem. Socket a curse into it and that curse applies as an aura around you. It reserves 60 Spirit per socketed curse, gives socketed curses roughly 46% less magnitude (varies slightly by gem level), and adds +1 meter to base radius. Quality on Blasphemy reduces reservation.

Repulsion is the runic curse you socket instead of a standard curse like Enfeeble or Vulnerability. It applies Fragility (20 stacks) after a 1.5-second delay. Duration is around 7.2 seconds. Hitting a cursed enemy triggers Repulsion Wave: a physical attack explosion in an area around the target. The wave deals physical damage that is not based on your weapon, knocks back nearby enemies, and gains 10% more stun buildup per Fragility on the hit target. It has a short cooldown and can trigger multiple times.

Because Blasphemy keeps the curse reapplied as an aura, you do not manually recast. Walk into packs, hit anything, and explosions keep going off. The wave counts as an Attack (Physical, Trigger, AoE), so attack-related supports and on-hit effects work on it.

Basic Setup

  1. Engrave Blasphemy on an Uncut Spirit Gem (Tier 8 or higher).
  2. Socket Repulsion into Blasphemy.
  3. Activate Blasphemy (right-click). It costs 60 Spirit.
  4. Make sure your Repulsion gem level is high enough for the content. Curses have a level cap versus monster level; a low-level Repulsion will not apply in high-tier maps.

You can add support gems to the Repulsion socket inside Blasphemy. Common useful ones include effects that consume armor, add extra damage types, or trigger additional skills.Key Synergies and Extra Triggers

The real value is layering extra effects onto the same detonations.

Armor Break + Exploit Weakness
Socket Exploit Weakness with the setup. Hits consume fully broken armor for a damage bonus and let you re-break the same enemy.

If your main skill already has an armor-break explosion (for example, certain Resonating Shield setups), you get repeated explosions instead of one-and-done. This is one of the cleanest automatic “consume and reset” loops.

Shield Wall (or similar destructible skills)
Place Shield Walls. Your basic attack or the wall itself hitting a cursed enemy triggers Repulsion Wave, which can destroy the walls. Some Shield Wall variants gain large more-damage bonuses when destroyed by your skills. You skip the need for a dedicated slam or warcry follow-up.

Living Lightning
Add lightning damage to the Repulsion Wave so hits spawn Living Lightning. Sources include:

  • Added lightning on jewelry
  • Passive tree nodes (example: Unquenchable Iron on Druid — 80% of physical as extra lightning)
  • Lightning Attunement (now works on attacks and spells; 25% of damage as extra lightning)

Living Lightning minions scale with Strength and Dexterity rather than Intelligence, making them a natural extra damage source for martial/attack builds. Every explosion can send out more minions.

On-hit effects that love attacks
Because the wave is an attack, you can apply bleed, life leech, mana leech, and other attack-on-hit modifiers. This gives automatic sustain without extra buttons.You can run several of these at once on the single Blasphemy gem: armor consume + Living Lightning + wall detonation, for example.

Practical Tips

  • Spirit budget: 60 Spirit is the base cost. Quality on Blasphemy and reservation-efficiency nodes or items help if you are tight on Spirit.
  • Level matching: Keep Repulsion leveled. Blasphemy level mainly affects the magnitude penalty; the curse gem level determines what monsters it can affect.
  • Radius and uptime: The +1 meter from Blasphemy plus any area increases helps the aura cover packs reliably. The 1.5s delay is short enough that walking through content keeps the loop going.
  • Martial vs spell builds: This shines on attack-based characters because the wave is an attack. Spell builds can still use it for the explosions and knockback, but they miss some of the on-hit synergy.
  • Knockback and stun: The wave knocks packs around and builds extra stun from Fragility. This can help control dense packs or set up other stun-related effects.
  • Testing: Drop a few enemies, apply the aura, hit once, and watch the chain. If nothing detonates, check curse level versus monster level first.

Limitations

  • Spirit reservation is not free. You need the 60 Spirit (or reduced via quality/efficiency).
  • Magnitude is reduced, so the Fragility and any other curse effects are weaker than a manually cast version.
  • Very high-level monsters can ignore an under-leveled Repulsion.
  • The explosion damage is based on the gem’s own scaling, not your weapon. You still want to scale physical/attack damage, added damage, and area where it makes sense.
  • Like most trigger-heavy setups, it can feel less consistent on single-target bosses until you have supporting mechanics (armor break loops, extra lightning, etc.).

This is a flexible “trigger soup” piece rather than a complete build by itself. Plug it into an existing attack skill that already hits frequently (Shield Wall, slams, basic attacks, etc.) and it multiplies the number of things that go off per hit.

Check FragManSaul’s video “Blasphemy + Repulsion: One Spirit Gem, Infinite Triggers” for the core explanation and examples. Test the interactions on your specific skills, as small support-gem or tree choices change which extra effects fire most reliably.