DIABLO II: RESURRECTED

Class build guides

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

Hammerdin

This build uses Blessed Hammer's magic damage across many farming areas. Its shield, auras and Redemption support survival and resources, but narrow terrain and hammer blind spots take practice. Positioning is slow before Enigma.

Core requirements

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

Main attack
Hammer, Vigor, Blessed Aim and Concentration: 20 each
Cast rate
A 125% · B 110% ≥ 75%
Block
75% after Holy Shield
Resistances
Fire/lightning 75%

Attributes

Total attributes with equipment · hard points shown separately

Strength, Dexterity, Vitality and Energy allocation
StrengthA91 · B95Meet requirements, including bonuses
Dexterity75% blockAfter casting Holy Shield
VitalityAll remaining pointsAfter equipment and block requirements
Energy0 hard pointsInsight, potions and Redemption
Attribute calculations and equipment changes

Strength

Meet only the specified bases' Strength requirements. Check attributes from Enigma, shield, Hellfire Torch and Annihilus; equip in an order that does not rely on an item's own bonus to meet its requirement.

Dexterity

With primary gear and Holy Shield active, raise the character-screen block chance to 75%. Recheck after leveling or changing shields. Running reduces block effectiveness; walk or stand still during close combat.

Vitality

A and B puts all remaining points into life. B has fewer gear bonuses and needs more hard Strength/Dexterity points; respeccing after switching to A can recover Vitality.

Energy

Spell builds use potions and Insight. Melee builds also need no hard Energy investment because mana costs are low. Keep potions for mana-burn enemies.

Skills

Level 90 · 101 hard points

Main skills and synergies

  • Blessed Hammer20 points
  • Vigor20 points
  • Blessed Aim20 points
  • Concentration20 points

Supporting investment

  • Holy Shield13 points
Prerequisite · support 1 point each
  • Redemption1 points
  • Holy Bolt1 points
  • Cleansing1 points
  • Prayer1 points
  • Defiance1 points
  • Might1 points
  • Charge1 points
  • Smite1 points

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

Investment order

Until level 12, Holy Fire·Zeal for leveling, then respec to Hammer at levels 18–24. Unlock Hammer and Concentration; at level 24, obtain Holy Shield, level 30 Redemption at 1 point.

  1. Blessed Hammer20
  2. Vigor20
  3. Blessed Aim20
  4. Concentration20
  5. Holy Shield13. Each prerequisite receives 1 point; keep Concentration active while farming.

At levels 91–97, invest in Holy Shield20; at levels 98–99, Resist Lightning with 2 points to improve base maximum Resist Lightning.

Equipment skill bonuses and allocation notes

The table and image show 101 hard points. Equipment +skills are added separately and do not replace hard points for ordinary synergies.

A and B use the same base allocation. Changing equipment alone does not change the tree.

Choose skill tree setupEquipment bonuses +0 · all prerequisites included

A·B Shared · Level 90 complete allocation

Open this allocation in the simulator ↗
Paladin A·B Shared · Level 90 complete allocation. Blessed Hammer 20 points, Vigor 20 points, Blessed Aim 20 points, Concentration 20 points, Redemption 1 points, Holy Shield 13 points, Holy Bolt 1 points, Cleansing 1 points, Prayer 1 points, Defiance 1 points, Might 1 points, Charge 1 points, Smite 1 points
A·B Shared · Level 90 complete allocation · 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 Heart of the OakBShieldRuneword SpiritB provides damage and enemy resistance reduction; make up resistances with the amulet and charms
Weapon choice and replacement details

A · Setup requirements

Flail with 4 sockets

+3 to All Skills · 40% Faster Cast Rate · 30–40 all resistances

B · Setup requirements

Crystal Sword with 4 sockets

+2 to All Skills · at least 25% Faster Cast Rate

ShieldAShieldRuneword SpiritBShieldRuneword Spirit86 Strength · runeword and base resistances stack · fire gets only base resistance
Shield choice and replacement details

A · Setup requirements

4-socket Sacred Targe

35% FCR · at least 35 base All Resistances

B · Setup requirements

4-socket Sacred Targe

At least 25% FCR · at least 35 base All Resistances

HelmAHarlequin CrestBHelmRuneword LoreB loses skills and survivability · make runewords in empty ordinary/superior bases
Helm choice and replacement details

A · Setup requirements

Class skills and survival modifiers · socket a rune for missing resistance

B · Setup requirements

Cap with 2 sockets

+1 to All Skills · lightning resistance

ArmorAArmorRuneword EnigmaBSkin of the VipermagiB travels on foot · replace the lost 30% Faster Cast Rate before switching to Enigma
Armor choice and replacement details

A · Setup requirements

Mage Plate with 3 sockets

Teleport · +2 to All Skills · Strength per level

B · Setup requirements

30% Faster Cast Rate · 20–35 all resistances

GlovesAMagefistBMagefistMaintain the shared cast rate
Glove choice and replacement details

A · Setup requirements

20% Faster Cast Rate · casting support

B · Setup requirements

20% Faster Cast Rate

BeltAArachnid MeshBNightsmokeB obtains 20% Faster Cast Rate from armor
Belt choice and replacement details

A · Setup requirements

20% Faster Cast Rate · +1 to All Skills

B · Setup requirements

10 all resistances · mana

BootsASandstorm TrekBAldur's AdvanceB strengthens fire resistance · A needs fire resistance charms
Boot choice and replacement details

A · Setup requirements

20% Faster Hit Recovery · 40–70 poison resistance

B · Setup requirements

40–50 fire resistance · 40% Faster Run/Walk

AmuletAMara's KaleidoscopeBRare Paladin amulet

At least +1 class skills · all resistances or fire/lightning resistance

B prioritizes missing fire/lightning resistance over skills
Amulet choice and replacement details

A · Setup requirements

+2 to All Skills · 20–30 all resistances

Ring 1ARare caster ring

10% Faster Cast Rate · missing resistances · life/mana

BRare caster ring

10% Faster Cast Rate · missing resistances · life/mana

A 40+35+20+20+10=125% · B Minimum 110%
Ring 2AThe Stone of JordanBRare resistance ring

Fire/lightning resistance · life/mana

If total Faster Cast Rate is short, B ring 2 should also be replaced with 10% Faster Cast Rate
Ring 2: choice and replacement details

A · Setup requirements

+1 to All Skills · mana

Mercenary and weapon swap

Mercenary and swap comparison
SlotAdvanced ABudget BConditions
MercenaryA
Act 2 Prayer
PolearmRuneword InsightEthereal elite polearm
ArmorRuneword Fortitude
Andariel's Visage(Ral)
B
Act 2 Prayer
PolearmRuneword Insight
ArmorRuneword Treachery
Tal Rasha's Horadric Crest
Maintain aura range and mercenary survival
Mercenary details

Developing an Insight mercenary

Upgrade the Insight mercenary to an ethereal elite polearm to improve first-kill damage. Use Ral in Andariel's Visage to offset its -30 fire resistance; Tal Rasha's Horadric Crest can be equipped from level 66. A: when switching to another weapon, prioritize retaining its aura or enemy resistance reduction.

Weapon swapA
SwordRuneword Call to ArmsCrystal Sword
ShieldRuneword SpiritSacred Targe
B
Staff with Teleport charges
A Shield requires 86 Strength · B Lower block/resistances while holding the staff
Swap details

Combat preparation

Cast Battle Command and Battle Orders, return to primary gear and activate Holy Shield. Save Teleport charges for repositioning.

Upgrade order

  1. Obtain Spirit sword/Paladin shield and an Insight mercenary
  2. Set up 75% FCR, 75% block and 75% resistances
  3. Prepare 125% with 35% Spirit, Heart of the Oak, Arachnid Mesh and an FCR ring
  4. Use Enigma for movement and hammer positioning
  5. Add Call to Arms, Hellfire Torch and Combat Skills charms

Playstyle

Preparing to farm

Activate warcries, Holy Shield and Concentration. Check 75% character-screen block and Hell resistances.

Ordinary packs

Stand close and below enemies so hammer paths overlap them. If hammers miss from one spot, step aside. Use Redemption after kills to recover life and mana.

Bosses

Keep Concentration active and stand near the boss where hammers connect immediately. Move in short steps; avoid standing in the hammer's blind spot.

Handling immunes

Do not use Hammer against magic immunes. Against Baal's second-wave Unravellers in particular, use mercenary physical attacks and Holy Bolt; remove nearby skeleton corpses with Redemption.

B Farming areas

Open areas around Nightmare Baal and the Hell Chaos Sanctuary work well. Narrow paths such as the Maggot Lair obstruct hammers; traverse them for progression, not primary farming.

Transition requirements

You can start with Hammer at level 18 and mana potions, but levels 24–27, when Spirit and Insight are ready, are more comfortable. B should first exceed 75% FCR before completion.

Mechanics and notes

Patch 3.3 · Ladder 15 · 2026-09-28

Concentration strengthens Hammer

Blessed Aim and Vigor are hard-point synergies and need not be active. Use Concentration while attacking; switch to Vigor for travel and Redemption after kills.

Purpose of 125% FCR

Paladin FCR: 75% gives 10 frames; 125% gives 9. B 110% is still in the 75% breakpoint, so distinguish the actual transition to A.

Calculate block after gear

Set Dexterity using Holy Shield and the shield actually equipped. The value changes with level; do not blindly copy fixed Dexterity.

Strengths, limitations and farming style

Strengths

Magic damage bypasses most elemental immunities.

Shield, auras and Redemption support survival/resources.

Limitations

Narrow terrain and hammer blind spots require positioning.

Positioning is slow before Enigma.

Additional variants

Uber support Smite

Using the base Smite 1 requires separate Grief, Crushing Blow, Life Tap and resistance gear. This is not a variant that enters Ubers in Hammer gear unchanged.

75% FCR Herald of Zakarum

Replacing Spirit with Herald of Zakarum loses the shield's 35% FCR. Treat this as a survival variant at the 75% breakpoint, slower than the base 125%, and readjust Dexterity.