Witcher 3 Build Planner
Plan a Remastered build across all four skill trees. Each skill shows its prerequisites and rank limit. Your build saves automatically; use Share build for a link. Legacy links open the earlier tree.
0 skills chosen. Learn the prerequisite skills to unlock each connected skill. Removing a prerequisite also removes picks that depend on it. This plans ability points; equipment and mutagen slots are managed in-game. X marks a value that depends on the skill or rank.
Combat0 pts
After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.
You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing damage. It has a 15% chance to instantly kill the target.
Requires one of: Muscle Memory
Fast attacks increase the next strong attack's damage by 15%.
Requires one of: Arrow Deflection
Every bolt that reaches its target generates 0.3 Adrenaline point(s).
Requires one of: Muscle Memory, Strength Training
The third Fast or Strong Attack has a 20% chance to make the next attack even more powerful, but only if it is the same attack type as the last.
Requires one of: Arrow Deflection, Cold Blood
Reduces Adrenaline point loss by 33% when taking damage.
Requires one of: Three Strikes, Resolve
When Vitality reaches 0, immediately consumes Adrenaline points to restore 10% Vitality per point. Can only be used once every 30 seconds.
Requires one of: Strength Training
A Strong Attack has a 20% chance to increase the damage dealt by the next 2 Strong Attacks by 50%.
Requires one of: Three Strikes
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 10%.
Requires one of: Undying
Reduces damage received while dodging by 33%.
Requires one of: Resolve
Time slows by an additional 30% while aiming with the crossbow. Increases headshot damage by 250%. Grants a 5% chance to instantly kill the target.
Requires one of: Cold Blood
Increases crossbow damage by 10% of current silver sword damage.
Requires one of: Fleet-Footed
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline.
Requires one of: Razor Focus, Crushing Blow, Whirl
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 10% per point upon hitting an enemy.
Requires one of: Lightning Reflexes, Anatomical Knowledge, Whirl
After a successful counterattack or dodge, the next attack deals 33% additional damage. Damage dealt by crossbows is multiplied by 2.
Requires one of: Crushing Blow
Strong Attacks sunder enemy Armor, reducing enemy damage resistance by 10%. Stacks up to 1 time(s).
Requires one of: Whirl
Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 10%.
Requires one of: Anatomical Knowledge
After a critical hit from a weapon or Sign, the next crossbow shot disables monster special abilities for 4 seconds.
Requires one of: Rend, Crippling Strike
All attacks have a chance to make the next Strong Attack instantly kill an enemy. Enemies immune to this effect generate 0.1 Adrenaline instead.
Requires one of: Crippling Strike, Counterattack
When casting a Sign, consumes 3 Adrenaline points to cast the Sign at its highest level. Increases Sign intensity by 50%.
Signs0 pts
Increases Aard range by 1 yard(s).
Damage dealt by Igni also reduces Armor. Reduction amount increases with skill level. Increases Burn chance by 10%.
Increases Sign duration by 5 seconds and area of effect by 10%. Increases the number of alternate mode charges by 2 and number of standard mode traps by 1.
Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.
Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.
Requires one of: Far-Reaching Aard
Alternate Sign mode: Aard strikes down all opponents within a certain radius. Reduces knock-down chance by 21%.
Baseline menu values from the game files. Other active effects can change the result; use the in-game tooltip for your current build.
Requires one of: Melt Armor
Emits a continuous stream of fire that damages enemies.
Requires one of: Sustained Glyphs
Releases a magic discharge that damages and slows enemies within a 14-yard radius.
Requires one of: Exploding Shield
Creates an active shield. Maintaining and blocking with it drains Stamina by 100%. Damage absorbed by the shield restores Vitality.
Requires one of: Delusion
A targeted enemy briefly becomes an ally that deals 20% more damage.
Requires one of: Firestream, Magic Trap, Active Shield
Enemies under the influence of Yrden lose 10 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.
Baseline menu values from the game files. Other active effects can change the result; use the in-game tooltip for your current build.
Requires one of: Aard Sweep, Firestream, Magic Trap
Increases damage dealt by Aard by 1% of current Vitality.
Requires one of: Magic Trap, Active Shield, Puppetmaster
Axii can influence two targets simultaneously, but the effect is 50% weaker.
Requires one of: Supercharged Glyphs, Shockwave
Increases Aard and Igni intensity by 30% against enemies inside Yrden.
Requires one of: Supercharged Glyphs, Domination
Increases the duration of Yrden, Quen and Axii by 20%.
Requires one of: Catalyst, Fortify Signs
Casting a Sign increases the intensity of the next different Sign by 5%. Stacks up to 5 times.
Requires one of: Catalyst
Adrenaline increases Sign intensity by 10% per Adrenaline point.
Requires one of: Fortify Signs
After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 20%.
Requires one of: Chain Reaction, Focus, Sidestep
Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.
Requires one of: Aftershock
After casting a Sign, the next three melee attacks deal additional damage equal to 10% Sign intensity.
Alchemy0 pts
Each potion dose heals 10% Vitality.
Increases the maximum number of bombs in each slot by 1.
If potion Toxicity is greater than 1, time automatically slows by 5% when the enemy is about to perform a counterattack.
Requires one of: Refreshment
Extends the duration of all mutagen decoctions by 33%.
Requires one of: Frenzy
Increases maximum Vitality by 10% if Toxicity exceeds the safety threshold.
Requires one of: Refreshment, Efficiency, Adaptability
All bombs, even those that do not inflict damage, now deal 50 damage in addition to their normal effects.
Requires one of: Refreshment, Efficiency, Frenzy
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 20% if the correct oil is applied.
Requires one of: Efficiency, Frenzy, Endure Pain
Oil applied to blades has a 5% chance of poisoning the target.
Requires all: Pyrotechnics
Adds 5% protection against attacks from the monster type targeted by the oil.
Requires one of: Hunter Instinct
Every learned alchemical recipe increases maximum Toxicity by 1.
Requires one of: Poisoned Blades
Hitting a poisoned enemy with a Strong Attack consumes the poison, causing an extra burst of poison damage equal to 25% of the attack damage. Can be used once every 5 seconds.
Requires one of: Protective Coating, Acquired Tolerance, Toxic Shock
Decoctions increase maximum Vitality by 300 for the decoction's effective duration.
Requires one of: Tissue Transmutation
When Toxicity is above 70%, each consumed potion increases the duration of active potions' effects by 5 seconds, up to their maximum duration.
Requires one of: Tissue Transmutation
While at 80% Toxicity or higher, take 150% damage from enemies. Increases critical hit damage equal to 33% of current Toxicity.
Requires one of: Delayed Recovery, Protective Coating
Bomb damage increases by 0.1% per point of Toxicity.
Requires one of: Toxic Shock, High Tolerance
Poisoned targets deal 5% less damage.
Requires one of: Delayed Recovery, High Tolerance
Toxicity drops 1 points per second faster.
Requires one of: Volatile Compound
Bombs explode into 2 fragments, dealing 40% of the original bomb's damage for each fragment.
Requires one of: Fast Metabolism
Drinking a potion has a 33% chance of activating the effects of another random potion without increasing Toxicity. You can only have one bonus effect at a time.
Requires one of: Debilitating Poison
Poisoned weapons deal an additional 5% damage, or an additional 10% damage to targets immune to poison.
General0 pts
Each piece of Light Armor increases critical hit damage by 8% and Fast Attack damage by 2%.
Requires one of: Cat School Techniques, Strong Back
Increases critical hit chance by 3% per Adrenaline point available.
Each piece of Medium Armor increases weapon damage by 2% and Sign intensity by 2%.
Requires one of: Cat School Techniques, Survival Instinct
Increases Adrenaline generation by 2% and allows Signs to generate Adrenaline.
Requires one of: Cat School Techniques, Bear School Techniques, Wolf School Techniques, Strong Back
Each successful defensive action generates Adrenaline points. Scales with every skill level.
Requires one of: Cat School Techniques, Bear School Techniques, Wolf School Techniques, Survival Instinct
During the day, regenerate 10 additional Vitality per second outside combat. At night, regenerate an additional 1% of maximum Stamina per second during combat.
The nighttime bonus depends on maximum Stamina. At 100 maximum Stamina, 1% is 1 point per second.
Requires one of: Attack is the Best Defense, Battle Frenzy, Gourmand
Increases maximum inventory weight by 20.
Each piece of Heavy Armor increases maximum Vitality by 2% and Strong Attack damage by 2%.
Requires one of: Anger Management, Sun and Stars, Adrenaline Burst
Increases maximum Vitality by 8%.
Requires one of: Griffin School Techniques, Bear School Techniques, Strong Back, Elemental Attunement
Consuming food regenerates Vitality for 5 minutes.
Requires one of: Griffin School Techniques, Bear School Techniques, Survival Instinct, Synergy
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 2 Adrenaline point(s) per cast.
Requires one of: Advanced Pyrotechnics, Gourmand, Element of Surprise
Increases non-physical damage (fire, frost, force, magic, poison) by 3%.
Each piece of Medium Armor increases Sign intensity by 2% and Stamina regeneration by 0/s.
Requires one of: Metabolic Boost, Metabolic Control, Anger Management
Increases bonuses for mutagens placed in mutagen slots by 10%.
Requires one of: Griffin School Techniques, Manticore School Techniques, Viper School Techniques, Elemental Attunement
Hitting enemies with a bomb increases your melee damage by 10% for 10 seconds.
Requires one of: Griffin School Techniques, Manticore School Techniques, Viper School Techniques, Synergy
Increases maximum Toxicity by 10.
Requires one of: Viper School Techniques, Elemental Attunement
When thrown, bombs have a 10% chance of not being consumed. Grants immunity to damage dealt by the thrown bomb.
Each piece of Medium Armor increases sword damage by 2% and bomb damage by 2%.
Requires one of: Viper School Techniques, Synergy
Consumes Adrenaline and reduces the Toxicity cost of potions by 10% per Adrenaline point. Does not affect mutagen decoctions.
Each piece of Medium Armor increases maximum Vitality by 2% and poison damage by 2%.