Diablo IVDeep Dive

Diablo 4 Stats Guide: How to Make Best in Slot Items

Diablo 4 Stats Deep Dive: BIS Items

Welcome to our Diablo 4 stats guide on how to view best in slot (BIS) for each item.

We’ll cover how to choose the best modifiers for every type of gear by looking at each item slot, identify what stats it can roll, and evaluate the scaling of these stats to understand which ones give the best bang for your buck!

Disclaimer: The Devs have added and removed some stats from gear between betas, if you find anything not correct, let me know and I will update it.

All the opinions on stats are mine and as well-researched as they are, it’s still a subjective topic.

Click below to jump to a topic!

Two-handed or Main Hand Weapon

Interestingly weapons can’t roll two types of Damage mods:

  • + X All Stats
  • + X Main Stat
  • + X% Basic Skill Damage
  • + X% Core Skill Damage
  • + X% Critical Strike Damage
  • + X% Critical Strike Damage with Imbued Skills
  • + X% Damage Over Time
  • + X% Damage to Bleeding Enemies
  • + X% Damage to Burning Enemies
  • + X% Damage to Chilled Enemies
  • + X% Damage to Close Enemies
  • + X% Damage to Crowd Controlled Enemies
  • + X% Damage to Dazed Enemies
  • + X% Damage to Distant Enemies
  • + X% Damage to Enemies Affected by Shadow DoT
  • + X% Damage to Frozen Enemies
  • + X% Damage to Injured Enemies
  • + X% Damage to Poisoned Enemies
  • + X% Damage to Slowed Enemies
  • + X% Damage to Stunned Enemies
  • + X% Damage to Trapped Enemies
  • + X% Damage While Berserking
  • + X% Lightning Critical Strike Damage
  • + X% Overpower Damage
  • + X% Ultimate Skill Damage
  • + X% Vulnerable Damage
  • Lucky Hit: Up to a X% Chance to Execute Injured Non-Elites

Weapons can roll:

  • Most Damage stats
  • Core Stats
  • Life regen, Life on kills
  • On hit special effects, execute low HP enemy chance etcetera
  • Lucky Hit Chance

Weapons stats analysis:

  • Damage to Vulnerable Enemies
    •  BROKEN, scaling is off the charts, maybe the best stat in the game, if you don’t have vulnerability in your build, bring a Barb friend. If you have +40% it will add that to the Base In Game Value going from x1.2 dmg to x1.6 against Vulnerable enemies. OP
  • Damage to Close/Distant Enemies
    •  S tier, candidate for 2nd best DPS mod, similar values as Vulnerable Damage.
  • Crit Damage
    • Bigger values than even Damage to Vulnerable enemies, need crit chance to work.
  • Crit Chance
    •  Not great values, I prefer getting it from talents and stuff, mid-high. ⅓ the Value of Crit Damage (not bad but not great).
  • Core Skill Damage
    • Not bad, but the values are mid-high, slightly worse than Damage to Distant enemies/close.
  • Damage to Slowed Enemies
    • Looks good on paper, most builds can slow, but doesn’t work on bosses, very good trash killer.
  • Damage to Crowd-Controlled Enemies
    • Worse scaling than Damage to Slowed Enemies, I would never take it. Just take dmg to slowed.
  • Overpower Damage
    • Overpower was tested and it doesn’t seem to scale with any modifier.
  • Lucky Hit chance
    • I don’t like how the math behind it works (long discussion for another time).
  • Lucky Hit
    • Up to a X chance to X: Random Lucky hit effects, could be good for some builds, but generally I would skip.
  • Damage to Immobilized Enemies, Chance to Immobilize
    • I think it’s troll, it has super low scaling and few builds can use it.
  • Basic Skill Damage
    • Super high values, is there even a Basic Skill Build tho? Skipperoni pepperoni.
  • Damage Over Time effects
    • There are quite a few of them, some are class uniques and the scaling is just so low.
  • Damage to Elites
    • Great for boss killers, I only saw it once on a weapon, and I saw hundreds of weapons, is it really that rare?
  • Class Unique modifiers
    • Stuff like damage to burning enemies and damage while Berserking, the value is usually pretty low or mid.
  • +X% Basic Skill Damage
    • Maybe Necro likes it.
  • Life Regen, Life on Kills
    •  Pass.

What are the best Stats on Weapons?

  1. Damage to Vulnerable Enemies: (If you can use this debuff or have friends)
  2. Damage to Close/Distant Enemies (everyone can run this)
  3. Crit Damage
  4. Core Skill Damage
  5. Class Unique modifiers
  6. Crit Chance
  7. Overpower Damage (more class-oriented)

Final Considerations: Take 4 Damage Mods

I wouldn’t waste a slot for Core Stats, you have so many good damage modifiers here.

bullova of the expectant

Helm

  • + X All Stats
  • + X Armor
  • + X Life on Kill
  • + X Life Regeneration While Not Damaged Recently
  • + X Main Stat
  • + X Maximum Life
  • + X Maximum Resource
  • + X Ranks T4 Skills
  • + X% Barrier Generation
  • + X% Basic Skill Attack Speed
  • + X% Damage While Berserking
  • + X% Cooldown Reduction
  • + X% Crowd Control Duration
  • + X% Element Resistance
  • + X% Healing Received
  • + X% Total Armor

Helm stats analysis:

  • ‘’The Fillers’’
    • Core Stats (need 4 items with it), Resistances, Max Life. Get these when you done picking core mods for your build.
  • Cool Down Reduction
    • S Tier, Stuff like Shout Barbarian and Grizzly Rage Druid love 0 CD on their skills.
  • Rank to Non-Core Skills
    • S-tier for some builds that make heavy use of Non-Core Skills.
  • + Mana/Fury/Essence etc
    • Only classes like Bone Necros will want it.
  • Life Regen, Barrier Generation
    • I don’t think it’s worth it, possibly not even for Sorcerers that play barrier, the modifier on barrier generation isn’t great.
  • CC duration, Armor, Basic skill ATK speed
    • Very few builds will want this. (It’s possible helms have Basic Skill Damage?)

What are the best Stats on Helms?

  1. Rank to Non-Core Skills, CDR. Pick if needed
  2. CDR
  3. Fillers

Final Considerations: Use uniques unless you need a Resource Aspect

Because CDR and Rank to Non-Core Skills are the ‘’top’’ things you can get, makes the item worthless, just run a unique like Harlequin Crest.

You get All Stats, CDR, Max Life, Resource Generation (I’m not sure normal Helms can roll this mod), the unique Aspect, 20% Dmg Reduction, and +4 Ranks to ALL SKILL, including your main damage skill. This item is WILD.

harlequin crest

Chest

  • + X All Stats
  • + X Main Stat
  • + X Ranks T3 Skills
  • + X Thorns
  • + X% Barrier Generation
  • + X% Control Impaired Duration Reduction
  • + X% Damage
  • + X% Damage Reduction from Bleeding Enemies
  • + X% Damage Reduction from Close Enemies
  • + X% Damage Reduction from Distant Enemies
  • + X% Damage Reduction from Enemies Affected by Shadow DoT
  • + X% Damage Reduction from Poisoned Enemies
  • + X% Damage Reduction while Fortified
  • + X% Damage While Shapeshifted
  • + X% Damage with Dual-Wielded Weapons
  • + X% Damage with Ranged Weapons
  • + X% Damage with Skills that Swap to New Weapons
  • + X% Damage with Two-Handed Bludgeoning Weapons
  • + X% Damage with Two-Handed Slashing Weapons
  • + X% Element Damage
  • + X% Element Resistance
  • + X% Fortify Generation
  • + X% Imbued Skill Damage
  • + X% Maximum Life
  • + X% Maximum Minion Life
  • + X% Overpower Damage
  • + X% Overpower Damage with Two-Handed Bludgeoning Weapons
  • + X% Physical Damage
  • + X% School Damage
  • + X% T4 Skills Damage
  • + X% Total Armor
  • + X% Ultimate Skill Damage
Chest stats analysis:
  • The Fillers
    • Core Stats (need 4 items with it), Resistances, Max Life. Get these when you are done picking core mods for your build
  • +X% Damage
    • This modifier is special as it seems not to be additive with other modifiers
  • Rank to Non-Core Skills
    • S tier for some builds that make heavy use of Non-Core Skills
  • Defensive Stats
    • Close/Distant Damage/while fortified reductions can get close to 20% at max ilvl, I think it’s S tier. The stat ‘’+% Damage Reduction’’, scales half as well as other defensive mods, so I think I pass on this one.
  • Life on Kill
    • Not a big fan because it’s bad against bosses
  • Crowd Control Duration
    • Meh
  • +X% Damage phis, elements, shadow, etc
    •  Chests only roll these ‘’shitty’’ B tier damage mods that have low values, if you have space take one.
  • Thorns
    • Thorn builds if they are ever good.
  • Class unique damage modifiers
    • Those could be worth it, some of them do scale better than the basic +X damage mods that chests already have.

What are the best Stats on Chests?

  1. Damage Reduction against Close/Distant Enemies, you take the one relevant to your build
  2. + X% Damage
  3. Rank to Non-Core Skills. Pick if needed
  4. The Fillers, one or two of these
  5. Class unique mods
  6. Weak Damage mods, I like them if my build doesn’t need Rank to Non-Core Skill or CDR

Final Considerations: Are Damage Mods bait?

I don’t like the scaling of this type of damage mod, the damage reduction stuff you can get on Chest are quite impressive, sadly CDR was removed from chests.

Gloves

  • + X All Stats
  • + X Main Stat
  • + X Ranks Core Skills
  • + X% Attack Speed
  • + X% Critical Strike Chance
  • + X% Critical Strike Chance Against Injured Enemies
  • + X% Critical Strike Damage
  • + X% Damage to Injured Enemies
  • + X% Fire Damage Over Time
  • + X% Lightning Critical Strike Damage
  • + X% Lucky Hit Chance
  • + X% Lucky Hit Chance with Slow Damage
  • + X% Overpower Damage
  • + X% Physical Damage Over Time
  • + X% Shadow Damage Over Time
  • Lucky Hit: Up to a 5% Chance to Heal X Life
  • Lucky Hit: Up to a 5% Chance to Restore X Resource

Gloves stats analysis

  • Fillers
    • Can’t Roll Max HP, but still can get Core Stats and Resistances to fill up
  • Rank to CORE SKILLS
    • Holy cannolis, gotta get this one.
  • Offensive Modifiers
    • Weird ones, we need to dive in depth.
    • Atk Speed Mods
      • You can get class-unique ones, but I generally think their base value is kinda low, take them if you have space.
    • Crit Damage
      • I think it’s S tier if you have a crit build, it’s very high values.
    • Overpower:
      • I just don’t know yet how multiplier works for this, high scaling though
    • Over Time Damage Mods: They kinda have low values, but you get class-unique ones and it’s still a damage mod
    • Lucky Hit: Not a fan of how Lucky Hit is Calculated
    • Damage to Injured Enemies: Bleah, scales so bad compared to damage to Vulnerable enemies.

What are the best Stats on Gloves?

  1. RANK TO CORE SKILL
  2. Crit Damage, Overpower (if you run them)
  3. Fillers/Crit Chance
  4. Atk Speeds/Class Unique mods

Final Considerations: They don’t roll a lot of mods

If you don’t take Rank to Core Skill you are either trolling or running a build that doesn’t need it. So maybe check your Uniques.

Pants

  • + X Armor
  • + X Life Regeneration while Not Damaged Recently
  • + X Main Stat
  • + X Maximum Life
  • + X Potion Charges
  • + X Ranks T3 Skills
  • + X Ranks T4 Skills
  • + X Thorns
  • + X All Stats
  • + X% Blood Orb Healing
  • + X% Damage Reduction
  • + X% Damage Reduction from Bleeding Enemies
  • + X% Damage Reduction from Burning Enemies
  • + X% Damage Reduction from Close Enemies
  • + X% Damage Reduction from Distant Enemies
  • + X% Damage Reduction from Enemies Affected by Shadow DoT
  • + X% Damage Reduction from Poisoned Enemies
  • + X% Damage Reduction While Fortified
  • + X% Damage Reduction While Injured
  • + X% Dodge Chance
  • + X% Dodge Chance Against Close Enemies
  • + X% Maxmimum Minion Life
  • + X% Potion Drop Rate
  • + X% Total Armor

Pants stats analysis

  • The Fillers
    • Core Stats, Max Life, Resistances, Armor: Never bad and you need 4 items with + All Stats
  • Rank to Non-Core Skills
    • Build dependent
  • Defensives
    • It seems that, unlike Chests, Pants CAN roll more damage reduction mods)
    • Dodge
      • I didn’t find it on chests, it could be built around, but the scaling is low.
    • Damage reduction when Fortified
      • It has really high values, must have for Fortify builds.
    • Damage reduction against Close/Distant enemies
      • Scales similarly to the previous mod but it’s not as consistent, still S tier IMO, and has the advantage that all builds can and maybe SHOULD use it.
    • +x% Damage Reduction
      • Very low values, it’s normal because of how versatile it is, that’s why I usually skip these low-value mods.
    • Armor
      • It’s ok, it also reduces magical damage if you read, so it’s not bad
  • Thorns
    • You know, specific builds stuff.
  • Healing Received
    • Meme.

What are the best Stats on Pants?

  1. Damage reduction when Fortified and Damage reduction against Close/Distant enemies
  2. Rank to Non-Core Skills (if your build needs it)
  3. Fillers
Final Considerations: Big Damage Reduction item

Use this item well and you get tanky, also a good slot to have + All Stats.

Boots

  • + X% Element Resistance
  • + X Ranks T3 Skills (movement abilities mostly)
  • + X% Shrine Buff Duration
  • + X% Movement Speed
  • + X All Stats
  • + X Armor
  • + X Main Stat
  • + X% Dodge Chance
  • + X% Slow Duration Reduction
  • + X% Resource Cost Reduction
  • + X% Fortify Generation
  • + X% Blood Orb Healing
  • + X% Damage Reduction While Injured
  • + X% Dodge Chance against Distant Enemies
  • + X% Movement Speed for X Seconds After Killing an Elite

Boots stats analysis

  • Fillers
    • Core StatsResistances, Armor: Not a lot of them
  • Rank to mobility skills
    • You know, there is a lot of stuff for a ‘’Leap’’ build, is it a meme build? Probably.
  • Movement Speed, Movement Speed Buff on Elite Kill
    • You can get 10% movement Speed on a level 10 item, it’s high value, which can mean dodging a deadly AOE. Big fan of Movement mods.
  • Damage Reduction Against Elites
    • Removed and replaced with ‘’Damage Reduction While Injured’’.
  • CC increase
    • Trash I think, since it doesn’t work on bosses
  • Shrine Buff increase
    • No, pass
  • Life Regen
    • Lol
  • +X % Fortify Generation
    • Not sure
  • +% Cost Reduction
    • Could be very important to go infinite for certain classes

What are the best Stats on Boots?

  1. Movement Speed
  2. Element Resistance (can replace DR against Elites for defense)
  3. +X% Cost Reduction, Fortify Generation
  4. Fillers

Final Considerations: Mobility is king

Even though you technically take the same damage and do the same damage, having movement speed might increase both your damage and survivability by allowing you to be WHERE you want to be, faster.

Off-Hands

They are special as class-specific off-hands will have different things, but among the things you could find:

  • + Main Stat
  • + X% Resistances
  • + X All Stats
  • + X Life on Kill
  • + X% Barrier Generation
  • + X% Basic Skill Attack Speed
  • + X% Basic Skill Damage
  • + X% Blood Orb Healing
  • + X% Cooldown Reduction
  • + X% Critical Strike Chance
  • + X% Critical Strike Chance Against Injured Enemies
  • + X% Crowd Control Duration
  • + X% Damage Reduction from Bleeding Enemies
  • + X% Damage Reduction from Burning Enemies
  • + X% Damage Reduction from Enemies Affected by Shadow DoT
  • + X% Damage Reduction from Poisoned Enemies
  • + X% Damage Reduction while Fortified
  • + X% Fortify Generation
  • + X% Lucky Hit Chance
  • + X% Lucky Hit Chance with Slow Damage
  • + X% Maximum Minion Life
  • + X% Resource Cost Reduction
  • + X% Resource Generation
  • Lucky Hit: Up to a 5% Chance to Heal X Life
  • Lucky Hit: Up to a 5% Chance to Restore X Resource
  • + X Maximum Life

Off-Hands stats analysis

  • Fillers Core Stats, Resistances, Max life
    • Fillers gonna fill
  • Rank to Non-Core Skill
    • Including movement skills (rare)
  • Basic skills atk Speed, Basic skill atk Damage
    • Maybe necros can run this build
  • CDR
    • S-tier when you need it
  • Mana cost reduction
    • S-tier if it mathematically makes you spam with no downtime
  • +% Lucky Hit chance
    • I said it already many times, I don’t like the math behind the scaling (too long to talk about)
  • HP Regen, Healing Received
    • Memes
  • Class Unique Damage Modifiers
    • Some of them are strong, some are not
  • Damage to Stunned Enemies
    • Meme
  • Lucky Hit chance to X (based on classes I think(
    • I don’t think it’s good, but there could be some class-specific combos to discover

What are the best Stats on Off-Hands?

  1. Class Unique Damage Modifiers
  2. CDR
  3. Rank to Non-Core Skill
  4. Fillers
  5. Mana Cost Reduction
  6. Lucky Hit chance

Final Considerations: We need more data

I think most builds will run Two-Handed Weapons, I struggled finding data on Off-Hands but if it’s true that they can’t roll big damage mods, then it’s really weird you wouldn’t run a Two-Handed Weapon.

I think the need of using certain Uniques might be the deciding factor for you to run Off-Hands or not.

Rings

  • + X% Element Damage
  • + X Healing Over Time
  • + X Life on Kill
  • + X Life Regeneration while Not Damaged Recently
  • + X Maximum Life
  • + X Maximum Resource
  • + X% Barrier Generation
  • + X% Damage While Berserking
  • + X% Blood Orb Healing
  • + X% Critical Strike Chance
  • + X% Critical Strike Damage
  • + X% Critical Strike Damage with Imbued Skills
  • + X% Damage Over Time
  • + X% Damage to Bleeding Enemies
  • + X% Damage to Burning Enemies
  • + X% Damage to Chilled Enemies
  • + X% Damage to Close Enemies
  • + X% Damage to Crowd Controlled Enemies
  • + X% Damage to Dazed Enemies
  • + X% Damage to Distant Enemies
  • + X% Damage to Enemies Affected by Shadow DoT
  • + X% Damage to Frozen Enemies
  • + X% Damage to Injured Enemies
  • + X% Damage to Poisoned Enemies
  • + X% Damage to Slowed Enemies
  • + X% Damage to Stunned Enemies
  • + X% Damage to Trapped Enemies
  • + X% Fortify Generation
  • + X% Imbued Skill Damage
  • + X% Lucky Hit Chance
  • + X% Maximum Minion Life
  • + X% Overpower Damage
  • + X% Poison Damage
  • + X% Summoning Skill Damage
  • + X% Vulnerable Damage
  • + X% Resource Generation

Rings stats analysis

  • All the mods on Weapons
    • Read my thoughts in the Weapons section
  • +X% Element Damage mods
    • The same type on chests, they are kind of weak
  • Max Resources, Barrier Generation
    • Only good in very specific builds IF you couldn’t roll all the cracked damage mods, meaning we probably Skipperoni Pepperoni
  • Life on Kill, Healing Received
    • BAD!
  • Lucky Hit Chance
    • I don’t like it, but maybe some builds will need it anyway

What are the best Stats on Rings?

  1. Damage to Vulnerable Enemies: (If you can use this debuff or have friends)
  2. Damage to Close/Distant Enemies (everyone can run this)
  3. Crit Damage
  4. Core Skill Damage
  5. Class Unique modifiers
  6. Crit Chance
  7. Overpower Damage (class-oriented)
  8. Maximum Resource

Rings Final Considerations: Weapons 2.0 with more versatility

They can roll more mods than Weapons, they are really hard to minimax, and to get a good ring is going to be nightmare fuel.

Generally, you wanna run Uniques here, so you don’t go mad finding 2 good rings, and a good ring. I like damage mods over resource mods.

rings considerations

Amulets

  • + X Ranks All X Skills
  • + X Armor
  • + X Maximum Resource
  • + X Thorns
  • + X Weapon Damage
  • + X% Cooldown Reduction
  • + X% Critical Strike Chance Against Injured Enemies
  • + X% Crowd Control Duration
  • + X% Damage
  • + X% Damage Reduction
  • + X% Damage Reduction from Enemies Affected by Shadow DoT
  • + X% Damage Reduction from Burning Enemies
  • + X% Damage Reduction from Close Enemies
  • + X% Damage Reduction from Distant Enemies
  • + X% Damage Reduction from Poisoned Enemies
  • + X% Damage Reduction while Fortified
  • + X% Damage Reduction While Injured
  • + X% Damage while Shapeshifted
  • + X% Damage with Dual-Wielded Weapons
  • + X% Damage with Ranged Weapons
  • + X% Damage with Skills that Swap to New Weapons
  • + X% Damage with Two-Handed Bludgeoning Weapons
  • + X% Damage with Two-Handed Slashing Weapons
  • + X% Dodge Chance
  • + X% Dodge Chance Against Close Enemies
  • + X% Dodge Chance Against Distant Enemies
  • + X% Fire Damage Over Time
  • + X% Maximum Life
  • + X% Minion Attack Speed
  • + X% Movement Speed
  • + X% Movement Speed for X Seconds After Killing an Elite
  • + X% Overpower Damage
  • + X% Overpower Damage with Two-Handed Bludgeoning Weapons
  • + X% Physical Damage Over Time
  • + X% Resource Cost Reduction
  • + X% School Damage
  • + X% Shadow Damage Over Time
  • + X% Shrine Buff Duration
  • + X% Slow Duration Reduction
  • + X% Total Armor
  • + X% Ultimate Skill Damage

Amulets even have very powerful stats unique to them like:

  • + rank to all ‘’X type’’ of Skills

relentless berserker's necklace

What are the best Stats on Amulets?

Utility
  1. +X Ranks to all X Skills
Damage
  1. + X% Damage
  2. + X% Cooldown Reduction
  3. + X% School Damage
Defensive
  1. Damage reduction against Close/Distant Enemies
  2. Damage reduction when Fortified

Amulet Final Considerations

Good Lucky hitting the mods you want. It can roll everything, it’s impossible to get a BIS. I hope your class runs a Unique Amulet!

Thanks for reading! For another deep dive on stats, check out our Core Stats guide.

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