DIABLO II: RESURRECTED

Class build guides

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

Demon Summoner

Maintain Goatmen and a bound demon, using different auras to strengthen melee summons' Physical attacks. Direct targets without entering melee yourself. You need to find a good demon to bind and manage your summons.

Core requirements

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

Hard points
Level 90 · 101 points
Capture tier
20 hard points in Bind Demon · Superuniques eligible
Summon slots
Maximum 3
Cast rate
A 75% / 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 Beast in a Double Axe, and B uses a Spirit Crystal Sword; neither requires Dexterity. 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 has a Reaper's Toll mercenary without Meditation; sustain summons and healing with gear Mana, Mana after Each Kill and potions. B uses an Insight mercenary's Meditation to support Mana recovery.

Skills

Level 90 · 101 hard points

Main skills and synergies

  • Summon Goatman20 points
  • Bind Demon20 points
  • Demonic Mastery20 points
  • Blood Oath20 points
  • Death Mark12 points
Prerequisite · support 1 point each
  • Summon Tainted1 points
  • Summon Defiler1 points
  • Blood Boil1 points
  • Engorge1 points
  • Consume1 points
  • Levitation Mastery1 points
  • Sigil: Lethargy1 points
  • Sigil: Rancor1 points
  • Sigil: Death1 points

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

Investment order

Progress with Goatmen and Death Mark, then increase Demonic Mastery to 5 and 10 hard points for additional summon slots.

Raise Summon Goatman and Demonic Mastery·Blood Oath, and complete 20 hard points in Bind Demon. At level 90, the allocation includes Death Mark 12 and 9 support points.

At 91–98, invest in Death Mark 20; at 99, raise Engorge 2. Do not describe the default as a Tainted-centered hybrid.

Equipment skill bonuses and allocation notes

This is a defined Goatman-centered setup; Summon Tainted has only 1 prerequisite point for Bind Demon.

The 20 Bind Demon and 20 Demonic Mastery points are all hard points. Skill bonuses cannot replace the capture tier or the 3-demon summon count.

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. Summon Goatman 20 points, Bind Demon 20 points, Demonic Mastery 20 points, Blood Oath 20 points, Death Mark 12 points, Summon Tainted 1 points, Summon Defiler 1 points, Blood Boil 1 points, Engorge 1 points, Consume 1 points, Levitation Mastery 1 points, Sigil: Lethargy 1 points, Sigil: Rancor 1 points, Sigil: Death 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 BeastBShieldRuneword SpiritA Fanaticism strengthens melee demons
Weapon choice and replacement details

A · Setup requirements

5-socket Double Axe

Level 9 Fanaticism when equipped

B · Setup requirements

4-socket Crystal Sword

Target 35% Faster Cast Rate

Selection rationale and replacements

Beast is used for Fanaticism to support melee demons, not for your own weapon damage, so make it in a low-requirement Double Axe. B uses Spirit's skills, FCR and Mana.

Grimoire / off-handAArs Tor'BaalosBShieldRuneword SplendorA Demonic Mastery · Engorge · survivability
Grimoire / off-hand choices and swaps

A · Setup requirements

Demonic Mastery · Engorge · Life

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 +2 to Summoning Skills / B +1 skills
Helm choice and replacement details

A · Setup requirements

+2 to 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 your Mark and Engorge casts
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 75% FCR setup / 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

Improve your movement and Poison Resistance
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 · 15% Faster Cast Rate required

BWarlock skill amulet

+1 to Skills · All Resistances

A 15% FCR required · +2 to Skills
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% Faster Cast Rate required

BCast rate/mana/resistance ring

10% Faster Cast Rate required

A·B 10% FCR · fill resistance gaps
Ring 1: choice and replacement details

Selection rationale and replacements

Include this ring's FCR in the actual total.

Ring 2ACast rate/mana ring

10% Faster Cast Rate required

BMana/resistance ring

Life · Mana · missing resistances

A 10% Faster Cast Rate for 75% total
Ring 2: choice and replacement details

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 Might
The Reaper's Toll
ArmorRuneword Fortitude
Andariel's Visage
B
Act 2 Might
PolearmRuneword Insight
ArmorRuneword Treachery
Tal Rasha's Horadric Crest
Distinguish Might, Fanaticism and Concentration
Mercenary details

Operating requirements

A Do not add together Fanaticism from your Beast and the same aura on a bound demon. Reaper's Toll's Decrepify lowers Physical Resistance, but does not always break immunity.

Bound demon / swapA
Demon with Might → Concentration after binding, or a Holy Freeze demon
B
Demon with Conviction/Fanaticism → Fanaticism after binding, or a defensive demon
Verify the actual demon type and Unique modifiers
Bound demon / swap details

Operating requirements

After binding, Might becomes Concentration and Conviction becomes Fanaticism. Verify the aura on the actual demon; a specific name alone does not guarantee it. Call to Arms plus a Splendor grimoire is for support buffs.

Upgrade order

  1. B Use gear to secure Summoning skills, at least 75% FCR and resistances.
  2. After obtaining a strong bound demon, improve mercenary survivability and acquire Reaper's Toll.
  3. Add Enigma for regrouping and Beast for Fanaticism.
  4. A maintains Magefist 20 + Arachnid Mesh 20 + amulet 15 + rings 10+10 = 75%.

Playstyle

Choose a demon

A seeks Concentration or Holy Freeze demons to support melee Physical summons.

Demon selection details

Details

The target must be a demon and its Life must be sufficiently low. Even 20 hard points for Superunique capture do not make every monster capturable.

Maintain the bound demon

Keep one bound demon and Goatmen within the slot limit.

Bound demon maintenance details

Details

A bound demon persists between games, but check for death or replacement. Confirm your selection to avoid accidentally Consuming a strong demon.

Concentrate

Use Death Mark to send summons after dangerous ranged enemies first.

Focus-fire details

Details

A can regroup and reposition both you and your summons with Enigma.

Restore Life

Use Engorge on corpses to heal demons.

Life recovery details

Details

When corpses are scarce, reposition instead of standing in front and tanking yourself.

Physical immunes

A Lower resistance with the mercenary's Decrepify; if that is not enough, deal with other enemies first.

Physical immunity details

Details

B has Insight without Decrepify, so bypassing Physical immunities may be necessary.

Finish enemies

Finish weakened enemies with Sigil: Death.

Finishing details

Details

Sigil: Lethargy's increased damage taken effect has been removed; do not count it as a simple damage amplifier.

Leveling

Rely mainly on summoned Goatmen until completing 20 Bind Demon.

Leveling details

Details

Capture tiers require hard points: 10 for Champions, 15 for Uniques and 20 for Superuniques.

Mechanics and notes

Patch 3.3 · Ladder 15 · 2026-09-28

Capture tiers

Since 3.2, Bind Demon requires 10 hard points for Champions, 15 for Uniques and 20 for Superuniques. Your +Skills cannot meet these thresholds.

Auras after binding

Might → Concentration, Conviction → Fanaticism, Fanaticism → Fanaticism, and Holy Freeze stays unchanged. This does not use the early-release combination that retained Conviction on a bound demon to break immunities.

Different kinds of speed

Your FCR affects summoning, Marks and movement casts. Do not mix summon attack speed from Demonic Mastery, Engorge or Fanaticism into your FCR total.

Damage and healing patch

Uses behavior after the Bind Demon bonus-damage fix in 3.3. Blood Oath does not transfer all damage you take; Engorge uses corpses to heal.

Strengths, limitations and farming style

Strengths

Direct targets without entering melee yourself.

Change your party role by choosing the bound demon and aura.

Limitations

You need to find a good demon to bind and manage your summons.

Physical immunities and complicated terrain can slow clearing.

Additional variants

Capture only up to Uniques

Move 5 points from Bind Demon 20→15 to Death Mark 12→17, keeping 101 total points. Superuniques cannot be captured, so do not list Lister or other Superuniques in this setup.

Tainted-centered option

Move 19 points from Summon Goatman 20→1 to Summon Tainted 1→20. The main damage type and aura effectiveness change; redesign gear around +Skills and Fire damage handling instead of Beast.