DIABLO II: RESURRECTED

Class build guides

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

Mosaic Phoenix Strike

Two Mosaics preserve charges and repeatedly release several elements. Once the core weapons are ready, the build has strong area damage, but charges require upkeep and rebuilding, and visual effects are dense.

Core requirements

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

Core
2 Mosaics · 50% + 50% = 100%
Charges
Phoenix 2 · Thunder 3 · Ice 3 · Cobra 3
Speed
Primary-weapon basis: A 55 / B 85 IAS
Defense
Fade 20 · Weapon Block 1 · Raven Frost

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

Use upgraded Gore Rider's 156 Strength requirement as the target. A Include Enigma's Strength bonus, but B requires additional investment.

Dexterity

Both weapons use Greater Talons requiring 79. Mixing Runic Talons requiring 115 changes requirements and combination conditions.

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

  • Claws of Thunder20 points
  • Blades of Ice20 points
  • Phoenix Strike20 points
  • Fade20 points

Supporting investment

  • Dragon Talon9 points
Prerequisite · support 1 point each
  • Tiger Strike1 points
  • Fists of Fire1 points
  • Dragon Claw1 points
  • Cobra Strike1 points
  • Dragon Tail1 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 until you have 2 Mosaics. Do not respec into this charge-preservation tree with only one completed.

  1. Phoenix Strike20
  2. Claws of Thunder20
  3. Blades of Ice20
  4. Fade20. Obtain movement and crowd-control prerequisites, then put the remaining 9 points into Dragon Talon.
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 1 points, Dragon Talon 9 points, Fists of Fire 1 points, Dragon Claw 1 points, Cobra Strike 1 points, Claws of Thunder 20 points, Dragon Tail 1 points, Blades of Ice 20 points, Dragon Flight 1 points, Phoenix Strike 20 points, Claw Mastery 1 points, Psychic Hammer 1 points, Burst of Speed 1 points, Weapon Block 1 points, Cloak of Shadows 1 points, Fade 20 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 MosaicCompleting both weapons comes before bonus skills
Main-hand choice and replacement details

A · Setup requirements

Greater Talons · Mal/Gul/Amn

50% chance not to consume charges · prioritize +3 Phoenix Strike

B · Setup requirements

Greater Talons · Mal/Gul/Amn

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

Off handAWeaponRuneword MosaicBWeaponRuneword MosaicChanging one weapon loses 100% charge preservation
Off-hand choice and replacement details

A · Setup requirements

Greater Talons · Mal/Gul/Amn

50% chance not to consume charges · prioritize +3 Phoenix Strike

B · Setup requirements

Greater Talons · Mal/Gul/Amn

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

HelmAGriffon's EyeBHelmRuneword LoreA Lightning resistance reduction and a 65 FCR setup
Helm choice and replacement details

A · Setup requirements

15% IAS / All Resistances 15 jewel · 25% FCR

B · Setup requirements

Ort/Sol

All Skills 1 · Lightning Resist 30

ArmorAArmorRuneword EnigmaBArmorRuneword TreacheryB approaches with Dragon Flight
Armor choice and replacement details

A · Setup requirements

Mage Plate · Jah/Ith/Ber

Teleport · All Skills 2

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 and IAS 20
BeltAArachnid MeshBString of EarsA Movement cast rate · B Survival
Belt choice and replacement details

A · Setup requirements

20% FCR · All Skills 1

B · Setup requirements

10–15% Damage Reduced

BootsAGore RiderBGore RiderPhysical kick damage supports Cobra recovery
Boot choice and replacement details

A · Setup requirements

Myrmidon Greaves · requires 156 Strength

Elite upgrade · 15% Crushing Blow

B · Setup requirements

Myrmidon Greaves · requires 156 Strength

Elite upgrade · 15% Crushing Blow

AmuletACrafted amulet

Assassin Skills 2 · at least 10% FCR · All Resistances 15

BRare amulet

Assassin Skills 2 · All Resistances 20

A25+20+10+10=65 FCR
Ring 1ARaven FrostBRaven FrostMaintain fast charging and kicks
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

Maintain A 10 FCR · B Prioritize resistances

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 · B Meditation and physical support
Weapon swapA
SwordRuneword Call to Arms
ShieldRuneword Spirit(Monarch)
B
Staff with Teleport charges
Buff before charging, then return to both Mosaics

Upgrade order

  1. Complete both Mosaics first with 2 Mal and 2 Gul
  2. Elite Gore Rider, Raven Frost and IAS gloves
  3. Finish survival with Fade and resistance charms
  4. Enigma and the 65 FCR package
  5. Infinity, Griffon's Eye and Martial Arts charms

Playstyle

Before combat

Use Fade and warcries. Build Phoenix 2, Thunder 3, Ice 3 and Cobra 3 charges on weak enemies, then refresh the timer with kicks.

Ordinary packs

Dragon Flight to an edge target → Dragon Talon. While moving to the next pack, land a finisher before the 15-second charge timer expires.

Bosses

Maintain Cobra 3 and repeatedly use Dragon Talon. Use recovery potions against enemies that cannot be leeched or mana burn.

Handling immunes

Use Blades of Ice's cold damage and physical kicks against lightning immunes; use Phoenix 2 and Claws of Thunder against cold immunes. B should not insist on dual-immune or physically resistant elites.

B Farming areas

Areas with continuous packs, such as Cows and the Pit, work well. Avoid long travel, mixed immunities and dangerous ranged lightning packs.

Transition requirements

At level 53 or higher, prepare 2 Mosaics, Cannot Be Frozen, resistances and kick boots together. Enigma and Infinity are not required to switch.

Mechanics and notes

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

Choosing charges

Phoenix Strike triggers only its current charge stage. The default is lightning at 2 charges; reaching 3 changes the attack. Keep Thunder, Ice and Cobra at 3 charges each.

Keep both weapons

Two 50% chances not to consume charges total 100%; finishers refresh the charge duration. After 15 seconds during town maintenance or other downtime, rebuild the charges.

Why not charge Fists of Fire

Charged Fists of Fire converts 3% physical damage to fire per skill level. This base setup invests only its 1 prerequisite point and leaves it uncharged to retain Cobra recovery and physical support.

Adding weapon IAS

Do not add both Mosaics' 20 IAS into 40. With matching Greater Talons: primary weapon 20 + gloves 20 + helm 15 = A 55; B uses primary weapon 20 + gloves 20 + Treachery 45 = 85.

Strengths, limitations and farming style

Strengths

Strong area damage with just two Mosaics

Several elements and physical damage answer immunities

Limitations

Charges need upkeep and rebuilding

Dense effects and expensive high-end bases

Additional variants

Fire-focused

Fists of Fire 20 and Phoenix 1 charge form a separate variant. Move 19 points from the base Fade 20 to Fists of Fire and replace lost resistances with gear. At charged Fists of Fire level 34 or higher, do not expect Cobra's physical leech.

Claws with bonus skills

Replacing bases with +Phoenix Strike/+Claws of Thunder does not change the 101 hard points. Check base requirements and speed first.