Hammer Time Barbarian Build for Diablo IV [S- Tier Grade]

Hammer Time Barbarian BUILD for Diablo IV [S- Tier Grade]

(It’s HAMMER TIME! Slam that massive Warhammer into the ground and grind your foes into dust.)

♦ ◊ ♦ ◊ ♦

Diablo IV launched on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation) and I’ve had my fair share of playing and testing done. I’m now ready to start making full Builds/Theorycrafts that work for both ‘fresh-into-endgame’ characters as well as late endgame. I’ll evolve & keep them updated when we get major rebalance updates. This is one such build for the Barbarian Class called Hammer Time.

I’ve also made spreadsheets for my builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated when needed.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Hammer Time) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active – ONLY put 1 point here) Bash Bash the enemy with your weapon, dealing 30% (X – ?) damage. After bashing enemies 4 times, your next Bash will Stun for 1.25 seconds, this increases to 2 seconds if using a Two-Handed weapon.
    Requires bludgeoning weapon. Generate Fury: 10
    Lucky Hit Chance: 50% | Damage: Physical ; Tags: Basic,
    • (1st upgrade) Enhanced Bash Damaging a Stunned enemy with Bash grants you 5% Base Life as Fortify. Double this amount when using a Two-Handed weapon.
    • (2nd upgrade – my pick of the 2) Combat Bash After Critically Striking 4 times with Bash using a Two-Handed weapon, your next Core or Weapon Mastery Skill will Overpower.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Hammer of the Ancients Slam your hammer down with the fury of the Ancients, dealing 50% X – ?) damage to a concentrated area.
    Requires a two-handed bludgeoning weapon. Fury Cost: 35
    Lucky Hit Chance: 40% | Damage: Physical ; Tags: Core,
    • (1st upgrade) Enhanced Hammer of the Ancients Gain 3% (multiplicative) more Fury for 5 seconds for each enemy damaged by Hammer of the Ancients, stacking up to 10 times.
    • (2nd upgrade – my pick of the 2) Furious Hammer of the Ancients Hammer of the Ancients deals 1% (multiplicative) additional damage for each point of Fury you had when using it.
  • (passive) Pressure Point Lucky Hit: Your Core Skills have up to a 10%/20%/30% to make enemies Vulnerable for 2 seconds.
  • (passive) Endless Fury – Basic Skills generate 5%/10%/15% (multiplicative) more Fury when using Two-Handed weapons.
  • (passive) did not pick any other Core passives to save points

Defensive Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Challenging Shout – Taunt nearby enemies and gain (40/45/50/55/60) Damage Reduction for 8 seconds.
    Cooldown: 25 seconds | Tags: Defensive, Shout
    • (1st upgrade) Enhanced Challenging Shout – While Challenging Shout is active, gain 20% (multiplicative) bonus Maximum Life.
    • (2nd upgrade – my pick of the 2) Tactical Challenging Shout – While Challenging Shout is active you gain 3 Fury each time you take damage.
  • (active – ONLY put 1 point here) Rallying Cry Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by 50% (multiplicative) for 6 seconds, and Nearby allies for 3 seconds.
    Cooldown: 25 seconds | Tags: Defensive, Shout
    • (1st upgrade) Enhanced Rallying Cry Rallying Cry grants you Unstoppable while active.
    • (2nd upgrade – my pick of the 2) Tactical Rallying Cry Rallying Cry generates 25 Fury and grants you an additional 50% (multiplicative) Resource Generation.
  • (passive) Imposing Presence Gain 5%/10%/15% (multiplicative) additional Maximum Life.
    • (upgrade) Martial Vigor Damage Reduction against Elites, is increased by 4%/8%/12% (multiplicative).
  • (passive) did not pick any other Defensive passives to save points

Brawling Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Charge – Become Unstoppable and rush forward pushing enemies with you then swinging through them for 25% (X – ?) damage and Knocking them Back.
    Cooldown: 17 seconds
    Lucky Hit Chance: 33% | Damage: Physical ; Tags: Brawling,
    • (1st upgrade) Enhanced Charge – Enemies who are Knocked Back into terrain by Charge take 15% (X – ?) damage and are Stunned for 3 seconds.
    • (2nd upgrade – my pick of the 2) Mighty Charge – Damaging enemies with Charge makes them Vulnerable for 2 seconds.
  • (passive) Booming Voice Shout Skill effect durations are increased by 10%/20%/30% (multiplicative).
    • (upgrade) Raid Leader – did NOT take this one
    • (upgrade) Guttural Yelldid NOT take this one
  • (passive) did not pick any other Brawling passives to save points

Weapon Mastery Skills (Required Points: 16 ) Not taking an active Weapon Mastery skill

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Pit Fighter You deal 3%/6%/9% (multiplicative) increased damage to Close enemies and gain 2%/4%/6% Distant Damage Reduction.
    • (upgrade) No Mercy did NOT take this one
    • (upgrade) Slaying Strike You deal 7.5%/15%/22.5% increased damage against Injured enemies.
    • (upgrade) Expose Vulnerability – did NOT take this one
  • (passive) did not pick any other Weapon Mastery passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Wrath of the Berserker Gain Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic Skills grants Berserking for 25 seconds.
    Cooldown: 60 seconds
    Lucky Hit Chance: 40% | Tags: Ultimate,
    • (1st upgrade) Supreme Wrath of the Berserker While Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by 30% (multiplicative)
    • (2nd upgrade) Prime Wrath of the Berserker While Wrath of the Berserker is active, every 50 Fury spend increases Berserk’s damage bonus by 25% (multiplicative)
  • (passive – ONLY put 1 point here) Wallop – Your Skills using Bludgeoning weapons deal 5%/10%/15% (multiplicative) increased damage if the enemy is Stunned or Vulnerable.
    • (upgrade) Concussion Lucky Hit: Skills using Bludgeoning weapons have up to a 10%/20%/30% chance to Stun enemies for 3 seconds, or up to a 15%/30%/45% chance when using a Two-Handed Bludgeoning weapon.
  • (passive ) Heavy Handed While using Two-Handed weapons you deal 5%/10%/15% (multiplicative) increased Critical Strike Damage.seconds.
    • (upgrade) Brute Force – Your Overpower deals 15%/30%/45% (multiplicative) increased damage when using a Two-Handed weapon *NOTE: Unlocking this skill upgrade requires investing into either Wallop OR Heavy Handed (can still get both if you want)
  • (passive) Tempered Fury Increase your Maximum Fury by 3/6/9.
    • (upgrade) Furious Impulse did NOT take this one
    • (upgrade – ONLY put 1 point here and it’s totally optional) Invigorating Fury Heal for 3%/6%/9% of your Maximum Life for each 100 Fury spent.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Unbridled Rage Core Skills deal 135% (multiplicative) increased damage, but cost 100% (multiplicative) more Fury.

Class Mechanic:

The Barbarian class mechanics is called Arsenal and this is how I believe it works:

The Barbarian class can equip 4 weapons at the same time: a Dual-wielding set of 2x One-Handed weps + two separate Two-Handed weapons (not dual-wielding those). They switch in combat between those based on what weapon is assigned to specific skills via the class unique Arsenal System. So each skill can have its own weapon assigned to it as long as it’s one of the 4 weapons equipped. The weps you don’t actually use work as ‘stat sticks’, even any aspects slotted on them. Here are the types:

  • Dual Wielded 1-Handed Weapons on Barbarians can be either Slashing or Bludgeoning such as: Swords, Axes, or Maces. The game seems to clump all 1-Handed weapons together under the “Dual-Wielding” as far as Barbarians and their skill tags are concerned so regardless of Slashing or Bludgeoning type, a 1-Handed weapon will apparently not count as either.
  • The two slots of Two-Handed Weapons can be occupied by Slashing type weps like Swords, Axes, & Polearms and/or by Bludgeoning Maces
  • Ideally 1x 2h Slashing, 1x 2h Bludgeoning and a Dual-Wield 1h combo for the 4 weps if you go for a swap-centric build

On top of this, each weapon type has it’s own passive bonus levels weapon & a technique which gets unlocked after a certain threshold is reached. Here is how I recommend that you arrange the weapons by skill and also which weapon technique to use:

  • Dual Wielded OR 2-handed Slashing will be attached to Charge But. I personally prefer Dual Wielded for it as I’m looking for speed when used to escape enemy CCs or initiate a fight rather than dmg with that skill.
  • 2-handed Bludgeoning must be on both Bash & Hammer of the Ancients as the build demands it for Bash‘s guaranteed Core Skill Overpower after critically striking 4 times with a 2H Bludgeoning

Unique Items

In Diablo IV we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Uniques inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check below it & the notes under the Aspects list for more info:

Top Pick Unique for the Build

Harlequin Crest (Helm)

Gain [5-8%] Damage Reduction. In addition, gain +[2-4] Ranks to All Skills.

[0.245 – 0.455] Maximum Life
X% Cooldown Reduction
+[42 – 70]% Crafting Material Drop Rate
[14 – 28] All Stats

“This headdress was once worn by an assassin disguised as a court mage. Her treachery was unveiled, but not before she used its magic to curse the king’s entire lineage.” – The Fall of House Aston

Additional/Alternative Unique for the Build

Ideally I’d want this one in the build but not sure how well it would work considering the Fury Drain that will occur

Melted Heart of Selig (Amulet)

[4 – 25]% Resistance to All Elements

Gain +30% Maximum Resource. In addition, when you take damage, drain [3 – 8] Resource for every 1% of Life you would have lost instead.

[10 – 18] All Stats
+[12.5 – 19.5]%
Core Skill Damage
+[16.5 – 23.5]% Damage while Healthy
[7 – 14]% X Generation (Struck’s note: I’m 100% sure X here stands for each class’ Primary Resource: Mana, Essence, Spirit, Energy, Fury)

“Do not allow your passions to become obsessions. Fuel the fire that burns within you, but it is madness to allow yourself to become ash to please an uncaring universe.” – Last words of Master Selig

This one is an EXTREMELY RARE DROP but IF you get it It may be an amazing one for the 2h Slashing slot. (We get a solid chunk of MULTIPLICATIVE crit dmg from it and that should be a solid dps boost by itself on top of the +% dmg, life and core stats)
The Grandfather (Two-Handed Sword)

+[17.5%] Critical Strike Damage

Increases your Critical Strike Damage by x[60 – 100]%. The other properties on this weapon can roll higher than normal.

+[14 – 28]% Damage
[0.245 – 0.455] Maximum Life
[20 – 36] All Stats
Ignores Durability Loss


This one is an ALTERNATIVE pick and not something I suggested for the final build but worth considering. (It has pretty good rolls that come with it and pretty useful when mobbing, not so much vs bosses)
Mother’s Embrace (Ring)

[6 – 35]% Fire Resistance
[6 – 35]% Cold Resistance

If a Core Skill hits 5 or more enemies, [20 – 40]% of the Resource cost is refunded.

+[2 – 6]% Critical Strike Chance
+[14 – 21]% Critical Strike Damage
+[21 – 42]% Overpower Damage
+[12.5 – 19.5]% Core Skill Damage

“Every tome, every scroll, every book in this temple produces the same answer. The only being willing to stand against the Eternal Conflict, against the Prime Evils, was Lilith.” – Elias

This one is an ALTERNATIVE pick and not something I suggested for the final build but worth considering. (It comes with not so good rolls but the unique affix is nice for either bosses or mobbing)
Ring of Starless Skies (Ring)

[6 – 35]% Lightning Resistance
[6 – 35]% Shadow Resistance

Each consecutive Core Skill cast reduces the Resource cost of your next Core Skill by [5 – 10]%, up to a maximum of 30%.

[10 – 18] All Stats
+[4 – 10]% Lucky Hit Chance
+[9.5 – 16.5]% Damage to Crowd Controlled Enemies
+[12.5 – 19.5]% Core Skill Damage

“Yours is the power to pluck the stars from the heavens with the ease of a child gathering fruit from the bough.” – Unknown

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Ruby. Emerald is also good, but Ruby is what this build needs more.
Armor: Ruby or Saphire (dmg reduction apparently is very needed in high tier NM dungeons).
Jewelry: Skull for Armor until they rework resistances. After the rework: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/+5% for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/+39/14.3% for chipped (the 2nd grade at lvl 20)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Hammer Time) is one of the builds on that spreadsheet.

  • Helm: Aspect of Might OR Aspect of The Protector / Harlequin Crest (see notes below)
  • Amulet: Accelerating Aspect (see notes below)
  • Chest: Aspect of Might OR Aspect of The Protector
  • Pants: Aspect of Disobedience
  • Gloves: Aspect of Ancestral Force
  • Boots: Eluding Aspect
  • Ring 1: Aspect of Echoing Fury
  • Ring 2: Bold Chieftain’s Aspect
  • Main Hand Weapon: Rapid Aspect
  • Off-hand Weapon: Aspect of The Expectant (see notes below)
  • 2-H Weapon (Bludgeoning): Earthstriker’s Aspect
  • 2-H Weapon (Slashing): Aspect of Limitless Rage (see notes below)
NOTES: How to re-arrange if using any of the Uniques:

- For Harlequin Crest (Helm): Aspect of Might OR Aspect of The Protector gets removed from the Helm slot to make room for the Unique Helm.

ALTERNATIVE PICKS (if you decide to use them), my advice will be to sacrifice one of the offensive aspects (especially if already using the Unique Helm):

- For Melted Heart of Selig (Amulet): Aspect of The Expectant gets removed from the Off-hand weapon slot, then Accelerating Aspect goes into the, now empty, Off-hand slot to make room for the Unique Amulet.
- For Grandfather (Greatsword): Aspect of The Expectant gets removed from the Off-hand weapon slot, then Accelerating Aspect goes into the, now empty, Off-hand slot to make room for Aspect of Limitless Rage to go into the Amulet Slot, which makes room for the Unique Greatsword.
- For any 1 of the Unique Rings: You will need to sacrifice one of the Ring aspects and it may be hurting the build to loose any of those two. Up to you to decide which on is okay to sacrifice for that Unique ring but I'd recommend testing out how it will be without Aspect of Echoing Fury as the unique rings will, at least on paper, make up for the lost Fury generation.

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 93 with 190 paragon points (so more paragon points will be obtained on the way to 100). The other link is what the boards will look like when fully maxed out (I left the last 5 point unspent in case one want the Carnage legendary node) on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 41 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

This is the Sorted by Slot list of Top Priority Affixes/Rolls:

    • Helm:
      • Priority 1: Cooldown Reduction
      • Priority 2: Maximum Life, Maximum Fury
      • Priority 3: Core Stats (Str, Dex, Wil, All Stats)
      • Priority 4: Total Armor
    • Amulet:
      • Priority 1: Cooldown Reduction, Movement Speed
      • Priority 2: Maximum Life, +X Ranks of All Brawling Skills or to a Passive you like, +X% Damage with Two-Handed Bludgeoning Weapons
      • Priority 3: +X% Damage, Damage Reduction from Close or Distant Enemies/While Injured,
      • Priority 4: Fury Cost Reduction, Overpower Damage with Two-Handed Bludgeoning Weapons
    • Chest:
      • Priority 1: Damage Reduction from Close or Distant Enemies/while Fortified
      • Priority 2: Maximum Life, + X% Damage
      • Priority 3: Core Stats (Str, Dex, Wil, All Stats), Total Armor
      • Priority 4: Physical Damage, Fortify Generation, Overpower Damage with Two-Handed Bludgeoning Weapons
    • Pants:
      • Priority 1: +Ranks of Charge, Damage Reduction from Close or Distant Enemies/while Fortified
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: Core Stats (Str, Dex, Wil, All Stats), Total Armor
      • Priority 4: Damage Reduction
    • Gloves:
      • Priority 1: + X ranks to Hammer of the Ancients, Critical Strike Chance, Overpower Damage
      • Priority 2: Damage to Injured Enemies, Critical Strike Chance Against Injured Enemies
      • Priority 3: Lucky Hit: Up to a 5% Chance to Restore +X% Primary Resource, Lucky Hit Chance
      • Priority 4: Core Stats (Str, Dex, Wil, All Stats), Lucky Hit: Up to a 5% Chance to Heal +X Life
    • Boots:
      • Priority 1: Movement Speed, Fury Cost Reduction
      • Priority 2: Damage Reduction while Injured
      • Priority 3: Core Stats (Str, Dex, Wil, All Stats)
      • Priority 4: Fortify Generation
    • Ring 1:
      • Priority 1: Overpower Damage, Critical Chance, Maximum Fury
      • Priority 2: Maximum Life, Critical Damage, Vulnerable Damage, Damage to Close Enemies
      • Priority 3: Damage to Stunned/Slowed/Crowd Controlled Enemies
      • Priority 4: Physical Damage, Lucky Hit Chance
    • Ring 2:
      • Priority 1: Overpower Damage, Critical Chance, Maximum Fury
      • Priority 2: Maximum Life, Critical Damage, Vulnerable Damage, Damage to Close Enemies
      • Priority 3: Damage to Stunned/Slowed/Crowd Controlled Enemies
      • Priority 4: Physical Damage, Lucky Hit Chance
    • Main Hand Weapon: Apparently, weapons can NOT roll two types of Damage mods!!!
      • Priority 1: Damage to Vulnerable Enemies & Vulnerable Damage, Damage to Close Enemies, Overpower Damage
      • Priority 2: Critical Strike Damage, Core Skill Damage
      • Priority 3: Damage to Slowed/Stunned Enemies
      • Priority 4: Core Stats (Str, Dex, Wil, All Stats)
    • Off-hand Weapon: See the 1H Weapon Rolls List
    • 2-H Weapons: See the 1H Weapon Rolls List
+ X% Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/2H Bludgeoning Skills
Critical Chance/Critical Damage with Core Skills
Damage with Core Skills
Lucky Hit Chance
+ X Ranks to Core Skills
+ X Ranks to Hammer of the Ancients/Rallying Cry/Challenging Shout/Charge
Overpower Damage
+ Willpower, + Dexterity, + Strength
+ All Stats
+ Maximum Life
Fury Generation / Regeneration / On Kill
Resource/Fury Cost Reduction
Cooldown Reduction
Physical/2H Bludgeoning Damage Bonus
Lucky Hit Chance with Physical/2H Bludgeoning Damage
Resistance to All Elements
+ % Critical Chance / Critical Damage with Physical Damage
+ % Physical Damage to Elites
+ % Critical Strike Chance with Physical Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage / Critical Chance / Critical Damage Against Close Enemies
Damage / Critical Chance / Critical Damage Against Crowd Controlled Enemies
Vulnerable Damage
Damage / Critical Chance / Critical Damage Against Vulnerable Enemies
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Lucky Hit: Up to a 5% chance to Heal +X Life
Damage while Healthy
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Movement Speed
Attack Speed
Higher Priority
Damage vs Injured Enemies
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Critical Strike Chance Against Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Post-Launch & RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Hammer Time Barbarian Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Juggler 2.0 Diablo IV Barbarian Build [RDY-4-Launch]

Juggler 2.0 Barbarian BUILD for Diablo IV [RDY-4-Launch]

(keep Juggling those weapons & never let them know your next move)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is getting closer and it’s time to make some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Barbarian Class called Juggler 2.0.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Juggler 2.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active – ONLY put 1 point here) Flay Flay the enemy, dealing 5% (X – ?) damage and inflicting 36% (X) Bleeding damage over 5 seconds. Requires a slashing weapon. Generate Fury: 9 Lucky Hit Chance: 50% Damage: Physical ; Tags: Basic,
    • (1st upgrade) Enhanced Flay Flay has a 10% chance to make the enemy Vulnerable for 2 seconds. Double this chance when using a Two-Handed weapon.
    • (2nd upgrade – my pick of the 2) Combat Flay When Flay deals direct damage to an enemy, you gain 3% Damage Reduction and X Thorns for 3 seconds. This stacks up to 4 times.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Rend Cleave enemies in front of you, dealing 12% (X – ?) damage and inflicting 96% (X) Bleeding damage over 5 seconds. Requires a slashing weapon. Fury Cost: 35 Lucky Hit Chance: 33% Damage: Physical ; Tags: Core,
    • (1st upgrade) Enhanced Rend Dealing direct damage with Rend extends the duration of Vulnerable on enemies by 2 seconds.
    • (2nd upgrade – my pick of the 2) Furious Rend Direct damage with Rend grants 4 Fury per enemy hit, up to a maximum of 20 Fury.
  • (passive) Pressure Point Lucky Hit: Your Core Skills have up to a 10%/20%/30% to make enemies Vulnerable for 2 seconds.
  • (passive) did not pick any other Core passives to save points

Defensive Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Ground Stomp Smash the ground, dealing 10% (X – ?) damage and Stunning surrounding enemies for 3 seconds. Cooldown: 16 seconds Damage: Physical ; Tags: Defensive,
    • (1st upgrade) Enhanced Ground Stomp Increase Ground Stomp’s duration by 1 second.
    • (2nd upgrade – my pick of the 2) Strategic Ground Stomp Reduce the Cooldown of your Ultimate skill by 1 second for each enemy damaged by Ground Stomp..
  • (active – ONLY put 1 point here) Challenging Shout Taunt nearby enemies and gain (40/45/50/55/60) Damage Reduction for 8 seconds. Cooldown: 25 seconds Tags: Defensive, Shout
    • (1st upgrade) Enhanced Challenging Shout While Challenging Shout is active, gain 20% (multiplicative) bonus Maximum Life.
    • (2nd upgrade – my pick of the 2) Strategic Challenging Shout While Challenging Shout is active, gain Thorns equal to +50% of your Maximum Life.
  • (passive) Imposing Presence Gain 5%/10%/15% (multiplicative) additional Maximum Life.
    • (upgrade) Martial Vigor Damage Reduction against Elites, is increased by 4%/8%/12% (multiplicative).
  • (passive) Outburst Gain 2/4/6 Thorns. Also gain 2 Thorns for each 2 bonus Maximum Life you have.
    • (upgrade) Tough as Nails Increase your Thorns by +20%/+40%/+60%. When enemies hit you, they take an additional 1% of your Thorns as Bleeding damage over 5 seconds.
  • (passive) did not pick any other Defensive passives to save points

Brawling Skills (Required Points: 11 ) Not taking an active Brawling skill

  • (active)
    • (1st upgrade) Enhanced Leap If Leap doesn’t damage any enemies, its Cooldown is reduced by 4 seconds.
    • (2nd upgrade – my pick of the 2)
  • (passive) Booming Voice Shout Skill effect durations are increased by 10%/20%/30% (multiplicative).
    • (upgrade) Raid Leader – did NOT take this one
    • (upgrade) Guttural Yelldid NOT take this one
  • (passive) did not pick any other Brawling passives to save points

Weapon Mastery Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Steel Grasp Throw out a trio of chains that deal 23% (X – ?) damage and Pull In enemies. Charges: 2 Charge Cooldown: 11 seconds Lucky Hit Chance: 25% Damage: Physical ; Tags: Weapon Mastery,
    • (1st upgrade) Enhanced Steel Grasp Steel Grasp also makes enemies Vulnerable for 2.5 seconds.
    • (2nd upgrade – my pick of the 2) Fighter’s Steel Grasp If Steel Grasp damages an enemy, gain Berserking for 2 seconds.
  • (passive) Pit Fighter You deal 3%/6%/9% (multiplicative) increased damage to Close enemies and gain 2%/4%/6% Distant Damage Reduction.
    • (upgrade) No Mercy did NOT take this one
    • (upgrade) Slaying Strike You deal 8%/15%/23% increased damage against Injured enemies.
    • (upgrade) Expose Vulnerability – did NOT take this one
  • (passive) Thick Skin Each time you take direct damage gain 0.4%/0.7%/1.1% Base Life as Fortify.
    • (upgrade) Counteroffensive While you have Fortify for over 50% of your Maximum Life, you deal 5%/10%/15% (multiplicative) increased damage.
    • (upgrade) Defensive Stance – did NOT take this one
  • (passive) did not pick any other Weapon Mastery passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Iron Maelstrom –
    First your Two-Handed Bludgeoning weapon slams into the ground, dealing 60% (X – ?) damage and Stunning enemies for 2 seconds.
    Second your Two-Handed Slashing weapon swipes in front of you, dealing 20% (X – ?) damage and inflicting 120% (X) Bleeding damage over 5 seconds.
    Third your Dual Wield weapons swing around you, dealing 33% (X – ?) damage per hit. Requires a Full Arsenal of weapons.
    Cooldown: 60 seconds Lucky Hit Chance: 40% Damage: Physical ; Tags: Ultimate,
    • (1st upgrade) Prime Iron Maelstrom Iron Maelstrom gains +10% increased Critical Strike Chance and deals 20% (multiplicative) increased Critical Strike Damage
    • (2nd upgrade – my pick of the 2) Supreme Iron Maelstrom Dealing direct damage to an enemy after swapping weapons reduces Iron Maelstrom’s Cooldown by 1 second.
  • (passive) Wallop did NOT take this one
    • (upgrade) Concussion did NOT take this one
  • (passive ) Heavy Handed While using Two-Handed weapons you deal 5%/10%/15% (multiplicative) increased Critical Strike Damage.seconds.
    • (upgrade – ONLY put 2 points here) Brute Force Your Overpower deals 15%/30%/45% (multiplicative) increased damage when using a Two-Handed weapon
      *NOTE: Unlocking this skill upgrade/passive requires investing into either Wallop OR Heavy Handed (can still get both if you want)
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Walking Arsenal Dealing direct damage with a Two-Handed Bludgeoning, Two-Handed Slashing, or Dual Wielded weapons grants 10% (multiplicative) increased damage for 6 seconds. While all three damage bonuses are active, you gain an additional 15% (multiplicative) increased damage.

Class Mechanic:

The Barbarian class mechanics is called Arsenal and this is how I believe it works:

The Barbarian class can equip 4 weapons at the same time: a Dual-wielding set of 2x One-Handed weps + two separate Two-Handed weapons (not dual-wielding those). They switch in combat between those based on what weapon is assigned to specific skills via the class unique Arsenal System. So each skill can have its own weapon assigned to it as long as it’s one of the 4 weapons equipped. The weps you don’t actually use work as ‘stat sticks’, even any aspects slotted on them. Here are the types:

  • Dual Wielded 1-Handed Weapons on Barbarians can be either Slashing or Bludgeoning such as: Swords, Axes, or Maces. The game seems to clump all 1-Handed weapons together under the “Dual-Wielding” as far as Barbarians and their skill tags are concerned so regardless of Slashing or Bludgeoning type, a 1-Handed weapon will apparently not count as either.
  • The two slots of Two-Handed Weapons can be occupied by Slashing type weps like Swords, Axes, & Polearms and/or by Bludgeoning Maces
  • Ideally 1x 2h Slashing, 1x 2h Bludgeoning and a Dual-Wield 1h combo for the 4 weps if you go for a swap-centric build

Unique Item

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects List for some additional picks:

100,000 Steps (Boots)

Attacks Reduce Evade’s Cooldown by [X] Seconds; After gaining the final damage bonus from the Walking Arsenal Key Passive, you automatically cast Ground Stomp and gain [32 – 50] Fury. This cannot happen more than once every 30 seconds.

[28 – 42] Dexterity
+[14 – 28]% Damage with Skills that Swap to New Weapons
+[16.5 – 23.5]% Damage to Stunned Enemies
+[2 – 4] Ranks of Ground Stomp

“While many Barbarians remained in the Dreadlands, small groups from the Oxen, Crane and Bear tribes instead chose to search the land for a new home.” – A History of the Children of Bul-Kathos

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Emerald, Saphire, Ruby, Amethyst, or Skull.
Armor: Ruby, Emerald, Saphire, or Skull.
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5 for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/39/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Amethyst (Requires Level XY)

• Weapon: +N% Damage Over Time
• Armor: N% Damage Taken Over Time Reduction
• Jewelry: N% Shadow Resistance

+5%/+8.2%/+14.3% for chipped (the 2nd grade at lvl 20)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Juggler 2.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of Anemia / Harlequin Crest (see notes below)
  • Amulet: Earthquake Aspect / Exploiter’s Aspect
  • Chest: Weapon Master’s Aspect / Rage of Harrogath (see notes below)
  • Pants: Aspect of Tempering Blows
  • Gloves: Windstriker Aspect / Weapon Master’s Aspect (see notes below)
  • Boots: Exploiter’s Aspect / 100,000 Steps (see notes below)
  • Ring 1: Slaking Aspect
  • Ring 2: Death Wish Aspect
  • 1H Weapon: Aspect of The Prickling OR Needleflare Aspect (IF Aspect of Prickling doesn’t exist anymore)
  • Off-hand: Earthstriker’s Aspect / Accelerating Aspect (see notes below)
  • 2-H Weapon 1: Skullbreaker’s Aspect
  • 2-H Weapon 2: Accelerating Aspect / Ancients’ Oath (see notes below)
NOTE 1: Earthquake Aspect goes in the Amulet slot ONLY until you get the 100,000 Steps Unique Boots. After that discard it & put Exploiter's Aspect in the Amulet slot to make room for the Unique Boots. 
There are three other alternative picks for Uniques you could use if you get those first: Rage of Harrogath (Chest Armor) & Harlequin Crest (Helm) & Ancients' Oath (Two-Handed Axe). See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Rage of Harrogath (Chest Armor): Windstriker Aspect gets removed from the Gloves slot and Weapon Master’s Aspect replaces it to make room for the Unique Chest Armor.
- For Harlequin Crest (Helm): Aspect of Anemia gets removed from the Helm slot to make room for the Unique Helm.
- For Ancients' Oath (2-Handed Axe): Earthstriker’s Aspect gets removed from the 2H Weapon 2 slot & discarded. Accelerating Aspect goes in the now empty 1H Weapon (main-hand) slot to make room for the Unique 2-Handed Axe.

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 87 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 41 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Slashing/Bludgeoning Skills
Critical Chance/Critical Damage with Core/Ultimate/Basic/Weapon Mastery Skills
Damage with Core/Ultimate/Basic/Weapon Mastery Skills
Lucky Hit Chance
+ X Ranks to Core/Ultimate/Basic/Weapon Mastery/Defensive Skills
+ X Ranks to Rend/Flay/Steel Grasp/Ground Stomp/Challenging Shout
Lucky Hit Chance withPhysical/Slashing/Bludgeoning Damage
Physical/Slashing/Bludgeoning Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Slashing/Bludgeoning Damage
Resistance to All Elements
Overpower Damage
+ % Physical/Slashing/Bludgeoning Damage to Elites
+ % Critical Strike Chance with Physical/Slashing/Bludgeoning Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage to Close Enemies
Critical Chance / Critical Damage Against Close Enemies
Critical Chance / Critical Damage Against Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Critical Chance / Critical Damage Against Vulnerable Enemies
Vulnerable Damage
Damage while Healthy
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Overpower Chance
Overpower Damage with Rend/Flay/Steel Grasp
Overpower Damage with Core/Ultimate/Basic/Weapon Mastery Skills
Overpower Damage with Slashing/2-handed/Axes/Bludgeoning/etc. Weapon
Higher Priority
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Fury Generation / Regeneration/ On Kill
Movement Speed
Attack Speed
Strength
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Juggler 2.0 Barbarian Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website.

Butcher Diablo IV Barbarian Build

Butcher Barbarian BUILD for Diablo IV

(flay the skin off of their bones and bleed them dry)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Open Beta Tests are almost here and I felt motivated to make some Pre-Launch theorycrafted semi-builds that should be good for ‘fresh-into-endgame’ characters when the game launches. I also plan to evolve them into FULL builds when the game is released & keep them updated when we get rebalance updates. This is one such build for the Barbarian Class called Butcher.

The Beta tests will only let us reach lvl 25 and only let us play in the first Act/Zone (Fractured Peaks) so those builds will be more useful for the actual game launch and ideally for characters around lvl 50+ or 60+. I’ve used 50+ and 60+ skill points when making the build instead of the full 100 so that they can be used to jumpstart a player’s post-story endgame grind.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect that work well with the build so one can spend the extra skill points on the way to lvl 100 into those other skills.

This build will be updated post-launch to a new & expanded version when I have actual in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken on the way to lvl 100 + alternative skill options, you can check my pre-launch builds spreadsheet on this link. This build (Butcher) is one of the builds on that spreadsheet.

Some of the skill icon images you see could be outdated & differ from what is seen in the Full release version. I plan to replace them once the Beta ends or after the full launch

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active) Flay – Flay the enemy, dealing 9.58% (X – ?) damage. Inflicts 80.48% (X) Bleeding damage over 5 seconds. Requires a slashing weapon. Damage: Physical Generate Fury: 9 Lucky Hit Chance: 50%
    • (1st upgrade) Enhanced Flay Flay has a 10% chance to make the enemy Vulnerable for 2 seconds. Double this chance when using a Two-Handed weapon.
    • (2nd upgrade – my pick of the 2) Battle Flay When Flay deals direct damage to an enemy, they take 10% (multiplicative) increased Bleeding damage for the next 3 seconds.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Rend Cleave enemies in front of you, dealing 23.00% (X – ?) damage and inflicting 183.96% (X) Bleeding over 5 seconds. Requires a slashing weapon. Damage: Physical Fury Cost: 35 Lucky Hit Chance: 33%
  • (1st upgrade) Enhanced Rend Dealing direct damage with Rend extends the duration of Vulnerable on enemies by 2 seconds.
  • (2nd upgrade – my pick of the 2) Furious Rend Direct damage with Rend grants 4 Fury per enemy hit, up to a maximum of 20 Fury.
  • (passive – NOT INVESTED INTO IT but good to consider) Pressure Point – Lucky Hit: Your Core Skills have up to a 10% chance to make enemies Vulnerable for 2 seconds.
  • (passive) Endless Fury Basic Skills generate 5% (multiplicative) more Fury when using Two-Handed weapons.
  • (passive) did not pick any other Core Passives to save points

Defensive Skills (Required Points: 6 )

  • (active) Challenging Shout Taunt nearby enemies and gain 40% (multiplicative) Damage Reduction for 10.4 seconds. Cooldown: 16.0 seconds
  • (1st upgrade) Enhanced Challenging Shout While Challenging Shout is active, gain +20% bonus Maximum Life.
  • (2nd upgrade – my pick of the 2) Tactical Challenging Shout While Challenging Shout is active you gain 3 Fury each time you take damage.
  • (passive) Imposing Presence Gain 15% (multiplicative) additional Maximum Life.
    • (upgrade) Martial Vigor Damage Reduction against Elites, Bosses, and Players is increased by 4% (multiplicative).
  • (passive) did not pick any other Defensive Passives to save points

Brawling Skills (Required Points: 11 )

  • (active) Charge Become Unstoppable and rush forward pushing enemies with you then swinging through them for 47.91% (X – ?) damage and knocking them back. Cooldown: 17.0 seconds Damage: Physical
  • (1st upgrade) Enhanced Charge Enemies who are Knocked Back into terrain by Charge take 28.74% (X – ?) damage and are Stunned for 3 seconds.
  • (2nd upgrade – my pick of the 2) Power Charge Reduce Charge’s Cooldown by 3 seconds if it Knocks Back an enemy into terrain.
  • (passive) Booming Voice Shout skill durations are increased by 30% (multiplicative).
    • (upgrade) Raid Leader did not pick to save points
    • (upgrade) Guttural Yell Your Shout Skills cause enemies to deal 8% (multiplicative) less damage for 5 seconds.
  • (passive) Aggressive Resistance Gain 4% Damage Reduction while Berserking.
    • (upgrade) Battle Frenzy did not pick to save points
    • (upgrade) Prolific Fury did not pick to save points
  • (passive) did not pick any other Brawling Passives to save points

Weapon Mastery Skills (Required Points: 16 )

  • (active) Rupture Skewer enemies in a line, inflicting 13.65% (X – ?) damage then rip your weapon out, damaging enemies for their total Bleeding amount receiving all Bleeding damage from them. Requires a slashing weapon. Cooldown: 15.0 seconds Damage: Physical Tags: Weapon Mastery Lucky Hit Chance: 50%
  • (1st upgrade) Enhanced Rupture If an enemy dies while being skewered by Rupture, then reset its Cooldown. Enemies who survive take 20% (multiplicative) increased Bleeding damage for the next 8 seconds.
  • (2nd upgrade – my pick of the 2) Warrior’s Rupture Killing enemies with Rupture increases your Attack Speed by +20% for 4 seconds.
  • (passive – only put 1 point to unlock the upgrades) Pit Fighter You deal 3% (multiplicative) increased damage to Close enemies and gain 2% Distant Damage Reduction.
    • (passive – did not put any points here) No Mercy You deal 5% (multiplicative) increased damage against Immobilized, Stunned, or Slowed enemies.
    • (passive – only put 1 point to unlock the next upgrade) Slaying Strike You deal 8% increased damage against Injured enemies.
    • (passive – only put 1 point to save points) Expose Vulnerability Dealing direct damage with a Weapon Mastery skill causes your next Core Skill to make enemies Vulnerable for 1.5 (multiplicative) seconds.
  • (passive – did not pick but worth considering) Thick Skin Each time you take direct damage gain X Fortify.
    • (upgrade – did not pick but worth considering) Counteroffensive While Fortified for over 50% of your Maximum Life, you deal 5% (multiplicative) increased damage.
    • (upgrade – did not pick but worth considering) Defensive Posture Increase the Damage Reduction gained while you are Fortified by an additional +3%.
  • (passive – only put 1 point to save points) Hamstring Your Bleeding effects Slow enemies by 10%
    • (passive) Cut to the Bone Your Bleeding effects deal 6% (multiplicative) increased damage to Vulnerable Enemies.

Ultimate Skills (Required Points: 23 )

  • (active) Call of the Ancients Call upon 3 Ancients to aid you in battle for 6 seconds. Korlic leaps at enemies, dealing 80.00% (X – ?) damage and swings his weapon in a Frenzy dealing 30.00% (X – ?) damage per hit. Talic spins in a Whirlwind rapidly attacking enemies for 50.00% (X – ?) damage. Madawc Upheaves the ground, dealing 150.00% (X – ?) damage. Cooldown: 50.0 seconds Damage: Physical Tags: Ultimate
  • (1st upgrade) Prime Call of the Ancients While Call of the Ancients is active, gain +10% bonus Attack Speed and 10% (multiplicative) increased damage.
  • (2nd upgrade – my pick of the 2) Supreme Call of the Ancients Each of the Ancients gains additional power: Korlic: You gain 10 Fury each time Korlic damages an enemy with Frenzy. Talic: Enemies are Slowed by 50% for 1 second when damaged by his Whirlwind. Madawc: 30% chance to Stun enemies for 3 seconds when using his Upheaval.
  • (passive – did not pick but worth considering) Tempered Fury Increase your Maximum Fury by 3.
    • (upgrade) Furious Impulse – DID NOT INVEST in this to save points
    • (upgrade – did not pick but worth considering) Invigorating Fury Heals you for 2% of your Maximum Life for each 100 Fury spent.
  • (passive – did not pick due to using Slashing) Wallop Your Skills using Bludgeoning weapons deal 5% (multiplicative) increased damage if the enemy is Stunned or Vulnerable.
    • (upgrade – did not pick due to using Slashing) Concussion Lucky Hit: Skills using Bludgeoning weapons have up to a 10% chance to Stun enemies for 3 seconds, or up to a 15% chance when using a Two-Handed Bludgeoning weapon.
  • (passive) Heavy Handed While using Two-Handed weapons you deal 5% (multiplicative) increased Critical Strike Damage.
    • (upgrade) Brute Force Your Overpower deals 15% (multiplicative) increased damage when using a Two-Handed weapon *NOTE: It seems that unlocking this skill upgrade requires investing into either Wallop OR Heavy Handed (can still get both if you want)
  • (passive) did not pick any other Ultimate Passives to save points

Specializations (Required Points: 33 )

  • (passive) Gushing Wounds Killing a Bleeding enemy creates an explosion that inflicts 11.55% (X) Bleeding damage over 3 seconds.

Arsenal (Class Mechanic):

The Barbarian class mechanics is called Arsenal and this is how I believe it works:

The Barbarian class can equip 4 weapons at the same time: a Dual-wielding set of 2x One-Handed weps + two separate Two-Handed weapons (not dual-weilding those). They switch in combat between those based on what weapon is assigned to specific skills via the class unique Arsenal System. So each skill can have its own weapon assigned to it as long as it’s one of the 4 weapons equipped. The weps you don’t actually use work as ‘stat sticks’. Here are the types:

  • Dual Wielded 1-Handed Weapons are Slashing and can be Swords, Axes, or Maces (strange why the 1H Maces are clumped together with Swords & Axes under Slashing and not listed as Bludgeoning maybe the information I found is incorrect… hopefully 1h Maces are not Slashing)
  • The two slots of Two-Handed Weapons can be occupied by Slashing type weps like Swords, Axes, & Polearms and/or by Bludgeoning Maces
  • Ideally 1x 2h Slashing, 1x 2h Bludgeoning and a Dual Wield 1h combo for the 4 weps if you got for a swap-centric build

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my pre-launch builds spreadsheet on this link. This build (Butcher) is one of the builds on that spreadsheet.

  • Helm: Aspect of Shared Misery
  • Amulet: Aspect of Pummeling
  • Chest: Aspect of Anemia
  • Pants: Aspect of Numbing Wrath
  • Gloves: Relentless Berserker’s Apect
  • Boots: Wind Striker Aspect
  • Ring 1: Aspect of Echoing Fury
  • Ring 2: Aspect of Unrelenting Fury
  • 1H Weapon: Aspect of Berserk Ripping
  • Off-hand: Aspect of Veteran Brawler
  • 2-H Weapon One (see Class Mechanic for info): Aspect of Retribution
  • 2-H Weapon Two (see Class Mechanic for info): Aspect of The Dire Whirlwind

Useful Links (Spreadsheets & more):

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Butcher Barbarian Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website