The Night King

Overview

The Evoker Mage is one of the most devastating builds in Dragon Age: The Veilguard, designed around unleashing colossal battlefield control and raw damage through entropic magic. If you’ve ever wanted to launch a planet-sized frozen storm that swallows everything in sight, this build is for you. By combining Entropic Sphere, Frost Nova, and Dark Squall with some of the strongest passives and equipment in the game, the Evoker becomes a walking natural disaster capable of wiping out entire groups in seconds.

The backbone of the build is the infamous Maw of the Black City + Garb of Kinship synergy, which completely negates Maw’s drawback while amplifying your damage and survivability to absurd levels. While that combo is broken on any mage, the Evoker is particularly suited to it because of how well its abilities scale with area and critical damage. Even bosses are trivialized once your sphere is rolling across the battlefield.

This is a build that rewards both patient setup and explosive payoff — freezing enemies in place, dropping a massive storm, and cleaning up with staff attacks. It’s simple to execute, incredibly flashy, and one of the most complete mage playstyles in the game.

Early Game

Pick Shadow Dragons for smoother mana or Mourn Watch for affliction perks; faction is flavor, so don’t sweat it. The opening kit is tuned to keep you safe and casting: Frost Nova (no-mana freeze, your lifeline), Corrupted Ground (steady AoE that ticks while targets are rooted), Ice Blast (single-target punch). Grab Greater Authority early so Ice Blast swaps to a cooldown—now Nova, Ice Blast, and Ground form a rotation that doesn’t drain you. Bolt Volley is a simple staff DPS bump via extra projectile; learn to weave two or three light attacks, then finish chains cleanly while enemies are frozen in place or stuck inside your ground DoT. You’ll rely on the staff a lot before specialization, so always Nova first, place Ground where they’re clustered, then Ice Blast the priority target; keep firing between cooldowns to farm final-hit projectiles and free damage.

Early Levels

Level

Spell/Passive

1

Mind Blast

2

Charging Spirit

3

Frost Nova

4

Bulwark

5

Death Frost

6

Death Blessing

7

Imbued Duration

8

Enervation

9

Corrupted Ground

10

Fade Reflex

11

Providence

12

Clarity in Suffering

13

Ice Storm

14

Ice Blast

15

Improved Health

16

Absorb

17

Greater Authority

18

Frostbite

19

Frost Shield

20

Shellbreaker

21

Imbued Takedown

22

Underestimated

23

Dark Squall

24

Early Frost

25

Bolt Volley

26

Vortex of Shadow

27

Entropic Sphere

28

Ice Storm

29

Two Fires

30

Heavy Weaponry

Equipment

Item

Details

Primary Weapon

Winterbreath

Location

Provides +15% bonus damage and additional status effects

Secondary Weapon

Enchanted Athame

Location

More then doubles your damage at the cost of additional mana

Staff

Veilseeker/Glacial Rod

Location

Additional fire damage and mana resource

Helmet

Defiant Silence

Location

Provides +30% damage from having all blast abilities and refunds 25% of mana cost on impact

Armor

Garb of Kinship

Location

The best armor piece in The Veilguard, provides longer advantage duration, +10% damage for EVERY advantage (you will typically always have 3+), makes the advantages more effective and most importantly heals you for +5% when gaining an advantage which will offset the self damage of Maw of the Black City

Ring 1

Maw of the Black City

Location

Makes your abilities a guaranteed critical hit at the cost of our health, this issue is completely negated by Garb of Kinship & Twin Buckle Binding

Ring 2

Band of Smoke

Location

Extra Fire Damage

Amulet

Hallas Grace

Location

Significant boosts to our blast ability damage and returns our mana when critical hitting with blast abilities, working in perfect combination with Maw of the Black City

Belt

Twin Buckle Binding

Location

Extra healing and ability damage

Rune 1

Vivify

Location

Ability cooldowns are refreshed and the next ability is free

Rune 2

Escalate

Location

Passive +10% Ability damage

Rune 3

Glaciate

Location

Passive +10% Fire damage

Equipment Overview

The Evoker’s kit is built around amplifying spell spam while leveraging cold damage. Defiant Silence is the natural helmet choice here for its heavy crit scaling, making every Entropic Sphere cast land like a bomb. Garb of Kinship pairs with Maw of the Black City once again, creating sustain from crits while multiplying damage output during advantages. The amulet slot favors Hal’s Grace, reducing cooldowns on Frost Nova and Dark Squall so they’re always ready to pin down enemies for your giant storm to follow. For rings, Maw of the Black City unlocks constant crits, while Band of Smoke specifically pushes Ice Blast to the damage cap. Twin Buckle Binding remains the belt of choice, its healing and damage boost fitting seamlessly into the spam-heavy loop.

Weapons lean toward both flexibility and cold amplification. Winter Breath is the core choice, shredding chilled enemies while further reducing cold resistance, making Frost Nova and Entropic Sphere more devastating. Enchanted Aame slots in for a raw damage boost that this build can afford thanks to its cooldown-based rotation, while Glacial Rod allows for heavy attack synergy when you prefer a more aggressive frontline style. Swapping to Veil Seeker is a valid alternative if you’d rather lean on light attack barrages. No matter the staff, the weapon set ensures your cold-based nukes never run out of steam.

How to Play Late Game

The loop is straightforward and brutal. Frost Nova first to lock the field; Entropic Sphere through the largest lane so it clips frontliners and finishes in the backline; Dark Squall on stragglers or to peel charging elites; staff-weave to finish anything still standing. With Hal’s Grace and Kinship advantages rolling, Nova and Squall are up constantly, so you’re repeatedly freezing the map and feeding Sphere perfect targets. If mana falters or you mistime a cast, pop Vivify, drop another Sphere immediately, then re-establish Nova.

Positioning matters: aim Sphere so it travels through the pack rather than detonating early—walls or tight corners will pre-explode it and waste damage. On open maps, cast slightly off-center so it sweeps multiple lanes instead of tunneling one. Against bosses or anchored heavies, Nova to force openings, Sphere to tick crits, Squall to re-stagger, then step in with Glacial Rod heavies between cooldowns; the heavy-followups feel great because the target is permanently controlled. For safer ranged maps or anti-necrotic matchups, swap to Veil Seeker and machine-gun light chains while the Sphere rolls.

The build shines because all pieces feed each other: Nova’s free freeze gives Sphere perfect contact time, Sphere’s constant crits keep Kinship healing through Maul’s chip, Hal’s Grace shaves cooldowns so the CC blanket never drops, and your staff pattern fills every gap with crit-amped projectiles. Keep the cadence tight—Nova → Sphere → Squall → staff chain, repeat—and you’ll watch Nightmare packs vanish under a blizzard that covers the whole screen.

Final Levels

Level

Spell/Passive

31

Controlled Infusion

32

Necessary Steps

33

Breathing Room

34

Collateral Damage

35

Even the Odds

36

Necessary Steps

37

Breathing Room

38

Zone of Destruction

39

Ethereal

40

Knight of Staves

41

Cryomancy

42

Bonechiller

43

Desolate Malady

44

Salt in the wound

45

Multiplicity

46

Keen Insight

47

Quick Recovery

48

Chain Lightning

49

Concentration

50

Energy Burst

51

Bulwark

52

Medium Armor Mastery

53

Detioration

54

Fade Conduit

55

Elemental Catalyst

56

Perfect Cast

57

Killer Instinct

58

Catalyst

59

Wrath

60

Reclamation

61

Enervation

62

Tempest

63

Onslaught

64

Staff Mastery

65

Quickened Strikes

  • Every ability node is an extra 15% passive damage so we want to grab as many abilities as possible even if we are not using them

Build Snapshot

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