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Diablo 4 Build

Heartseeker Reborn S6 S-TIER 1-60 Victimize Build - Full Progression

presentationRogue
Season 6
Updated on Oct 25, 2024
Oct 25, 2024

Build Overview

This build is an absolutely JOY to play. Victimize got changed a lot since we first had the chance to play it, demanding rethinking of how this build is going to be played. Easy double dipping is gone. BUT if you want a strong, very easy to play build, you have found your match!

Strengths and Weaknesses

  • Extremely Fast
  • No Ressource Management
  • SImple to play
  • Very Tanky
  • Incredible Damage
  • Very little visual clutter
  • Hectic
  • Visually simple

Build Variants

Assigned Skills

Primary
5
1
Secondary
1
1
1
5
Specialization

We use Inner Sight for 25% additional critical strike chance.

Aspect & Uniques

HelmHectic Aspect
Chest armorJuggernaut's Aspect
GlovesAspect of Explosive Verve
PantsAspect of Might
BootsWind Striker Aspect
AmuletRapid Aspect
Ring 1Aspect of Iron Rain
Ring 2Aspect of Retribution
Dual wield weapon 1Vengeful Aspect
Dual wield weapon 2Aspect of Accursed Touch
Ranged weaponAspect of Arrow Storms

This setup is strictly for lvling!! You will exchange quite a few aspects and items as well as change the skilltree to a more fitting setup once you get to 60 and progress through the tiers.

Use Tempering to exchange Dodge for Resistances to combine this with Gems to cap your resistances! You should be cap Armor and Resistance before venturing into Tormented Difficulties or while you are in T1.

If you happen to find Luckyhit: Chance to make Enemies Vulnerable, use it instead of Aspect of Accursed Touch. You can then slot in Aspect of True Sight or Aspect of Inner Calm for more dmg. Later, this will become mandatory, but during lvling you probably won´t be able to find it.

Skill Tree

Available0 (0)
Spent59 (12)

Paragon Board

Points Spent0

No Glyphs Installed

Stats

  • Str:99
  • Int:99
  • Dex:99
  • Will:99
  • The 10% dmg nodes in the Exploit Weakness tree around the glpyh are vulnerable dmg!!

    Mercenary

    How it Plays

    Gameplay strategy during leveling

    1. Cast Heartseeker. Delete.
    2. Cast Caltrops to apply a trap effect, stacking dmg buff and get away from enemies.
    3. Cast Smoke Grenade to trigger Daze and apply the dmg buff.
    4. Chug a Health Potion to apply the new Unstable Elixiers Passive. (more dmg)
    5. Dash for mobility.
    6. Shadowclone for dmg (No Witness) and for the added benefit of Unstoppable.
    7. Evade for more dmg (more multiplier).
      Boss Burst

    Caltrops -> Dash through boss -> Smoke Grenade -> Heartseeker Spam Caltops refresh its duration once you use new ones but reset the buff! So you don´t want to exchange them.

    What Weapon should I use?

    Bow as well as Swords. Crossbows can be more dmg at low vulnerable values, but the additional attackspeed is so good for bows.

    How it Works

    The build is based on the Victimize Keystone, which was changed with Season 6. It now does not benefit from inheriting anything from the initial skill that made it proc, instead we are looking at a proc with its own tags. Despite that, we are still going to rock everything with ease!

    Defenses are taken care of by stacking Dark Shroud on crit, also on a lucky hit proc. This will result in occasional 70-80% DR with high end gear. S5 put a cooldown of 1.5 sec on it, so its not permanent anymore. However, it is still incredible.

    Additional mobility helps us survive with Caltrops, Dash, and Evade allowing you to dodge basically any dmg coming your way. If something hits you, it will be heavily mitigated by Dark Shroud. Additional Dodge Chance will prevent even more dmg from hitting your prestine face.

    Caltrops as well as Smoke Grenade are both massive dmg amplifiers. Applying those two is mandatory for this build to deal good dmg.

    Leveling is also a joy, with a special twink setup, letting you blast through everything in barely 4h of gametime. Or just get boosted through pits in 15min flat.

    Defenses

    Resistances:

    1. Shroud of Khanduras -> Shadow
    2. Flickerstep -> Lightning
    3. The rest - > Gems
    4. Bootslot -> Later used with All resistances!!! since we cap Ultimate Damage through the paragon.

    Armor:

    1. Pants & Amulet -> Skullgem if needed! You will have to sacrifice shadow resistance. Depending on your paragon progress you can also manage with a diamond gem.

    Scaling your Damage & Vulnerable Application

    Season 2 also saw some big changes to how you are going to Scale your Damage. Crit Damage and Vulnerable Damage are now all added into the same bucket as all other damage increases like Damage to chilled. They now work as increased damage.

    Critical strike are however still useful! A critical strike will now always deal 50% more damage. Meaning a 100 damage hit will now deal 150 damage. Critical Strikes are basically 50% more damage for free.

    Vulnerable saw the same treatment with a 20% more multiplier. 100 damage will increase to 120. We want to apply Vulnerable for Victimize procs on targets, alongside the Blast-Trapper's Aspect, which applies the debuff with the Exploit glyph.

    The calculation for dmg is as follows:

    (Base damage) x (Willpower modifier) * (increased damage) x (crit multiplier if crit [static 50%]) x (vulnerable multiplier if vulnerable [static 20%]) x (more multiplier 1) x (more multiplier 2) x (more multiplier 3) x …

    Victimize The biggest change here is, it does not double dip anymore and changed in funktionality. It is now only dependant on the weapon dmg we deal and as such does not inherit anything substantial anymore. Victimize can only be scaled with generic, non specific modifiers anymore as well as Vulnerable dmg. But thats enough to let it hit for a ton due to the stockpile mechanic. We are One for All, but scuffed. Heartseeker is also dealing big dmg.

    Fists of Fate The special Aspect actually works for Victimize since the change. You want to get the lucky hit chance as well as the proc as high as possible. Grab crit chance next and attackspeed last.

    Ranks to Skills are still great! Heartseeker deals a ton of dmg and we need ranks for Darkshroud.

    Vulnerable Application We need a ring with lucky hit: Chance to make enemies vulnerable for 2 sec. Grab one.

    Caltrops and Smoke Grenades

    Caltrops increase the dmg an enemy takes by a lot, but they have to stand inside them for a long time. The maximized dmg is also only reached with 2 caltrops duration tempers, which is highly unlikely to happen. We can´t just reapply caltrops for the debuff either, since its going to overwrite the previous instance of f.e. 30% more dmg with 5% dmg and start counting from the very beginning.

    This all sounds like duration is the way to go, but i absolutely hate the small size of caltrops and much prefer the bigger field to keep enemies in the zone as well as use it to debuff more enemies. For QoL I higly recommend 1 duration and 1 size temper. Well that is until you get to the endgame and have to use Umbracrux as well as *Shard**.

    Smoke Grenade is another incredible dmg buff, but its duration is low and cooldown high. We need multiple duration as well as cooldown tempers on our gear to achieve 100% uptime on any target we want. This is just not possible anymore, so we go with increased duration for bosses and tanky elites.

    Amulet

    Affixes:

    1. Malice -> masterwork max | Huge dmg loss if not on amulet
    2. Frigid Finesse -> alternative | Crit chance/lucky hit/attackspeed/agility%
    3. Exploit -> alternative | Crit chance/lucky hit/attackspeed/agility%

    Tempers:

    1. Vulnerable Dmg
    2. Total Armor % - > if you do have GA armor on your pants, drop this in favour of more agility cooldown. TOTAL ARMOR ONLY IF ITS A 1 PASSIVE AMI. GA pants are MUCH MUCH MUCH cheaper.

    Attack Speed Breakpoints

    To explain what Attack Speed Breakpoints are we first need to understand how the game works.

    • The server operates at a fixed 60 FPS, irrespective of your ingame FPS.
    • Because casts can only take a discrete amount of frames to go off this leads to the existence of breakpoints.
    • A cast can't take between X.01 and X.99 frames. For example, Attack Speed values that should lead to a cast speed between 20.01 to 20.1 will all lead to 21 frames.
    • Because the server runs at 60 FPS we can find our real cast speed by calculating 60/Frames. For example, if your Heartseeker cast takes 15 frames, that translates to 60/15 = 4 attacks per second.

    The following Sheet lets you calculate your Attack Speed Breakpoint for various skills.(Credit to Sanctum!!)
    https://docs.google.com/spreadsheets/d/1n0_YA-HE1MvSro5vWBTsMYvtPZPz-nNuftylgHBrQ3o/edit?gid=0#gid=0
    Copy the sheet and enter your data points.

    This build wants to reach at least the 14 frame (50% Attack Speed on Character Sheet with Elixir) breakpoint and ideally the 13 frame (68.6% Attack Speed on Character Sheet with Elixir) breakpoint.

    Merc

    Subo is live. Subo is bae. Gives you so much QoL through map highlights, especially in NMDs which are now used for material farming. You also get a decent amount of lucky hit chance! (its 20% MORE)

    No Witnesses Paragon

    This node buffs our dmg immensely, but it has some steep requirements for the 45% more dmg multi. We will need the nodes on the treee as well as Flickersteps, which provide us with 435% with a max roll at 12/12 masterwork. We need 450% total. Anything above that is wasted, so make sure to micro this for the most benefit.

    Later we will be able to cap this one just through the paragon board, allowing us to switch to different boots.

    The Umbracrux

    The shade totem is insane for this build. It not only buffs our dmg by the specified amount of 20% base but it also acts as a 2nd target which can also proc Victimize. Poison trap and smoke grenade both can summon it, so make sure to always have it up. Its insanely strong for the build and also for party play.

    Beastfall boots

    Those boots are currently bugged and provide you with unlimited energy! Use them when you run out of energy constantly.

    Why not rain of arrows??

    Because of Unstoppable. I really like having the added unstoppable on shadowclone and we also get to use Concealment, which provides us with unstoppable and stealth. This is really good for repositioning and makes the build much smoother to play. I know, we could grab rain of arrows for knockdowns as well as shadowimbuement for 12% more dmg, but the added quality of life is much more valueable to me. For high tier pushes it might be better, but getting stunned one time means death. My setup prevents that.

    Video

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