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 | A·B 156Total with equipment |
|---|---|
| Dexterity | A·B 79Total with equipment |
| Vitality | All remaining pointsHard points |
| Energy | 0No 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
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.
Dragon Tail20
Tiger Strike20
Blades of Ice20
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.
A·B Shared · Level 90
Open this allocation in the simulator ↗
Equipment
A / B: compare modifiers and replacement requirements.
| Slot | Advanced A | Budget B | Conditions |
|---|---|---|---|
| Main hand | A | B | Switch after completing both weapons together |
Main-hand choice and replacement detailsA · Setup requirementsGreater Talons · Mal/Gul/Amn 50% charge preservation · prioritize Dragon Tail +3 B · Setup requirementsGreater Talons · Mal/Gul/Amn 50% chance not to consume charges · usable without bonus skills | |||
| Off hand | A | B | Do not simply add its 20 IAS to the primary weapon |
Off-hand choice and replacement detailsA · Setup requirementsGreater Talons · Mal/Gul/Amn 50% charge preservation · prioritize Dragon Tail +3 B · Setup requirementsGreater Talons · Mal/Gul/Amn 50% chance not to consume charges · usable without bonus skills | |||
| Helm | A | B | A Fire explosions and Resist Fire aura |
Helm choice and replacement detailsA · Setup requirementsBone Visage · Nef/Pul/Vex At least -10 Enemy Fire Resistance · Fire Skills 3 B · Setup requirementsOrt/Sol All Skills 1 · Lightning Resist 30 | |||
| Armor | A | B | A Movement convenience · B Fast charging |
Armor choice and replacement detailsA · Setup requirementsMage Plate · Jah/Ith/Ber Teleport · +2 skills B · Setup requirementsMage Plate · Shael/Thul/Lem 45% IAS · Assassin Skills 2 | |||
| Gloves | ARare gloves | BRare gloves | Keep Martial Arts 2 · IAS 20 |
| Belt | A | B | A Movement FCR · B Survival |
Belt choice and replacement detailsA · Setup requirements20% Faster Cast Rate · +1 skills B · Setup requirements10–15% Damage Reduced | |||
| Boots | A | B | Essential upgrade for base kick damage |
Boot choice and replacement detailsA · Setup requirementsMyrmidon Greaves · 156 Strength Elite upgrade B · Setup requirementsMyrmidon Greaves · 156 Strength Elite upgrade | |||
| Amulet | ACrafted amulet | BRare amulet | A Total 50 FCR reaches the 42 breakpoint |
| Ring 1 | A | B | Maintain melee attack speed |
Ring 1: choice and replacement detailsA · Setup requirementsCannot Be Frozen B · Setup requirementsCannot Be Frozen | |||
| Ring 2 | ARare ring | BRare ring | A 10% FCR · B Resistances and mana sustain |
Mercenary and weapon swap
| Slot | Advanced A | Budget B | Conditions |
|---|---|---|---|
| Mercenary | A Act 2 Might | B Act 2 Might | A Conviction reduces fire resistance · B Meditation |
| Weapon swap | A | B Staff with Teleport charges | Buff and travel before building charges |
Upgrade order
- Two Mosaics and elite Gore Rider
- Raven Frost, IAS gloves and Fade 15
- Enigma and a movement setup with at least 42 FCR
- Flickering Flame → Infinity
- 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
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.










