DIABLO II: RESURRECTED

Class build guides

Explore popular builds for each class, including stat and skill allocations and equipment.

Blood Boil Tainted

A summon burst build that positions Tainted among enemies, detonates them with Blood Boil and heals them with Engorge. Summon placement becomes the center of your offense. You must manage corpses, summon Life and repositioning together.

Core requirements

The advanced setup is A, and the budget setup is B.

Hard points
Level 90 · 101 points
Damage type
Blood Boil Physical + Fire
Demon slots
15 hard points in Mastery · maximum 3
Cast rate
A 125% / B 105%

Attributes

Total attributes with equipment · hard points shown separately

Strength, Dexterity, Vitality and Energy allocation
StrengthBefore equipping A 55 / B 95Hard points A 10 / B 80 · keep Enigma equipped
Dexterity0 hard pointsNo maximum block
VitalityA 450 / B 380 hard pointsIncludes 15 attribute quest points
Energy0 hard pointsA Potions and gear / B Insight
Attribute calculations and equipment changes

Strength

A first meets Mage Plate Enigma's 55 Strength requirement with base 15 + Torch 15 + Annihilus 15 + 10 allocated points. Equip the grimoire and boots after receiving Enigma's +67 Strength at level 90. B has base 15 + 80 allocated = 95, using a Spirit Crystal Sword, a low-requirement grimoire and light armor. Removing Enigma may disable A gear. A uses a conservative allocation calculated before equipping armor, excluding extra attributes from the selected gear. Actual total Strength after equipping it exceeds 55.

Dexterity

A uses Obsession in a War Staff with no Dexterity requirement; B fixes Spirit to a Crystal Sword. Pair with a grimoire and do not invest in maximum block.

Vitality

At level 90, put the remaining points from the 460 total attribute points into Vitality after the Strength allocation above. If the weapon or base changes, recalculate requirements and put only the remaining points into Vitality.

Energy

A uses an Infinity mercenary, so it has no Meditation aura. Sustain summons and main attacks with gear Mana, Mana after Each Kill and potions. B uses Insight's Meditation to support Mana recovery.

Skills

Level 90 · 101 hard points

Main skills and synergies

  • Blood Boil20 points
  • Engorge20 points
  • Blood Oath20 points
  • Summon Tainted20 points
  • Demonic Mastery15 points
Prerequisite · support 1 point each
  • Summon Goatman1 points
  • Death Mark1 points
  • Consume1 points
  • Levitation Mastery1 points
  • Sigil: Lethargy1 points
  • Summon Defiler1 points

Includes 12 quest points; equipment skill bonuses are excluded. Unlisted skills have 0 points. A and B use the same allocation.

Investment order

Unlock Summon Tainted and Death Mark, then learn to direct summons onto the target.

Blood Boil·Engorge·Blood Oath and Summon Tainted: raise each to 20, then at level 90 reach Demonic Mastery 15 and finish the 6 support points.

At 91–95, raise Demonic Mastery 20; at 96–99, Death Mark 5. Summon count stops increasing after 10 Mastery, but demon attributes continue to improve.

Equipment skill bonuses and allocation notes

Blood Boil's Physical component gains a hard-point synergy from Engorge; its Fire component gains one from Blood Oath. Invest 20 in both.

Tainted's Blood Boil synergy now applies correctly. Do not add your own and your summons' elemental damage bonuses as though they were the same value.

Choose skill tree setupEquipment bonuses +0 · all prerequisites included

A·B Shared · Level 90, 101 points

Open this allocation in the simulator ↗
Warlock A·B Shared · Level 90 101 points. Blood Boil 20 points, Engorge 20 points, Blood Oath 20 points, Summon Tainted 20 points, Demonic Mastery 15 points, Summon Goatman 1 points, Death Mark 1 points, Consume 1 points, Levitation Mastery 1 points, Sigil: Lethargy 1 points, Summon Defiler 1 points
A·B Shared · Level 90, 101 points · Level 90 skill tree. Select the image to view the original.

Equipment

A / B: compare modifiers and replacement requirements.

By slot: A and B equipment comparison
SlotAdvanced ABudget BConditions
WeaponAWeaponRuneword ObsessionBShieldRuneword SpiritA +4 to Skills · 65% FCR · resistances
Weapon choice and replacement details

A · Setup requirements

6-socket War Staff

+4 to Skills · 65% FCR · All Resistances

B · Setup requirements

4-socket Crystal Sword

Target 35% Faster Cast Rate

Selection rationale and replacements

For direct spell damage, prioritize skills, casting speed and reduction of the relevant enemy resistance.

Grimoire / off-handAArs Tor'BaalosBShieldRuneword SplendorA Blood Boil · Engorge support / B 10% Faster Cast Rate
Grimoire / off-hand choices and swaps

A · Setup requirements

Blood Boil · Engorge · Demonic Mastery bonuses

B · Setup requirements

2-socket grimoire requiring no more than 60 Strength

+1 skills · 10% Faster Cast Rate

Selection rationale and replacements

When wielding a two-handed weapon in one hand, the other hand must hold a grimoire. B uses a grimoire base for Splendor instead of a regular shield.

HelmAHarlequin CrestBHelmRuneword LoreA Summoning skills · Life / B +1 skills
Helm choice and replacement details

A · Setup requirements

+2 to All Skills · life/mana

B · Setup requirements

2-socket light helm

+1 skills · lightning resistance

Selection rationale and replacements

Choose skills and resistance reduction for your actual main damage source: Magic, Fire or summons.

ArmorAArmorRuneword EnigmaBSkin of the VipermagiA Regroup summons / B Resistances · FCR
Armor choice and replacement details

A · Setup requirements

3-socket Mage Plate

Teleport · +2 to All Skills

B · Setup requirements

30% Faster Cast Rate · all resistances

Selection rationale and replacements

Use Enigma to move both yourself and your summons together. B does not assume the same Teleport convenience.

GlovesAMagefistBMagefist20% FCR for detonation and healing spells
Glove choice and replacement details

A · Setup requirements

20% Faster Cast Rate · mana regeneration

B · Setup requirements

20% Faster Cast Rate · mana regeneration

Selection rationale and replacements

20% FCR improves responsiveness when summoning, casting Sigils and moving.

BeltAArachnid MeshBNightsmokeA 20% FCR · skills / B Resistances
Belt choice and replacement details

A · Setup requirements

20% Faster Cast Rate · +1 to All Skills

B · Setup requirements

10 All Resistances · Mana

Selection rationale and replacements

Damage Taken Goes to Mana does not refund all Mana spent.

BootsASandstorm TrekBFaster Run/Walk and resistance boots

Requires no more than 95 Strength · Fire/Lightning Resistance

Fill your Poison Resistance and Hit Recovery gaps
Boot choice and replacement details

A · Setup requirements

Poison Resistance · Life · Hit Recovery

Selection rationale and replacements

First secure movement speed and resistances to escape packs.

AmuletAWarlock FCR amulet

+2 skills · 10% Faster Cast Rate

BWarlock skill amulet

+1 to Skills · All Resistances

A 10% FCR · Summoning skills / B Resistances
Amulet choice and replacement details

Selection rationale and replacements

Obtain both skills and resistances while keeping the FCR specified in the table.

Ring 1AFCR and resistance ring

10% FCR · resistances

BCast rate/mana/resistance ring

10% Faster Cast Rate required

A·B Maintain 10% FCR
Ring 1: choice and replacement details

Selection rationale and replacements

Include this ring's FCR in the actual total.

Ring 2AThe Stone of JordanBMana/resistance ring

Life · Mana · missing resistances

A Summoning skills · Mana / B Resistances
Ring 2: choice and replacement details

A · Setup requirements

+1 to All Skills · Mana

Selection rationale and replacements

Enemy Magic Resistance reduction affects your own Magic damage; it does not automatically transfer to summons.

Mercenary and weapon swap

Mercenary and swap comparison
SlotAdvanced ABudget BConditions
MercenaryA
Act 2 Prayer
PolearmRuneword Infinity
ArmorRuneword Fortitude
Andariel's Visage
B
Act 2 Prayer
PolearmRuneword Insight
ArmorRuneword Treachery
Tal Rasha's Horadric Crest
Distinguish your damage types from your summons'
Mercenary details

Operating requirements

Insight sustains Mana; Might supports Physical damage. If you choose Infinity, Conviction lowers only Fire, Cold and Lightning Resistance, not Magic or Physical Resistance. Supply the mercenary with Life leech and resistances.

Weapon swapA
SwordRuneword Call to Arms
ShieldRuneword SplendorTome
B
Keep main weapon and grimoire
Does not assume an extra 156 Strength for a Monarch
Swap details

Operating requirements

Return to the main weapon after Battle Command and Battle Orders. A grimoire's skill bonuses cannot replace the hard points required for Demonic Mastery's summon count or Bind Demon's capture tier.

Upgrade order

  1. Stabilize repeated healing with Summoning skills, an Insight mercenary and resistances.
  2. Raise Blood Boil and Engorge-related skills with Ars Tor'Baalos.
  3. Complete Obsession 65 + Magefist 20 + Arachnid Mesh 20 + amulet 10 + ring 10 = 125%.
  4. Add Enigma for regrouping and an Infinity mercenary, but avoid shattering the corpses needed for Engorge.

Playstyle

Position summons

Maintain Tainted and direct them to your focus target with Death Mark.

Summon positioning details

Details

The default keeps 3 demons without Consume to establish attack positions. Adding a Defiler trades one Tainted for damage sharing.

Detonate

Use Blood Boil after your demons reach the enemies.

Detonation details

Details

Damage originates at the demons, not around you; do not cast it into empty space.

Recovery

Once corpses appear, heal demons with Engorge, then detonate again.

Healing details

Details

Blood Boil also consumes demon Life; repeated casting without healing will kill your summons.

Without corpses

Survive by resummoning and moving until you create the first corpse.

Without corpses: details

Details

Dead summons cannot be healed; summon replacements. In boss fights, check their Life and the number of surviving demons first.

Immune enemies

Against Fire immunities, rely on Blood Boil's Physical component and the mercenary.

Immune-enemy details

Details

Bypass enemies immune to both Physical and Fire damage rather than assuming a Defiler alone will handle them.

Survival

Maintain your own resistances and Life as well.

Survival details

Details

Blood Oath transfers only part of the damage; this is not the early-release 99% damage-transfer build.

Leveling

B practices summon healing and detonation intervals in the Hell Stony Tomb and Mausoleum.

Leveling details

Details

Start in these two areas, whose ordinary monsters have no Fire or Physical immunities. Send summons ahead against Stony Tomb beetles' Lightning retaliation and Unique packs with curses or auras; skip Unique enemies immune to both Physical and Fire. With limited gear, prioritize Engorge healing over repeated Blood Boil casts.

Mechanics and notes

Patch 3.3 · Ladder 15 · 2026-09-28

Damage components

Blood Boil has both Physical and Fire components. Hard points in Engorge increase Physical damage, while hard points in Blood Oath increase Fire damage, each by +20% per 1 point.

Demon Life and Engorge

Demons pay Blood Boil's Life cost. Engorge consumes corpses to heal and buff demons, so alternate attacking with healing.

Damage transfer

Blood Oath changed to diminishing growth in 3.2; at skill level 20, it transfers 25% of your damage. Even with gear, the default setup is not described as 99% transfer. Your Healing Potion effectiveness was also adjusted from 3.2 to 150%. This is separate from Engorge's demon healing rate and the damage-transfer percentage.

Resistance reduction for summons

Enemy Fire Resistance reduction on your gear does not transfer directly to Tainted. Auras applied to enemies, such as Infinity's Conviction, also help summons.

Strengths, limitations and farming style

Strengths

Summon placement becomes the center of your offense.

Mixed Physical and Fire damage handles more enemies than a single element.

Limitations

You must manage corpses, summon Life and repositioning together.

Your rhythm breaks early in boss fights or where summons die quickly.

Additional variants

Keep the full summon group

The default uses 1 Consume only when needed. Maintaining Consume continuously reserves one of the maximum 3 slots, reducing the demons available to detonate directly.

Bind Demon support variant

Lower Demonic Mastery 15→1 to reclaim 14 points, and Consume 1→0 for another 1, then add 15 Bind Demon. This permits capture but reduces the maximum demon count; it is a separate allocation from the default summon burst build.