DIABLO II: RESURRECTED

Class build guides

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

Dragon Tail

This build preserves Tiger Strike charges with Mosaic and clears dense enemies with Dragon Tail's fire explosion. Two Mosaics enable the core playstyle, but it requires selecting around physical immunity and managing kick boots, Strength and charges.

Core requirements

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

Core
2 Mosaics · Dragon Tail 20
Charges
Tiger 3 · Cobra 3 · Ice 3
Boots
Upgraded Gore Rider · 156 Strength
Target selection
Center kicks on non-physical-immune enemies

Attributes

Total attributes with equipment · hard points shown separately

Strength, Dexterity, Vitality and Energy allocation
StrengthA·B 156Total with equipment
DexterityA·B 79Total with equipment
VitalityAll remaining pointsHard points
Energy0No hard points
Attribute calculations and equipment changes

Strength

Meet upgraded Gore Rider's 156 Strength requirement. B has no Enigma Strength bonus, so invest some Vitality points into Strength.

Dexterity

Meet only the two Greater Talons' 79 requirement. Do not overinvest Dexterity for kick damage.

Vitality

After meeting equipment requirements, put all remaining attribute points into Vitality.

Energy

Use equipment mana/recovery and potions. Keep any Energy granted by equipment.

Skills

Level 90 · 101 hard points

Main skills and synergies

  • Tiger Strike20 points
  • Cobra Strike20 points
  • Dragon Tail20 points
  • Blades of Ice20 points

Supporting investment

  • Fade10 points
Prerequisite · support 1 point each
  • Dragon Talon1 points
  • Fists of Fire1 points
  • Dragon Claw1 points
  • Claws of Thunder1 points
  • Dragon Flight1 points
  • Claw Mastery1 points
  • Psychic Hammer1 points
  • Burst of Speed1 points
  • Weapon Block1 points
  • Cloak of Shadows1 points
  • Mind Blast1 points

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

Investment order

Level with traps, then respec after obtaining 2 Mosaics and elite boots. One Mosaic is not a substitute for the base setup.

  1. Dragon Tail20
  2. Tiger Strike20
  3. Blades of Ice20
  4. Cobra Strike20, Fade10 and all movement/control prerequisites at 1 point.
Equipment skill bonuses and allocation notes

The table and image show 101 hard points. Add equipment bonuses to all skills, class skills and skill tabs separately; synergies use hard points.

A and B use the same base tree. Do not mix the equipment or point swaps of optional variants into the base allocation.

Choose skill tree setupEquipment bonuses +0 · all prerequisites included
Assassin A·B Shared · Level 90. Tiger Strike 20 points, Dragon Talon 1 points, Fists of Fire 1 points, Dragon Claw 1 points, Cobra Strike 20 points, Claws of Thunder 1 points, Dragon Tail 20 points, Blades of Ice 20 points, Dragon Flight 1 points, Claw Mastery 1 points, Psychic Hammer 1 points, Burst of Speed 1 points, Weapon Block 1 points, Cloak of Shadows 1 points, Fade 10 points, Mind Blast 1 points
A·B Shared · Level 90 · 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
Main handAWeaponRuneword MosaicBWeaponRuneword MosaicSwitch after completing both weapons together
Main-hand choice and replacement details

A · Setup requirements

Greater Talons · Mal/Gul/Amn

50% charge preservation · prioritize Dragon Tail +3

B · Setup requirements

Greater Talons · Mal/Gul/Amn

50% chance not to consume charges · usable without bonus skills

Off handAWeaponRuneword MosaicBWeaponRuneword MosaicDo not simply add its 20 IAS to the primary weapon
Off-hand choice and replacement details

A · Setup requirements

Greater Talons · Mal/Gul/Amn

50% charge preservation · prioritize Dragon Tail +3

B · Setup requirements

Greater Talons · Mal/Gul/Amn

50% chance not to consume charges · usable without bonus skills

HelmAHelmRuneword Flickering FlameBHelmRuneword LoreA Fire explosions and Resist Fire aura
Helm choice and replacement details

A · Setup requirements

Bone Visage · Nef/Pul/Vex

At least -10 Enemy Fire Resistance · Fire Skills 3

B · Setup requirements

Ort/Sol

All Skills 1 · Lightning Resist 30

ArmorAArmorRuneword EnigmaBArmorRuneword TreacheryA Movement convenience · B Fast charging
Armor choice and replacement details

A · Setup requirements

Mage Plate · Jah/Ith/Ber

Teleport · +2 skills

B · Setup requirements

Mage Plate · Shael/Thul/Lem

45% IAS · Assassin Skills 2

GlovesARare gloves

+2 Martial Arts · 20% IAS · fire/lightning resistances 20 each

BRare gloves

+2 Martial Arts · 20% IAS · fire/lightning resistances 20 each

Keep Martial Arts 2 · IAS 20
BeltAArachnid MeshBString of EarsA Movement FCR · B Survival
Belt choice and replacement details

A · Setup requirements

20% Faster Cast Rate · +1 skills

B · Setup requirements

10–15% Damage Reduced

BootsAGore RiderBGore RiderEssential upgrade for base kick damage
Boot choice and replacement details

A · Setup requirements

Myrmidon Greaves · 156 Strength

Elite upgrade

B · Setup requirements

Myrmidon Greaves · 156 Strength

Elite upgrade

AmuletACrafted amulet

Assassin Skills 2 · 20% FCR · All Resistances 15

BRare amulet

Assassin Skills 2 · All Resistances 20

A Total 50 FCR reaches the 42 breakpoint
Ring 1ARaven FrostBRaven FrostMaintain melee attack speed
Ring 1: choice and replacement details

A · Setup requirements

Cannot Be Frozen

B · Setup requirements

Cannot Be Frozen

Ring 2ARare ring

10% Faster Cast Rate · 10 all resistances · mana

BRare ring

At least 4% mana stolen per hit · 10 all resistances

A 10% FCR · B Resistances and mana sustain

Mercenary and weapon swap

Mercenary and swap comparison
SlotAdvanced ABudget BConditions
MercenaryA
Act 2 Might
PolearmRuneword Infinity(ethereal Thresher)
ArmorRuneword Fortitude
Andariel's Visage(Ral)
B
Act 2 Might
PolearmRuneword Insight(elite polearm)
ArmorRuneword Treachery
Tal Rasha's Horadric Crest
A Conviction reduces fire resistance · B Meditation
Weapon swapA
SwordRuneword Call to Arms
ShieldRuneword Spirit(Monarch)
B
Staff with Teleport charges
Buff and travel before building charges

Upgrade order

  1. Two Mosaics and elite Gore Rider
  2. Raven Frost, IAS gloves and Fade 15
  3. Enigma and a movement setup with at least 42 FCR
  4. Flickering Flame → Infinity
  5. Cover fire resistance first, then add the Sunder Charm

Playstyle

Before combat

Activate Fade and build Tiger 3, Cobra 3 and Ice 3 charges. Do not charge Fists of Fire.

Ordinary packs

Control approaching enemies with Ice and repeatedly Dragon Tail a non-physical-immune enemy. The Tiger-charged kick produces the fire explosion.

Bosses

Maintain charges, repeat Dragon Tail and recover through Cobra. Reposition if high fire resistance or Knockback interrupts contact.

Handling immunes

Kicking a physical immune directly removes the fire explosion's base damage. Kick a nearby non-physical-immune target instead. A handles fire immunity with Sunder, Conviction and the helm's resistance reduction; B releases Blades of Ice charges with Dragon Talon or bypasses the target.

B Farming areas

Start with dense packs in Cows and the Pit. Avoid physical/cold dual immunes and areas filled exclusively with fire immunes.

Transition requirements

Switch when you have upgraded Gore Rider at level 72, 2 Mosaics, 156 Strength, Cannot Be Frozen and Fade resistances.

Mechanics and notes

Patch 3.3 · Reign of the Warlock · 2026-09-28

Tiger and Tail damage order

Tiger Strike's enhanced physical damage strengthens the kick; Dragon Tail's fire explosion is calculated from that physical damage. The directly hit enemy's physical resistance matters as well as fire resistance.

Exclude Fists of Fire

Fists of Fire converts physical damage to fire first, reducing Dragon Tail's explosion base and Cobra recovery. The base setup keeps its 1 prerequisite point but does not charge it.

Attack speed and movement

With matching Greater Talons, A uses primary weapon 20 + gloves 20 = 40 IAS; B adds Treachery's 45 for 85. Dragon Tail has its own attack-speed penalty; do not copy Dragon Talon's follow-up kick frames. A 50 FCR exceeds the 42 Teleport breakpoint.

Immunity and Sunder

The Sunder Charm removes fire immunity only; it does not resolve physical immunity. Centering the attack on a non-physical-immune enemy remains necessary even in A.

Strengths, limitations and farming style

Strengths

Kick-based fire explosions excel against dense packs

Budget setup retains the dual-Mosaic core

Limitations

Must avoid centering on physical immunes

Kick boots, Strength and charge management all matter

Additional variants

Pure damage variant

Replacing Enigma with Chains of Honor gains resistances and physical damage against demons, but loses Teleport. Keep the same skills and travel mainly with Dragon Flight.

Phoenix hybrid

Moving 19 points from Blades of Ice 20 to Phoenix Strike changes the charge focus. Build it as a separate tree without mixing it into the base Tiger/Tail rotation.