Lycan Lacerator 2.0 Diablo IV Druid Build [RDY-4-Launch]

Lycan Lacerator 2.0 Druid BUILD for Diablo IV [RDY-4-Launch]

(Shapeshift into a Werewolf to Claw & Shred trough your enemies, tearing them apart)

♦ ◊ ♦ ◊ ♦

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 almost upon us and it’s time for 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 Druid Class called Lycan Lacerator 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 (Lycan Lacerator 2.0) is one of the builds on that spreadsheet.

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

  • (active – ONLY put 1 point here) Claw – Shapeshift into a Werewolf and shred an enemy, dealing 20% (X-?) damage.
    Lucky Hit Chance: 50% Type: Shapeshifting ; Damage: Physical Generates: 9 Spirit
    • (1st upgrade) Enhanced Claw Claw’s Attack Speed is increased by +10%.
    • (2nd upgrade – my pick of the 2) Wild Claw Claw has a 10% chance to attack twice.

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

  • (active) Shred Shapeshift into a Werewolf and and perform a trio of combo attacks:
    1st Attack: Deal 25% damage.
    2nd Attack: Deal 35% damage.
    3rd Attack: Perform a larger finishing move dealing 60% damage.
    Lucky Hit Chance: 20% Type: Shapeshifting ; Damage: Physical Spirit Cost: 34
    • (1st upgrade) Enhanced Shred Shred gains +30% Attack Speed and Heals for 2% of your Maximum Life if an enemy is struck.
    • (2nd upgrade – my pick of the 2) Primal Shred Shred’s second and third attacks also perform a dash. In addition, Shred’s Critical Strike Damage is increased by 20% (multiplicative).
  • (passive) Predatory Instinct Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
    • (upgrade – did NOT take as its’ Werebear synergy) Iron Fur
    • (upgrade – did NOT take cuz no points) Digitigrate Gait / Lycanthropic Speed
  • (passive) did not pick other Spirit/Core passives to save points

Defensive Skills (Required Points: 6) I took both of the Defensive skills listed below

  • (active – ONLY put 1 point here) Debilitating Roar Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies’ damage dealt by 50% for 4 seconds.
    Cooldown: 22 seconds Type: Shapeshifting
  • (1st upgrade) Enhanced Debilitating Roar Debilitating Roar also Fortifies you for 22% Base Life.
  • (2nd upgrade – my pick of the 2) Preserving Debilitating Roar Debilitating Roar also heals you for 4% of your maximum Life each second for its duration.
  • (active) Blood Howl – Shapeshift into a Werewolf and howl furiously, Healing you for 20% of your Maximum Life.
    Cooldown: 15 seconds Type: Shapeshifting
  • (1st upgrade) Enhanced Blood Howl – Kills reduce the Cooldown of Blood Howl by 1 second.
  • (2nd upgrade – my pick of the 2) Innate Blood Howl Blood Howl also generates 20 Spirit.
  • (passive – ONLY put 1 point here) Ancestral Fortitude Increase your Non-Physical Resistances by 5%/10%/15%.
    • (upgrade) Vigilance – You gain 5%/10%/15% Damage Reduction for 6 seconds after using a Defensive Skill.
  • (passive) did not pick any other Defensive passives to save points

Companion Skills (Required Points: 11) I did NOT take a companion Active Skill

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) did not pick any Companion passives to save points

Wrath Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Hurricane Form a hurricane around you that deals 97% (X-?) damage to surrounding enemies over 8 seconds.
    Lucky Hit Chance: 33% Cooldown: 20 seconds Type: Storm Magic ; Damage: Physical
    • (1st upgrade) Enhanced Hurricane Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
    • (2nd upgrade – my pick of the 2) Natural Hurricane Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds.
  • (passive) Elemental Exposure Lucky Hit: Your Storm Skills have up to 20% chance to make enemies Vulnerable for 1/2/3 second(s).
    • (upgrade) Endless Tempest Increase the duration of Hurricane and Cataclysm by 5%/10%/15% (multiplicative). This node is ONLY required to unlock Bad Omen BUT you’ll also need a point in Atmosphere for Bad Omen
    • (upgrade – ONLY put 1 point here) Charged Atmosphere Every 18/15/12 seconds, a Lightning Strike hits a nearby enemy dealing 45% (X-?) damage. This node is required to unlock BOTH Bad Omen & Electric Shock
    • (upgrade – ONLY put 1 point here ) Bad Omen Lucky Hit: Up to a 10%/20%/30% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing 55% (X-?) damage.
    • (upgrade) Electric Shock Lucky Hit: Dealing Lightning damage to enemies has a 5%/10%/15% chance to Immobilize them for 3 seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by 5%/10%/15%% (multiplicative) instead.
  • (passive – ONLY put 1 point here) Crushing Earth Earth Skills deal 5%/10%/15% (multiplicative) increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
    • (upgrade) Stone Guard While Fortified for over 50% of your maximum Life, your Earth Skills deal 4%/8%/12% (multiplicative) increased damage.
    • (upgrade)Safeguard Critical Strikes with Earth Skills Fortifiy you for 2%/4%/7% Base Life.
  • (passive) did not pick any other Wrath passives to save points but there are some worth considering

Ultimate Skills (Required Points: 23)

  • (active) Lacerate Shapeshift into a Werewolf, become Immune and quickly dash 10 times between nearby enemies dealing up to 400% (X-?) damage.
    Lucky Hit Chance: 15% Cooldown: 50 seconds Type: Shapeshifting ; Damage: Physical
  • (1st upgrade) Prime Lacerate Each time Lacerate deals a Critical Strike, heal for 3% of your maximum Life.
  • (2nd upgrade) Supreme Lacerate Lacerate’s final strike deals 150% (multiplicative) increased damage.
  • (passive) Defensive Posture Increases the amount of Fortify you gain from all sources by +5%/+10%/+15%.
    • (upgrade) Thick Hide Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for 6%/13%/19% Base Life.
    • (upgrade) Nature’s Resolve 5%/10%/15% chance when struck to Fortify you for 4% Base Life.
    • (upgrade) Unrestrained did NOT take this
  • (passive – ONLY put 1 point here) Quickshift After Shapeshifting into a different form, your next skill deals 5%/10%/15% (multiplicative) increased damage.
    • (upgrade) Heightened Senses did NOT take this
    • (upgrade) Natural Fortitude Shapeshifting Fortifies you for 1%/3%/4% Base Life.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Lupine Ferocity Every 6th Werewolf skill hit Critically Strikes and deals 60% (multiplicative) increased damage.

Class Mechanic (Spirit Boons):

I don’t have much info regarding the Spirit Boons but I think you can pick at least 2 from the same category (when you specialize into it) + maybe 1 more from every other category . I’d advise getting the following 2 + 1 + 1 + 1 for now.

  • Eagle Category (specialize into this):
    Scythe Talons: +5% Critical Strike Chance
    Avian Wrath: +30% Critical Strike Damage
  • Deer Category:
    Wariness: Take 10% reduced damage from Elites
  • Snake Category: (two decent picks here so choose whichever ONE you like)
    option 1) Masochistic: Critical Stikes with Shapeshifting Skills heal you for 3% of your maximum Life.
    option 2) Overload: Lucky Hit: Lightning Damage has up to a 20% chance to cause the target to emit a static discharge, dealing 63.53% damage to surrounding enemies.
  • Wolf Category:
    Bolster: Fortify for 10% of your Maximum Life when you use a Defensive Skill

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:

Mad Wolf’s Glee (Chest Armor)

Werewolf form is now your true form, and you gain +2 Ranks to all Werewolf Skills.

+[0.07 – 0.14] Physical Damage
+[0.07 – 0.14] Poison Damage
[7 – 14]% Damage Reduction from Poisoned Enemies
+[16.5 – 23.5]% Movement Speed

“He was not a victim of the curse – he sought it out. As his skin split and his bones cracked, his laughter never ceased.” – Tale of the Mad Nobleman

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, Diamond, or Skull.
Armor: Saphire, Ruby, Diamond, 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)

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 (Lycan Lacerator 2.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of the Dark Howl / Tempest Roar OR Harlequin Crest (see notes below)
  • Amulet: Accelerating Aspect / Exploiter’s Aspect (see notes below)
  • Chest: Exploiter’s Aspect / Mad Wolf’s Glee (see notes below)
  • Pants: Vigorous Aspect
  • Gloves: Overcharged Aspect / Accelerating Aspect (see notes below)
  • Boots: Stormshifter’s Aspect
  • Ring 1: Nighthowler’s Aspect
  • Ring 2: Aspect of The Unsatiated / Aspect of Retaliation (see notes below)
  • 1H Weapon: Aspect of Retaliation / Waxing Gibbous (see notes below)
  • Off-hand: Stormclaw’s Aspect
  • 2-H Weapon: Aspect of Retaliation (is you use one before Waxing Gibbous drop, which I don’t recommend)
NOTE 1: Overcharged Aspect goes in the Gloves slot ONLY until you get the Mad Wolf's Glee Unique Chest Armor. After that, scrap it and put Accelerating Aspect in the, now empty, Gloves slot. Then place Exploiter’s Aspect in the, now empty, Amulet Slot to make room for the Unique Chest Armor.

There are three other alternative picks for Uniques you could use if you get those first: Tempest Roar (Helm), Harlequin Crest (Helm) & Waxing Gibbous (Axe)

NOTE 2: How to re-arrange the aspects for any of the alternative Unique drops: (I tried to make is as painless as possible):
- For Tempest Roar (Helm): Aspect of the Dark Howl gets removed from the Helm slot to make room for the Unique Helm.
- For Harlequin Crest (Helm): Aspect of the Dark Howl gets removed from the Helm slot to make room for the Unique Helm.
- For Waxing Gibbous (Axe): Aspect of The Unsatiated gets removed from the Ring 2 slot & Aspect of Retaliation goes in the, now empty, Ring 2 slot to make room for the Unique 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 42 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/Lightning Skills
Critical Chance/Critical Damage with Core/Werewolf/Shapeshifting/Wrath/Nature/Storm Skills
Damage with Core/Werewolf/Shapeshifting/Wrath/Nature/Storm Skills
Lucky Hit Chance
+ X Ranks to Core/Werewolf/Shapeshifting/Wrath/Defensive/Nature/Storm Skills
+ X Ranks to Shred/Hurricane/Claw/Blood Howl/Debilitating Roar
Overpower Damage
Physical/Lightning Damage Bonus
Lucky Hit Chance with Physical/Lightning Damage
Resistance to All Elements
+ % Critical Chance / Critical Damage with Physical/Lightning Damage
+ % Physical/Lightning Damage to Elites
+ % Critical Strike Chance with Physical/Lightning 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
Damage to Crowd Controlled Enemies
Critical Chance / Critical Damage Against Crowd Controlled Enemies
Damage to Vulnerable Enemies
Critical Chance / Critical Damage Against Vulnerable Enemies
Vulnerable Damage
Damage while Shapeshifted
Damage while in Werewolf Form
Damage while Healthy
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Higher Priority
+ All Stats
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)
Spirit Generation / Regeneration / On Kill
Movement Speed
Attack Speed
Willpower
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 Lycan Lacerator 2.0 Druid 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

Dr. Bones 2.0 Diablo IV Necromancer Build [RDY-4-Launch]

Dr. Bones 2.0 Necromancer BUILD for Diablo IV [RDY-4-Launch]

(Dr. Bones imprisons & makes their foes vulnerable before showering them with spears & splinters)

♦ ◊ ♦ ◊ ♦

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 almost upon us and it’s time for 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 Necromancer Class called Dr. Bones 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 (Dr. Bones 2.0) is one of the builds on that spreadsheet.

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

  • (active – ONLY put 1 point here) Bone Splinters – Fire 3 bone splinters, dealing 22.5% damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence. Lucky Hit Chance: 17% Generates: 5 Essence Damage: Physical ; Tags: Basic, Bone
    • (1st upgrade) Enhanced Bone Splinters Bone Splinters has a 30% chance to fire 2 additional projectiles if cast while you have 50 or more essence.
    • (2nd upgrade) Initiate’s Bone Splinters Bone Splinters has a 20% chance per hit to make enemies Vulernable for 2 seconds.

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

  • (active) Bone Spear Conjure a bone spear from the ground, dealing 85% (X-?) damage and Piercing through enemies. Lucky Hit Chance: 50% Essence Cost: 25 Damage: Physical ; Tags: Core, Bone
    • (1st upgrade) Enhanced Bone Spear Bone Spear breaks into 3 shards when it is destroyed, dealing 10% (X-?) damage each.
    • (2nd upgrade – my pick of the 2) Supernatural Bone Spear Bone Spear makes the first enemy hit Vulnerable for 3 seconds.
  • (passive) Hewed Flesh Lucky Hit: Your damage has up to a 4%/8%/12% chance to create a corpse at the target’s location.
  • (passive) DID NOT INVEST in other Core passives to save points

Macabre Skills (Required Points: 6 )

  • (active) Corpse Explosion Detonate a Corpse, dealing 75% (X-XX) damage to nearby enemies. Lucky Hit Chance: 40% Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse – Corpse Explosion’s radius is increased by 15%.
    • (2nd upgrade – my pick of the 2) Blighted Corpse Explosion Corpse Explosion becomes a Darkness Skill and, instead of exploding, releases a vile miasma dealing 110% (X-?) Shadow Damage over 6 seconds.
  • (active – ONLY put 1 point here) Bone Prison Unearth a prison of bone with X Life that surrounds the target area for 6 seconds. Cooldown: 20 Seconds. Tags: Macabre, Bone
    • (1st upgrade) Enhanced Bone Prison If an enemy is trapped by Bone Prison, gain 3 Essence, plus an additional 5 per enemy trapped.
    • (2nd upgrade – my pick of the 2) Ghastly Bone Prison Enemies inside of Bone Prison are Vulnerable.
  • (passive) Grim Harvest – Consuming a Corpse generates 3/6/9 Essence.
    • (upgrade) Fueled by Death – You deal 4%/8%/12% (multiplicative) increased damage for 4 seconds after consuming a Corpse.
  • (passive) DID NOT INVEST in other Macabre passives to save points

Corruption Skills (Required Points: 11 ) Not taking an Active skill here

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) DID NOT INVEST in any Corruption passives to save points

Summoning Skills (Required Points: 16 )

  • (active – ONLY put 2 points here) Bone Spirit Consume all of your Essence to conjure a spirit of bone that seeks enemies. Upon reaching an enemy, the spirit explodes, dealing 80% (X-?) damage to the target and all surrounding enemies. Damage is increased by 3% (multiplicative) for each point of Essence spent casting Bone Spirit. Lucky Hit Chance: 33% Cooldown: 12.0 Seconds. Essence Cost: All remaining Essence Damage: Physical ; Tags: Macabre, Bone
    • (1st upgrade) Enhanced Bone Spirit If Bone Spirit Critically Strikes, its Cooldown is reduced by 6 seconds.  This effect can only happen once per cast.
    • (2nd upgrade – my pick of the 2) Dreadful Bone Spirit After Bone Spirit hits an enemy, you generate 30 Essence over the next 4 seconds.
  • (passive) Serration Your Bone Skills have a +0.5%/+1%/+1.5% increased Critical Strike Chance for each 10 Essence you have upon cast
    • (upgrade) Rapid Ossification Every 100 Essence you spend reduces the cooldowns of your Bone Skills by 0.5/1/1.5 seconds.
    • (upgrade) Compound Fracture After Critically Striking 10 times with Bone Skills, your Bone Skills deal 5%/10%/15% (multiplicative) increased damage for 5 seconds.
    • (upgrade) Evulsion Your Bone Skills deal 6%/12%/18% (multiplicative) increased Critical Strike Damage to Vulnerable enemies.
  • (passive) Necrotic Carapace – When a Corpse is formed from your Skills or your Minions, Fortify for 2%/4%/6% Base Life.
  • (passive) DID NOT INVEST in other Summoning passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Bone Storm A swirling storm of bones surrounds you and your Golem, dealing 180% (X-?) to surrounding enemies over 10 seconds. Lucky Hit Chance: 40% Cooldown: 60 Seconds. Damage: Physical ; Tags: Ultimate, Bone
    • (1st upgrade) Prime Bone Storm Your Damage Reduction is increased by 15% while Bone Storm is active.
    • (2nd upgrade) Supreme Bone Storm Your Critical Strike Chance is increased by +20% while Bone Storm is active.
  • (passive) Stand Alone Increases Damage Reduction by 6%/12%/18%,, reduced by 2% for each active Minion.
    • (upgrade) Memento Mori Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by 20%/40%/60%.
  • (passive) DID NOT INVEST in any other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Ossified Essence Your Bone Skills deal 1% (multiplicative) increased damage for each point of Essence you have above 50 upon cast.

Book of the Dead (Class Mechanic):

This build is all about creating as many corpses as possible and getting Fortify for each corpse generated, while consuming them with Corpse Explosion. On top of that we can keep spamming Bone Spear as long as we keep consuming the corpses as that gives us Essence. Since the build has a ton of Vulnerable and Crit related bonuses we’re Sacrificing all minions and take such bonuses for Sacrificing our Minions as well.

I’d advise taking Zero Minions for this build & Sacrifice the Skeletal Warriors, Skeletal Mages, & Golem. The types sacrifices are:

    • Skeletal Skirmishers: Sacrifice so that we get extra Crit Chance
      • Description: Your critical strike chance is increased by 5%, but you can no longer raise Skeletal Warriors.
    • Cold Mages: Sacrifice is amazing to get extra DMG to Vulnerable enemies
      • Description: You deal 15% (multiplicative) increased damage to Vulnerable enemies, but you can no longer raise Skeletal Mages.
    • Iron Golem: Sacrifice so that we get extra Crit Damage
      • Description: You deal 30% (multiplicative) increased critical strike damage, but you lose the ability to summon a Golem.

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:

Deathless Visage (Helm)

Bone Spear leaves behind echoes as it travels that explode, dealing N damage.

+[0.031 – 0.073] Armor
+[0.07 – 0.14] Physical Damage
+[14 – 21]% Critical Strike Damage
+[16 – 24] Maximum Essence


“Rathma is endless. He was the first Ancient, and will remain at the end. He is the master of the Great Cycle of Being. When Death comes for him, why should he fear it?” – Vauntus, Acolyte of Rathma

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, Amethyst, Diamond, Saphire, Ruby, or Skull.
Armor: Ruby, 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 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)

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 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)

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 (Dr. Bones 2.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Protector / Deathless Visage OR Harlequin Crest (see notes below)
  • Amulet: Aspect of Serration
  • Chest: Aspect of Shielding Storm / Blood Artisan’s Cuirass (see notes below)
  • Pants: Aspect of the Embalmer
  • Gloves: Osseous Gale Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Aspect of Ultimate Shadow
  • Ring 2: Aspect of Exposed Flesh / Splintering Aspect (see notes below)
  • 1H Weapon: Splintering Aspect / Black River (see notes below)
  • Off-hand: Aspect of Swelling Curse / Aspect of Shielding Storm (see notes below)
  • 2-H Weapon (if you decide to use one): Splintering Aspect (see notes below)
NOTE 1: Aspect of The Protector goes in the Helm slot ONLY until you get the Deathless Visage Unique Helm.
There are three other alternative picks for Uniques you could use if you get those first: Blood Artisan's Cuirass (Chest Armor), Harlequin Crest (Helm), & Black River (Scythe)
See the notes below for more info:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Blood Artisan's Cuirass (Chest Armor): Aspect of Swelling Curse gets removed from the Off-hand slot. You also need to remove the offensive Off-hand and replace it with a Shield off-hand. Aspect of Shielding Storm goes in the newly equipped Shield Off-hand to make room for the Unique Chest Armor.
- For Harlequin Crest (Helm): Aspect of The Protector gets removed from the Helm slot to make room for the Unique Helm.
- For Black River (Scythe): Aspect of Exposed Flesh gets removed from the Ring 2 slot & Splintering Aspect replaces it to make room for the Unique Scythe.

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 90 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 complete order of priority):

I’ve shortlisted 44 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 Shadow/Physical/Darkness/Bone Skills
Critical Chance / Critical Damage with Core/Macabre/Corpse/Basic/Ultimate Skills
Damage with Core/Macabre/Corpse/Corruption/Basic/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Bone Spear/Corpse Explosion/Bone Storm/Bone Spirit/Bone Prison
+ X Ranks to Core/Macabre/Corpse/Corruption/Basic Skills
Lucky Hit Chance with Shadow/Physical Damage
Shadow/Physical Damage Bonus
+ % Critical Chance / Critical Damage with Shadow/Physical Damage
Resistance to All Elements
+ % Shadow/Physical Damage to Elites
+ % Critical Strike Chance with Shadow/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
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
+ % Damage Over Time
+ % Shadow Damage Over Time
+ % Shadow Damage Over Time Duration
Overpower Chance
Overpower Damage with Bone Spear/Corpse Explosion/Bone Storm/Bone Spirit/Bone Prison
Overpower Damage with Core/Bone/Darkness/Macabre/Corpse/Basic/Ultimate Skills
Damage to Slowed/Stunned/Immobilized Enemies
Critical Strike Chance Against Slowed/Stunned/Immobilized Enemies
Higher Priority
+ All Stats
Damage while Healthy
Damage vs Healthy Enemies
Damage vs Injured Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Essence Generation
Essence Regeneration
Essence On Kill
Movement Speed
Attack Speed
Intelligence
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 Dr. Bones 2.0 Necromancer 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

Hemomancer 2.0 Diablo IV Necromancer Build [RDY-4-Launch]

Hemomancer 2.0 Necromancer BUILD for Diablo IV [RDY-4-Launch]

(the Hemomancer boils the blood of their foes & consumes their flesh to keep themselves Healthy & Fortified)

♦ ◊ ♦ ◊ ♦

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 Necromancer Class called Hemomancer 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 (Hemomancer 2.0) is one of the builds on that spreadsheet.

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

  • (active) Hemorrhage – Burst an enemy’s blood, dealing 25% (X-XX) damage. Hemorrhage has 20% chance to form a Blood Orb. Lucky Hit Chance: 40% Generates: 7 Essence Damage: Physical ; Tags: Basic, Blood
    • (1st upgrade) Enhanced Hemorrhage After picking up a Blood Orb, your next Hemorrhage also hits nearby enemies and grants 2 additional essence per enemy hit
    • (2nd upgrade) Initiate’s Hemorrhage Hemorrhage grants 1.6% Base Life as Fortify each time it hits an enemy, and has a 1.5% chance per enemy hit to Fortify you for 100% Base Life.

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

  • (active) Blood Lance – Throw a blood lance that lingers in an enemy for 3 econd, dealing 45% (X-?) damage to the enemy and all other lanced enemies. Lucky Hit Chance: 40% Essence Cost: 25 Damage: Physical ; Tags: Core, Blood
    • (1st upgrade) Enhanced Blood Lance – Blood Lance Pierces through enemies who are currently lanced, dealing 15% reduced damage to subsequent enemies after the first.
    • (2nd upgrade – my pick of the 2) Supernatural Blood Lance – After casting Blood Lance 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
  • (passive) Hewed Flesh Lucky Hit: Your damage has up to a 4%/8%/12% chance to create a corpse at the target’s location.
  • (passive) DID NOT INVEST in other Core passives to save points

Macabre Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Blood Mist Disperse into a bloody mist, becoming Immune for 3 seconds. Your Movement Speed is reduced by 20.00% and you periodically deal 2% (X-?) damage to enemies, healing for 0.5% of your Maximum Life. Lucky Hit Chance: 9% Cooldown: 20 Seconds. Damage: Physical ; Tags: Macabre, Blood
    • (1st upgrade) Enhanced Blood Mist Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.
    • (2nd upgrade – my pick of the 2) Dreadful Blood Mist – Blood Mist Fortifies you for 0.5% Base Life each time it hits an enemy.
  • (passive) Grim Harvest Consuming a Corpse generates 3/6/9 Essence.
    • (upgrade) Fueled by Death You deal 4%/8%/12% (multiplicative) increased damage for 4 seconds after consuming a Corpse.
  • (passive) Skeletal Warrior Mastery – Increase the damage and Life of your Skeletal Warriors by 15%/30%/45% (multiplicative).
  • (passive) DID NOT INVEST in other Macabre passives to save points

Corruption Skills (Required Points: 11 ) Not taking an Active skill here

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) DID NOT INVEST in any Corruption passives to save points

Summoning Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Corpse Tendrils Veins burst out of a Corpse, pulling in enemies, Stunning them for 3 seconds, and dealing 20% (X-?) damage to them. Lucky Hit Chance: 20% Cooldown: 11.0 Seconds. Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse Tendrils Enemies who are in range of Corpse Tendrils are Slowed by 50% before being pulled.
    • (2nd upgrade – my pick of the 2) Plagued Corpse Tendrils – Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds.
  • (passive – ONLY put 1 point here) Gruesome Mending While below 50% Life, you receive +10%/+20%/+30% more Healing from all sources.
    • (upgrade) Coalesced Blood While Healthy your Blood Skills deal 6%/12%/18% (multiplicative) increased damage. Note: Need to invest into this node to unlock BOTH Tides of Blood & Drain Vitality
    • (upgrade – ONLY put 1 point here) Transfusion – Blood Orbs also heal your Minions for 15%/30%/45% of the amount. Note: Unlike Coalesced Blood, this node is only connected to Tides of Blood
    • (upgrade) Drain Vitality Lucky Hit: Hitting enemies with Blood Skills has up to 25% chance to Fortify you for 2%/5%/8% Base Life.
    • (upgrade) Tides of Blood Your Blood Skills deal 5%/10%/15% (multiplicative) increased Overpower damage. This bonus is doubled while you are Healthy.
  • (passive) Necrotic Carapace – When a Corpse is formed from your Skills or your Minions, Fortify for 2%/4%/6% Base Life.
  • (passive) DID NOT INVEST in other Summoning passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Blood Wave Conjure a tidal wave of blood that deals 90% (X-?) damage and knocks enemies back. Lucky Hit Chance: 30% Cooldown: 50 Seconds. Damage: Physical ; Tags: Ultimate, Blood
    • (1st upgrade) Prime Blood Wave Blood Wave Slows enemies by 50% for 4 seconds.
    • (2nd upgrade) Supreme Blood Wave Blood Wave leaves behind 3 Blood Orbs as it travels.
  • (passive) Bonded in Essence – Every 5 seconds, your Skeletal Priest’s Healing will Heal your skeletons for 20%/40%/60% of their Maximum Life.
    • (upgrade) Death’s Defense – Your Minions can’t lose more than 75%/50%/25% of their maximum Life from a single damage instance.
    • (upgrade) Inspiring Leader – After you have been Healthy for at least 4 seconds, you and your Minions gain +4%/+8%/+12% Attack Speed. (seems to need a point in Death’s Defence to unlock this)
      • (upgrade) Hellbent Commander – Your Minions deal 10%/20%/30% (multiplicative) increased damage while you are near them.
  • (passive) DID NOT INVEST in any other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Rathma’s Vigor Increase your maximum Life by 10%. After being Healthy for 15 seconds, your next Blood Skill Overpowers.

Book of the Dead (Class Mechanic):

This build is all about creating as many corpses as possible and getting Fortify for each corpse generated. On top of that we can keep spamming Blood Lance as long as we keep consuming the corpses as that gives us Essence. For that reason we take the Corpse generation & Fortify bonuses for our Minions.

I’d advise taking one Minion Type for this build & Sacrificing the other. I prefer using the Skeletal Warriors & Skeletal Mages, while scrapping the & Golem. The types + sacrifices are:

  • Skeletal Reapers: Upgrade 2for that extra Corpse generation
    • Description: Reapers have a 10% chance to carve the flesh off enemies, forming a corpse. This cannot happen on the same enemy more than once every 5 seconds.
  • Bone Mages: Upgrade 2 is amazing to keep granting us Fortify
    • Description: Each time a Bone Mage dies from its own attack, they leave behind a corpse and Fortify you for X.
  • Iron Golem: Sacrifice so that we get extra Crit Damage
    • Description: You deal 30% (multiplicative) increased critical strike damage, but you lose the ability to summon a Golem.

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:

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: Weps: Emerald, Saphire, Ruby, Diamond, or Skull.
Armor: Ruby, Skull, or Saphire.
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 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 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)

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 (Hemomancer 2.0) is one of the builds on that spreadsheet.

  • Helm:Aspect of Might / Harlequin Crest (see notes below)
  • Amulet: Smiting Aspect / Melted Heart of Selig (see notes below)
  • Chest: Viscous Aspect
  • Pants: Aspect of the Embalmer / Temerity (see notes below)
  • Gloves: Aspect of Rathma’s Chosen
  • Boots: Exploiter’s Aspect
  • Ring 1: Aspect of Grasping Veins
  • Ring 2: Blood Seeker’s Aspect / Ring of Starless Skies (see notes below)
  • 1H Weapon: Aspect of Hungry Blood
  • Off-hand: Cadaverous Aspect
  • 2-H Weapon (if you decide to use one): Aspect of Hungry Blood
NOTE 1: Blood Seeker's Aspect goes in the Ring slot ONLY until you get the Ring of Starless Skies Unique Ring.
There are three other alternative picks for Uniques you could use if you get those first: Melted Heart of Selig (Amulet), Harlequin Crest (Helm), & Temerity (Pants)
See the notes below for more info:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Melted Heart of Selig (Amulet): Smiting Aspect gets removed from the Amulet slot to make room for the Unique Amulet
- For Harlequin Crest (Helm): Aspect of Might gets removed from the Helm slot to make room for the Unique Helm.
- For Temerity (Pants): Aspect of the Embalmer gets removed from the Ring 2 slot to make room for the Unique Pants.

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 89 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 complete order of priority):

I’ve shortlisted 44 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 Blood/Physical Skills
Critical Chance / Critical Damage with Core/Macabre/Corpse/Corruption/Basic/Ultimate Skills
Damage with Core/Macabre/Corpse/Corruption/Basic/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Blood Lance/Hemorrhage/Blood Wave/Blood Mist/Corpse Tendrils
+ X Ranks to Core/Macabre/Corpse/Corruption/Basic Skills
Lucky Hit Chance with Blood/Physical Damage
Blood/Physical Damage Bonus
+ % Critical Chance / Critical Damage with Blood/Physical Damage
Resistance to All Elements
+ % Blood/Physical Damage to Elites
+ % Critical Strike Chance with Blood/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 to Close Enemies
Critical Chance / Critical Damage Against Close Enemies
Damage to Crowd Controlled Enemies
Critical Chance / Critical Damage Against Crowd Controlled Enemies
Vulnerable Damage
Critical Chance / Critical Damage Against Vulnerable Enemies
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Overpower Chance
Overpower Damage with Blood Lance/Hemorrhage/Blood Wave/Blood Mist/Bone Storm
Overpower Damage with Core/Blood/Macabre/Corpse/Corruption/Basic/Ultimate Skills
Damage to Slowed/Stunned/Immobilized Enemies
Critical Strike Chance Against Slowed/Stunned/Immobilized Enemies
Lucky Hit: Critical Strikes From Your Minions Have up to a 5% Chance to Reduce Enemy Damage Dealt by X% for N Seconds
Higher Priority
+ All Stats
Damage while Healthy
Damage vs Healthy Enemies
Damage vs Injured Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Essence Generation
Essence Regeneration
Essence On Kill
Movement Speed
Attack Speed
Intelligence
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 Hemomancer 2.0 Necromancer 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 2.0 Diablo IV Barbarian Build [RDY-4-Launch]

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

(Leap & Stomp on your foes, Bleed them dry & Rupture the Gushing Wounds)

♦ ◊ ♦ ◊ ♦

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 Butcher 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 (Butcher 2.0) is one of the builds on that spreadsheet.

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

  • (active – ONLY put 1 point here) Lunging Strike – Lunge forward and strike an enemy for 30% (X – ?) damage. Generate Fury: 9 Lucky Hit Chance: 50% Damage: Physical ; Tags: Basic,
    • (1st upgrade) Enhanced Lunging Strike Lunging Strike deals 30% (multiplicative) increased damage and Heals you for 2% Maximum Life when it damages a Healthy enemy.
    • (2nd upgrade – my pick of the 2) Battle Lunging Strike Lunging Strike also inflicts 20% Bleeding damage over 5 seconds.

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) did not pick any 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) Tactical Ground Stomp Ground Stomp generates 25 Fury.
  • (passive – ONLY put 1 point here) 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 other Defensive passives to save points

Brawling Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Leap Leap forward and then slam down, dealing 33% (X – ?) damage and Knocking Back surrounding enemies on impact. Cooldown: 17 seconds Lucky Hit Chance: 33% Damage: Physical ; Tags: Brawling,
    • (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) Power Leap If Leap damages at least one enemy, gain 40 Fury.
  • (passive) did not pick any Brawling passives to save points

Weapon Mastery Skills (Required Points: 16 )

  • (active) Rupture Skewer enemies in front of you, dealing 13% (X – ?) damage, then rip your weapon out, damaging enemies for their total Bleeding amount removing all Bleeding damage from them. Requires a slashing weapon. Cooldown: 10 seconds Lucky Hit Chance: 50% Damage: Physical ; Tags: Weapon Mastery,
    • (1st upgrade) Enhanced Rupture Ripping your weapon out of enemies during Rupture causes an explosion that deals 30% Bleeding damage over 5 seconds.
    • (2nd upgrade – my pick of the 2) Fighter’s Rupture Hitting at least 1 enemy with Rupture Heals you for 15% of your Maximum Life.
  • (passive – ONLY put 2 points here) Pit Fighter You deal 3%/6%/9% (multiplicative) increased damage to Close enemies and gain 2%/4%/6% Distant Damage Reduction.
    • (upgrade) No Mercy You have +3%/+6%/+9% increased Critical Strike Chance against Immobilized, Stunned, or Slowed enemies.
    • (upgrade) Slaying Strike did NOT take this one
    • (upgrade) Expose Vulnerability Dealing direct damage with a Weapon Mastery Skill causes your next Core Skill to make enemies Vulnerable for 1/2/3 second(s).
  • (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 – ONLY put 1 point here) Hamstring Your Bleeding effects Slow enemies by 10%/20%/30%.
    • (upgrade) Cut to the Bone Your Bleeding effects deal 6%/12%/18% (multiplicative) increased damage to Vulnerable Enemies.
  • (passive) did not pick 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 – my pick of the 2) 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) 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) 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) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Gushing Wounds When causing an enemy to Bleed, you have a chance equal to your Critical Strike Chance to increase the Bleed amount by 100% of your Critical Strike Damage bonus. Overpowering a Bleeding enemy creates an explosion that inflicts 11% Bleeding damage over 5 seconds.

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:

Fields of Crimson (Two-Handed Sword)

+[17.5%] Critical Strike Damage While using this weapon, damaging at least one enemy with Rupture creates a blood pool that inflicts N Bleeding damage over 6 seconds. Enemies standing in the pool take x[0.18 – 0.34]% increased Bleeding damage.

+[7 – 14]% Damage with Two-Handed Slashing Weapons
+[7 – 14]% Damage Over Time
CDR_Rupture (Struck’s note: I’m 100% sure this is cooldown reduction for Rupture)
+[2 – 4] Ranks of Rupture

“We’ve been fighting these flesh-eaters for so long, been soaked in so much blood, that after a while it’s difficult to tell what side you’re truly on.” – Daelyr, Crane Tribe warrior

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: Saphire, Skull, Ruby, Amethyst, or Emerald.
Armor: Skull, Saphire, or Ruby.
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 (Butcher 2.0) is one of the builds on that spreadsheet.

  • Helm: Exploiter’s Aspect
  • Amulet: Aspect of Veteran Brawler
  • Chest: Weapon Master’s Aspect
  • Pants: Iron Blood Aspect
  • Gloves: Aspect of Anemia
  • Boots: Aspect of Perpetual Stomping
  • Ring 1: Aspect of Quickening Pulse
  • Ring 2: Slaking Aspect
  • 1H Weapon: Aspect of Berserk Ripping
  • Off-hand: Skullbreaker’s Aspect
  • 2-H Weapon 1: Aspect of Encroaching Wrath
  • 2-H Weapon 2 (see NOTE below): *Smiting Aspect Until The Unique goes here
NOTE 1: Smiting Aspect goes in the second 2-Handed slot ONLY until you get the Fields of Crimson Unique Two-Handed Sword. 
There are two other alternative picks for Uniques you could use if you get those first: Rage of Harrogath (Chest Armor) & Harlequin Crest (Helm). See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Rage of Harrogath (Chest Armor): Smiting Aspect gets removed from the 2nd 2-handed slot & Aspect of Veteran Brawler replaces it. Exploiter’s Aspect goes in the now empty Amulet slot, emptying the Helm slot. Weapon Master’s Aspect goes in the now empty Helm slot to make room for the Unique Chest.
- For Harlequin Crest (Helm): Smiting Aspect gets removed from the 2nd 2-handed slot & Aspect of Veteran Brawler replaces it. Exploiter’s Aspect goes in the now empty Amulet slot & makes room for the Unique Helm.

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 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 43 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 DoT/Physical/Bleeding Skills
Critical Chance/Critical Damage with Core/Weapon Mastery/Brawling Skills
Damage with Core/Weapon Mastery/Brawling Skills
Lucky Hit Chance
+ X Ranks to Core/Weapon Mastery/Brawling Skills
Lucky Hit Chance with DoT/Physical/Bleeding Damage
DoT/Physical/Bleeding Damage Bonus
+ % Critical Chance / Critical Damage with DoT/Physical/Bleeding Damage
Resistance to All Elements
Overpower Damage
+ % DoT/Physical/Bleeding Damage to Elites
+ % Critical Strike Chance with DoT/Physical/Bleeding 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 Strike Chance Against Close Enemies
Critical Strike Damage to Close Enemies
Critical Strike Chance Against Crowd Controlled Enemies
Critical Strike Damage to Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Critical Strike Chance Against Vulnerable Enemies
Critical Strike Damage to 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 Rupture/Rend/Leap
Overpower Damage with Core/Weapon Mastery/Brawling Skills
Overpower Damage with Slashing/2-handed/Swords/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 Butcher 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