DIABLO IV · FIELD MANUAL

SPIRITBORN

THE COMPLETE BUILD GUIDE
SEASON 14 · DEATH AWAKENING◆PATCH 3.1.3◆LAST VERIFIED AUG 17, 2026

Four Guardian Spirits, two Spirit Hall choices, one very fast class. This chapter answers the questions a new Spiritborn actually has — what do these four animals do, why am I picking two of them, and what is actually dealing my damage — and then gives you four complete builds, every skill point from level 2 to 70.

▲ EAGLE ■ GORILLA ◆ JAGUAR ≡ CENTIPEDE

GUIDE UPDATED AUG 21, 2026 · RESEARCH VERIFIED AUG 17, 2026

◄ SPIRITBORN COVER
▶ PART I Understanding the Spiritborn 10 MIN · START HERE

THE CLASS IN FIVE IDEAS

1 · THE GUARDIANS ARE NOT PETS
Four jungle deities — Eagle, Gorilla, Jaguar, Centipede — are schools of skills and Hall bonuses, not summons. They appear inside a skill's effect, do their work, and leave. If you came expecting an army, that is the Druid; here the animals are verbs.
2 · THE SPIRIT HALL
The class mechanic. A quest at level 15 opens a panel where you choose a Primary Spirit (15) and a Secondary (30). The Primary re-tags your ENTIRE kit as that Guardian's; both choices are free to change forever. Two picks, whole identity.
3 · VIGOR IS BUILT, THEN OUTGROWN
The resource: Basic skills build it, Core skills spend it, and it does not come back on its own. The class's strange truth is that most endgame bars stop spending it — three of this chapter's four builds are cooldown engines, and the fourth turns the bar into ammunition for one enormous shot.
4 · DEFENDED BY MOMENTUM
The survival kit is generated by attacking: Barrier films per cast, Resolve stacks that hits consume, Ferocity that collapses after one idle second. A Spiritborn standing still has no defences coming in. Offence is not just the plan — it is the armour.
5 · SPEED IS THE FANTASY
Soar is a flying dive, The Hunter strikes from above, Evade is class-signature tech, and feather bonuses stack movement speed on top. The fastest-feeling class in the game — and several builds deal their damage by arriving. If you route maps like a courier, you are home.

SPIRITBORN, ROGUE OR DRUID?

TL;DR
The Spiritborn is the martial artist Sanctuary never had: Rogue tempo with a Druid's nature magic, defended by its own offence instead of stealth or fur. You are always the one doing the killing — the Guardians multiply your hands rather than replace them. If the appeal is "the jungle taught me to punch the Burning Hells", you are in the right chapter.
SPIRITBORN
ROGUE
DRUID
THEME
The jungles of Nahantu — martial arts plus four Guardian Spirits
Shadows, traps and poisons — the mortal specialist
Nature’s wrath — storms, beasts, shapeshifting
WHO KILLS THINGS
You, at speed — Guardian procs and states multiply your own hands
You, from stealth, range or melee
You, your storms and your companions
CLASS MECHANIC
Spirit Hall — two Guardian choices that re-tag your whole kit
Specializations — combo points and preparation
Spirit Boons — passive animal blessings
RESOURCE
Vigor — Basics build it, Cores spend it; several endgame builds barely touch it
Energy — regenerates on its own
Spirit — built by Basics
ARE THE ANIMALS PETS?
No — Guardians are schools and Hall bonuses, not summons. They appear in skill effects and leave
No pets at all
Companions are real, persistent pets
SPEED
The fastest-feeling class in the game — dives, lunges, feather speed
Fast — dashes and shadow steps
Deliberate — the storm travels, you lumber
CONTROL
Constant incidental control — rune-fired pulls and stomps, Fear auras
Precise control — traps and stuns on demand
Heavy control — roots, knockdowns, storms
DEFENCE
Layers generated by ATTACKING — Barrier films, Resolve stacks, Dodge
Not being there — evasion and distance
Fortify and raw bulk
BEGINNER DIFFICULTY
Moderate — the EASY build in this chapter is Build II
Moderate
Easy to start, deep to master

THE QUESTIONS EVERYONE ASKS FIRST

What do the four animals do? They are schools: Eagle is lightning and precision, Gorilla is Barrier and Thorns, Jaguar is attack speed and ramp, Centipede is poison and debuff. Part II takes one page per animal.
Why am I picking two of them? The Spirit Hall: your Primary re-tags every skill you own and adds its mechanic to every cast; your Secondary adds a passive. It is two picks, free to change, and Part III lets you try all sixteen pairs.
What is actually dealing my damage? Usually not the button you pressed — the poison pool it applied, the Thorns it retaliated, the feathers it launched, the Beat Strike it counted toward. Every build chapter draws its engine as a chain.
Is it beginner-friendly? Moderately. The class punishes stillness, but Build II is one of the easiest builds in this codex — planted, forgiving, hard to kill — and says "start here" on the label.
Can I play it slow and tanky? Yes — Gorilla Primary wraps every cast in a Barrier, and doubling Gorilla in both Hall slots is the "I refuse to die" configuration every chapter names as its defensive swap.
Why is my Vigor always empty? Because levelling is the generator-spender era and you feel every point. The endgame bars mostly stop spending Vigor entirely. Part IV explains why that is normal, not a mistake.
What weapon do I use? Two-handed hafted only — Quarterstaff, Polearm or Glaive — so it is one slot and usually one answer: the quarterstaff, where both engine Uniques live. The weapons section below settles it.
Didn't this class get nerfed? Its launch-era absurdity and last season's Evade spam are gone. What remains is honest and current: poison Spiritborn tops the Season 14 lists, and all four chapters here are built on the live patch.

QUARTERSTAFF, POLEARM OR GLAIVE?

The Spiritborn wields only two-handed hafted weapons — Quarterstaff, Polearm or Glaive — so the choice is one slot, one implicit, and whichever Unique your build is written around. Two of the three signature weapons this patch are quarterstaves, which settles most arguments.

QUARTERSTAFF
WHEN · Builds II, III and IV — or any time Rod of Kepeleke or Sepazontec drops.
YOU GAIN · Block-flavoured implicit, and the class’s two engine Uniques (Kepeleke, Sepazontec) are both quarterstaves.
IT COSTS · Nothing this patch — it is the default answer.
USED BY · The Reprisal (Kepeleke) · The Withering (Sepazontec) · The War-Drum until Wushe Nak Pa
POLEARM
WHEN · A stat-stick era: no engine Unique yet, big Legendary roll in hand.
YOU GAIN · Vulnerable-flavoured implicit — real value on feather and Scourge bars that keep Vulnerable permanent.
IT COSTS · No Spiritborn engine Unique lives on it this patch.
USED BY · The Skyfall runs whichever hafted weapon carries its biggest damage-over-time roll — often a polearm.
GLAIVE
WHEN · Build III once Wushe Nak Pa drops, and elite-hunting stat sticks before that.
YOU GAIN · Damage-to-Elites implicit, and Wushe Nak Pa — the Ultimate-empowering glaive The War-Drum is built around.
IT COSTS · Nothing if your build wants it; a dead implicit on trash-clear bars.
USED BY · The War-Drum (Wushe Nak Pa)
Does weapon DPS matter? Less than the aspect and the implicit. Three of these four builds deal damage through Thorns, Poison pools or Hall procs that read your stats, not your swing timer. Take the engine Unique first, item power second.
Can I dual-wield or use a shield? No. Two-handed hafted weapons only. Every comparison is like-for-like, which keeps this the simplest gearing slot the class has.
Which gem? Grand Emerald by default (Poison bars and Dexterity), Grand Skull on Kepeleke novas, Grand Ruby where a fire multiplier serves Jaguar. Each build’s gear card names it.
DEXTERITY
The class attribute — multiplies all damage you deal.
Roll it everywhere; every build here lists it first on nearly every slot.
WILLPOWER
Healing received and Overpower — minor for Spiritborn.
The dump stat. Do not chase it; it arrives on gear whether you want it or not.
INTELLIGENCE
All Resistances.
A defensive service stat — useful exactly until Resistances cap at 70%, then noise.
STRENGTH
Armor.
Same story as Intelligence but for the 1,000 Armor cap. The caps rule; the attributes serve.

READING THE SKILL TREE

The budget. 69 points from levelling (one per level, 2 through 70) plus 14 bonus points — Season Rank on a seasonal character, Renown on Eternal. Total 83. Every build chapter here accounts for all 83 and none ends with "spend the rest wherever".
No Key Passive. If you played launch-era Spiritborn, the capstone slot the old builds raced toward is gone — the Lord of Hatred rework replaced it with wider branching inside the tree. Any guide telling you to rush a Key Passive is describing a game that no longer exists.
Upgrades per skill. Each active skill carries 1 Major and 2 Minor upgrades. Majors often rewrite what the skill is rather than scaling it. This codex marks the ones each build takes with a filled diamond and explains the ones it deliberately skips.
Categories: Basic, Core, Focus, Defensive, Potency and Ultimate, with one Ultimate equipped at a time — and every skill also carries a Guardian tag. Clusters unlock in stages, so you cannot spend into a trap early.
The class's real trap: spirit-modified variants. Some Major upgrades move a skill's Guardian — a Counterattack that starts breeding Pestilent Swarms shifts toward the Centipede. Your Hall, gear and charms multiply TAGS, so a variant can quietly move a skill out of everything you own that scales it. Read the tag line before you spend the point — and know that before patch 3.1, these variants could fail to trigger the Gorilla Primary at all. That is fixed on live; Build I is built on the fix.

WHAT DOES THIS WORD MEAN?

The terms this codex leans on. The same definitions appear as hover tooltips everywhere else on the page — on mobile, tap them.

Vigor
The Spiritborn’s resource. Basic Skills and some effects generate it; Core Skills spend it.
WHY IT MATTERS · Several Spiritborn skills and items grant bonuses at high or maximum Vigor, so some builds deliberately fill the bar before spending it.
Spirit Hall
The Spiritborn class mechanic: two choices, a Primary Spirit at level 15 and a Secondary Spirit at level 30, each one of the four Guardians.
WHY IT MATTERS · It is the most build-defining decision the class makes. The Primary re-tags every skill you own; the Secondary adds a passive mechanic.
Primary Spirit
The first Spirit Hall choice. It grants that Guardian’s active bonus AND makes every skill you own count as that Guardian’s skill, on top of its native type.
WHY IT MATTERS · Because everything you cast now carries the Primary’s tag, its bonus fires constantly — a Gorilla Primary turns every button into Thorns damage plus a Barrier, whatever animal the button started as.
Secondary Spirit
The second Spirit Hall choice, unlocked at level 30. It grants a passive mechanic tied to that Guardian — it does NOT re-tag your skills by itself.
WHY IT MATTERS · It is the supplement: Jaguar hands you Ferocity generation, Eagle flat Vulnerable damage and Critical Chance, Gorilla a deeper Resolve pool, Centipede healing from Poisoned enemies.
Spirit tag
Every Spiritborn skill natively belongs to one Guardian — Eagle, Gorilla, Jaguar or Centipede. Passives, gear and the Spirit Hall check these tags.
WHY IT MATTERS · A bonus that reads “Gorilla Skills” only cares about the tag. Change the tags and you change which bonuses fire — that is the trick of the class.
Ferocity
A stacking Jaguar buff: each stack grants attack speed for a few seconds, normally capping at 4 stacks.
WHY IT MATTERS · It is how Jaguar builds convert aggression into speed, and speed back into aggression — faster attacks mean more procs, more Beat Strikes and more stacks.
Resolve
A stacking Gorilla buff: while you hold at least one stack you take reduced damage. Taking a direct hit consumes a stack. Base maximum 8.
WHY IT MATTERS · It is the class’s armour-in-motion — a resource that damage chews through, not a permanent wall. When your Resolve is empty, the next hits land at full force.
Barrier
A temporary shield layered over your Life. Damage eats the Barrier before it eats you.
WHY IT MATTERS · It is the Gorilla Primary’s gift: every cast of a Gorilla Skill grants a small Barrier — and with Gorilla as Primary, every skill IS a Gorilla Skill.
Thorns
Flat damage dealt back to enemies that hit you — and for the Spiritborn, damage dealt FORWARD by Gorilla effects that scale with your Thorns stat.
WHY IT MATTERS · The Gorilla Primary deals 150% of your Thorns to everything a Gorilla Skill hits. Thorns stops being a passive porcupine stat and becomes ammunition.
Poisoning
Poison damage over time. The hit lands once; the Poisoning keeps ticking afterwards.
WHY IT MATTERS · Three of the four builds in this codex kill primarily with Poison — and one amulet turns the slow poison into instant burst.
Pestilent Swarm
A flying swarm of insects that travels and damages enemies it passes through, dealing Poison damage. Created by Centipede skills, aspects and items.
WHY IT MATTERS · Swarms are the Centipede’s ranged limb — poison that hunts while you move.
Storm Feathers
The Eagle Primary’s mechanic: casting an Eagle Skill or Evading looses a volley of lightning feathers that damage and apply Vulnerable.
WHY IT MATTERS · It is free, automatic Vulnerable application keyed to buttons an Eagle build already presses.
Vulnerable
A universal debuff: Vulnerable enemies take increased damage from everything.
WHY IT MATTERS · The Spiritborn applies it almost for free — Storm Feathers, Scourge and the Eagle Secondary all feed it — so Vulnerable Damage rolls pay full rate on this class.
Critical Strike
A chance for a hit to land much harder. Chance is how often, Damage is how much extra.
WHY IT MATTERS · On this class crits do double duty: damage, and detonations — Widow’s Web bursts Poison on crit, and Kepeleke manufactures guaranteed crits.
Lucky Hit
A hidden dice roll on some hits. Gear says “Lucky Hit: up to an X% chance to…”; the skill’s own Lucky Hit Chance decides how often the dice get thrown.
WHY IT MATTERS · The class’s Mystic Circle aspects are Lucky Hit effects, so fast multi-hit builds see them constantly and slow builds barely do.
Mystic Circle
A glowing ground circle some aspects create on Lucky Hit. Casting the right Guardian’s skill inside empowers the circle with an extra effect.
WHY IT MATTERS · It is positional damage: the bonus exists where the circle is, and nowhere else.
Dodge
A defensive stat: a chance for an incoming direct attack to miss you entirely. Not a button.
WHY IT MATTERS · Counterattack turns Dodge from a passive stat into an engine — dodged hits trigger free counter-strikes.
Evade
The universal dash on your Evade key — every class has it, on charges, separate from any skill.
WHY IT MATTERS · The Spiritborn interacts with Evade more than any other class: items reshape it, feathers fire from it, and one build replaces it entirely.
Unstoppable
Immunity to crowd control, and it breaks whatever is currently holding you.
WHY IT MATTERS · Dying in melee is usually being Stunned or Frozen first. The Spiritborn has two clean sources.
Crowd Control
The umbrella term: Slowed, Stunned, Knocked Down, Feared, Immobilized — anything that takes an enemy’s options away.
WHY IT MATTERS · The Spiritborn’s support skills control constantly: Scourge Fears and Slows, Vortex pulls, Concussive Stomp knocks down.
Stagger
A boss-only meter. Control effects that would normally Stun or Knock Down a boss fill the meter instead; when full, the boss is briefly helpless.
WHY IT MATTERS · It is why your Concussive Stomp “does nothing” to a boss — it does, on a bar you cannot see.
Weakened
A debuff that reduces the damage an enemy deals.
WHY IT MATTERS · Half the Spiritborn’s defence is on the enemy’s sheet, not yours — a Weakened pack hits like a smaller pack.
Skill variant
Post-rework, each active skill offers variant upgrades that can rewrite what it is — including changing its category or its native Guardian.
WHY IT MATTERS · A variant that changes a skill’s Spirit changes which passives, gear lines and Hall bonuses apply to it. Read the tag line before you take one.
Runeword
Two-socket pairs: a Ritual rune GAINS Offering when you do its action; an Invocation rune SPENDS Offering to fire an effect. Up to two pairs equipped.
WHY IT MATTERS · For the Spiritborn, runes are two extra buttons you never press: automatic Vortex pulls and automatic Concussive Stomps.
Tempering
A Blacksmith craft that adds affixes you choose from themed manuals — how a random drop becomes your item.
WHY IT MATTERS · The Spiritborn’s two signature tempers are Maximum Resolve Stacks on armour and damage-over-time on jewellery — both build-defining.
Mythic
The top item tier: every roll maxed and the unique power amplified.
WHY IT MATTERS · Season 14 is the Mythic season — any Unique can now drop as, or be crafted into, a Mythic.
Glyph
A socketed stone on a Paragon board that supercharges the nodes around it.
WHY IT MATTERS · Glyphs, not raw Paragon points, are where post-70 power comes from.
Talisman
A Lord of Hatred system: a Seal that holds Charms, with set bonuses when the Charms match.
WHY IT MATTERS · The Guardian charm sets are among the largest multipliers a Spiritborn owns, and each build here is written around one.
The Pit
The timed endgame dungeon ladder. Clearing tiers levels your Glyphs and unlocks Torment difficulties.
WHY IT MATTERS · It is the gate between “level 70” and “endgame character”.
Masterworking
Post-temper item upgrading: repeated small stat boosts, with a large bonus to one affix every fourth step.
WHY IT MATTERS · Where a finished item goes from good to build-defining — the fourth-step bonus on the RIGHT affix is the game.
▶ PART II The Four Guardian Spirits EAGLE · GORILLA · JAGUAR · CENTIPEDE
▲ EAGLE of Kwatli
MODERATE TO LEARN
LIGHTNING · PRECISION · MOBILITY
Speed and precision — lightning damage, Vulnerable, Storm Feathers, and most of the class’s ways of not being where the hit lands.
The beginner shorthand is “Eagle = fast”. What it means: Eagle skills and effects apply Vulnerable almost for free, and Eagle’s Hall bonuses convert casting and dashing into automatic damage. Eagle is less a movement school than a precision school that happens to be airborne.
ITS SKILLS · Thunderspike · Quill Volley · Soar · Counterattack · Razor Wings · The Seeker
ITS STATES · Storm Feathers · Vulnerable
AS PRIMARY · Casting an Eagle Skill or Evading shoots 6 Storm Feathers — 140% Lightning damage each, Vulnerable for 5 seconds, at most every 0.5s. The feather movement-speed bonus is doubled and always active. All skills are now also Eagle Skills.
AS SECONDARY · 20%[x] Vulnerable Damage and +5% Critical Strike Chance. Flat, unconditional offence.
IN THIS CODEX · Primary on Build IV (feathers off every Payback and Evade). Secondary on Builds I and II — the current default offensive supplement.
PICK IT IF · Players who dodge on reflex and want the screen moving. If you loved fast Rogues, start here.
■ GORILLA of Wumba
EASY TO LEARN
PHYSICAL · THORNS · BARRIER · RESOLVE
Endurance made offensive — Barrier on every cast, Thorns dealt forward, and the Resolve stacks that let a light class stand in melee.
The shorthand is “Gorilla = tank”. What it means: Gorilla’s bonuses fire on CASTING, not on being hit — the current Primary deals 150% of your Thorns to everything a Gorilla Skill touches and wraps you in a Barrier per cast. Since the Primary re-tags every skill as Gorilla, the tank kit becomes a constant offensive rhythm. That is why two POISON builds run Gorilla Primary.
ITS SKILLS · Rock Splitter · Crushing Hand · Payback · Armored Hide · Concussive Stomp · The Protector
ITS STATES · Resolve · Barrier · Thorns
AS PRIMARY · Attacking with a Gorilla Skill deals 150% of your Thorns to enemies hit and grants a Barrier for 2.5% of Maximum Life for 3 seconds. All skills are now also Gorilla Skills.
AS SECONDARY · Maximum Resolve +2, and you are Unstoppable while holding 5 or more Resolve stacks.
IN THIS CODEX · Primary on Builds I and II — the meta’s default Primary this patch. Secondary is the defensive alternative every chapter names.
PICK IT IF · Players who hate dying and like standing their ground. The most forgiving Guardian to learn on.
◆ JAGUAR of Rezoka
ADVANCED TO LEARN
FIRE · FEROCITY · ATTACK SPEED
Relentless aggression — Ferocity stacks that speed you up, Beat Strikes that reward unbroken attacking, and fire damage that ramps the longer you stay on target.
The shorthand is “Jaguar = damage”. What it means: Jaguar pays for CONTINUITY. Its Primary fires a bonus Beat Strike every 15th hit and its stacks collapse after one second of not attacking — the damage is rented, and the rent is your attention. Jaguar builds are strong exactly in proportion to how rarely you stop pressing.
ITS SKILLS · Thrash · Rushing Claw · Ravager · The Hunter
ITS STATES · Ferocity · Beat Strike stacks
AS PRIMARY · Every 15th direct hit with a Jaguar Skill unleashes a Beat Strike (43% damage), granting 3%[x] damage and doubling each subsequent Beat Strike’s damage, stacking 5 times. All stacks are lost after 1 second without attacking. All skills are now also Jaguar Skills.
AS SECONDARY · Maximum Ferocity +1, and you gain a Ferocity stack whenever you kill an enemy or damage a Boss.
IN THIS CODEX · Primary and Secondary on Build III — doubled by Loyalty’s Mantle. Secondary on Build IV for Ferocity uptime.
PICK IT IF · Players who want the highest actions-per-minute in the codex and treat downtime as a personal insult.
≡ CENTIPEDE of Balazan
MODERATE TO LEARN
POISON · DEBUFF · SUSTAIN
The inescapable cycle — Poison over time, Pestilent Swarms, enemy-weakening debuffs, and healing drawn from the poisoned.
The shorthand is “Centipede = poison”. What it means: Centipede is the class’s DEBUFF school — its Primary stacks enemy-damage reduction and Slow, its Secondary heals you per poisoned enemy, and its skills weaken as much as they wound. The oddity of this patch: the meta poison builds take Centipede’s SKILLS everywhere and its HALL almost nowhere, because Gorilla Primary defends better while the poison kills either way.
ITS SKILLS · Withering Fist · Stinger · Toxic Skin · Scourge · Vortex · Touch of Death · The Devourer
ITS STATES · Poisoning · Pestilent Swarms · Weakened
AS PRIMARY · Hitting an enemy with a Centipede Skill reduces its damage by 2.5% and Slows it by 10% for 3 seconds, stacking up to 8 times. All skills are now also Centipede Skills.
AS SECONDARY · Heal for 1% of Maximum Life for every Nearby enemy you have Poisoned in the last 3 seconds, up to 5%.
IN THIS CODEX · Its skills carry Builds I and II; its Ultimate (The Devourer) sits on both bars. As a Hall pick it is the honest alternative each chapter names rather than the default.
PICK IT IF · Players who like damage that keeps working while they reposition, and watching health bars melt a beat after the hit.

THE FOUR, SIDE BY SIDE

▲ EAGLE
■ GORILLA
◆ JAGUAR
≡ CENTIPEDE
MOBILITY
Best — Soar, Evade tech, feather speed
Lowest — stands and swings
High — The Hunter, fast everything
Low — the swarms travel, you drift
DEFENSE
Positional — don’t be there
Best — Barrier + Resolve + Thorns
Speed and Dodge, thin margins
Sustain — heal from the poisoned, Weaken auras
BURST
Good — dive landings, feather volleys
Good — Thorns retaliation spikes
Ramping — weak cold, brutal warm
Detonation — Widow’s Web bursts the pool
SUSTAINED DAMAGE
Moderate
Moderate
Best while stacks hold
Best — poison never stops ticking
AOE
Good — volleys and dives
Good — slams and stomps
Melee-shaped — needs grouping
Best — swarms and auras blanket packs
BOSSING
Good — Vulnerable uptime
Good — never dies, steady output
Strong — boss hits feed Ferocity
Strong — full poison pool, big detonations
RESOURCE PRESSURE
Low — mostly cooldowns
Low — mostly cooldowns
None — Basic-driven
Low — cooldowns and DoT
COMPLEXITY
Moderate — aim the dives
Low — press everything, stand there
High — never stop attacking
Moderate — track what’s poisoned
SIGNATURE MECHANICS
Storm Feathers · Vulnerable
Thorns · Barrier · Resolve
Ferocity · Beat Strike · Mystic Circles
Poisoning · Swarms · Weakened

DO I HAVE TO PICK ONE?

Can I use skills from multiple Guardians? Yes, freely, from level 2. The skill tree is one tree — Guardian tags are labels on skills, not walls between them. Every build in this codex runs skills from at least three Guardians on one bar.
So what do I “pick”? Two things, in the Spirit Hall: a Primary Spirit at 15 and a Secondary at 30. Those are the only exclusive Guardian decisions the class ever makes. Everything else is à la carte.
Do mixed HALLS work? They are the meta. Three of the four builds here mix: Gorilla×Eagle twice, Eagle×Jaguar once. You mix when each slot’s mechanic serves a different job — Gorilla Primary for Barrier-on-every-cast, Eagle Secondary for flat Vulnerable damage and crit.
When is doubling down right? When an item pays you for it. Loyalty’s Mantle doubles the potency of BOTH Hall bonuses and slashes the base Spirit’s costs and cooldowns while your two picks match — which is the reason Build III runs Jaguar×Jaguar.
Why would a poison build pick Gorilla, not Centipede? Because the Primary is picked for its MECHANIC, not its damage type. Gorilla Primary wraps every cast in a Barrier and deals Thorns forward; Centipede Primary stacks a slow enemy-damage debuff. The poison comes from your skills either way — the Hall decides what else every cast does.
What breaks a mix? Reading tags wrong. A “+Gorilla Skills” roll is dead on a bar with no Gorilla tags and no Gorilla Primary; a spirit-changing variant can move a skill out of the tag your gear multiplies. The tag line on the tooltip is the truth — read it after every Hall change and every variant.
▶ PART III The Spirit Hall THE CLASS MECHANIC
BEGINNER TL;DR
A quest at level 15 opens the Spirit Hall: choose a Primary Spirit there, and a Secondary at level 30. The Primary adds its Guardian's mechanic to every cast and re-tags your ENTIRE kit as its skills; the Secondary adds a passive. Both are free to change forever, same Guardian twice is legal, and a level-40 Spiritborn who skipped the quest is playing without a class mechanic.

THE CLASS QUEST — DO NOT SKIP IT

REACH LEVEL 15
➤
THE SPIRIT HALL PRIORITY QUEST APPEARS
short, marked on the map — do it immediately
➤
CHOOSE YOUR PRIMARY SPIRIT
➤
LEVEL 30
no second quest
➤
CHOOSE YOUR SECONDARY SPIRIT
➤
Where do I change it later? The Spirit Hall panel lives with your skill assignment — not in a separate town or shrine. Changing either slot is free, any time, like a respec.
Can Primary and Secondary be the same Guardian? Yes. Same twice is legal and sometimes correct — Build III does it for Loyalty’s Mantle. Different is just as legal and currently more common.
Does changing cost anything? No gold, no materials. The cost is indirect: your gear, tempers and charms are usually aimed at your current tags, so a Hall swap mid-gear can orphan half your bonuses. The builds here call out their swap moments explicitly.
What if I picked “wrong” at 15? Nothing is lost. Change it in the panel. While levelling, the honest answer is that Gorilla Primary makes everything easier and you can decide who you really are at 70.

TAGS — HOW ONE PICK CHANGES EVERY SKILL

The Hall matters because of tags. Follow one skill — Withering Fist, a poison punch — through the current meta's setup, then read the questions beside it.

WITHERING FIST — NATIVELY A CENTIPEDE BASIC SKILL
▼
SPIRIT HALL · PRIMARY = GORILLA
▼
IT IS NOW ALSO A GORILLA SKILL
▼
EVERY PUNCH: 150% THORNS DEALT FORWARD + A BARRIER
▼
HARMONY OF EBEWAKA · SECONDARY = EAGLE
▼
IT IS NOW ALSO AN EAGLE SKILL — THREE SPIRIT TYPES
▼
EBEWAKA PAYS ~25–30%[x] DAMAGE PER SPIRIT TYPE
▼
ONE BASIC SKILL, TRIPLE-TAGGED, TRIPLE-PAID
▼
What is a tag, mechanically? A label the game checks. When a passive, aspect, charm or Hall bonus says “Gorilla Skills”, the game looks at the skill’s tag list — nothing else. Damage type, animal theme and animation are irrelevant; the list is the truth.
What does Primary add? Its Guardian’s tag to every skill you own, on top of their native tags. Your Centipede punch stays a Centipede skill AND becomes a Gorilla skill. Both tag families now apply to it.
Does that make my skills behave like that Guardian’s? No — behaviour doesn’t change. Withering Fist still punches and poisons. What changes is what TRIGGERS off it (Gorilla Primary’s Thorns and Barrier now fire per punch) and what SCALES it (+Gorilla ranks now include it).
And the Secondary? By itself, no tags — just its passive mechanic. Harmony of Ebewaka is the exception: it applies your Secondary’s tag to everything too, then pays a multiplier per Spirit type each skill carries. That helm is why “triple-tagged” is the default state of the current meta.
Do variants keep their tags? Variants can CHANGE a skill’s native Guardian — read the tag line before taking one. And know the history: before patch 3.1, spirit-modified variants could fail to trigger the Gorilla Primary bonus and lose Ebewaka’s multiplier. That is fixed on live.

THE COMBINATION ROOM — TRY ALL SIXTEEN

Every pair is legal. Set a Primary and a Secondary and read what the Hall would give you — and whether a codex build already runs it.

PRIMARY SPIRIT — CHOSEN AT 15
GORILLA — attacking with a Gorilla Skill deals 150% of your Thorns to enemies hit and grants a Barrier for 2.5% Maximum Life for 3s. All skills become Gorilla Skills.
THE TAG CONSEQUENCE · Every skill you own is now a Gorilla Skill: every cast retaliates with Thorns and grants Barrier, and +Gorilla ranks raise your whole bar.
SECONDARY SPIRIT — CHOSEN AT 30
EAGLE — +20%[x] Vulnerable Damage, +5% Critical Strike Chance.
THE PAIR, TOGETHER USED BY BUILD I · II
Barrier and Thorns on every cast, flat Vulnerable damage and crit on top — defence from the Primary, offence from the Secondary.
SYNERGY · The current default. With Harmony of Ebewaka every skill is triple-tagged and paid per tag.
VERDICT · Builds I and II — the meta’s answer this patch, and the honest reason two chapters share a Hall.
▶ PART IV Vigor, States, Poison, Movement & Not Dying EVERY MECHANIC, PLAINLY

UNDERSTANDING VIGOR

What is Vigor? The class resource: a bar around 100 deep, filled by Basic Skills and some effects, spent by Core Skills. Maximum Resource affixes deepen it.
Does it regenerate on its own? Not meaningfully. It comes from doing things — Basic hits, certain passives and aspects, and Vigor-on-kill effects.
Why do three of these four builds barely use it? Because their bars are cooldown skills, not Core spenders — the current endgame Spiritborn is a buff-juggler, not a generator/spender loop. Vigor still matters to them as a STATE: effects like Aspect of Tenacity read your full bar even when nothing spends it.
Then why does Build IV obsess over it? Rod of Kepeleke. It makes Core Skills free Basic Skills — but a cast made at MAXIMUM Vigor consumes the bar for a guaranteed Critical Strike that scales with every point spent. Vigor becomes ammunition for one enormous shot, refunded by Ring of the Midnight Sun’s crit-refund, and the loop repeats.
Why does Vigor feel so tight while levelling? Because levelling IS the generator/spender era: Thunderspike (or another Basic) fills the bar, Quill Volley or Payback empties it, and you feel every point. The cooldown-driven endgame bars haven’t arrived yet. This is normal, not a mistake.
Why does the endgame video spam nonstop? Kepeleke casts are free; matched-Hall Loyalty’s Mantle halves base-Spirit costs; Midnight Sun refunds crits; and most endgame bars stopped spending Vigor at all. The video is not managing the resource better than you — it is playing a build that dissolved the resource problem with items.
I’m always out of Vigor. In order? 1) Are you pressing your Basic between spenders? 2) Is your spender’s cost upgrade taken? 3) Is a Worldly Stability (resource generation) temper on your jewellery? 4) Are you levelling a build whose engine item hasn’t dropped — in which case the chapter’s levelling bar, not the endgame bar, is the one to copy?

THE STATES YOU MAINTAIN

Three buff economies run the class. Each build chapter tells you which of them it lives on; this is what they are.

FEROCITY FROM JAGUAR
● ● ● ● ○
Stacking attack speed — a few seconds per stack, base cap 4 (Jaguar Secondary makes it 5, Ferocious Aspect up to 11).
GAIN IT · Jaguar skills and effects; kills and boss hits with Jaguar Secondary; Ravager grants stacks beyond the cap while it runs.
LOSE IT · It expires — stacks last seconds and must be refreshed by continuing to fight. Nothing consumes it; time does.
AT THE CAP · Only Build III needs it pinned at cap. Builds I, II and IV treat Ravager’s Ferocity as a cooldown-rate engine and take what uptime comes.
WHEN IT FALLS · Your attack speed sags and — this patch — so does your cooldown rate. The fix is always the same: get back on target. Ferocity is rented with attention.
RESOLVE FROM GORILLA
● ● ● ● ● ○ ○ ○
Stacking damage reduction that HITS consume — you take reduced damage while at least one stack stands, and each direct hit eats a stack. Base cap 8.
GAIN IT · Gorilla skills and passives grant it; Aspect of Tenacity converts overflow Vigor into it; Worldly Endurance tempers raise the cap on every armour slot.
LOSE IT · Getting hit. A swarmed Spiritborn chews through 8 stacks in seconds — Resolve is a buffer, not a wall.
AT THE CAP · Gorilla Secondary makes 5+ stacks mean permanent Unstoppable, which turns “keep Resolve high” into a control-immunity rule, not just a defence rule.
WHEN IT FALLS · You are suddenly taking full-contact damage on a Dexterity class. Disengage, let skills regrant it, and check your Maximum Resolve tempers — the difference between cap 8 and cap 14 is the difference between a buffer and a bodyguard.
BARRIER FROM GORILLA PRIMARY
PER CAST — NO STACKS, JUST RHYTHM
A temporary shield over your Life. The Gorilla Primary grants one — 2.5% of Maximum Life for 3 seconds — on every Gorilla Skill cast, and with Gorilla as Primary every cast qualifies.
GAIN IT · Press buttons. That is the design: the film of Barrier exists exactly as long as you keep casting.
LOSE IT · Stop casting for 3 seconds, or take enough damage to strip it. Either way the fix is the same button you were already going to press.
AT THE CAP · Builds I and II live under this film and stack Maximum Life partly to thicken it. Builds III and IV run no Barrier at all and are squishier for it.
WHEN IT FALLS · Nothing dramatic — the next cast re-applies it. The real failure mode is idling: a Spiritborn standing still is a Spiritborn with no Barrier, no Resolve income and (on Jaguar) collapsing stacks. This class is defended by its own momentum.
POISON · THE META'S DAMAGE
What is killing the enemy — my hit or the Poison? In Builds I and II: the Poison, twice. Once as ticks, then again when a Critical Strike makes Widow’s Web burst the remaining pool as instant damage. The hits are mostly delivery and detonation.
Does Poison stack? Sources add to a pool on the target — more application means a bigger pool ticking down. Damage-over-time and Poison multipliers scale the pool; the burst then reads the pool’s total.
Do crits matter to a DoT build? Here, enormously — not for the tick damage, but because the CRIT is the detonator. That is why poison builds temper crit chance and carry Eagle Secondary’s +5%.
Poison on bosses? Excellent. A boss stands still, accumulates a deep pool, and Widow’s Web pays the pool out on the next crit. Ticks also ignore every control immunity a boss has.
My Poison “does nothing”? Check in order: Widow’s Web equipped (without it the pool only ever ticks); crit chance above ~30% so detonations happen; damage-over-time multipliers on gloves, rings and weapon; and — while levelling — whether you are comparing yourself to a video with all three engine uniques.
MOVEMENT · THE CLASS SIGNATURE
Why is Spiritborn so mobile? The kit is built on displacement: Soar is a flying dive, The Hunter teleports you onto the target, Evade tech is class-signature, and feather/movement bonuses stack on top. Several builds DEAL DAMAGE by arriving.
Which movement is offensive? Soar (a dive that is also a nuke — and with Scorn of the Earth, your Evade), The Hunter (a strike from above), Withering Fist’s lunge. Landing on the pack IS the rotation for Build I.
What should be saved, not spent? On Builds II–IV: one Evade charge, always, for the ground you cannot tank. On Build I even Evade is a weapon — its discipline is instead to keep ONE Soar-or-Evade available rather than dumping both into the same pack.
Dodge vs Evade — which is which? Evade is the button (a dash on charges). Dodge is a stat (a chance for incoming attacks to miss). The class cares about both: Counterattack turns Dodge into free counter-hits, and items reshape Evade into Soar or feather volleys.
Did the Evade nerfs kill movement builds? They killed Evade-SPAM builds — last season’s Evade Counterswarm is done. Movement as a delivery mechanism (Build I) is alive and S-tier; movement as the damage source itself is not.

SLOWED, FEARED, PULLED — AND WHAT ISN'T CONTROL

SLOWED CROWD CONTROL
Reduced movement speed. The Centipede Primary stacks it alongside its damage debuff; Scourge auras it.
ON BOSSES · Works on bosses — slows are the control they cannot shrug.
WHO WANTS IT · Everyone benefits; Build II converts an 80% Slow into Fear via Aspect of Apprehension.
FEARED CROWD CONTROL
The enemy runs from you instead of acting. Scourge is the class’s aura of it.
ON BOSSES · Bosses resist; it feeds Stagger instead.
WHO WANTS IT · Builds II and IV use Scourge defensively; Apprehension makes Fear a damage multiplier on II.
KNOCKED DOWN CROWD CONTROL
The enemy is floored briefly. Concussive Stomp — usually rune-triggered via Tzic — is the class’s source.
ON BOSSES · Fills Stagger rather than flooring.
WHO WANTS IT · Every build carrying Yul-Tzic or CirTzic gets this for free while pressing cooldowns.
PULLED IN CROWD CONTROL
Vortex drags the pack to a point. Triggered by Kry runes and by Scorn of the Earth landings.
ON BOSSES · Bosses resist the pull; adds obey.
WHO WANTS IT · Build I’s landings group packs for the detonation; III and IV trigger it off Ultimates.
WEAKENED NOT CROWD CONTROL
Not crowd control — the enemy acts freely but hits softer. Scourge and the Centipede Primary apply it.
ON BOSSES · Fully effective on bosses, which is why it matters.
WHO WANTS IT · Every build here runs Scourge partly for this line.
VULNERABLE NOT CROWD CONTROL
Not control at all — a damage-taken debuff. Listed because new players conflate it.
ON BOSSES · Fully effective on bosses.
WHO WANTS IT · Storm Feathers, Scourge and Eagle Secondary keep it near-permanent on Builds I, II and IV.

HOW TO NOT DIE AS A SPIRITBORN

The Spiritborn is a Dexterity class that fights at arm’s length, and the game prices that no pet wall, no metal armour, a Life pool that polite company would call athletic. What it has instead is layers — most of them generated by ATTACKING. This is the class where offence literally is defence, and where standing still is the most dangerous thing you can do.

INCOMING DAMAGE
▼
ARMOR & RESISTANCES — CAP THESE FIRST (1,000 / 70%+)
▼
ENEMY-SIDE DEBUFFS — WEAKENED · FEAR · SLOW
▼
DAMAGE REDUCTION — ASPECTS · RESOLVE STACKS
▼
BARRIER — THE GORILLA FILM OVER YOUR LIFE
▼
DODGE — A CHANCE IT SIMPLY MISSES
▼
HEALING — TOXIC SKIN · JACINTH SHELL · POTIONS
▼
LIFE — THE LAST LAYER, NOT THE PLAN
▼
CONSTANT FILM
Gorilla Primary’s Barrier
A shield worth 2.5% Maximum Life on every cast, forever, as long as you keep pressing buttons.
WHERE · Passive on Builds I and II. It is the reason those builds can stand in packs.
STACK BUFFER
Resolve
Damage reduction that hits consume. Tempered caps (Worldly Endurance) decide whether it lasts a volley or a fight.
WHERE · All four builds temper for it; Glynn’s Anvil adds reduction per stack.
ON DEMAND
Armored Hide
Block chance spike plus Unstoppable on press.
WHERE · Builds III and IV — their answer to being control-locked in melee.
SUSTAIN
Toxic Skin · Scourge
Healing over time, Unhindered, armour scaling, and auras that Weaken and Fear the pack around you.
WHERE · Builds I and II run both; the healing is why they shrug chip damage.
THE FIVE RULES
· Cap Armor (1,000) and Resistances (70%+) before any damage roll. Every death review starts here.
· Keep casting. Barrier, Resolve and Ferocity all decay in stillness — this class is defended by momentum.
· Hold one escape. One Evade charge or Soar stays in the bank for the mechanic you cannot tank.
· Let the debuffs work. Scourge and Weakened are damage reduction printed on the enemy — pull packs into them.
· If a tier keeps killing you, swap the Secondary to Gorilla before touching your damage. Unstoppable at 5+ Resolve fixes most deaths that felt like damage problems.
PART V

FOUR SPIRITBORN

Four genuinely different characters, not four flavours of one list. One falls out of the sky, one rots things where they stand, one is a drum solo that never stops, and one saves the whole bar for a single guaranteed crit.

BUILD I · MODERATE
Soar Swarm
Use Soar to enter a group, apply poison, detonate it, and move to the next group.
GORILLA × EAGLE
BUILD II · EASY
Withering Fist
A simple Withering Fist build supported by four active effects. Start here.
GORILLA × EAGLE
BUILD III · ADVANCED
Beat Strike Jaguar
Attack continuously with Thrash; every fifteenth hit triggers Beat Strike’s bonus.
JAGUAR × JAGUAR
BUILD IV · MODERATE
Payback
Fill the Vigor bar, then spend all of it on one guaranteed Critical Strike.
EAGLE × JAGUAR
▶ BUILD I Soar Swarm · SOURCE-LOCKED SEASON 14 BUILD MODERATE · GORILLA × EAGLE
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
Build toward this exact source tree without purchasing any node before its published unlock.
PRESS
1Scourge — Cooldown: 12 seconds Lucky Hit Chance: 10% Call forth a wave of insects that bite enemies, Fearing and Slowing them by 70% for 3 seconds while applying 100% Poisoning damage over 6 seconds.
2Toxic Skin — Cooldown: 15 seconds Lucky Hit Chance: 20% Passive: Enemies that attack you are Poisoned for 72% damage over 6 seconds. Active: Your toxins overflow, applying the Poisoning in a trail and making you Unhindered for 5.0 seconds.
3Counterattack of the Swarm — Counterattack becomes a Centipede Skill that deals Poison damage. Passive: Your Pestilent Swarms Weaken enemies. Active: Send out 3 Pestilent Swarms that deal 150% damage each second for 3 seconds.
4Ravager — Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Minimum Ferocity increased by 1 [+]. Active: Unleash a savage roar, causing each of your attacks to trigger an additional 40% damage strike per enemy for 6 seconds.
5Soar — Cooldown: 15 seconds Lucky Hit Chance: 25% Fly into the air, creating a cloud which makes enemies at your target location Vulnerable for 4.0 seconds before you crash down upon them dealing 50% damage.
6The Devourer — Cooldown: 45 seconds Lucky Hit Chance: 10% The Centipede Spirit emerges, blasting enemies in a line for 200% damage and spitting at others for 95% damage. Lasts for 15 seconds.
SPIRIT HALL
◆ PRIMARY GORILLA — every cast retaliates 150% Thorns and grants a Barrier
◆ SECONDARY EAGLE — +20% Vulnerable damage, +5% crit, and Ebewaka triple-tags everything
MAIN DAMAGE
SOURCE-PUBLISHED FINAL BAR AND TREE
MAIN DEFENCE · SEE THE LINKED SOURCE GUIDE
MOST IMPORTANT STAT · SEE THE LINKED SOURCE GUIDE
THE VIGOR BAR · Ignore the bar — nothing here spends it. Your “resource” is Soar’s cooldown, and swarm hits refund it.
IF YOU'RE ABOUT TO DIE · SEE THE LINKED SOURCE GUIDE
DON'T WORRY ABOUT YET · At 70, complete the exact final source tree shown here.
BUILD I · GORILLA × EAGLE

SOAR SWARM

DIFFICULTY · MODERATE
SOURCE-LOCKED SEASON 14 BUILD

This build is for you if you want One distinct source build from level 1 through its exact final tree and six-button bar.

WHAT IT FEELS LIKE

Codex preserves the source build and schedules its own nodes only after their source-published unlock levels.

MAIN DAMAGE SOURCE · Use the linked final guide's published rotation; no unsupported damage claim is added here.
MAIN DEFENSIVE MECHANIC · Use the linked final guide's published defensive setup; no unsupported claim is added here.
VIGOR MECHANIC · Consult the linked source guide for the resource loop.
CORE MECHANIC · Exact source build, legally ordered by the source tree's level gates, plus its exact 83-point distribution and bar.
BIGGEST STRENGTH · Not independently scored by Codex.
BIGGEST WEAKNESS · Not independently scored by Codex.
RATINGS
SOURCE LOCK★★★★★
BEST FOR
Distinct Season 14 source buildLegal level-gated point orderExact final tree and bar
THE SIX BUTTONS — WHAT EACH ONE IS FOR
LMB
Scourge
Cooldown: 12 seconds Lucky Hit Chance: 10% Call forth a wave of insects that bite enemies, Fearing and Slowing them by 70% for 3 seconds while applying 100% Poisoning damage over 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
RMB
Toxic Skin
Cooldown: 15 seconds Lucky Hit Chance: 20% Passive: Enemies that attack you are Poisoned for 72% damage over 6 seconds. Active: Your toxins overflow, applying the Poisoning in a trail and making you Unhindered for 5.0 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
1
Counterattack of the Swarm
Counterattack becomes a Centipede Skill that deals Poison damage. Passive: Your Pestilent Swarms Weaken enemies. Active: Send out 3 Pestilent Swarms that deal 150% damage each second for 3 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
2
Ravager
Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Minimum Ferocity increased by 1 [+]. Active: Unleash a savage roar, causing each of your attacks to trigger an additional 40% damage strike per enemy for 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
3
Soar
Cooldown: 15 seconds Lucky Hit Chance: 25% Fly into the air, creating a cloud which makes enemies at your target location Vulnerable for 4.0 seconds before you crash down upon them dealing 50% damage.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
4
The Devourer
Cooldown: 45 seconds Lucky Hit Chance: 10% The Centipede Spirit emerges, blasting enemies in a line for 200% damage and spitting at others for 95% damage. Lasts for 15 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
YOUR SPIRIT HALL — AS IMPORTANT AS THE BAR
PRIMARY · CHOSEN AT 15
SEE SOURCE
See the linked source guide: https://www.icy-veins.com/d4/guides/soar-swarm-spiritborn-build/
SECONDARY · CHOSEN AT 30
SEE SOURCE
See the linked source guide: https://www.icy-veins.com/d4/guides/soar-swarm-spiritborn-build/
WHAT PRIMARY CHANGES ·
WHAT SECONDARY ADDS ·
WHY NOT THE OBVIOUS PICK?
THE HONEST ALTERNATIVE ·
WHILE LEVELLING · See the linked source guide: https://www.icy-veins.com/d4/guides/soar-swarm-spiritborn-build/

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Spirit Hall stands.

LEVEL
LVL 70 · 83 PTS
PRIMARY SPIRIT
SEE SOURCE
SECONDARY SPIRIT
SEE SOURCE
NEXT IMPORTANT UNLOCK
Nothing left to unlock — cap Armor and Resistances, then push The Pit
SPEND YOUR NEXT POINT HERE ➤
◆ WHAT CHANGED:
PUBLISHED SIX-SKILL BAR
Scourge 15/15
COREDEFENSIVE
Toxic Skin 12/15
COREFOCUS
Counterattack of the Swarm 1/1
COREDEFENSIVE
Ravager 1/15
COREFOCUS
Soar 1/15
COREFOCUS
The Devourer 15/15
COREULTIMATE
SELECTED SUPPORT NODES
Vortex 1/15
IMPORTANTFOCUS
Rock Splitter 0/15
IMPORTANTBASIC
Concussive Stomp 1/15
IMPORTANTDEFENSIVE
Counterattack 15/15
IMPORTANTDEFENSIVE
Debilitate 1/1
IMPORTANTDEFENSIVE
Flurry of Claws 1/1
IMPORTANTFOCUS
Eye of the Storm 1/1
IMPORTANTFOCUS
1000 Year Storm 1/1
IMPORTANTFOCUS
Skuttle Bug 1/1
IMPORTANTFOCUS
Hive Mind 1/1
IMPORTANTDEFENSIVE
Spew Putrefaction 1/1
IMPORTANTULTIMATE
Knock Down 1/1
IMPORTANTFOCUS
Cooldown Reduction 1/1
IMPORTANTFOCUS
Movement Speed 1/1
IMPORTANTFOCUS
Duration Increase 1/1
IMPORTANTFOCUS
Ferocity Maximum 1/1
IMPORTANTFOCUS
Healing 1/1
IMPORTANTFOCUS
Barrier Generation 1/1
IMPORTANTDEFENSIVE
Resolve Generation 1/1
IMPORTANTDEFENSIVE
Damage Over Time Reduction 1/1
IMPORTANTDEFENSIVE
Damage Bonus 1/1
IMPORTANTDEFENSIVE
Vulnerable 1/1
IMPORTANTDEFENSIVE
Weaken 1/1
IMPORTANTDEFENSIVE
Healing 1/1
IMPORTANTULTIMATE
Poisoning Duration 1/1
IMPORTANTULTIMATE
+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
· +1 1000 Year Storm — One of the exact final source tree's 14 account/renown point allocations.
· +1 Cooldown Reduction — One of the exact final source tree's 14 account/renown point allocations.
· +1 Duration Increase — One of the exact final source tree's 14 account/renown point allocations.
· +1 Eye of the Storm — One of the exact final source tree's 14 account/renown point allocations.
· +1 Ferocity Maximum — One of the exact final source tree's 14 account/renown point allocations.
· +1 Flurry of Claws — One of the exact final source tree's 14 account/renown point allocations.
· +1 Healing — One of the exact final source tree's 14 account/renown point allocations.
· +1 Hive Mind — One of the exact final source tree's 14 account/renown point allocations.
· +1 Knock Down — One of the exact final source tree's 14 account/renown point allocations.
· +1 Movement Speed — One of the exact final source tree's 14 account/renown point allocations.
· +1 Skuttle Bug — One of the exact final source tree's 14 account/renown point allocations.
· +1 Vortex — One of the exact final source tree's 14 account/renown point allocations.
· +1 Vulnerable — One of the exact final source tree's 14 account/renown point allocations.
· +1 Weaken — One of the exact final source tree's 14 account/renown point allocations.
YOUR BAR AT LEVEL 70
Scourge
Toxic Skin
Counterattack of the Swarm
Ravager
Soar
The Devourer
Exact six-skill bar published by the linked source guide.
QUEST · HALL · ITEM PLAN BY LEVEL 70
L2 · Begin building Soar Swarm — https://www.icy-veins.com/d4/guides/soar-swarm-spiritborn-build/
L70 · Complete Soar Swarm — https://www.icy-veins.com/d4/guides/soar-swarm-spiritborn-build/
▶THE LEVELLING STORY, 1 → 70 (READ ONCE BEFORE YOU START)
1–69
BUILD-SPECIFIC PROGRESSION
Only nodes from Soar Swarm – Spiritborn Build for Diablo 4 (Season 14), deferred until their published unlock levels.
70–70
FINAL SOURCE BUILD
Exact 83-point tree and six-skill bar from Soar Swarm – Spiritborn Build for Diablo 4 (Season 14).

LEVELLING → TRANSITION → ENDGAME

The same character, before and after. When a build "feels wrong" at level 40, the usual reason is that it is still being played as the left-hand column.

LEVELLING BUILD
Build only toward Soar Swarm – Spiritborn Build for Diablo 4 (Season 14) through level 69.
➤
ENDGAME BUILD
Complete Soar Swarm – Spiritborn Build for Diablo 4 (Season 14) at level 70.
THE BUILD COMES ONLINE HERE ➤ LEVEL 70 · SOURCE BUILD COMPLETE
The displayed tree and bar match the final source record.

YOUR VIGOR ENGINE

Every build treats the class resource differently — including ignoring it on purpose. If your rotation feels broken, it is nearly always one of these two paragraphs.

HOW THIS BUILD PAYS FOR ITSELF
IF IT STILL STALLS, IN THIS ORDER
See the linked source guide: https://www.icy-veins.com/d4/guides/soar-swarm-spiritborn-build/
See the linked source guide: https://www.icy-veins.com/d4/guides/soar-swarm-spiritborn-build/
▼

HOW THIS BUILD SURVIVES

Four jobs, and which button on this bar does each of them. A gap here is not a flaw — it is a thing to know about yourself.

STAT PRIORITY

In order, with what each one actually affects. Stats not listed here are not worth a roll on this build.

GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer. No build in this codex requires a unique item to reach level 70.

Helm 1. Armor · 2. Dexterity · 3. Maximum Life · 4. Resistance to All Elements
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Chest 1. Dexterity · 2. Maximum Life · 3. Ranks to Counterattack · 4. Armor
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Gloves 1. Dexterity · 2. Vulnerable Damage Multiplier · 3. Damage over Time Multiplier · 4. Poison Damage Multiplier
TEMPERING — Worldly Finesse – Damage over Time
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Pants 1. Dexterity · 2. Maximum Life · 3. Armor · 4. Resistance to All Elements
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Boots 1. Dexterity · 2. Maximum Life · 3. Attacks Reduce Evade’s Cooldown by 1.5 Seconds · 4. Movement Speed
TEMPERING — Natural Motion – Movement Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Amulet 1. Dexterity · 2. Damage over Time Multiplier · 3. Vulnerable Damage Multiplier · 4. Poison Damage Multiplier
TEMPERING — Worldly Finesse – Damage over Time
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Ring 1 1. Dexterity · 2. Vulnerable Damage Multiplier · 3. Damage over Time Multiplier · 4. Poison Damage Multiplier
TEMPERING — Worldly Finesse – Damage over Time
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Ring 2 1. Dexterity · 2. Damage over Time Multiplier · 3. Vulnerable Damage Multiplier · 4. Poison Damage Multiplier
TEMPERING — Worldly Finesse – Damage over Time
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Weapon 1. Damage over Time Multiplier · 2. Dexterity · 3. Weapon Damage · 4. Maximum Life
TEMPERING — Worldly Finesse – Damage over Time
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.

Legendary Aspects

Harmony of EbewakaSOURCE LISTED
Helm
According to your secondary Spirit Hall choice, your Skills are all additionally Jaguar, Eagle, Gorilla, or Centipede Skills. Your Skills deal x [25 – 30%] increased damage per Spirit type they have.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Glynn’s AnvilSOURCE LISTED
Chest
Your maximum Resolve is increased by 2 and you gain [3 – 4%] Damage Reduction per Resolve up to x40%.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of PestilenceSOURCE LISTED
Gloves
Pestilent Swarms deal x [30 – 60%] increased damage, last 50% longer, and spiral outwards.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Debilitating ToxinsSOURCE LISTED
Pants
You gain [20 – 30%] Damage Reduction, and Poisoned enemies deal 15% less damage to you.
WITHOUT IT · No Codex-authored fallback is substituted.
Scorn of the EarthSOURCE LISTED
Boots
Your Evade is now Soar. Soar deals x [125 – 150%] increased damage and triggers Vortex at its landing location.
WITHOUT IT · No Codex-authored fallback is substituted.
Widow’s WebSOURCE LISTED
Amulets(50% bonus)
Your Critical Strikes cause your Poisoning on an enemy to burst, dealing [250 – 300%] of the total Poisoning instantly to them and 10% of the burst to surrounding enemies before removing the Poisoning effect from the primary target.
WITHOUT IT · No Codex-authored fallback is substituted.
Ring of Writhing MoonSOURCE LISTED
Ring
A Pestilent Swarm spawns from you every 4 seconds, dealing x Poison damage per hit. Your Pestilent Swarms now orbit around you and reduce an equipped Eagle Skill’s cooldown by 0.25 seconds per hit.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of InfestationSOURCE LISTED
Ring
Pestilent Swarms now also deal [80 – 100%] of their normal damage as Poisoning damage over 6 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of SupremacySOURCE LISTED
Weapon (200% bonus)
Enemies you kill while an Ultimate Skill is active grants a stack of Supremacy, each increasing your damage by x [6 – 9%] , up to x [60 – 90%]. When an Ultimate Skill ends, you gain 5 stacks of Supremacy, but you begin to lose one stack every second.
WITHOUT IT · No Codex-authored fallback is substituted.

Uniques — With & Without

Widow’s WebSOURCE LISTED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Harmony of EbewakaSOURCE LISTED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Ring of Writhing MoonSOURCE LISTED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Scorn of the EarthSOURCE LISTED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.

“I don't have that”

WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
1SOURCE ROTATION · SOURCE STEP 1 — Soar → Vortex
2SOURCE ROTATION · SOURCE STEP 2 — Counterattack of the Swarm
3SOURCE ROTATION · SOURCE STEP 3 — Toxic Skin
4SOURCE ROTATION · SOURCE STEP 4 — Scourge
5SOURCE ROTATION · SOURCE STEP 5 — Ravager
6SOURCE ROTATION · SOURCE STEP 6 — The Devourer
ELITES
BOSSES
IF THINGS GO WRONG

WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

No Codex-authored rotation is substituted for the linked source.
▼

TROUBLESHOOTING

▶“Why is some build detail brief?”
Only structured source facts are imported. Missing recommendations are linked, not invented.
PARAGON, AFTER 70
Board order:
Glyphs:
Paragon advice is withheld until separately source-locked.
▶RESEARCH & SOURCES FOR THIS BUILD
Verified against current sources: Icy Veins — Soar Swarm – Spiritborn Build for Diablo 4 (Season 14) (https://www.icy-veins.com/d4/guides/soar-swarm-spiritborn-build/). The saved tree, node graph, unlock gates, final distribution, and published bar were locked 2026-08-26T13:19:35Z.
Synthesized (my ordering and framing): No skill, rank total, bar choice, item, or final allocation is invented. Level ordering is mechanically derived from the same source tree and its published unlock gates.
Flagged as uncertain: The source does not always publish a narrative leveling order. Codex preserves its node edit priority while deferring locked nodes; unsupported timing prose and Paragon advice stay suppressed.
▶ BUILD II Withering Fist · SOURCE-LOCKED SEASON 14 BUILD EASY · GORILLA × EAGLE
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
Build toward this exact source tree without purchasing any node before its published unlock.
PRESS
1Ravager — Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Minimum Ferocity increased by 1 [+]. Active: Unleash a savage roar, causing each of your attacks to trigger an additional 40% damage strike per enemy for 6 seconds.
2Counterattack — Charges: 2 Charge Cooldown: 20 seconds Lucky Hit Chance: 30% Passive: Gain 10% Dodge Chance and automatically retaliate against Close enemies for 80% damage when you Dodge their attacks. Active: Dodge all direct attacks for 3 seconds per cast, up to 6 seconds.
3Toxic Skin — Cooldown: 15 seconds Lucky Hit Chance: 20% Passive: Enemies that attack you are Poisoned for 72% damage over 6 seconds. Active: Your toxins overflow, applying the Poisoning in a trail and making you Unhindered for 5.0 seconds.
4Scourge — Cooldown: 12 seconds Lucky Hit Chance: 10% Call forth a wave of insects that bite enemies, Fearing and Slowing them by 70% for 3 seconds while applying 100% Poisoning damage over 6 seconds.
5Withering Fist — Generate Vigor: 9 Lucky Hit Chance: 25% Dart at and jab an enemy several times, dealing a total of 5% damage and applying 65% Poisoning damage over 6 seconds. Your 3rd attack bursts on your target, damaging surrounding enemies and Slowing them by 40% for 3 seconds.
6The Devourer — Cooldown: 45 seconds Lucky Hit Chance: 10% The Centipede Spirit emerges, blasting enemies in a line for 200% damage and spitting at others for 95% damage. Lasts for 15 seconds.
SPIRIT HALL
◆ PRIMARY GORILLA — every punch deals 150% Thorns forward and grants a Barrier
◆ SECONDARY EAGLE — +20% Vulnerable damage, +5% crit for the detonations
MAIN DAMAGE
SOURCE-PUBLISHED FINAL BAR AND TREE
MAIN DEFENCE · SEE THE LINKED SOURCE GUIDE
MOST IMPORTANT STAT · SEE THE LINKED SOURCE GUIDE
THE VIGOR BAR · You only generate. Once Jacinth Shell arrives, spending happens automatically through its drain — keep punching and the healing outruns it.
IF YOU'RE ABOUT TO DIE · SEE THE LINKED SOURCE GUIDE
DON'T WORRY ABOUT YET · At 70, complete the exact final source tree shown here.
BUILD II · GORILLA × EAGLE

WITHERING FIST

DIFFICULTY · EASY
SOURCE-LOCKED SEASON 14 BUILD

This build is for you if you want One distinct source build from level 1 through its exact final tree and six-button bar.

WHAT IT FEELS LIKE

Codex preserves the source build and schedules its own nodes only after their source-published unlock levels.

MAIN DAMAGE SOURCE · Use the linked final guide's published rotation; no unsupported damage claim is added here.
MAIN DEFENSIVE MECHANIC · Use the linked final guide's published defensive setup; no unsupported claim is added here.
VIGOR MECHANIC · Consult the linked source guide for the resource loop.
CORE MECHANIC · Exact source build, legally ordered by the source tree's level gates, plus its exact 83-point distribution and bar.
BIGGEST STRENGTH · Not independently scored by Codex.
BIGGEST WEAKNESS · Not independently scored by Codex.
RATINGS
SOURCE LOCK★★★★★
BEST FOR
Distinct Season 14 source buildLegal level-gated point orderExact final tree and bar
THE SIX BUTTONS — WHAT EACH ONE IS FOR
LMB
Ravager
Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Minimum Ferocity increased by 1 [+]. Active: Unleash a savage roar, causing each of your attacks to trigger an additional 40% damage strike per enemy for 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
RMB
Counterattack
Charges: 2 Charge Cooldown: 20 seconds Lucky Hit Chance: 30% Passive: Gain 10% Dodge Chance and automatically retaliate against Close enemies for 80% damage when you Dodge their attacks. Active: Dodge all direct attacks for 3 seconds per cast, up to 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
1
Toxic Skin
Cooldown: 15 seconds Lucky Hit Chance: 20% Passive: Enemies that attack you are Poisoned for 72% damage over 6 seconds. Active: Your toxins overflow, applying the Poisoning in a trail and making you Unhindered for 5.0 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
2
Scourge
Cooldown: 12 seconds Lucky Hit Chance: 10% Call forth a wave of insects that bite enemies, Fearing and Slowing them by 70% for 3 seconds while applying 100% Poisoning damage over 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
3
Withering Fist
Generate Vigor: 9 Lucky Hit Chance: 25% Dart at and jab an enemy several times, dealing a total of 5% damage and applying 65% Poisoning damage over 6 seconds. Your 3rd attack bursts on your target, damaging surrounding enemies and Slowing them by 40% for 3 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
4
The Devourer
Cooldown: 45 seconds Lucky Hit Chance: 10% The Centipede Spirit emerges, blasting enemies in a line for 200% damage and spitting at others for 95% damage. Lasts for 15 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
YOUR SPIRIT HALL — AS IMPORTANT AS THE BAR
PRIMARY · CHOSEN AT 15
SEE SOURCE
See the linked source guide: https://www.icy-veins.com/d4/guides/withering-fist-spiritborn-build/
SECONDARY · CHOSEN AT 30
SEE SOURCE
See the linked source guide: https://www.icy-veins.com/d4/guides/withering-fist-spiritborn-build/
WHAT PRIMARY CHANGES ·
WHAT SECONDARY ADDS ·
WHY NOT THE OBVIOUS PICK?
THE HONEST ALTERNATIVE ·
WHILE LEVELLING · See the linked source guide: https://www.icy-veins.com/d4/guides/withering-fist-spiritborn-build/

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Spirit Hall stands.

LEVEL
LVL 70 · 83 PTS
PRIMARY SPIRIT
SEE SOURCE
SECONDARY SPIRIT
SEE SOURCE
NEXT IMPORTANT UNLOCK
Nothing left to unlock — cap Armor and Resistances, then push The Pit
SPEND YOUR NEXT POINT HERE ➤
◆ WHAT CHANGED:
PUBLISHED SIX-SKILL BAR
Ravager 9/15
COREFOCUS
Counterattack 1/15
COREDEFENSIVE
Toxic Skin 15/15
COREFOCUS
Scourge 1/15
COREDEFENSIVE
Withering Fist 15/15
COREBASIC
The Devourer 15/15
COREULTIMATE
SELECTED SUPPORT NODES
Vortex 1/15
IMPORTANTFOCUS
Armored Hide 1/15
IMPORTANTDEFENSIVE
Concussive Stomp 1/15
IMPORTANTDEFENSIVE
Controlled Reflection 1/1
IMPORTANTDEFENSIVE
Debilitate 1/1
IMPORTANTDEFENSIVE
Flurry of Claws 1/1
IMPORTANTFOCUS
1000 Year Storm 1/1
IMPORTANTFOCUS
Erupting Skin 1/1
IMPORTANTFOCUS
Precision Strike 1/1
IMPORTANTBASIC
Hive Mind 1/1
IMPORTANTDEFENSIVE
Spew Putrefaction 1/1
IMPORTANTULTIMATE
Healing 1/1
IMPORTANTBASIC
Poisoning Duration 1/1
IMPORTANTBASIC
Knock Down 1/1
IMPORTANTFOCUS
Duration Increase 1/1
IMPORTANTFOCUS
Ferocity Maximum 1/1
IMPORTANTFOCUS
Healing 1/1
IMPORTANTFOCUS
Thorns 1/1
IMPORTANTFOCUS
Thorns 1/1
IMPORTANTDEFENSIVE
Barrier Generation 1/1
IMPORTANTDEFENSIVE
Resolve Generation 1/1
IMPORTANTDEFENSIVE
Damage Over Time Reduction 1/1
IMPORTANTDEFENSIVE
Duration Increase 1/1
IMPORTANTDEFENSIVE
Vulnerable 1/1
IMPORTANTDEFENSIVE
Weaken 1/1
IMPORTANTDEFENSIVE
Thorns 1/1
IMPORTANTULTIMATE
Poisoning Duration 1/1
IMPORTANTULTIMATE
+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
· +1 Controlled Reflection — One of the exact final source tree's 14 account/renown point allocations.
· +1 Counterattack — One of the exact final source tree's 14 account/renown point allocations.
· +1 Damage Over Time Reduction — One of the exact final source tree's 14 account/renown point allocations.
· +1 Duration Increase — One of the exact final source tree's 14 account/renown point allocations.
· +1 Poisoning Duration — One of the exact final source tree's 14 account/renown point allocations.
· +1 Spew Putrefaction — One of the exact final source tree's 14 account/renown point allocations.
· +7 The Devourer — One of the exact final source tree's 14 account/renown point allocations.
· +1 Thorns — One of the exact final source tree's 14 account/renown point allocations.
YOUR BAR AT LEVEL 70
Ravager
Counterattack
Toxic Skin
Scourge
Withering Fist
The Devourer
Exact six-skill bar published by the linked source guide.
QUEST · HALL · ITEM PLAN BY LEVEL 70
L2 · Begin building Withering Fist — https://www.icy-veins.com/d4/guides/withering-fist-spiritborn-build/
L70 · Complete Withering Fist — https://www.icy-veins.com/d4/guides/withering-fist-spiritborn-build/
▶THE LEVELLING STORY, 1 → 70 (READ ONCE BEFORE YOU START)
1–69
BUILD-SPECIFIC PROGRESSION
Only nodes from Withering Fist – Spiritborn Build for Diablo 4 (Season 14), deferred until their published unlock levels.
70–70
FINAL SOURCE BUILD
Exact 83-point tree and six-skill bar from Withering Fist – Spiritborn Build for Diablo 4 (Season 14).

LEVELLING → TRANSITION → ENDGAME

The same character, before and after. When a build "feels wrong" at level 40, the usual reason is that it is still being played as the left-hand column.

LEVELLING BUILD
Build only toward Withering Fist – Spiritborn Build for Diablo 4 (Season 14) through level 69.
➤
ENDGAME BUILD
Complete Withering Fist – Spiritborn Build for Diablo 4 (Season 14) at level 70.
THE BUILD COMES ONLINE HERE ➤ LEVEL 70 · SOURCE BUILD COMPLETE
The displayed tree and bar match the final source record.

YOUR VIGOR ENGINE

Every build treats the class resource differently — including ignoring it on purpose. If your rotation feels broken, it is nearly always one of these two paragraphs.

HOW THIS BUILD PAYS FOR ITSELF
IF IT STILL STALLS, IN THIS ORDER
See the linked source guide: https://www.icy-veins.com/d4/guides/withering-fist-spiritborn-build/
See the linked source guide: https://www.icy-veins.com/d4/guides/withering-fist-spiritborn-build/
▼

HOW THIS BUILD SURVIVES

Four jobs, and which button on this bar does each of them. A gap here is not a flaw — it is a thing to know about yourself.

STAT PRIORITY

In order, with what each one actually affects. Stats not listed here are not worth a roll on this build.

GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer. No build in this codex requires a unique item to reach level 70.

Helm 1. Dexterity · 2. Maximum Life · 3. Thorns · 4. Resistance to All Elements
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Chest 1. Dexterity · 2. Maximum Life · 3. Armor · 4. Thorns
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Gloves 1. Deterity · 2. Damage over Time Multiplier · 3. Vulnerable Damage Multiplier · 4. Critical Strike Chance
TEMPERING — Elemental Finesse — Night – Poison Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Pants 1. Dexterity · 2. Maximum Life · 3. Ranks to Withering Fist · 4. Thorns
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Boots 1. Armor · 2. Dexterity · 3. Movement Speed · 4. Maximum Evade Charges
TEMPERING — Natural Motion – Movement Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Amulet 1. Dexterity · 2. Damage over Time Multiplier · 3. Poison Damage Multiplier · 4. Vulnerable Damage Multiplier
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Ring 1 1. Dexterity · 2. Damage over Time Multiplier · 3. Attack Speed · 4. Vulnerable Damage Multiplier
TEMPERING — Elemental Finesse — Night – Poison Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Ring 2 1. Dexterity · 2. Damage over Time Multiplier · 3. Poison Damage Multiplier · 4. Critical Strike Chance
TEMPERING — Elemental Finesse — Night – Poison Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Weapon 1. Dexterity · 2. Maximum Life · 3. Damage over Time Multiplier · 4. Ranks to Basic Skills
TEMPERING — Worldly Destruction – Attack Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.

Legendary Aspects

Harmony of EbewakaSOURCE LISTED
Helm
According to your secondary Spirit Hall choice, your Skills are all additionally Jaguar, Eagle, Gorilla, or Centipede Skills. Your Skills deal x [25 – 30%] increased damage per Spirit type they have.
WITHOUT IT · No Codex-authored fallback is substituted.
Jacinth ShellSOURCE LISTED
Chest
Spending Vigor Heals you for [7 – 10%] of your Maximum Life. Every second, your active Cooldowns each drain 10% of your Maximum Life from you to reduce their durations by 2 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of the MoonriseSOURCE LISTED
Gloves
Damaging an enemy with a Basic Skill grants you +4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining x [40 – 60%] Basic Skill damage and 15% Movement Speed for 10 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Balazan’s MaxtlatlSOURCE LISTED
Pants
Your Casts damage Close enemies for [125 – 150%] of your Thorns and also deals 100% of this damage as Poisoning over 3 seconds. Each time you’ve retaliated with Thorns, for 5 seconds the Poisoning damage is increased by 100%, up to 300%.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of ApprehensionSOURCE LISTED
Boots
Once an enemy is Slowed by at least 80%, they also become Feared for 3 seconds. You deal x [30 – 40%] increased damage to Feared enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Widow’s WebSOURCE LISTED
Amulets(50% bonus)
Your Critical Strikes cause your Poisoning on an enemy to burst, dealing [250 – 300%] of the total Poisoning instantly to them and 10% of the burst to surrounding enemies before removing the Poisoning effect from the primary target.
WITHOUT IT · No Codex-authored fallback is substituted.
Band of First BreathSOURCE LISTED
Ring
Casting Evade consumes 1 stack of Resolve to increase your damage dealt by x [50 – 60%] for 5 seconds. Gain Armored Hide’s Passive Effect.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of SupremacySOURCE LISTED
Ring
Enemies you kill while an Ultimate Skill is active grants a stack of Supremacy, each increasing your damage by x [6 – 9%] , up to x [60 – 90%]. When an Ultimate Skill ends, you gain 5 stacks of Supremacy, but you begin to lose one stack every second.
WITHOUT IT · No Codex-authored fallback is substituted.
SepazontecSOURCE LISTED
Weapon (200% bonus)
Your Basic Skills deal x [140 – 180%] increased damage and always use their 3rd attack. Every 3rd cast of a Basic Skill strikes three times.
WITHOUT IT · No Codex-authored fallback is substituted.

Uniques — With & Without

SepazontecREQUIRED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Harmony of Ebewaka (Required)REQUIRED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Widow’s WebREQUIRED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Jacinth ShellHIGHLY RECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Band of First BreathHIGHLY RECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Balazan’s MaxtlatlHIGHLY RECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.

“I don't have that”

WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
1SOURCE ROTATION · SOURCE STEP 1 — Ravager
2SOURCE ROTATION · SOURCE STEP 2 — Scourge
3SOURCE ROTATION · SOURCE STEP 3 — Toxic Skin
4SOURCE ROTATION · SOURCE STEP 4 — Counterattack
5SOURCE ROTATION · SOURCE STEP 5 — The Devourer
6SOURCE ROTATION · SOURCE STEP 6 — Withering Fist
ELITES
BOSSES
IF THINGS GO WRONG

WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

No Codex-authored rotation is substituted for the linked source.
▼

TROUBLESHOOTING

▶“Why is some build detail brief?”
Only structured source facts are imported. Missing recommendations are linked, not invented.
PARAGON, AFTER 70
Board order:
Glyphs:
Paragon advice is withheld until separately source-locked.
▶RESEARCH & SOURCES FOR THIS BUILD
Verified against current sources: Icy Veins — Withering Fist – Spiritborn Build for Diablo 4 (Season 14) (https://www.icy-veins.com/d4/guides/withering-fist-spiritborn-build/). The saved tree, node graph, unlock gates, final distribution, and published bar were locked 2026-08-26T13:19:35Z.
Synthesized (my ordering and framing): No skill, rank total, bar choice, item, or final allocation is invented. Level ordering is mechanically derived from the same source tree and its published unlock gates.
Flagged as uncertain: The source does not always publish a narrative leveling order. Codex preserves its node edit priority while deferring locked nodes; unsupported timing prose and Paragon advice stay suppressed.
▶ BUILD III Beat Strike Jaguar · SOURCE-LOCKED SEASON 14 BUILD ADVANCED · JAGUAR × JAGUAR
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
Build toward this exact source tree without purchasing any node before its published unlock.
PRESS
1Scourge — Cooldown: 12 seconds Lucky Hit Chance: 10% Call forth a wave of insects that bite enemies, Fearing and Slowing them by 70% for 3 seconds while applying 100% Poisoning damage over 6 seconds.
2Counterattack — Charges: 2 Charge Cooldown: 20 seconds Lucky Hit Chance: 30% Passive: Gain 10% Dodge Chance and automatically retaliate against Close enemies for 80% damage when you Dodge their attacks. Active: Dodge all direct attacks for 3 seconds per cast, up to 6 seconds.
3Ravager — Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Minimum Ferocity increased by 1 [+]. Active: Unleash a savage roar, causing each of your attacks to trigger an additional 40% damage strike per enemy for 6 seconds.
4Armored Hide — Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Gain 1 Resolve every 5.0 seconds. Active: Encase yourself, becoming Unstoppable and gaining 40% [+] Block Chance for 1 seconds.
5Thrash — Generate Vigor: 8 Lucky Hit Chance: 20% Dive at an enemy and slash into it dealing 40% damage. Your 3rd attack unleashes a rapid series of slashes around your target, dealing a total of 70% damage.
6The Hunter — Cooldown: 45 seconds Lucky Hit Chance: 15% Bound across the battlefield with the Jaguar Spirit, dealing 50% damage upon landing and then rapidly slashing enemies in the area for 200% total damage over 7 strikes.
SPIRIT HALL
◆ PRIMARY JAGUAR — every 15th hit is a Beat Strike, each doubling the next, 5 stacks
◆ SECONDARY JAGUAR — +1 max Ferocity, stacks on every kill and boss hit — DOUBLED by Loyalty’s Mantle
MAIN DAMAGE
SOURCE-PUBLISHED FINAL BAR AND TREE
MAIN DEFENCE · SEE THE LINKED SOURCE GUIDE
MOST IMPORTANT STAT · SEE THE LINKED SOURCE GUIDE
THE VIGOR BAR · Ignore it entirely. The bar sits full — Aspect of Tenacity converts that into Resolve stacks.
IF YOU'RE ABOUT TO DIE · SEE THE LINKED SOURCE GUIDE
DON'T WORRY ABOUT YET · At 70, complete the exact final source tree shown here.
BUILD III · JAGUAR × JAGUAR

BEAT STRIKE JAGUAR

DIFFICULTY · ADVANCED
SOURCE-LOCKED SEASON 14 BUILD

This build is for you if you want One distinct source build from level 1 through its exact final tree and six-button bar.

WHAT IT FEELS LIKE

Codex preserves the source build and schedules its own nodes only after their source-published unlock levels.

MAIN DAMAGE SOURCE · Use the linked final guide's published rotation; no unsupported damage claim is added here.
MAIN DEFENSIVE MECHANIC · Use the linked final guide's published defensive setup; no unsupported claim is added here.
VIGOR MECHANIC · Consult the linked source guide for the resource loop.
CORE MECHANIC · Exact source build, legally ordered by the source tree's level gates, plus its exact 83-point distribution and bar.
BIGGEST STRENGTH · Not independently scored by Codex.
BIGGEST WEAKNESS · Not independently scored by Codex.
RATINGS
SOURCE LOCK★★★★★
BEST FOR
Distinct Season 14 source buildLegal level-gated point orderExact final tree and bar
THE SIX BUTTONS — WHAT EACH ONE IS FOR
LMB
Scourge
Cooldown: 12 seconds Lucky Hit Chance: 10% Call forth a wave of insects that bite enemies, Fearing and Slowing them by 70% for 3 seconds while applying 100% Poisoning damage over 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
RMB
Counterattack
Charges: 2 Charge Cooldown: 20 seconds Lucky Hit Chance: 30% Passive: Gain 10% Dodge Chance and automatically retaliate against Close enemies for 80% damage when you Dodge their attacks. Active: Dodge all direct attacks for 3 seconds per cast, up to 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
1
Ravager
Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Minimum Ferocity increased by 1 [+]. Active: Unleash a savage roar, causing each of your attacks to trigger an additional 40% damage strike per enemy for 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
2
Armored Hide
Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Gain 1 Resolve every 5.0 seconds. Active: Encase yourself, becoming Unstoppable and gaining 40% [+] Block Chance for 1 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
3
Thrash
Generate Vigor: 8 Lucky Hit Chance: 20% Dive at an enemy and slash into it dealing 40% damage. Your 3rd attack unleashes a rapid series of slashes around your target, dealing a total of 70% damage.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
4
The Hunter
Cooldown: 45 seconds Lucky Hit Chance: 15% Bound across the battlefield with the Jaguar Spirit, dealing 50% damage upon landing and then rapidly slashing enemies in the area for 200% total damage over 7 strikes.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
YOUR SPIRIT HALL — AS IMPORTANT AS THE BAR
PRIMARY · CHOSEN AT 15
SEE SOURCE
See the linked source guide: https://www.icy-veins.com/d4/guides/beat-strike-spiritborn-build/
SECONDARY · CHOSEN AT 30
SEE SOURCE
See the linked source guide: https://www.icy-veins.com/d4/guides/beat-strike-spiritborn-build/
WHAT PRIMARY CHANGES ·
WHAT SECONDARY ADDS ·
WHY NOT THE OBVIOUS PICK?
THE HONEST ALTERNATIVE ·
WHILE LEVELLING · See the linked source guide: https://www.icy-veins.com/d4/guides/beat-strike-spiritborn-build/

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Spirit Hall stands.

LEVEL
LVL 70 · 83 PTS
PRIMARY SPIRIT
SEE SOURCE
SECONDARY SPIRIT
SEE SOURCE
NEXT IMPORTANT UNLOCK
Nothing left to unlock — cap Armor and Resistances, then push The Pit
SPEND YOUR NEXT POINT HERE ➤
◆ WHAT CHANGED:
PUBLISHED SIX-SKILL BAR
Scourge 1/15
COREDEFENSIVE
Counterattack 1/15
COREDEFENSIVE
Ravager 15/15
COREFOCUS
Armored Hide 11/15
COREDEFENSIVE
Thrash 15/15
COREBASIC
The Hunter 15/15
COREULTIMATE
SELECTED SUPPORT NODES
Vortex 1/15
IMPORTANTFOCUS
Concussive Stomp 1/15
IMPORTANTDEFENSIVE
Controlled Reflection 1/1
IMPORTANTDEFENSIVE
Debilitate 1/1
IMPORTANTDEFENSIVE
Force of Nature 1/1
IMPORTANTDEFENSIVE
Flurry of Claws 1/1
IMPORTANTFOCUS
1000 Year Storm 1/1
IMPORTANTFOCUS
Crashing and Thrashing 1/1
IMPORTANTBASIC
Shredder 1/1
IMPORTANTULTIMATE
Hive Mind 1/1
IMPORTANTDEFENSIVE
Ferocity 1/1
IMPORTANTBASIC
Cooldown Reduction 1/1
IMPORTANTBASIC
Knock Down 1/1
IMPORTANTFOCUS
Duration Increase 1/1
IMPORTANTFOCUS
Ferocity Maximum 1/1
IMPORTANTFOCUS
Blocked Damage Reduction 1/1
IMPORTANTDEFENSIVE
Barrier 1/1
IMPORTANTDEFENSIVE
Barrier Generation 1/1
IMPORTANTDEFENSIVE
Resolve Generation 1/1
IMPORTANTDEFENSIVE
Damage Over Time Reduction 1/1
IMPORTANTDEFENSIVE
Duration Increase 1/1
IMPORTANTDEFENSIVE
Vulnerable 1/1
IMPORTANTDEFENSIVE
Weaken 1/1
IMPORTANTDEFENSIVE
Size Bonus 1/1
IMPORTANTULTIMATE
Healing 1/1
IMPORTANTULTIMATE
+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
· +1 Healing — One of the exact final source tree's 14 account/renown point allocations.
· +1 Hive Mind — One of the exact final source tree's 14 account/renown point allocations.
· +1 Scourge — One of the exact final source tree's 14 account/renown point allocations.
· +1 Shredder — One of the exact final source tree's 14 account/renown point allocations.
· +1 Size Bonus — One of the exact final source tree's 14 account/renown point allocations.
· +7 The Hunter — One of the exact final source tree's 14 account/renown point allocations.
· +1 Vulnerable — One of the exact final source tree's 14 account/renown point allocations.
· +1 Weaken — One of the exact final source tree's 14 account/renown point allocations.
YOUR BAR AT LEVEL 70
Scourge
Counterattack
Ravager
Armored Hide
Thrash
The Hunter
Exact six-skill bar published by the linked source guide.
QUEST · HALL · ITEM PLAN BY LEVEL 70
L2 · Begin building Beat Strike Jaguar — https://www.icy-veins.com/d4/guides/beat-strike-spiritborn-build/
L70 · Complete Beat Strike Jaguar — https://www.icy-veins.com/d4/guides/beat-strike-spiritborn-build/
▶THE LEVELLING STORY, 1 → 70 (READ ONCE BEFORE YOU START)
1–69
BUILD-SPECIFIC PROGRESSION
Only nodes from Beat Strike Jaguar – Spiritborn Build for Diablo 4 (Season 14), deferred until their published unlock levels.
70–70
FINAL SOURCE BUILD
Exact 83-point tree and six-skill bar from Beat Strike Jaguar – Spiritborn Build for Diablo 4 (Season 14).

LEVELLING → TRANSITION → ENDGAME

The same character, before and after. When a build "feels wrong" at level 40, the usual reason is that it is still being played as the left-hand column.

LEVELLING BUILD
Build only toward Beat Strike Jaguar – Spiritborn Build for Diablo 4 (Season 14) through level 69.
➤
ENDGAME BUILD
Complete Beat Strike Jaguar – Spiritborn Build for Diablo 4 (Season 14) at level 70.
THE BUILD COMES ONLINE HERE ➤ LEVEL 70 · SOURCE BUILD COMPLETE
The displayed tree and bar match the final source record.

YOUR VIGOR ENGINE

Every build treats the class resource differently — including ignoring it on purpose. If your rotation feels broken, it is nearly always one of these two paragraphs.

HOW THIS BUILD PAYS FOR ITSELF
IF IT STILL STALLS, IN THIS ORDER
See the linked source guide: https://www.icy-veins.com/d4/guides/beat-strike-spiritborn-build/
See the linked source guide: https://www.icy-veins.com/d4/guides/beat-strike-spiritborn-build/
▼

HOW THIS BUILD SURVIVES

Four jobs, and which button on this bar does each of them. A gap here is not a flaw — it is a thing to know about yourself.

STAT PRIORITY

In order, with what each one actually affects. Stats not listed here are not worth a roll on this build.

GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer. No build in this codex requires a unique item to reach level 70.

Helm 1. Dexterity · 2. Maximum Life · 3. Armor · 4. Resistance to All Elements
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Chest 1. Dexterity · 2. Maximum Life · 3. Armor · 4. Resistance to All Elements
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Gloves 1. Dexterity · 2. Critical Strike Chance · 3. Critical Strike Damage Multiplier · 4. Vulnerable Damage Multiplier
TEMPERING — Elemental Finesse — Day – Fire Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Pants 1. Dexterity · 2. Maximum Life · 3. Armor · 4. Resistance to All Elements
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Boots 1. Dexterity · 2. Maximum Life · 3. Movement Speed · 4. Armor
TEMPERING — Natural Motion – Movement Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Amulet 1. Dexterity · 2. Critical Strike Damage Multiplier · 3. Vulnerable Damage Multiplier · 4. Fire Damage Multiplier
TEMPERING — Elemental Finesse — Day – Fire Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Ring 1 1. Dexterity · 2. Critical Strike Chance · 3. Critical Strike Damage Multiplier · 4. Vulnerable Damage Multiplier
TEMPERING — Elemental Finesse — Day – Fire Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Ring 2 1. Dexterity · 2. Attack Speed · 3. Critical Strike Damage Multiplier · 4. Vulnerable Damage Multiplier
TEMPERING — Elemental Finesse — Day – Fire Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Weapon 1. Weapon Damage · 2. Critical Strike Damage Multiplier · 3. Dexterity · 4. Maximum Life
TEMPERING — Worldly Destruction – Critical Strike Chance
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.

Legendary Aspects

Loyalty’s MantleSOURCE LISTED
Helm
While your Spirit Hall choices match: – Their bonuses are 100% more potent. – Skills of their Base Spirit gain [50 – 60%] Vigor Cost Reduction. – Skills of their Base Spirit gain [50 – 60%] Cooldown Reduction.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Glynn’s AnvilSOURCE LISTED
Chest
Your maximum Resolve is increased by 2 and you gain [3 – 4%] Damage Reduction per Resolve up to x40%.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of SupremacySOURCE LISTED
Gloves
Enemies you kill while an Ultimate Skill is active grants a stack of Supremacy, each increasing your damage by x [6 – 9%] , up to x [60 – 90%]. When an Ultimate Skill ends, you gain 5 stacks of Supremacy, but you begin to lose one stack every second.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Debilitating ToxinsSOURCE LISTED
Pants
You gain [20 – 30%] Damage Reduction, and Poisoned enemies deal 15% less damage to you.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of TenacitySOURCE LISTED
Boots
You gain Resolve for each [25 – 15] Vigor you gain while at Maximum Vigor. This can overfill your Resolve by stacks 5.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Plains PowerSOURCE LISTED
Amulets(50% bonus)
Lucky Hit: Up to a +25% chance to create a Mystic Circle for 10 seconds. Casting a Jaguar Skill in Mystic Circles empowers them to refresh Ferocity’s duration and increase your damage by x [8 – 12%] per stack while you remain within.
WITHOUT IT · No Codex-authored fallback is substituted.
Ferocious AspectSOURCE LISTED
Ring
Your Maximum Ferocity stacks are increased by [4 – 6].
WITHOUT IT · No Codex-authored fallback is substituted.
Ruthless AspectSOURCE LISTED
Ring
Your Jaguar Skills gain + [30 – 50%] Critical Strike Chance, and they deal x30% increased damage to Injured enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Wushe Nak PaSOURCE LISTED
Weapon (200% bonus)
Casting an Ultimate Skill grants or amplifies its matching Primary Spirit Hall Bonus with + [250 – 300%] potency for 15 seconds. Your Ultimate Skills each gain an additional Skill Type: – The Seeker is a Focus Skill. – The Hunter is a Mobility Skill. – The Devourer is a Potency Skill. – The Protector is a Defensive Skill.
WITHOUT IT · No Codex-authored fallback is substituted.

Uniques — With & Without

Loyalty’s MantleREQUIRED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Wushe Nak PaREQUIRED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.

“I don't have that”

WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
1SOURCE ROTATION · SOURCE STEP 1 — Scourge
2SOURCE ROTATION · SOURCE STEP 2 — Ravager
3SOURCE ROTATION · SOURCE STEP 3 — Counterattack
4SOURCE ROTATION · SOURCE STEP 4 — Armored Hide
5SOURCE ROTATION · SOURCE STEP 5 — The Hunter
6SOURCE ROTATION · SOURCE STEP 6 — Thrash
ELITES
BOSSES
IF THINGS GO WRONG

WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

No Codex-authored rotation is substituted for the linked source.
▼

TROUBLESHOOTING

▶“Why is some build detail brief?”
Only structured source facts are imported. Missing recommendations are linked, not invented.
PARAGON, AFTER 70
Board order:
Glyphs:
Paragon advice is withheld until separately source-locked.
▶RESEARCH & SOURCES FOR THIS BUILD
Verified against current sources: Icy Veins — Beat Strike Jaguar – Spiritborn Build for Diablo 4 (Season 14) (https://www.icy-veins.com/d4/guides/beat-strike-spiritborn-build/). The saved tree, node graph, unlock gates, final distribution, and published bar were locked 2026-08-26T13:19:35Z.
Synthesized (my ordering and framing): No skill, rank total, bar choice, item, or final allocation is invented. Level ordering is mechanically derived from the same source tree and its published unlock gates.
Flagged as uncertain: The source does not always publish a narrative leveling order. Codex preserves its node edit priority while deferring locked nodes; unsupported timing prose and Paragon advice stay suppressed.
▶ BUILD IV Payback · SOURCE-LOCKED SEASON 14 BUILD MODERATE · EAGLE × JAGUAR
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
Build toward this exact source tree without purchasing any node before its published unlock.
PRESS
1Ravager — Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Minimum Ferocity increased by 1 [+]. Active: Unleash a savage roar, causing each of your attacks to trigger an additional 40% damage strike per enemy for 6 seconds.
2Counterattack — Charges: 2 Charge Cooldown: 20 seconds Lucky Hit Chance: 30% Passive: Gain 10% Dodge Chance and automatically retaliate against Close enemies for 80% damage when you Dodge their attacks. Active: Dodge all direct attacks for 3 seconds per cast, up to 6 seconds.
3Armored Hide — Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Gain 1 Resolve every 5.0 seconds. Active: Encase yourself, becoming Unstoppable and gaining 40% [+] Block Chance for 1 seconds.
4Scourge — Cooldown: 12 seconds Lucky Hit Chance: 10% Call forth a wave of insects that bite enemies, Fearing and Slowing them by 70% for 3 seconds while applying 100% Poisoning damage over 6 seconds.
5The Seeker — Published on the linked source guide's six-skill bar.
6Payback — Cooldown: 15 seconds Lucky Hit Chance: 30% Smash enemies in front of you, dealing 175% damage. When attacked, you have a 5% chance to reset Payback's Cooldown.
SPIRIT HALL
◆ PRIMARY EAGLE — 6 Storm Feathers per cast or Evade: 140% Lightning each, Vulnerable 5s
◆ SECONDARY JAGUAR — +1 max Ferocity, a stack per kill and per boss hit
MAIN DAMAGE
SOURCE-PUBLISHED FINAL BAR AND TREE
MAIN DEFENCE · SEE THE LINKED SOURCE GUIDE
MOST IMPORTANT STAT · SEE THE LINKED SOURCE GUIDE
THE VIGOR BAR · Everything. Fill it, dump it, let Midnight Sun refund it. If the bar is not full when you slam a boss, you slammed early.
IF YOU'RE ABOUT TO DIE · SEE THE LINKED SOURCE GUIDE
DON'T WORRY ABOUT YET · At 70, complete the exact final source tree shown here.
BUILD IV · EAGLE × JAGUAR

PAYBACK

DIFFICULTY · MODERATE
SOURCE-LOCKED SEASON 14 BUILD

This build is for you if you want One distinct source build from level 1 through its exact final tree and six-button bar.

WHAT IT FEELS LIKE

Codex preserves the source build and schedules its own nodes only after their source-published unlock levels.

MAIN DAMAGE SOURCE · Use the linked final guide's published rotation; no unsupported damage claim is added here.
MAIN DEFENSIVE MECHANIC · Use the linked final guide's published defensive setup; no unsupported claim is added here.
VIGOR MECHANIC · Consult the linked source guide for the resource loop.
CORE MECHANIC · Exact source build, legally ordered by the source tree's level gates, plus its exact 83-point distribution and bar.
BIGGEST STRENGTH · Not independently scored by Codex.
BIGGEST WEAKNESS · Not independently scored by Codex.
RATINGS
SOURCE LOCK★★★★★
BEST FOR
Distinct Season 14 source buildLegal level-gated point orderExact final tree and bar
THE SIX BUTTONS — WHAT EACH ONE IS FOR
LMB
Ravager
Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Minimum Ferocity increased by 1 [+]. Active: Unleash a savage roar, causing each of your attacks to trigger an additional 40% damage strike per enemy for 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
RMB
Counterattack
Charges: 2 Charge Cooldown: 20 seconds Lucky Hit Chance: 30% Passive: Gain 10% Dodge Chance and automatically retaliate against Close enemies for 80% damage when you Dodge their attacks. Active: Dodge all direct attacks for 3 seconds per cast, up to 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
1
Armored Hide
Cooldown: 25 seconds Lucky Hit Chance: 30% Passive: Gain 1 Resolve every 5.0 seconds. Active: Encase yourself, becoming Unstoppable and gaining 40% [+] Block Chance for 1 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
2
Scourge
Cooldown: 12 seconds Lucky Hit Chance: 10% Call forth a wave of insects that bite enemies, Fearing and Slowing them by 70% for 3 seconds while applying 100% Poisoning damage over 6 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
3
The Seeker
Published on the linked source guide's six-skill bar.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
4
Payback
Cooldown: 15 seconds Lucky Hit Chance: 30% Smash enemies in front of you, dealing 175% damage. When attacked, you have a 5% chance to reset Payback's Cooldown.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
YOUR SPIRIT HALL — AS IMPORTANT AS THE BAR
PRIMARY · CHOSEN AT 15
SEE SOURCE
See the linked source guide: https://www.icy-veins.com/d4/guides/payback-spiritborn-build/
SECONDARY · CHOSEN AT 30
SEE SOURCE
See the linked source guide: https://www.icy-veins.com/d4/guides/payback-spiritborn-build/
WHAT PRIMARY CHANGES ·
WHAT SECONDARY ADDS ·
WHY NOT THE OBVIOUS PICK?
THE HONEST ALTERNATIVE ·
WHILE LEVELLING · See the linked source guide: https://www.icy-veins.com/d4/guides/payback-spiritborn-build/

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Spirit Hall stands.

LEVEL
LVL 70 · 83 PTS
PRIMARY SPIRIT
SEE SOURCE
SECONDARY SPIRIT
SEE SOURCE
NEXT IMPORTANT UNLOCK
Nothing left to unlock — cap Armor and Resistances, then push The Pit
SPEND YOUR NEXT POINT HERE ➤
◆ WHAT CHANGED:
PUBLISHED SIX-SKILL BAR
Ravager 15/15
COREFOCUS
Counterattack 1/15
COREDEFENSIVE
Armored Hide 10/15
COREDEFENSIVE
Scourge 1/15
COREDEFENSIVE
Payback 15/15
COREPOTENCY
SELECTED SUPPORT NODES
Vortex 1/15
IMPORTANTFOCUS
Thunderspike 0/15
IMPORTANTBASIC
Concussive Stomp 1/15
IMPORTANTDEFENSIVE
Controlled Reflection 1/1
IMPORTANTDEFENSIVE
Debilitate 1/1
IMPORTANTDEFENSIVE
Force of Nature 1/1
IMPORTANTDEFENSIVE
Flurry of Claws 1/1
IMPORTANTFOCUS
1000 Year Storm 1/1
IMPORTANTFOCUS
Wrath of the Gorilla 1/1
IMPORTANTPOTENCY
The Hunter 15/15
IMPORTANTULTIMATE
Hive Mind 1/1
IMPORTANTDEFENSIVE
Relentless Pursuit 1/1
IMPORTANTULTIMATE
Knock Down 1/1
IMPORTANTFOCUS
Vigor Generation 1/1
IMPORTANTFOCUS
Vigor Generation 1/1
IMPORTANTFOCUS
Ferocity Minimum 1/1
IMPORTANTFOCUS
Blocked Damage Reduction 1/1
IMPORTANTDEFENSIVE
Barrier 1/1
IMPORTANTDEFENSIVE
Barrier Generation 1/1
IMPORTANTDEFENSIVE
Resolve Generation 1/1
IMPORTANTDEFENSIVE
Damage Over Time Reduction 1/1
IMPORTANTDEFENSIVE
Duration Increase 1/1
IMPORTANTDEFENSIVE
Vulnerable 1/1
IMPORTANTDEFENSIVE
Weaken 1/1
IMPORTANTDEFENSIVE
Area Increase 1/1
IMPORTANTPOTENCY
Damage Increase 1/1
IMPORTANTPOTENCY
Size Bonus 1/1
IMPORTANTULTIMATE
Healing 1/1
IMPORTANTULTIMATE
+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
· +1 Barrier Generation — One of the exact final source tree's 14 account/renown point allocations.
· +1 Concussive Stomp — One of the exact final source tree's 14 account/renown point allocations.
· +1 Debilitate — One of the exact final source tree's 14 account/renown point allocations.
· +1 Healing — One of the exact final source tree's 14 account/renown point allocations.
· +1 Relentless Pursuit — One of the exact final source tree's 14 account/renown point allocations.
· +1 Resolve Generation — One of the exact final source tree's 14 account/renown point allocations.
· +1 Size Bonus — One of the exact final source tree's 14 account/renown point allocations.
· +7 The Hunter — One of the exact final source tree's 14 account/renown point allocations.
YOUR BAR AT LEVEL 70
Ravager
Counterattack
Armored Hide
Scourge
The Seeker
Payback
Exact six-skill bar published by the linked source guide.
QUEST · HALL · ITEM PLAN BY LEVEL 70
L2 · Begin building Payback — https://www.icy-veins.com/d4/guides/payback-spiritborn-build/
L70 · Complete Payback — https://www.icy-veins.com/d4/guides/payback-spiritborn-build/
▶THE LEVELLING STORY, 1 → 70 (READ ONCE BEFORE YOU START)
1–69
BUILD-SPECIFIC PROGRESSION
Only nodes from Payback – Spiritborn Build for Diablo 4 (Season 14), deferred until their published unlock levels.
70–70
FINAL SOURCE BUILD
Exact 83-point tree and six-skill bar from Payback – Spiritborn Build for Diablo 4 (Season 14).

LEVELLING → TRANSITION → ENDGAME

The same character, before and after. When a build "feels wrong" at level 40, the usual reason is that it is still being played as the left-hand column.

LEVELLING BUILD
Build only toward Payback – Spiritborn Build for Diablo 4 (Season 14) through level 69.
➤
ENDGAME BUILD
Complete Payback – Spiritborn Build for Diablo 4 (Season 14) at level 70.
THE BUILD COMES ONLINE HERE ➤ LEVEL 70 · SOURCE BUILD COMPLETE
The displayed tree and bar match the final source record.

YOUR VIGOR ENGINE

Every build treats the class resource differently — including ignoring it on purpose. If your rotation feels broken, it is nearly always one of these two paragraphs.

HOW THIS BUILD PAYS FOR ITSELF
IF IT STILL STALLS, IN THIS ORDER
See the linked source guide: https://www.icy-veins.com/d4/guides/payback-spiritborn-build/
See the linked source guide: https://www.icy-veins.com/d4/guides/payback-spiritborn-build/
▼

HOW THIS BUILD SURVIVES

Four jobs, and which button on this bar does each of them. A gap here is not a flaw — it is a thing to know about yourself.

STAT PRIORITY

In order, with what each one actually affects. Stats not listed here are not worth a roll on this build.

GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer. No build in this codex requires a unique item to reach level 70.

Helm 1. Dexterity · 2. Armor · 3. Maximum Life · 4. Maximum Resource
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Chest 1. Dexterity · 2. Maximum Life · 3. Armor · 4. Maximum Resource
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Gloves 1. Dexterity · 2. Attack Speed · 3. Vulnerability Damage Multiplier · 4. Critical Damage Multiplier
TEMPERING — Elemental Finesse — Day – Physical Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Pants 1. Dexterity · 2. Armor · 3. Maximum Life · 4. Resistance – Lightning
TEMPERING — Worldly Endurance – Maximum Resolve Stacks
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Boots 1. Dexterity · 2. Maximum Life · 3. Move Speed · 4. Armor
TEMPERING — Natural Motion – Movement Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Amulet 1. Dexterity · 2. Maximum Life · 3. Vulnerability Damage Multiplier · 4.Critical Strike Damage Multiplier
TEMPERING — Worldly Stability – Resource Generation
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Ring 1. Dexterity · 2. Critical Strike Damage Multiplier · 3. Vulnerability Damage Multiplier · 4. Maximum Resource
TEMPERING — Worldly Stability – Resource Generation
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Ring 1. Dexterity · 2. Critical Strike Damage Multiplier · 3. Vulnerability Damage Multiplier · 4. Attack Speed
TEMPERING — Worldly Stability – Resource Generation
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Weapon 1. Weapon Damage · 2. Maximum Life · 3. All Damage Multiplier · 4. Critical Strike Damage Multiplier
TEMPERING — Elemental Finesse — Day – Physical Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.

Legendary Aspects

Harmony of Ebewaka (Helm)SOURCE LISTED
Helm
According to your secondary Spirit Hall choice, your Skills are all additionally Jaguar, Eagle, Gorilla, or Centipede Skills. Your skills deal [20-40%](x) increased damage per Spirit type they have.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Debilitating ToxinsSOURCE LISTED
Chest
You gain [20 – 30%] Damage Reduction, and Poisoned enemies deal 15% less damage to you.
WITHOUT IT · No Codex-authored fallback is substituted.
Ferocious AspectSOURCE LISTED
Gloves
Maximum Ferocity increased by [4 – 6].
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Glynn’s AnvilSOURCE LISTED
Pants
Your maximum Resolve is increased by 2 and you gain [3 – 4%] Damage Reduction per Resolve.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Sky PowerSOURCE LISTED
Boots
Lucky Hit: Up to a +25% chance to create a Mystic Circles for 10 seconds. Casting an Eagle Skill in Mystic Circles empowers them to move with you and explode for [X – X] Lightning damage when you Evade.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Plains PowerSOURCE LISTED
Amulets(50% bonus)
Increases your damage against Vulnerable enemies by 100%. After making an enemy Vulnerable, your next direct damage restores 5% of your Life and 10 Vigor, and removes the Vulnerable effect.
WITHOUT IT · No Codex-authored fallback is substituted.
Ring of the Midnight SunSOURCE LISTED
Ring
When you Critically Strike, you regain [20-50%] of the Vigor you’ve spent in the 2 seconds. Gain Counterattack’s Passive Effect.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of SupremacySOURCE LISTED
Ring
Enemies you kill while an Ultimate Skill is active grants a stack of Supremacy, each increasing your damage by x [6 – 9%] , up to x [60 – 90%]. When an Ultimate Skill ends, you gain 5 stacks of Supremacy, but you begin to lose one stack every second
WITHOUT IT · No Codex-authored fallback is substituted.
Rod of KepelekeSOURCE LISTED
Weapon (200% bonus)
Your Core Skills are now additionally Basic Skills and free to cast. When cast at Maximum Vigor, your Core Skills Consume all Vigor to cast at their largest Size, and become guaranteed Critical Strikes, with x [0.85 – 1.05%] increased Critical Strike Damage for each point of Vigor spent this way.
WITHOUT IT · No Codex-authored fallback is substituted.

Uniques — With & Without

Ring of the Midnight SunREQUIRED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Harmony of EbewakaREQUIRED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Rod of KepelekeREQUIRED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.

“I don't have that”

WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
1SOURCE ROTATION · SOURCE STEP 1 — Armored Hide
2SOURCE ROTATION · SOURCE STEP 2 — Scourge
3SOURCE ROTATION · SOURCE STEP 3 — Ravager
4SOURCE ROTATION · SOURCE STEP 4 — Counterattack
5SOURCE ROTATION · SOURCE STEP 5 — The Seeker
6SOURCE ROTATION · SOURCE STEP 6 — Payback
ELITES
BOSSES
IF THINGS GO WRONG

WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

No Codex-authored rotation is substituted for the linked source.
▼

TROUBLESHOOTING

▶“Why is some build detail brief?”
Only structured source facts are imported. Missing recommendations are linked, not invented.
PARAGON, AFTER 70
Board order:
Glyphs:
Paragon advice is withheld until separately source-locked.
▶RESEARCH & SOURCES FOR THIS BUILD
Verified against current sources: Icy Veins — Payback – Spiritborn Build for Diablo 4 (Season 14) (https://www.icy-veins.com/d4/guides/payback-spiritborn-build/). The saved tree, node graph, unlock gates, final distribution, and published bar were locked 2026-08-26T13:19:35Z.
Synthesized (my ordering and framing): No skill, rank total, bar choice, item, or final allocation is invented. Level ordering is mechanically derived from the same source tree and its published unlock gates.
Flagged as uncertain: The source does not always publish a narrative leveling order. Codex preserves its node edit priority while deferring locked nodes; unsupported timing prose and Paragon advice stay suppressed.
▶ DECIDE Which Spiritborn Is Mine? SIDE BY SIDE · 1 MIN
I · THE SKYFALL
II · THE WITHERING
III · THE WAR-DRUM
IV · THE REPRISAL
SPIRIT HALL
Gorilla × Eagle
Gorilla × Eagle
Jaguar × Jaguar
Eagle × Jaguar
DIFFICULTY
Moderate
Easy
Advanced
Moderate
CURRENT TIER
S (Icy Veins)
S (Icy Veins)
A
B — strong in all content
MAIN DAMAGE
Poison pool + Widow’s Web bursts
Poison + Thorns punches, detonated
Thrash × Beat Strike ramp
Max-Vigor Payback novas
RANGE
Dive in, detonate, gone
Melee, planted
Melee, permanent
Melee-adjacent, rhythmic
DEFENCE
Barrier film + auras + mobility
Best — film, triple sustain, dodge
Thinnest — dodge and block
Thin — block, Fear, killing first
AOE
Best
Very good
Melee-shaped
Very good
BOSSING
Strong — deep pools, big bursts
Best — never dies, full pool
Strong with uptime discipline
Strong — novas love Stagger windows
MOBILITY
Best — two Soars
Low — a lunge
High — Hunter on tap
Moderate
VIGOR
Ignored
Generated, never spent — until Jacinth
Ignored — converted to Resolve
THE BUILD
BUFF MANAGEMENT
Four auras on cooldown
Four auras, forgiving
Everything decays in one idle second
Rhythm plus bar discipline
GEAR DEPENDENCY
High — four engine Uniques
Highest — five Uniques
High — two Uniques + charm set
High — three required Uniques
COMES ONLINE
Named at ~22; complete at ~60
Level 2, honestly; doubles at ~50
Level 15 (Beat Strike); electric late 50s
Playable at 6; born when Kepeleke drops
BEGINNER FRIENDLY
With map sense
Yes — start here
No — third character
Yes, with discipline
◆ I want the strongest current option → Build I · The Skyfall
◆ I want the easiest ride, and to start today → Build II · The Withering
◆ I want the highest actions-per-minute in the codex → Build III · The War-Drum
◆ I want one enormous button and a rhythm around it → Build IV · The Reprisal
◆ I can't choose between the two poison builds → dive-and-detonate is I, stand-and-rot is II. Same Hall, same detonator, opposite temperaments.
Season 14's Spiritborn podium is poison: Icy Veins lists Soar Swarm (Build I) as the strongest current Spiritborn and the Withering Fist archetype (Build II) S-tier beside it. The matched-Jaguar War-Drum holds A-tier on the strength of Loyalty's Mantle and the Rezoka's Rage charm set; the Kepeleke Reprisal sits B — strong in all content, one tier off the pace, and the most distinctive thing the class does. Last season's Evade Counterswarm is gone from the lists entirely. All checked August 2026.
▶ PART VI Unlocks, Paragon & The Endgame Map TORMENT · PARAGON · TALISMANS
CLASS UNLOCKS — DO NOT MISS THESE
LEVEL 2
First skill point. Vigor exists from the start and does NOT regenerate — the generator-spender rhythm is the class before any mechanic is. Every chapter opens with the same Basic-skill era.
LEVEL 15 · THE SPIRIT HALL
A short priority quest appears, marked on the map. Do it immediately and choose your Primary Spirit — a Spiritborn who skipped it is playing without a class mechanic, and nothing in the interface will say so.
LEVEL 30 · THE SECOND SLOT
The Secondary Spirit opens — no second quest, easy to miss. Two chapters here level on Centipede's healing and swap it later; the swap moment is marked in their point lists.
LEVEL ~50–60 · THE ENGINE ERA
The chase items that close each build's loop — Scorn of the Earth, Widow's Web, Sepazontec, Rod of Kepeleke, Wushe Nak Pa — start dropping and cube-crafting into reach. Every chapter marks the moment its build is "born".
LEVEL 60 · TALISMAN SEAL
A Legendary Seal with +1 Charm Slot is the target: six slots means a five-piece charm set plus one Unique Charm. Kwatli's Grace (Eagle) and Rezoka's Rage (Jaguar) both carry builds this season.
LEVEL 70 · THE PIT
Paragon, glyph levelling and Torment climbing start here. Your build does not change; your items do.
THE LADDER
Difficulty runs Normal → Hard → Expert → Penitent, then Torment 1–12. Torment is where endgame loot lives.
The Pit (unlocks at 70) is the gate: clear around tier 10 to open Torment 1, then keep climbing as your glyphs grow.
Each Torment tier applies a resistance penalty, so keep Armor capped (1,000) and all Resistances 70%+ before chasing damage. On a class defended by momentum, the caps are what make momentum survivable.
PARAGON — BEGINNER VERSION
Past 70, XP becomes Paragon points, shared across your realm's characters. You may attach up to five boards; each exists to reach a Legendary node and socket a Glyph.
First board: Starter. First path: straight at the Legendary node, ignoring everything else. First glyph: whichever one reads your damage type or Guardian tag.
Ignore stray Willpower nodes and "+3% damage" filler until the Legendary node and glyph are in. Fill those walking back.
Attach requirements rise the further a board sits from the Starter, so place the board you care most about early.
ADVANCED PARAGON & GLYPHS
Order of operations per board: Legendary node → glyph socket → rare nodes inside the glyph radius → filler. A board with no glyph in it is worth roughly half of one with.
Level Glyphs by clearing The Pit. Radius grows with rank and a Legendary Bonus unlocks near the top; upgrade attempts can fail, so bring a tier you clear comfortably rather than your record.
Tag and damage-type glyphs before generic damage glyphs, always — a poison-detonation build and a max-Vigor nova build want genuinely different nodes, which is why each chapter lists its own.
On the melee chapters (III especially) take the defensive board earlier than a diver would. The damage you lose is smaller than the damage you lose by dying.
TALISMAN · TEMPER · MASTERWORK
Talisman: a Seal holding Charms, with set bonuses when they match. For the Spiritborn: Kwatli's Grace (Eagle — Build I's endgame), Rezoka's Rage (Jaguar — the reason Build III works), and Protean Heart, the unique charm that reads your full Vigor bar.
Tempering: the class staples are Worldly Endurance (Maximum Resolve, every armour slot) and Worldly Stability (resource generation) — then your build's damage tempers per its gear card. A spirit-changing variant can invalidate a tag temper you already paid for; read before you spend.
Masterworking: +ranks to everything with a large bonus hit every fourth step. Aim that bonus at the affix your build's gear card lists first, and only on pieces you intend to keep.
SEASON 14 NOTES — WHAT CHANGED FOR SPIRITBORN
Poison IS the meta — Soar Swarm the strongest current Spiritborn, Withering Fist S-tier beside it
Evade nerfed — Evade Counterswarm, last season's best build, is gone from the lists
Patch 3.1 fix — spirit-modified variants now correctly trigger the Gorilla Primary and Ebewaka's multiplier
Patch 3.1.1 — Stinger trimmed (it dealt more than intended); Touch of Death aspects toned down, skill still on top
Rushing Claw mobility trimmed — no Jaguar build tops the lists, but Loyalty's Mantle keeps the matched Hall A-tier
Harmony of Ebewaka — the triple-tag helm is the quiet engine of both S-tier builds
Charm sets settled — Kwatli's Grace and Rezoka's Rage healthy; no Gorilla or Centipede set carries a build
Mythic Unique 3.0 — 2 guaranteed + 2 random affixes, one rerollable; key uniques are craftable-toward
Deeper history matters for this class more than most: the Spiritborn arrived with Vessel of Hatred famously overtuned, was normalized across the following seasons, and then the Lord of Hatred rework removed Key Passives and raised the cap to 70. A guide that races to a Key Passive, assumes launch-era damage, or builds around Evade spam is describing a class that no longer exists. This codex is dated 3.1.3 and says so out loud.
▶ PART VII Research & Sources WHAT'S VERIFIED, WHAT ISN'T

Everything here targets Season 14 · Death Awakening · patch 3.1.3, checked against live sources on August 17, 2026. The Spiritborn is the class the internet is most wrong about, because its launch was the loudest thing that ever happened to it.

THE BIGGEST STALENESS RISK · Three eras of dead advice are still in circulation: the Vessel of Hatred launch, when an overtuned Spiritborn broke the game and produced thousands of guides describing damage that was patched away; the Evade-spam era, whose signature Evade Counterswarm build was nerfed out of the meta this season; and the pre-rework tree, whose Key Passives no longer exist. A guide built on any of the three — which is most of what a search returns — describes a class that is gone.
OFFICIAL / PATCH-LEVEL · Season and patch baseline (Season 14 · Death Awakening · 3.1.3, live August 12); the 3.1 fix that made spirit-modified skill variants correctly trigger the Gorilla Primary and Harmony of Ebewaka; 3.1.1's Stinger correction and Touch of Death aspect adjustments; this season's Evade changes; and Mythic Unique 3.0 crafting.
CURRENT BUILD SOURCES · Icy Veins' Season 14 Spiritborn set — the tier list (Soar Swarm the strongest current Spiritborn, Withering Fist S-tier, the matched-Jaguar archetype A, the Kepeleke build B, Evade Counterswarm delisted) and the per-build guides beneath it — used for tier placements, archetype framing, bar composition, Hall picks and gear direction on all four chapters.
MECHANICS REFERENCE · Spirit Hall rules (the level-15 priority quest, the Secondary at 30, free re-picks, same-Guardian legality, the Primary's whole-kit re-tag); the four Hall bonuses; Vigor generation and spending; the Resolve, Ferocity and Barrier economies; Rod of Kepeleke's free-cast / max-Vigor consumption behaviour; and the Dexterity / Willpower / Intelligence / Strength attribute effects.
MINE, NOT TRANSCRIBED · The level-by-level point orders, priority labels, star ratings, engine diagrams, stat priorities, Hall-swap timing, the Combination Room's sixteen verdicts, troubleshooting trees and the "until then" fallbacks. No published guide gives a per-level order; each of the four here totals 69 levelling points plus 14 bonus points and lands on the same final tree.
UNCERTAIN · FOUR HONEST GAPS · (1) Hall bonus figures (150% Thorns, 43% Beat Strike, the 15-hit counter, feather counts) are printed at commonly reported values; post-rework numbers are not consistently republished — treat them as close, not gospel. (2) Several aspects are described by effect rather than named, where the effect verified and a current name did not. (3) Charm-set bonus wording is paraphrased from list-site summaries, not tooltips. (4) The War-Drum's A-tier rests on one list's judgment of one item interaction (Loyalty's Mantle doubling); if that interaction changes, Build III drops a tier and its chapter says which links break first.
CODEX OF SANCTUARY
THE WANDERER’S GUIDE TO DIABLO IV

Codex of Sanctuary is an independent, unofficial Diablo IV fan resource and is not affiliated with or endorsed by Blizzard Entertainment.

Research and verification notes live in each chapter’s Sources part. Season 14 · Patch 3.1.3 · Last verified AUG 17, 2026.

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ADVANCED ·