Leveling L1–68
- Take Holy Flame Totem from Hillock, then plant totems and let them fight while you move.The build can't self-cast its real skill until you have overcapped fire res and a life pool. Totems carry you through the campaign for free.
- Swap to Elemental Hit with Trinity once you hit maps and have a claw.
- Grab a Tabula Rasa for the early 6-link, then move to a real chest once your rings come online.
- Rush Brutal Fervour in your first two labs. It is the leech that makes the build tanky.
How leveling works
Elemental Hit is an attack skill that converts your weapon damage to a random element on each hit, rolling once per attack. It scales with attack speed, weapon DPS, projectiles, and elemental damage with attacks. As a Slayer, you lean on Overleech, ailment immunity from Brutal Fervour, and the ascendancy's innate area + leech to make a smooth mapper. The build doesn't come online until you have Trinity Support and a decent claw or bow with elemental damage on it (typically around the time you finish the campaign), so for the leveling phase itself you swap between melee skills that are happy on cheap weapons.
The recommended path is Frost Blades or Molten Strike for Acts 1–4, then transition into Elemental Hit around Act 5–6 once you can hit ~level 12 on the gem and have picked up Trinity Support and Combat Focus Support gems (or later in the campaign in Mirage league: from Lilly Roth in Act 6). The Slayer ascendancy points you'll grab in the Labs are: Bane of Legends → Endless Hunger → Headsman → Brutal Fervour. Brutal Fervour is the build-defining ascendancy: it makes you immune to bleed, ailments, and stun under Overleech, and is what unlocks the smooth mapping experience the endgame guide is built around.
Rare jewellery with life and resists, a 5-link as soon as you can craft one, and a Tabula Rasa if you find one will carry you through the campaign without any specific gear targets. Save your currency for the endgame transition — don't sink it into leveling uniques.
Gear while leveling
- · Weapon: any 1H elemental claw or sword while leveling — vendor recipes for elemental weapons (magic weapon + topaz/sapphire/ruby ring + Blacksmith's Whetstone) keep you topped up cheaply through the acts.
- · Body armour: rush a Tabula Rasa if you can find/buy one — a guaranteed 6-link is worth more than any leveling rare. If not, a 4-link evasion chest with life and resists.
- · Helmet/gloves/boots: prioritise life and resists over everything. You want to enter maps capped on all three elemental resists.
- · Rings/amulet: life + resists, with attribute fix-ups as needed. A pair of cheap unique rings like Le Heup of All cover stat requirements during the campaign.
- · Belt: Heavy Belt or Leather Belt with life and resists. No need for unique belts during leveling.
- · Flasks: a life flask with bleed-removal, a quicksilver, a granite + iron skin or stibnite, and a diamond flask once you can buy one. Keep a quicksilver up at all times.
Weapon progression
Use vendor-recipe elemental 1H weapons (magic 1H + topaz/sapphire/ruby + Whetstone → guaranteed elemental damage roll) through Acts 1–6. Around the Elemental Hit transition you want a claw or one-hand sword with a "added cold/fire/lightning damage" prefix and ideally attack speed. The endgame target weapon is a rare claw with three or more "added X damage to attacks" mods (the build's signature is rolling these on a fast claw base like Imperial Claw or Gemini Claw), but this is far above leveling priorities — get to maps with anything, then start farming for the upgrade.
Tree to aim for (by level 100)
Watch out for
- ! Don't take Combat Focus Support before you have Trinity Support — without Trinity Support you actively want Elemental Hit to roll all three elements (more average damage), and Combat Focus Support locks you into one element. The two gems work as a pair.
- ! Brutal Fervour requires you to be Leeching to give bleed/ailment/stun immunity. If you stop attacking in a tough fight, leech runs out and your immunities drop. Always keep the auto-attack flowing.
- ! Elemental Hit's damage roll happens once per attack, not per projectile, so projectile count helps with clear but not with single-target damage. Rares should still die to your front-loaded hit, not to the side projectiles.
- ! The Taming (a campaign-tier unique ring) is one of the build's permanent slot fillers — if you find one cheap, slot it as soon as you have all three "of-Shaping" elemental damage taken modifiers covered.
Early Mapping L70–84
- Get all three The Unseen Hue rings socketed so every hit inflicts Brittle, Scorch, and Sap at once.Elemental Hit rolls one element per swing, but the three rings guarantee all three ailments stay on the enemy. That is what feeds Trinity Support and, later, The Taming.
- Craft a rare claw with three embedded supports plus "Socketed Skills deal 40% more Attack Damage".The embedded supports act as a free 4-link, so the claw is a damage multiplier before you socket a single gem into your main link.
- Run The Squire in the shield slot to buff your main-hand link."Socketed Support Gems can also Support Skills from your Main Hand" turns the shield into a second support bank for Elemental Hit.
- Take Bane of Legends as your fourth ascendancy for kill-explosions and permanent Onslaught.
Full gear (29 items)
All gem links (12 groups)
How this stage plays (mechanics, defences)
Elemental Hit Slayer at this tier already runs the build's signature engine: every swing is a prismatic hit that rolls one of three elements, and a trio of unique interactions makes the skill absurd. The main hand is a rare Imperial Claw (Honour Slicer) crafted with three embedded Level 20 supports — Increased Critical Strikes, Faster Attacks, and Elemental Damage with Attacks — plus "Socketed Skills deal 40% more Attack Damage." That claw alone is a 4-link's worth of support before any gem is socketed. The main Elemental Hit links through Endurance Charge on Melee Stun + Lifetap, and The Squire shield carries Greater Multistrike + Trinity + Greater Ancestral Call — the shield's "Socketed Support Gems can also Support Skills from your Main Hand" line effectively turns it into an off-hand 3-link that buffs the claw.
Damage stacks compound viciously. Three The Unseen Hue rings lock Brittle, Scorch, and Sap on every prismatic hit — the build inflicts all three elemental ailments simultaneously without needing any separate ailment-application gem. Trinity converts that into a massive "more elemental" multiplier because Elemental Hit naturally cycles fire, cold, and lightning each swing so all three resonances stay active. Screams of the Desiccated belt + The Gull helmet team up to grant a permanent Massive Shrine Buff while not flasking, and an Enriched Prismatic Tincture adds another 160% increased Elemental Damage with Melee Weapons and 30% elemental penetration on top. The tree is a Duelist crit ladder — Savagery, Claws of the Hawk, Impact, Blood Drinker — with a Lethal Pride timeless jewel in the Karui cluster and Forces of Nature for the elemental conversion multiplier. This L84 reference is unusually well-geared for its tier, so DPS reads higher than a typical early-mapping build.
Defence here is already the full Slayer stack, just unfinished. 100% spell suppress is on from Masterful Form plus layered suppress rolls on Phoenix Shell, Brimstone Fist gloves, and Ghoul Hoof boots. Brutal Fervour gives the Slayer's signature infinite leech while damaging — once a pack starts dying, life refills instantly. Ancestral Vision converts the 100% suppress chance into 50% elemental ailment avoidance, which protects against self-shock from reflect. Block sits at a modest 30% — the shield slot is spent on The Squire, not a block stacker — but 5.7k life, 57k EHP, and a full +7 endurance charges from Endurance Charge on Melee Stun absorb physical hits. Chaos resist is comfortably capped via Screams of the Desiccated's +36% chaos roll.
Fast and forgiving. Whirling Blades (linked with Faster Attacks + Momentum in the body armour) covers map traversal, and 13.25 attacks per second with Greater Multistrike means the screen is already flooded with ailment icons. The Gull's Shrine procs on kill and the Massive Shrine Buff from Screams of the Desiccated stack into a constant hype-mode for pack clear. Single-target is handled by stacking ailments, not by a dedicated boss setup — Brutal Fervour leech lets you stand in telegraphs that would kill a glass cannon. Bosses die faster than a L84 character has any right to, purely from the triple-support claw and Trinity's resonance multiplier.
Passive tree (134 points)
The desktop app shows this tier's full tree on an interactive canvas.
Endgame L85–94
The big shift at endgame is ring composition and the 6-link location. The third The Unseen Hue slot is replaced with The Taming, and the main 6-link moves from the shield-assisted claw into a rare body armour (Chimeric Suit). The Squire is swapped for a rare Vaal Buckler focused on attack block + suppress, and Bane of Legends is finally picked up as the fourth ascendancy.
- Replace the third The Unseen Hue with The Taming.The Taming gives 46% increased elemental damage per ailment type on the enemy. Because you already inflict all three ailments, this is a ~138% multiplier baked into every hit — the single biggest damage jump in the build.
- Move the 6-link into a rare body armour and run Ruthless + Inspiration in it.Elemental Hit swings slowly and hits hard, so every-third-hit triple damage from Ruthless lands well. Inspiration adds pure elemental multiplier and keeps mana costs low.
- Buy a rare claw with elemental penetration and attack speed (Redeemer influence).Penetration is a flat damage multiplier against every target, and it frees the claw sockets now that the 6-link lives in the chest.
- Set up the Assassin's Mark + Mark On Hit loop to keep Frenzy charges capped via Mark the Prey.
Full gear (18 items)
All gem links (8 groups)
How this stage plays (mechanics, defences)
The claw is now a rare Imperial Claw (Storm Skewer) with Redeemer influence — 16% elemental penetration, additional 7% cold penetration, 30% attack speed, 37% crit chance. It only has 3 sockets (no embedded supports), because the 6-link has migrated into Chimeric Suit: Elemental Hit + Multistrike + Elemental Damage with Attacks + Trinity + Ruthless + Inspiration. Ruthless replaces a flat-damage gem because every 3rd hit dealing triple damage plays perfectly with the already-slow-but-hard Elemental Hit swing, and Inspiration layers pure elemental multiplier on top.
The key damage pivot is The Taming in ring 2. Its line "46% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy" stacks with the Brittle already guaranteed by The Unseen Hue, and the build self-inflicts Scorch and Shock through Elemental Hit's prismatic rolls — giving a compounding ~138% increased elemental damage baked into every hit. Mark the Prey on the tree generates Frenzy charges on marked-target kill, sustained by the Mark On Hit + Assassin's Mark setup in the claw. The tree picks up One With Nature and Weapon Artistry — both claw-specific multipliers — and drops Infused. Ascendancy now runs the full Brutal Fervour / Masterful Form / Impact / Bane of Legends suite.
100% suppress still holds via Masterful Form, and block climbs to 50% from the rare Vaal Buckler's 71% increased block chance + suppress rolls. Evasion doubles to 26k from the Chimeric Suit + Grace aura running in the helmet setup. Brutal Fervour leech is still the core sustain layer, and Ancestral Vision still converts suppress into ailment avoidance. EHP 44k is actually lower than the over-geared early-mapping reference (that character had both a The Squire and extra armour rolls) but the active defence is stronger: better block, better evasion, more consistent flask uptime via Divine Life + Silver + Diamond + Jade. 4.9k life with 40% phys DR and 7 endurance charges on demand.
Slower per-hit (9.3 attacks per second) but vastly heavier. Ruthless's every-3rd-hit triple damage turns boss fights into stutter-step burst windows; Inspiration keeps mana costs down so sustained combat is tension-free. Whirling Blades now runs in a dedicated helmet link (Momentum + Faster Attacks), and Frenzy charges refresh constantly via Mark the Prey. Bane of Legends adds permanent Onslaught and a kill-explosion that chains across packs on map clear. The build plays as the classic Slayer power-fantasy: walk forward, everything dies, leech covers the consequences.
Passive tree (126 points)
The desktop app shows this tier's full tree on an interactive canvas.
Aspirational L95–100
This L100 reference plays a pricier crit variant than the endgame character: a main-hand Paradoxica for double damage, Dawnbreaker in the off-hand, and a Mageblood running four permanent magic flasks. It reaches the same triple-ailment identity through a pair of Combat Focus jewels rather than the ring stack, which frees the jewellery for raw damage and defence.
- Slot two Combat Focus jewels so Elemental Hit stops rolling a random element and instead cycles all three in order.With both jewels, every element is guaranteed to come up in sequence, which keeps all three ailments up without needing the full The Unseen Hue ring stack — freeing your rings for damage and resistances.
- Move to a Paradoxica main hand for its double-damage line.Double damage is a flat multiplier on top of the ailment stack and penetration, and it is the cleanest way to push into pinnacle-boss damage.
- Run a Mageblood with four utility flasks for permanent uptime.Constant Ruby, Silver, Gold, and tincture uptime is a large chunk of both the damage and the movement feel at this budget.
- Layer a Watcher's Eye with Precision attack speed and Grace evade chance, and a Lethal Pride in the Karui cluster.
Full gear (30 items)
All gem links (12 groups)
How this stage plays (mechanics, defences)
At full power: 2.1M DPS, 91% suppress, 60% physical damage reduction, 67% crit chance, triple-ailment on every hit. Golem Fang (a rare Shaper-influence Noble Claw) is the damage multiplier vehicle — its three embedded supports are Increased Critical Strikes + Elemental Damage with Attacks + "Socketed Skills deal 40% more Attack Damage," and the 3 actual sockets host Trinity + Elemental Hit + Multistrike. The Squire's three supports then propagate back to the main hand, giving Elemental Hit an effective 9-support setup.
The Unseen Hue (Brittle) + The Taming together produce the ailment-stacking identity — Elemental Hit rolls one of three elements and the rings ensure all three ailment types remain on enemies, giving The Taming's per-ailment multiplier its full ~138% value on every hit. Ancestral Vision converts the near-full suppress into 45% elemental ailment avoidance, plugging the reflect gap. The tree adds Intuition and Weapon Artistry for raw crit/claw scaling, a Lethal Pride timeless jewel (15575 warriors under Akoya) in the Karui cluster replaces more passives with conquered nodes, and a Fulgent Glisten large cluster adds +18% increased attack speed via small-passive scaling. Watcher's Eye contributes Precision attack speed + Grace evade chance. The main hand's Mark the Prey + Assassin's Mark loop sustains Frenzy charges as before.
EHP hits 55k with every layer at its natural ceiling. 91% suppress + 29.8k evasion + 60% phys DR + 7 endurance charges + Brutal Fervour leech produces a character that only dies to uncounterable one-shots. Boots (Empyrean League, Harpyskin) drop Sapped Ground while moving — damage taken debuff stacked with the build's own Sap. Flasks include a Cinderswallow Urn (life on kill + 15% more damage against ignited enemies, which the build always inflicts via Scorch → Ignite conversion) alongside standard Jade + Diamond + Divine Life + Prismatic Tincture. Chaos resist caps cleanly at 75% (with 65 remaining), no longer a compromise. Block drops to 32% (The Squire isn't a block shield) but 91% suppress makes that irrelevant — the Vaal Buckler fallback from endgame isn't needed.
The apex Slayer feel: unstoppable forward motion. Whirling Blades leaps into any rare pack, Multistrike + Greater Ancestral Call clears a wide arc, and Bane of Legends triggers kill-explosion chains across entire screens. Pinnacle bosses — Shaper, Sirus, Eater/Exarch — fall in seconds because the Trinity + The Taming + Ruthless multiplier stack hits a ceiling that the tier's ~2M DPS sheet number significantly understates (DPS against brittled and scorched targets is effectively double the sheet). Frenzy charges stay capped via Mark the Prey, mana is a non-issue thanks to leech, and flask uptime on the utility set is essentially permanent during sustained combat.
Passive tree (134 points)
The desktop app shows this tier's full tree on an interactive canvas.